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Check the Bodies 1.13 Bug Reports


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#41 ilot

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Posted 20 December 2012 - 02:57 AM

:ROFL:

Here's a somewhat fixed file :P
- fixed the string references (5 strings... with translations... unused since the beginning of time :lol:)
- Changed the ActionOverride(LastAttackerOf(Myself),Kill(Myself)) to a very straightforward ActionOverride(Myself,Kill(Myself)) :devil:

Spoiler


I've two question :)

1.
When i compile this script, I got the errors because seems that at my Near Infinity no like "@" :)
Instead If remove "@" I no error!!

For example:
DisplayStringHead(Myself,@550306) // (hissss) NoooOOooo!! (error) :(
DisplayStringHead(Myself,550306) // (hissss) NoooOOooo!! (right) :)

2.
Why in my game I've "No such Index" after "//"??
Example:
DisplayStringHead(Myself,550306) // No such index

I'll get problem during Zannaster Cuscene due to "No such index"?????


Thanks in advance

Edited by ilot, 20 December 2012 - 03:01 AM.

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#42 Lollorian

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Posted 20 December 2012 - 04:00 AM

The @'s are used by WeiDU to replace strings based on the translation :P (from the TRA files)

You'll need to Search -> StringRef in NI and find the exact string you want displayed (in this case, the italian translation of "(hissss) NoooOOooo!!")and put the corresponding StringRef number into the DisplayStringHead() :)

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#43 ilot

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Posted 20 December 2012 - 04:51 AM

The @'s are used by WeiDU to replace strings based on the translation :P (from the TRA files)


Thanks Lollorian!! I'll remove "@" when I''l compile the script!!

You'll need to Search -> StringRef in NI and find the exact string you want displayed (in this case, the italian translation of "(hissss) NoooOOooo!!")and put the corresponding StringRef number into the DisplayStringHead() :)


Done, but I haven't this strings "(hissss) NoooOOooo!!")" and others in my italian "dialog.tlk".
It's strange because I translated this mod in italian language and the "script.tra" (where are this strings) has been translated too.
Can I add this strings using near Infinity or is better let it be? I'll get problem scene due to "No such index"?

Edited by ilot, 20 December 2012 - 04:57 AM.

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#44 Lollorian

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Posted 20 December 2012 - 10:02 AM

Make sure you backup your dialog.tlk before you do this :P (especially if your NI, Java is not up to date)

1. In NI, Edit -> dialog.tlk
2. Click Add and add your new string (and note down the stringref number)
3. Go to your BCS and put in new stringref number in the DisplayStringHead() (don't bother with the comment :P)
4. Compile and save (and overwrite if need be)
5. :woot:

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#45 ilot

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Posted 20 December 2012 - 11:47 AM

Make sure you backup your dialog.tlk before you do this :P (especially if your NI, Java is not up to date)

1. In NI, Edit -> dialog.tlk
2. Click Add and add your new string (and note down the stringref number)
3. Go to your BCS and put in new stringref number in the DisplayStringHead() (don't bother with the comment :P)
4. Compile and save (and overwrite if need be)
5. :woot:


Thank you Lol :)

PS: For curiosity, but if I no add the strings what happen...??

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#46 Lollorian

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Posted 21 December 2012 - 08:50 AM

The DisplayStringHead() will still fire and if there's no string for the stringref number inside the brackets, you'll get no string in your game :P (I think... I mean, I hope it doesn't crash)

Which means you'll have to play your game without awesome text-based hissing sound effects and other audio cues that are shown as text :( Well there goes your immershun... :ROFL:

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#47 ilot

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Posted 22 December 2012 - 03:14 AM

The DisplayStringHead() will still fire and if there's no string for the stringref number inside the brackets, you'll get no string in your game :P (I think... I mean, I hope it doesn't crash)


I think it doesnt't crash because I've others script with "others no such index" in my game and so far I not get Crash to Desktop ...!!! :shifty:

Which means you'll have to play your game without awesome text-based hissing sound effects and other audio cues that are shown as text :( Well there goes your immershun... :ROFL:


I'll try to play with "No such index", I'll take risks 8)

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#48 Eric P.

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Posted 02 February 2013 - 06:17 PM

CTD on my Mac, with this mod installed, when area attempts to load, after screen fades to black following Imoen's introductory chat with the PC. The error log reports that a luminosity map is missing, the name beginning with RR, in case that's relevant.

 

This on an installation containing the following mods:

 

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,    Dwarves, and Gnomes: v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers    and Stalkers: v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in   Wrath Hell Trial: v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #10000 // SUPER SECRET COMPONENT: v9.01
~1PP.TP2~ #0 #101 // 1ppv4: Core paperdolls
~1PP.TP2~ #0 #102 // 1ppv4: Extended palette entries -> Compatibility install only
~1PP.TP2~ #0 #104 // 1ppv4: GUI additions for BGII
~1PP.TP2~ #0 #105 // 1ppv4: Avatar fixes
~1PP.TP2~ #0 #106 // 1ppv4: Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II
~1PP.TP2~ #0 #111 // 1ppv4: Thieves Galore -> BGII - Unique Thief Avatars
~1PP.TP2~ #0 #200 // 1ppv4: Core content patches
~1PP.TP2~ #0 #201 // 1ppv4: Consistent spell and scroll icons
~1PP.TP2~ #0 #202 // 1ppv4: Spell tweaks
~1PP.TP2~ #0 #205 // 1ppv4: Legacy Shields
~1PP.TP2~ #0 #206 // 1ppv4: Additional Shield Animations (core)
~1PP.TP2~ #0 #207 // 1ppv4: Wizards' Staves (core)
~1PP.TP2~ #0 #208 // 1ppv4: Additional Helmet Animations (core)
~1PP.TP2~ #0 #209 // 1ppv4: Attachable wings (core)
~1PP.TP2~ #0 #210 // 1ppv4: Increased paperdoll object variety (core)
~1PP.TP2~ #0 #400 // 1ppv4: Core updates and item patches
~1PP.TP2~ #0 #401 // 1ppv4: Improved projectile effects
~1PP.TP2~ #0 #301 // 1ppv4: Miscellaneous content fixes
~SETUP-CTB.TP2~ #0 #0 // Check The Bodies: 1.13
~SETUP-ROT.TP2~ #0 #0 // Region Of Terror, v2.1
~SETUP-TOA.TP2~ #1 #1 // Tales of Anegh (Weidu): v2.4
~SETUP-TOA.TP2~ #1 #20 // AREA Balancing: v2.4
~SETUP-TOA.TP2~ #1 #30 // Dialog & Script Balancing: v2.4
~GBTHFKP.TP2~ #0 #0 // Expanded Thief Stronghold: v2.20
~1PP_HQ_MUSIC_II.TP2~ #0 #0 // 1pp: High quality music for SoA/ToB
~SETUP-ACEALTMUSIC.TP2~ #0 #0 // BGII Alternate Soundtrack
~SETUP-DBG.TP2~ #0 #0 // Dungeon Be Gone V1.4

This is my first time attempting to play the mod. Any advice/hints/etc. on how to solve this are most welcome :)

 

TIA for any help!


Working and playing on a Mac Pro 6,1 running Mac OS X 10.13.6 High Sierra, and a Mac Pro 3,1 running Mac OS X 10.11.6 El Capitan.

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#49 Lollorian

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Posted 09 February 2013 - 03:35 AM

Copy all files that hit the regex RR.*LM\.BMP from RoTerror/BMP into your override (something probably didn't copy proper :P)


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#50 HERD

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Posted 09 May 2013 - 02:31 PM

Was trying to steal scroll and cloak in the "chores" part, turns out there's a bug in area scripts AR3504 and AR3505.  They check if Global("CbChoresTheft","GLOBAL",1) but there's no action changing the value of "CbChoresTheft", so that CBSTLKP1.cre never ends spawning

 


#51 10th

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Posted 08 September 2013 - 03:26 PM

CBRYBREL.baf:
IF
	See("CBRYBERG")
THEN
	RESPONSE #100
		SetGlobal("CbRybergMeetsRelative","GLOBAL",1)
		Wait(2)
		StartDialogueNoSet("CBRYBERG")
END
Obvious error is obvious.
Infinite dialogue loop guarantee, it should obviously be:
IF
	See("CBRYBERG")
        GlobalLT("CbRybergMeetsRelative","GLOBAL",1)
THEN
	RESPONSE #100
		SetGlobal("CbRybergMeetsRelative","GLOBAL",1)
		Wait(2)
		StartDialogueNoSet("CBRYBERG")
END

Previous successful completions of that quest are pure luck of the player, wouldn't surprise me in the least if the other quests have a similar potential for hiccups.

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#52 colonel klinck

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Posted 30 December 2013 - 12:00 PM

Hi everybody, 

I'm actually facing a bug in the Vampire Master's quest. In the Neng's horses ranch I met Vernon in his barn which revealed himself to be a vampire.  I agree to bring all his family in coffins with cursed hearth in the  AKTHAKLA in the cimetary exactly in former BODHI's lair. All of this bynight of course (by day all 7 items get destroyed...and so the quest). 

But once arrived in Bodhi lair (stairs down right on the big table in the catacombs) nothing happens.... As far as I've read rare topics about it Vernon is supposed to reappear, thanking me and giving me the place where is Master Vampire "live".   I've tried to place coffins and hearth in former BODHI's lair or directly on the ground but with no result.

I'm suspecting a big bug in that...

Here is my weidu log. I know i'ts the one of a big big mega mod but I'm really suspecting a bug only due to CTB.

I don't necessary need a big change in the file to fix it forever I only need to continue a more than six month in real time adventure...

Wouldn't it be nice to have the right  CLUACode with some  SET GLOBAL.... to get triggering the right event , would it ?

I'm able using N.I whit some step by step instructions but I' really don't understand how those program works.  the "why, who, where and how to fix it" is far from my understanding.

Thx by advance.

 

For my weidu log please see the attached file caus it's too big to simply copy paste...

 

Here is  with N.I some info about the vernon creature file 

 

IF
Global("CbVampireSubQuestStart","GLOBAL",4)
Global("CbVampireSubQuestFailed","GLOBAL",0)
Global("CbPartyReturnedAfterWarn","AR0809",1)
AreaCheck("AR0809")
Detect([PC])
Range([PC],30)
THEN
RESPONSE #100
ActionOverride("CBRNCMVP",StartDialogueNoSet([PC]))
END
 
IF
AreaCheck("AR3598")
Allegiance(Myself,NEUTRAL)
Global("CbVampireSubQuestStart","GLOBAL",3)
THEN
RESPONSE #100
DestroySelf()
END
 
IF
Global("CbVampireSubQuestFailed","GLOBAL",1)
!Allegiance(Myself,ENEMY)
THEN
RESPONSE #100
ChangeEnemyAlly(Myself,ENEMY)
END
 
IF
Die()
Allegiance(Myself,ENEMY)
THEN
RESPONSE #100
ReallyForceSpellDead(Myself,VAMPIRE_GAS_FORM_CHANGE)
END
 
IF
HPLT(Myself,10)
Allegiance(Myself,ENEMY)
THEN
RESPONSE #100
ReallyForceSpellDead(Myself,VAMPIRE_BAT_FORM_CHANGE)
END
 
IF
TimeGT(5)
TimeLT(DUSK_END)
AreaType(OUTDOOR)
Allegiance(Myself,ENEMY)
THEN
RESPONSE #100
ReallyForceSpellDead(Myself,VAMPIRE_BAT_FORM_CHANGE)
END
 
IF
See([PC])
Delay(12)
Allegiance(Myself,ENEMY)
THEN
RESPONSE #100
ReallyForceSpellDead([PC],VAMPIRE_DOMINATION)
ReallyForceSpellDead([PC],VAMPIRE_FEAR)
END
 
IF
See(NearestEnemyOf(Myself))
Class(NearestEnemyOf(Myself),MAGE)
THEN
RESPONSE #100
Attack(NearestEnemyOf(Myself))
END
 
IF
See(NearestEnemyOf(Myself))
THEN
RESPONSE #100
AttackReevaluate(NearestEnemyOf(Myself),30)
END
 

 

 

 

Attached Files


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#53 micbaldur

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Posted 30 December 2013 - 12:21 PM

If you have save before entering Bodhi's Lair (AR0809) check (Shadowkeeper or NI) that global "CbVampireSubQuestStart" is "3".


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#54 colonel klinck

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Posted 30 December 2013 - 12:30 PM

Hi,

Problem begins. How do I check that ?


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#55 micbaldur

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Posted 30 December 2013 - 12:36 PM

Use Shadowkeeper (get it here).

 

Or use NI. From right side open save folder and then "right" save. Click Baldur.Gam and you see variables center screen. Scroll down to "c".


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#56 colonel klinck

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Posted 30 December 2013 - 12:36 PM

Sorry for lmy ast (stupid)  question. I found it. Here is the result copied/pasted from N.I 

  • Variable name: CBVAMPIRESUBQUESTSTART,Unknown: 00 00 00 00 00 00 00 00 h,Variable value: 3, 

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#57 micbaldur

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Posted 30 December 2013 - 12:56 PM

Well that global is ok then.

 

Do you have 3 Cursed Earth (CBVMPDR1.ITM, CBVMPDR2.ITM and CBVMPDR3.ITM) and 3 Vampire Coffin (CBVMPCF1.ITM, CBVMPCF2.ITM and CBVMPCF3.ITM) in you inventory in that same save?

 

Do you know how to check local variable at AR0809 if you do check "CbVampireFamilyMoved" is "0".


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#58 colonel klinck

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Posted 30 December 2013 - 01:05 PM

Yes but not exactly. I'v exactly 3 cursed earth and 4 vampire coffins... named CBVMPDR1.ITM to CBVMPDR3.ITM and CBVMPCF1.ITM to CBVMPCF4.ITM.

 

I don't really know what is "to check local variable at AR0809 if you do check "CbVampireFamilyMoved" is "0". Could you reformulate the question ?


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#59 colonel klinck

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Posted 30 December 2013 - 01:22 PM

Hum, 

I suppose having quite mainly  understood your question . So I checked in the local ARE folder with N.I. in the file : AR0809.BCS and see that (with other things...) : 

 

 

IF
Global("CbVampireSubQuestStart","GLOBAL",0)
PartyHasItem("CB3597ST") // Lettre de Bodhi
THEN
RESPONSE #100
SetGlobal("CbVampireSubQuestStart","GLOBAL",1)
Continue()
END
 
IF
Global("CbVampireSubQuestStart","GLOBAL",3)
Global("CbVampireFamilyMoved","AR0809",0)
PartyHasItem("CBVMPDR1") // Terre maudite
PartyHasItem("CBVMPDR2") // Terre maudite
PartyHasItem("CBVMPDR3") // Terre maudite
PartyHasItem("CBVMPCF1") // Cercueil de Vampire
PartyHasItem("CBVMPCF2") // Cercueil de Vampire
PartyHasItem("CBVMPCF3") // Cercueil de Vampire
PartyHasItem("CBVMPCF4") // Cercueil de Vampire
!GlobalTimerExpired("CbMovingVampires","GLOBAL")
THEN
RESPONSE #100
StartCutSceneMode()
FadeToColor([30.0],0)
CreateCreature("CBRNCMVP",[1497.367],2) // Vernon
CreateCreature("CBRNCWVP",[1471.294],0) // Tanya
CreateCreature("CBRNCGVP",[1547.337],3) // Winny
CreateCreature("CBRNCBVP",[1512.450],5) // Theo
TakePartyItem("CBVMPDR1") // Terre maudite
TakePartyItem("CBVMPDR2") // Terre maudite
TakePartyItem("CBVMPDR3") // Terre maudite
TakePartyItem("CBVMPCF1") // Cercueil de Vampire
TakePartyItem("CBVMPCF2") // Cercueil de Vampire
TakePartyItem("CBVMPCF3") // Cercueil de Vampire
TakePartyItem("CBVMPCF4") // Cercueil de Vampire
ActionOverride(Player1,JumpToPoint([1447.403]))
ActionOverride(Player1,Face(8))
Wait(2)
FadeFromColor([30.0],0)
SetGlobal("CbVampireFamilyMoved","AR0809",1)
EndCutSceneMode()
ActionOverride("CBRNCMVP",StartDialogueNoSet(Player1))
Continue()
END

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#60 micbaldur

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Posted 30 December 2013 - 01:27 PM

Well actually you are right about 4 coffins, my mistake. Sorry. But inventory ok then.

 

Go downstairs to Bodhi's Lair (AR0809). Then make quicksave. Open NI (or if you have NI already opened then "Refresh Tree" from Game tab at upper left corner).

 

Open save folder and then "Quick-Save" folder. To check local variables you need to open Baldur.sav instead of Baldur.gam. Decompres SAV file, select AR0809.ARE and click "View/Edit". AR0809 opens click "Edit" tab and scroll down to variables. Click "CbVampireFamilyMoved" and check value. If it's "0" that's bad but if it's "1" then Vernon be there somewhere.

 

Edit: Not that ARE folder.


Edited by micbaldur, 30 December 2013 - 01:28 PM.

CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible