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#21 micbaldur

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Posted 01 June 2012 - 07:29 PM

"The Maltese Artifact" quest has always work me (couple earlier BWPs) dispite missing Global('PlayerHasStronghold','GLOBAL',1) but quest starting takes some time (i haven't check how long). It hasn't started in my BWP game yet but probably soon i hope. :lol:

I think that you need to wait patiently little while longer. :P

But missing Global('PlayerHasStronghold','GLOBAL',1) causes that Surayah's Wedding (also in CtB) doesn't start unless you add that global and also remember to remove it after wedding's are over.

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#22 Beleg33

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Posted 02 June 2012 - 02:40 AM

ALright, I failed to attach WeiDU.log in previous post, but thanks Lollorian you nailed it (~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions: v9 BWP Fix).

Still I'm wondering, wasn't it possible in vanilla to have several strongholds when playing multiclass character? Also shouldn't that kind of component also erase that variable check from all pre-existing scripts?

EDIT: Asked about it over at G3 in BG2 Tweakpack forums.

Edited by Beleg33, 03 June 2012 - 08:37 AM.

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#23 Beleg33

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Posted 14 June 2012 - 01:42 PM

I want to report issues with the levelled spawns in Academy of Kuldin.

Early in the adventure I went in to see what it was and got floored by a bunch of demons (thanks aTweaks for making them all converge on player1 as soon as one of them detects my party - but that's irrelevant and actually spices up the challenge). At the time my party was in the CBParty6Cat2 range (LevelPartyGT(11) / LevelPartyLT(20)) and the transformation happened without issues, still the challenge was overwhelming and I decided to leave until I had hoarded experience and many (cheesy) mod items.

I'm now at that point with almost 5 millions xp per character and crazy abilities/items/spells from various mods (mainly CtB/TDD/PlanarSphere), but the placeholders transformations aren't happening anymore so I had to manually set the variables - CLUAConsole:SetGlobal("CBParty6Cat3","AR354X",1) which should be the variable set for my lvl range (21-30 as per script) - to get the spawns instead of completly numb bugbears. I tried various things to make it happen automatically from the script to no avail; the only thing that worked was levelling up my multiclassed characters via console cheats.

IESDP says the LevelParty[GT/LT] trigger checks for highest party member level, which should be Chloe as Kensai level 27; so why does the script only get those those conditions true when I level up multiclassed characters? (I'll see the exact breakpoint and give more details after further testing).

I even checked another mod that uses levelled spawns to see how they are handled, BGSpawn for instance, and I see it doesn't use LevelParty at all but many CheckStat instead. So is LevelParty trigger faulty or badly documented? Or a totally different issue?
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#24 Beleg33

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Posted 14 June 2012 - 04:35 PM

Here is the particular block I'm looking into (part of AR35[41 to 60].BCS) :
Spoiler


That variable is then used in placeholder creature script to create levelled spawns (CBBGBER1.CRE here) :
Spoiler



Some tests and finds :

Changing the LevelParty[GT/LT] threshold :
Setting the LevelPartyGT() to 20 returns false, setting it to 19 returns true. It seems somehow my LevelParty is equal to 20 which is ignored by LevelPartyLT(20) used for the "CBParty6Cat2" spawns (So "LT" stands for "strictly Lower Than" ?) and can't return true for LevelPartyGT([20-21]) (Thus GT is also "strictly Greater Than" ?). Does that seem right?

Calculating LevelParty :

To come, I have some data for breakpoints at which LevelPartyGT(21) returns true, obtained by levelling characters with console.
Edit : Meh that one is too tough for me, I'm getting a headache... Maybe the info on the calculation can be found in the code. Any insight before I go poke smarter people?

Some data if anyone cares to do some research :
Spoiler

Edited by Beleg33, 15 June 2012 - 06:33 AM.

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#25 Beleg33

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Posted 19 June 2012 - 06:46 AM

Managed to finish Academy of Kuldin somehow, quite buggy quest IMO, the spam of Wing Buffet effect when you're atop the tower or on the bridge is really annoying and can make your members cross walls and whatnot. Anyway~

Now I'm on the Company of Eight and everytime the 8 weaklings/useless guys enter a battle, they turn hostile at the end claiming I attacked them, which I didn't. I suspect either me attacking the enemies they just happened to charm and/or the woodland beings they summon (which cast a lot of aoe, entangle/stinking cloud/etc..) make their script take it as if I attacked them.

I've seen some feedback lines like "[member of the company] deals # damage to [himself]" yay.

It's especially annoying on the level you enter after Firkraag's prison, where you enter combat immediatly and the guys are around. Prior to that I just left behind and made them move when it was clear to trigger their dialogues if they had any.

Will investigate.

EDIT : Seems to be these 2 blocks, but I don't know how to change them to make them more consistent. Now to check ingame with shitty creatures what triggers it.

Turning hostile blocks (in CBCO8SHT.BCS)
Spoiler


Done testing ingame... they turn hostile because of the entangles/clouds the woodland beings (that their own druid summons!) cast. That's so lame, any safe-check to had? I think it's the AttackedBy([GOODCUTOFF],DEFAULT) that's wonky.

Edited by Beleg33, 19 June 2012 - 07:06 AM.

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#26 Beleg33

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Posted 19 June 2012 - 07:50 AM

So I went for the 2nd block's HitBy trigger, IESDP states that CRUSHING as per DAMAGES.IDS encompasses any type of damage.

I changed

HitBy([GODDCUTOFF],CRUSHING)

with

OR(12)
HitBy([GOODCUTOFF],ACID)
HitBy([GOODCUTOFF],COLD)
HitBy([GOODCUTOFF],ELECTRICITY)
HitBy([GOODCUTOFF],FIRE)
HitBy([GOODCUTOFF],PIERCING)
HitBy([GOODCUTOFF],POISON)
HitBy([GOODCUTOFF],MAGIC)
HitBy([GOODCUTOFF],MISSILE)
HitBy([GOODCUTOFF],SLASHING)
HitBy([GOODCUTOFF],MAGICFIRE)
HitBy([GOODCUTOFF],MAGICCOLD)
HitBy([GOODCUTOFF],STUNNING)

Now that prevents them turning hostile when they run into their own dryads' entangle but they still respond to Stinking Cloud that the mage can cast even when I remove HitBy([GOODCUTOFF],POISON) so it guess it's the previous block (AttackedBy([GOODCUTOFF],DEFAULT) that triggers here and I can't do anything about it. I suggest removing that spell from her spellbook as it does nothing against the enemies you face in there except annoyance aforementionned.
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#27 Beleg33

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Posted 19 June 2012 - 02:34 PM

Doesn't look like many people care about this mod anymore :( Has anyone heard of Hoppy recently? I know he was last maintainer but he seems to be away since january.

Or maybe it's just a matter of nobody being able to help me? I'd like to revive this mod but I can't do it alone and I lack a lot of modding knowledge, if anyone wants to step up? Or maybe I should propose my fixes for the big world fixpack but then the mod would only be worth playing on a BWP install...

Same comment applies to PlanarSphere mod~

Edited by Beleg33, 19 June 2012 - 02:34 PM.

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#28 Lollorian

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Posted 19 June 2012 - 09:00 PM

So is LevelParty trigger faulty or badly documented? Or a totally different issue?

The issue can probably be properly seen when you check consecutive blocks of the spawn script :D Like this little ditty here:
Spoiler


LT/GT are hard less than/greater thans - no equal tos :D So the first block takes care of party levels 12-19 while the second block takes care of levels 22-29 causing zilch to happen when your party level is either 20 or 21 :lol:

Changing the LevelPartyGTs to 9 and 19 respectively (for the above blocks) makes them spawn for party levels 10-19 and 20-29 respectively... no gaps and probably fixed :cheers:

There are 20 scripts from AR3541.baf to AR3560.baf that used the above pattern... lowered all LevelPartGT()'s by 2 :P

Attached Files


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#29 Beleg33

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Posted 20 June 2012 - 03:11 AM

Okay thanks that's what I thought and I made that change locally for my party level range (since it was apparently level 20). LevelParty description on IESDP still wrong.

Any clue about CO8 issue? I seem to have somehow fixed it with the script fix mentionned in previous post (CBCO8SHT.BCS) and removing the block in CBCO8LSE.BCS that made her cast Stinking Cloud. There is probably a better way though
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#30 Lollorian

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Posted 22 June 2012 - 06:26 AM

Fight scripts aren't exactly my strong point but I'll try looking at how other mods do it (or similar stuff :P) and try to help :D I'm sure someone else could easily pick out the niggle :lol:

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#31 Beleg33

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Posted 26 June 2012 - 05:03 AM

Messed up final cutscene with Zannaster the Lich.

CBC8CTZL.BCS, block #7 :

Spoiler


What was he supposed to say here? Also the last line kills my PC since I handle the whole room with just 1 character equipped with a cloak of mirroring and various buffs. Isn't it supposed to kill Zannaster as the increment in globals in that block lead me to think?

I checked the .baf for this script to get the correct text, it seems the StrRef's are wrong, or totally missing as I couldn't find them doing a quick search with NI. Here's the .baf's corresponding block :

Spoiler


Great lines etc... Still wondering about that ActionOverride instant death for my PC. I'll have to finish him with a summon for now I guess.

Edited by Beleg33, 26 June 2012 - 05:25 AM.

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#32 Lollorian

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Posted 26 June 2012 - 06:01 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

Attached Files


Edited by Lollorian, 26 June 2012 - 06:03 AM.

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#33 Beleg33

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Posted 26 June 2012 - 07:58 AM

Thanks, this should round up all the bugs / weirdnesses I could find in one playthrough. Next time (probably a new install with the current fixes you have provided here) I will have a thorough look into Academy of Kuldin mess, work on some changes for PlayedHasStronghold issue caused by BG2 tweaks Multiple Strongholds component (like creating new globals when stronghold is obtained, and check for these instead of PlayerHasStronghold), and maybe overhaul the class-specific 2nd quests (I think they're all the same, maybe not for Barbarian)
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#34 Beleg33

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Posted 30 June 2012 - 07:02 PM

For some reason CtB replaces Tieflings (TELTIEF1.CRE) with Grizzly Bears (CBCHIMRA.CRE, labelled as Chimera in ARE file) in AR3005 (Watcher's Keep maze area with... heh tieflings originally). What's up with that?
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#35 Lollorian

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Posted 01 July 2012 - 08:35 PM

For some reason CtB replaces Tieflings (TELTIEF1.CRE) with Grizzly Bears (CBCHIMRA.CRE, labelled as Chimera in ARE file) in AR3005 (Watcher's Keep maze area with... heh tieflings originally). What's up with that?

And that is a bug becaaaaaaaaaaaaause... ? :P

On a related note - InfinityAnimation's awesome looking Chimera animation is unused in a standard BWP (unless you install the Vecna mod)... you should add a comment here for those guys to assign the Chimera anim to CBCHIMRA so they look like Grizzly Care Bears anymore :D

This is how the IA Chimera looks like btw:
Spoiler


EDIT: I realized you were prolly talking about the creatures being called Grizzly Bears in the game :doh: Just a case of another unused string... Small change to the TP2 should fix it :P

Added this:
COPY ~CtB/creature/nostring/CBCHIMRA.CRE~  ~override~ SAY NAME1 @31    SAY NAME2 @31

Attached Files


Edited by Lollorian, 01 July 2012 - 09:28 PM.

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#36 Beleg33

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Posted 02 July 2012 - 03:55 AM

They use bear scripts, stats, movement speed, xp value, etc... Pose no threat whatsoever for a ToB party because... they are grizzly bears. Compare it to the vanilla encounter with 4 Tieflings, one even gives a line and spawns another creature (a moondog with some spells). In my BWP I just ignored that room, because they were stupid bears and started neutral.

It's not an issue with animation or name, the cre file itself is bogus.
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#37 Lollorian

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Posted 02 July 2012 - 11:46 PM

Would've helped to know about all that earlier :P

Yeah the creature in question has a standard bear script attached to it (which is prolly improved by SCS' realistic wildlife components to behave more neutrally :P) No clue how to go about 'making this proper' short of commenting out that block that replaces the Tieflings though :unsure:

This is something only Hoppy may decide how to fix :cheers:

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#38 Beleg33

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Posted 03 July 2012 - 09:40 AM

Yes sorry I should have been more clear the first time ^^

Yes, comment it out, or create a realistic chimera creature using the correct IA animation :cheers:
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#39 Lollorian

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Posted 03 July 2012 - 10:04 AM

Yes, comment it out

I'd really be against this kinda change because:
- it's not exactly a game-breaking bug
- it's not a typo either (except the name which is an easy fix :D)
- you don't lose anything because of it (save for maybe some XP and bragging rights for the tiefling fight :P)

Granted that the encounter isn't proper - but the way to make it proper (make CBCHIMRA a real Chimera) is just too much work :lol: Hence why I volunteer Hoppy to make this sacrifice fix :ROFL:

If anyone wants to comment the relevant block though... Add comments (/* ... */) to the block in lines 4035 & 4053 in Setup-CtB.tp2 (valid for v1.13 only) This one...
Spoiler


or create a realistic chimera creature using the correct IA animation

The animation would still need to be assigned by IA :P

Speaking of a real Chimera creature - the Vecna mod has a Chimera too... a real one :D And a quick glimpse shows some badass stats and skills :devil:

Problem with using that CRE for CBCHIMRA would be that Vecna's Chimera uses custom Vecna-mod items and spells for all of its Chimera-badassery-ness :P It's not a simple matter of just copying the CRE file and renaming it into the CtB folder I'm afraid :crying:

EDIT: I just realized that the typo fix I posted above wasn't exactly a fix because those creatures were - for all intents and purposes - still just Grizzlies :lol:

Edited by Lollorian, 03 July 2012 - 11:56 PM.

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#40 Beleg33

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Posted 12 July 2012 - 02:08 AM

The worldmap links from AR3597 (Neng's Horse Ranch) to De'Arnise Keep lead to the wrong place on map. I've attempted a fix locally with the little documentation available on how to set-up .tbl files... Will upload in BW Fixpack thread if it works after testing.

Tested and fixed. Added here in fixpack thread

Edited by Beleg33, 12 July 2012 - 02:14 PM.

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