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Notes, Oddities and Possible Bugs in My BWP Game (Spoilers)


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#441 ilot

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Posted 09 December 2014 - 08:06 AM

Thanks Micbaldur,   :new_thumbs:  I'll correct my baldur.bcs then!!

 

 

So i'm pretty sure that this is bug. Sad that Lollorian isn't here to confirm and fix this in BWP Fixpack.

You are right....  :crying:  :crying:  :crying:  :crying:  :crying:  :crying:


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#442 Mad Mate

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Posted 09 December 2014 - 12:35 PM

Well i checked BreVil10.DLG and BreVill11.DLG there isn't any SetGlobal "BreVil10" or "BreVil11" so think this is bug. It's Depressed People quest and i finished that long time ago in Bremen.

Great find, micbaldur. I did some investigation, and found Globals for "BreVil10" in BreVil8.dlg, and for "BreVil11" in BreVil13.dlg.
But I also think that this block you found, is wrong.
SetGlobal("BreVil10","GLOBAL",3) is already set before in baldur.baf:

IF
GlobalTimerExpired("ChangeVil10","GLOBAL")
Global("BreVil10","GLOBAL",2)
THEN
RESPONSE #100
SetGlobal("BreVil10","GLOBAL",3)

and there is nowhere SetGlobals 3, 4, 5 of "BreVil11", and BreVil13.dlg asks for them.

So I think in this bad block, "BreVil10" should be replaced with "BreVil11".



#443 micbaldur

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Posted 09 December 2014 - 12:55 PM

Thanks for checking this.

 

I just "fix" it so that it won't fire endlessly. I might look at this little further tonight when get back home.


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#444 micbaldur

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Posted 09 December 2014 - 06:37 PM

After checking this, Mad Mate, you are right SetGlobal("BreVil10","GLOBAL",3) is not needed.

Fixed by changing block to:

IF
    GlobalTimerExpired("ChangeVil11","GLOBAL")
    Global("BreVil11","GLOBAL",2)
THEN
    RESPONSE #100
        SetGlobal("BreVil11","GLOBAL",3)
END

Thanks for straighting this out right. :coolthumb:


Edited by micbaldur, 09 December 2014 - 06:42 PM.

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#445 ilot

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Posted 10 December 2014 - 12:47 AM

In summary in "baldur.bcs" need change this block...

IF
    GlobalTimerExpired("ChangeVil11","GLOBAL")
    Global("BreVil11","GLOBAL",2)
THEN
    RESPONSE #100
        SetGlobal("BreVil10","GLOBAL",3)
    RESPONSE #100
        SetGlobal("BreVil10","GLOBAL",4)
    RESPONSE #100
        SetGlobal("BreVil10","GLOBAL",5)
    RESPONSE #100
        SetGlobal("BreVil10","GLOBAL",5)
END

...to the following block, right? :)

IF
    GlobalTimerExpired("ChangeVil11","GLOBAL")
    Global("BreVil11","GLOBAL",2)
THEN
    RESPONSE #100
        SetGlobal("BreVil11","GLOBAL",3)
END

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#446 micbaldur

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Posted 10 December 2014 - 06:22 AM

In summary in "baldur.bcs" need change this block...

IF
    GlobalTimerExpired("ChangeVil11","GLOBAL")
    Global("BreVil11","GLOBAL",2)
THEN
    RESPONSE #100
        SetGlobal("BreVil10","GLOBAL",3)
    RESPONSE #100
        SetGlobal("BreVil10","GLOBAL",4)
    RESPONSE #100
        SetGlobal("BreVil10","GLOBAL",5)
    RESPONSE #100
        SetGlobal("BreVil10","GLOBAL",5)
END

...to the following block, right? :)

IF
    GlobalTimerExpired("ChangeVil11","GLOBAL")
    Global("BreVil11","GLOBAL",2)
THEN
    RESPONSE #100
        SetGlobal("BreVil11","GLOBAL",3)
END

 

Yes, that's right. :D


Edited by micbaldur, 10 December 2014 - 06:23 AM.

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#447 ilot

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Posted 10 December 2014 - 07:17 AM

Thanks :cheers:


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#448 micbaldur

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Posted 10 December 2014 - 07:58 PM

Couple problems found during "scout" research of up-coming areas.

 

Breagar NPC: Change-log revels that Revised Battles "???overwrites???" Master Brain (UDMASTER.CRE) removing Sapphire (ACSTONE2.ITM) from inventory and Uldar NPC overwrites Kuo-Toa Prince (UDPRINCE.CRE) removing Emerald (ACSTONE1.ITM) from inventory.

From RevisedBattles.TP2:

COPY_EXISTING ~udmaster.CRE~    ~override~
  PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN // protects against invalid files
    WRITE_LONG    0x14        ~22780~        // XP
    WRITE_LONG    0x1c        ~2000~        // Gold Carried
    WRITE_SHORT    0x24        ~300~            // Current HP
    WRITE_SHORT    0x26        ~300~            // Maximum HP
    WRITE_SHORT    0x46        ~-5~            // AC Natural
    WRITE_SHORT    0x48        ~-5~            // AC Effective
    WRITE_BYTE    0x52        ~0~            // THAC0
    WRITE_BYTE    0x54        ~-10~            // Save vs. Death
    WRITE_BYTE    0x55        ~-10~            // Save vs. Wand
    WRITE_BYTE    0x56        ~-10~            // Save vs. Polymorph
    WRITE_BYTE    0x57        ~-10~            // Save vs. Attacks
    WRITE_BYTE    0x58        ~-10~            // Save vs. Spells
    WRITE_BYTE    0x59        ~50~            // Resist Fire
    WRITE_BYTE    0x5a        ~50~            // Resist Cold
    WRITE_BYTE    0x5b        ~50~            // Resist Electricity
    WRITE_BYTE    0x5c        ~50~            // Resist Acid
    WRITE_BYTE    0x5d        ~50~            // Resist Magic
    WRITE_BYTE    0x5e        ~50~            // Resist Magical Fire
    WRITE_BYTE    0x5f        ~50~            // Resist Magical Cold
    ADD_CRE_ITEM            ~POTN52~    #5 #0 #0    ~NONE~    ~QITEM1~
    ADD_CRE_ITEM            ~B#AMUL02~    #0 #0 #0    ~NONE~    ~AMULET~
  END
BUT_ONLY_IF_IT_CHANGES

I don't understand why ADD_CRE_ITEM overwrites Inventory 1 aka Sapphire (ACSTONE2.ITM).

From Uldar.TP2:

COPY ~Uldar/Monstruos/sahu~ ~override~
//SAHKNG01.CRE SAHGOR2.CRE

TP2 doesn't mention UDPRINCE.CRE but it's in Uldar/Monstruos/sahu folder.

Added items to Master Brains and Kuo-Toa Princes inventory.

 

Update:

That overwriting issue of Uldar NPC mod has already been fixed (probably?) by Lollorian earlier (encountered this issue with Uldar NPC mod earlier).


Edited by micbaldur, 12 December 2014 - 08:02 AM.

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#449 micbaldur

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Posted 11 December 2014 - 06:29 PM

Frennedan NPC: Problem with interjection in Imrae's dialogue (UDIMRAE.DLG) at Ust Natha (AR2200).

In UDIMRAE.DLG changed response trigger 0 from:

InParty("frendan")
!Dead("frendan")

to:

!InParty("frendan")

and response trigger 1 from:

!InParty("frendan")

to:

InParty("frendan")
!Dead("frendan")

Edited by micbaldur, 11 December 2014 - 06:29 PM.

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#450 Nightfarer

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Posted 11 December 2014 - 09:18 PM

Frennedan NPC: Problem with interjection in Imrae's dialogue (UDIMRAE.DLG) at Ust Natha (AR2200).

In UDIMRAE.DLG changed response trigger 0 from:

InParty("frendan")
!Dead("frendan")

to:

!InParty("frendan")

and response trigger 1 from:

!InParty("frendan")

to:

InParty("frendan")
!Dead("frendan")

 

 

Hi Micbaldur.

 

Guess the issue is in frenJ.d alter_trans udimrae block.



#451 micbaldur

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Posted 12 December 2014 - 04:38 AM

Hi Micbaldur.
 
Guess the issue is in frenJ.d alter_trans udimrae block.

Actually that's workaround so that block doesn't fire. So i think that both response trigger should be:

!InParty("frendan")

so that it won't fire. I made that "fix" during game session so i didn't think much about it and just swap those triggers last night to get that Imrae dialogue to work.


I think that problem is in FRENJ.D and block below that ALTER_TRANS UDIMRAE:

APPEND ~UDSOLA01~
    IF ~~ THEN BEGIN frsola00
    SAY @116
    IF ~~ THEN GOTO 30
    END
END

GOTO 30 goes wrong place at UDSOLA01. It's goes to 1st talk with Solaufein at entrance of Male Fighter's Society not to 2nd talk with Solaufein and Imrae at platform like it should do.

 

How to fix this is beyond me, sorry.

 

Solaufein keeps teleporting to platform and Imrae gets respawning (had four Imrae at one time) everytime you try to talk to Solaufein.


Edited by micbaldur, 12 December 2014 - 04:44 AM.

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#452 Nightfarer

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Posted 12 December 2014 - 04:50 AM

I see... though I never experienced this one :whistling: 

 

Anyway, I meant this code snippet:

 

ALTER_TRANS UDIMRAE BEGIN 4 END BEGIN 0 END BEGIN "TRIGGER" ~!InParty("frendan")~ END
EXTEND_TOP UDIMRAE 4
     IF ~InParty("frendan") !Dead("frendan")~ THEN EXTERN ~UDSOLA01~ 1 //frsola00
END


APPEND ~UDSOLA01~
    IF ~~ THEN BEGIN frsola00
    SAY @116
    IF ~~ THEN GOTO 30
    END
END



#453 micbaldur

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Posted 12 December 2014 - 05:06 AM

I see... though I never experienced this one :whistling:

 

Anyway, I meant this code snippet:

 

ALTER_TRANS UDIMRAE BEGIN 4 END BEGIN 0 END BEGIN "TRIGGER" ~!InParty("frendan")~ END
EXTEND_TOP UDIMRAE 4
     IF ~InParty("frendan") !Dead("frendan")~ THEN EXTERN ~UDSOLA01~ 1 //frsola00
END


APPEND ~UDSOLA01~
    IF ~~ THEN BEGIN frsola00
    SAY @116
    IF ~~ THEN GOTO 30
    END
END


Yes, i meant that too and i think that problem is GOTO 30 but then again this might be problem only on my BWP game don't know for sure.

 

Changing InParty("frendan") !Dead("frendan") to "!InParty("frendan")" prevents that FRSOLA00 to fire.


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#454 micbaldur

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Posted 12 December 2014 - 07:33 AM

Well after some research i think that i found problem.
 
At FRENJ.D:

ALTER_TRANS UDIMRAE BEGIN 4 END BEGIN 0 END BEGIN "TRIGGER" ~!InParty("frendan")~ END
EXTEND_TOP UDIMRAE 4
     IF ~InParty("frendan") !Dead("frendan")~ THEN EXTERN ~UDSOLA01~ 1 //frsola00
END

I think that problem is 1 should be probably 25 but i'm not sure (i don't know much about D- and DLG-files though).
 
Because in UDIMRAE.D (made with weidu from UDIMRAE.DLG):

IF ~~ THEN BEGIN 4 // from: 3.0
  SAY #50967 /* ~Explain what has occurred, Solaufein.  And be quick about it, male, for the Spider Queen demands my attention.~ */
  IF ~  InParty("frendan")
!Dead("frendan")
~ THEN EXTERN ~UDSOLA01~ 1
  IF ~  !InParty("frendan")
~ THEN EXTERN ~UDSOLA01~ 25
END

that 1 goes to wrong place at UDSOLA01.D (made with weidu from UDSOLA01.DLG):

IF ~~ THEN BEGIN 1 // from: 212.0 208.0 207.0 206.0 205.0 0.0
  SAY #50893 /* ~There is no 'refuge' to be had in Ust Natha, fools.   We pay for our existence here with blood and you shall do the same.~ */
  IF ~~ THEN GOTO 2
  IF ~  Global("LK#Arath_","GLOBAL",0)
IfValidForPartyDialogue("Arath")
!StateCheck("Arath",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("LK#Arath_","GLOBAL",1)
~ EXTERN ~LK#ARATJ~ 926
END

it probably should go to 25 at UDSOLA01.D:

IF ~~ THEN BEGIN 25 // from:
  SAY #50976 /* ~At once, Handmaiden.  If I were to speak of the devourers, Veldrin... you would know what of I speak, yes?~ */
  IF ~  CheckStatGT(Player1,14,INT)
~ THEN REPLY #50977 /* ~You mean the illithid?  Yes, I know what they are.~ */ DO ~IncrementGlobal("SolaufeinLikes","GLOBAL",1)
~ GOTO 26
  IF ~  CheckStatGT(Player1,8,INT)
CheckStatLT(Player1,15,INT)
~ THEN REPLY #50978 /* ~You mean the mind flayers?  Yes, I know what they are.~ */ GOTO 27
  IF ~  CheckStatLT(Player1,9,INT)
~ THEN REPLY #50979 /* ~Er... are you talking about an otyugh?~ */ DO ~IncrementGlobal("SolaufeinLikes","GLOBAL",-1)
~ GOTO 28
  IF ~~ THEN REPLY #50980 /* ~No, I don't know.~ */ GOTO 29
  IF ~  Global("calledillithid","GLOBAL",0)
IfValidForPartyDialogue("MWKido")
!Dead("MWKido")
!Gender(Player1,FEMALE)
~ THEN DO ~SetGlobal("calledillithid","GLOBAL",1)
~ EXTERN ~MWKIDJ~ 179
  IF ~  Global("calledillithid2","GLOBAL",0)
IfValidForPartyDialogue("MWKido")
!Dead("MWKido")
Gender(Player1,FEMALE)
~ THEN DO ~SetGlobal("calledillithid2","GLOBAL",1)
~ EXTERN ~MWKIDJ~ 180
END

I hope that this mess i made helps you (probably not though :P ).


Edited by micbaldur, 12 December 2014 - 07:54 AM.

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#455 Nightfarer

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Posted 12 December 2014 - 07:59 AM

Hi micbaldur.

 

The EXTERN ~UDSOLA01~ 1 tells to continue at the state label 1 in UDSOLA01.dlg.

 

The GOTO 30 tells to continue at the state label 30 in the same dialogue file as current state.



#456 micbaldur

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Posted 12 December 2014 - 08:15 AM

Hi micbaldur.

 

The EXTERN ~UDSOLA01~ 1 tells to continue at the state label 1 in UDSOLA01.dlg.

 

The GOTO 30 tells to continue at the state label 30 in the same dialogue file as current state.

Thanks for clearing this for me (maybe i learn something about it). Like i have said i don't much about modding so i made lot of mistakes about these things and this shows it once again. :P

 

I think that "EXTERN ~UDSOLA01~ 1" should be maybe "EXTERN ~UDSOLA01~ 25" but that doesn't mean i right (probably not).

 

Like you say that GOTO 30 quite right, nothing is wrong with it, works as intended.


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#457 The Imp

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Posted 12 December 2014 - 09:42 AM

I think that "EXTERN ~UDSOLA01~ 1" should be maybe "EXTERN ~UDSOLA01~ 25" but that doesn't mean i right (probably not).
Nope, the two dialogs might need to be totally different. As in the 1, the character is present in the conversation(as a party member), while in the other they(he or she or it :devil: ) are not.

Edited by The Imp, 12 December 2014 - 10:35 AM.

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#458 micbaldur

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Posted 12 December 2014 - 09:57 AM

I think that "EXTERN ~UDSOLA01~ 1" should be maybe "EXTERN ~UDSOLA01~ 25" but that doesn't mean i right (probably not).
Nope, the two dialogs need to be totally different as in one, the character is present in the conversation(as a party member), while in the other they(he or she or it :devil: ) are not.

Well  :blink: i don't understand what you said or anything about this dialogue stuff so i leave this for those know about it and settle to edit this injection out in UDIMRAE.DLG.

 

Changed response trigger 0 so that both 0 and 1 are same:

!InParty("frendan")

At least then dialogue Solaufein's dialogue at platform works, that's enough for me.


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#459 The Imp

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Posted 12 December 2014 - 01:09 PM

Changed response trigger 0 so that both 0 and 1 are same:

!InParty("frendan")

At least then dialogue Solaufein's dialogue at platform works, that's enough for me.

But then you report (as in, talk about) of a party member that joined your party, that according to the dialog option should be dead. As the other choice is that he didn't join the party and could thus be dead as a consequence.
As in, yeah, we killed jesus, don't worry about him, (the man next to me might look much like him, but he is "not", ouh, never mind that, as you are blind, I forgot). :devil:

Would you micbaldur mind to --change-log -ing the "thunder3.wav" -file ?


Edited by The Imp, 12 December 2014 - 01:15 PM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#460 micbaldur

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Posted 12 December 2014 - 05:28 PM

But then you report (as in, talk about) of a party member that joined your party, that according to the dialog option should be dead. As the other choice is that he didn't join the party and could thus be dead as a consequence.
As in, yeah, we killed jesus, don't worry about him, (the man next to me might look much like him, but he is "not", ouh, never mind that, as you are blind, I forgot). :devil:

Like it was said long time ago "Frankly, i don't give a damn" as long as Imrae dialogue works. :P

Would you micbaldur mind to --change-log -ing the "thunder3.wav" -file ?
 

Well if it helps you or Sam here's change-log:

[WeiDU.exe] WeiDU version 23300
override/THUNDER3.WAV



Mods affecting THUNDER3.WAV:
00000: /* acted upon in an indetectable manner */~SETUP-BGT.TP2~ 0 0 // Baldur's Gate Trilogy - Core: 1.18 (28 Apr 13)

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

 

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