Out of A1-A4, only A1 and A2 are mandatory for a CRE to not crash on attack
Also, IA does not ship with MGH2A3 and MGH2A4 - that's why it explicitly DISABLE_FROM_KEYs them because they are shipped by CtB and NeJ respectively.
Also, I committed
Posted 14 July 2015 - 08:38 AM
Out of A1-A4, only A1 and A2 are mandatory for a CRE to not crash on attack
Also, IA does not ship with MGH2A3 and MGH2A4 - that's why it explicitly DISABLE_FROM_KEYs them because they are shipped by CtB and NeJ respectively.
Also, I committed
"I am the smiley addict, yellow and round, this is my grin when I'm usually around .
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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Posted 14 July 2015 - 02:33 PM
First big problem encountered.
CTD at Bandit Camp (AR8700.ARE) when entering to Big Tent (AR8701.ARE). Fixed by putting AR8701.WED to override, Quiet posted it here.
As usual i don't have idea what causes this (didn't check it any further), Quiet's WED works so back to playing BWP.
CHARNAMEs excellent adventures in the world of BWP expert-install here
Thanks to Leonardo Watson for making this possible
Posted 14 July 2015 - 10:28 PM
First big problem encountered.
CTD at Bandit Camp (AR8700.ARE) when entering to Big Tent (AR8701.ARE). Fixed by putting AR8701.WED to override, Quiet posted it here.
As usual i don't have idea what causes this (didn't check it any further), Quiet's WED works so back to playing BWP.
I remember having this problem in one of my playthroughs about one year ago. Glad there is a fix for it
Posted 15 July 2015 - 05:51 AM
Well always nice to find pre-made fix for problems encountered.
Couple upcoming problems fixed.
BG2:
DofD: Fixed upcoming area problem ARDEM.ARE by copying ARDEM.ARE from BWP Fixpack to override.
TS: Fixed upcoming area problem TT0307.ARE by copying TT0307.ARE from vanilla TS to override.
Both problems are already fixed by Lollorian and somebody else (sorry don't remember who).
CHARNAMEs excellent adventures in the world of BWP expert-install here
Thanks to Leonardo Watson for making this possible
Posted 15 July 2015 - 07:48 AM
Re: AR8701.WED
The file Quiet attached is the exact same AR8701.WED that ships with BGT Graphics overhaul
I tried to find why you guys had crashes and the culprit mod here is NeJv694
In the AR8701.WED shipped by NeJ - Overlay 0, Tilemap 29 & 39 refer to non-existant Tilesets 108 & 109 respectively (they should be 29 & 39 respectively)
I'll try to make Lolfixer atleast report such instances so we can debug this kind of shit before we try to pinpoint where to look at
Also, ARDEM.ARE was fixed by Linthar here (no one reads the BWP fixpack readme )
Edited by Lollorian, 15 July 2015 - 07:51 AM.
"I am the smiley addict, yellow and round, this is my grin when I'm usually around .
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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Posted 15 July 2015 - 07:52 AM
I tried to find why you guys had crashes and the culprit mod here is NeJv694
In my case it wasn't Nej, since I didn't install it last year - I had a recommended install. In the next install its the first time I'm considering trying Nej. But I didn't find out what it truly was either, and don't have the install anymore to find out
Edited by dreamer2007, 15 July 2015 - 07:53 AM.
Posted 15 July 2015 - 07:54 AM
Ah wait, I remember your case, it was caused by SCS (an old version - added a 2-hander with a shield to one of the bandits inside the tent )
"I am the smiley addict, yellow and round, this is my grin when I'm usually around .
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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Posted 15 July 2015 - 07:55 AM
Ah wait, I remember your case, it was caused by SCS (an old version - added a 2-hander with a shield to one of the bandits inside the tent )
Actually no . That was another bug, older, that was indeed fixed. And it was about skeletons , way outside the tent.
Edited by dreamer2007, 15 July 2015 - 07:56 AM.
Posted 15 July 2015 - 07:58 AM
Damn 2-handers with shields
"I am the smiley addict, yellow and round, this is my grin when I'm usually around .
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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Posted 15 July 2015 - 08:27 AM
Also, ARDEM.ARE was fixed by Linthar here (no one reads the BWP fixpack readme )
Sorry Linthar about that memory lap, but i was in middle of playing BWP when i encountered that problem.
CHARNAMEs excellent adventures in the world of BWP expert-install here
Thanks to Leonardo Watson for making this possible
Posted 17 July 2015 - 06:02 PM
One problem encountered.
BG1RE and Kittimes: BG1RE component "The Mourning of Centeol, the Spider Lady, by Lava" breaks Kittimes "Discover the Cause of the Spiders Aggression" quest at Cloakwood. Centeol doesn't die so quest can't be finished.
From AR8801.BCS:
IF
Global("S9CentDead","GLOBAL",0)
Dead("centeol")
THEN
RESPONSE #100
SetGlobal("S9CentDead","GLOBAL",1)
END
Update:
Sorry that i blamed BG1RE for this issue but it was late and i didn't check this any further (even i need some sleep).
Actually my checking wouldn't have helped identifying this issue, luckily we have Lollorian.
Edited by micbaldur, 18 July 2015 - 05:13 AM.
CHARNAMEs excellent adventures in the world of BWP expert-install here
Thanks to Leonardo Watson for making this possible
Posted 17 July 2015 - 07:45 PM
Wait why doesn't Centeol die because of BG1RE?
It only seems to add an item in her lair
"I am the smiley addict, yellow and round, this is my grin when I'm usually around .
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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Posted 17 July 2015 - 08:05 PM
Well after Xan dispells illusion last thing Centeol does is:
CreateVisualEffectObject("SPFLESHS","centeol")
ActionOverride("centeol",DestroySelf())
SetGlobal("P#Rain","GLOBAL",3)
So she doesn't die instead she teleports away. I didn't find any kind clue what happens after that from files so probably nothing happens after that with Centeol. Though quest continues but it doesn't envolve Centeol anymore as far as i know, have check this more later.
CHARNAMEs excellent adventures in the world of BWP expert-install here
Thanks to Leonardo Watson for making this possible
Posted 17 July 2015 - 09:02 PM
BG1NPC adds that block (read through that quest path - interesting )
Not sure how to fix this because BG1NPC inadvertantly breaks any mod that depends on Centeol being dead The ideal compatibility fix would be to check for Global("P#Rain","GLOBAL",3) instead of Dead("centeol") but I'm still wary of any other mod that needs Centeol dead...
I'll try reporting in their forums
EDIT: Changing the check in kittomes to this for now:
IF Global("S9CentDead","GLOBAL",0) OR(2) Dead("centeol") Global("P#Rain","GLOBAL",3) // BG1NPC Compatibility THEN RESPONSE #100 SetGlobal("S9CentDead","GLOBAL",1) END
Edited by Lollorian, 17 July 2015 - 09:14 PM.
"I am the smiley addict, yellow and round, this is my grin when I'm usually around .
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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Posted 17 July 2015 - 10:53 PM
My Own: Ajantis BG1 Expansion Modification -- Sir Ajantis for BGII -- Ajantis Portrait Pack -- Another fine Hell -- Brage's Redemption -- BGQE at Gibberlings 3 / BGQE at Kerzenburgforum -- Brandock the Mage -- Endless BG1 -- Grey The Dog NPC -- Imoen 4 Ever -- Imoen Is Stone -- Jastey's SoD TweakPack -- Road to Discovery (SoD) -- Solaufein's Rescue - jastey's Solaufein NPC Mod -- The Boareskyr Bridge Scene (SoD)
Contributions: Adalon's Blood (Silberdrachenblutmod) -- Alternatives -- Ascalon's Questpack -- Ascalon's Breagar NPC -- Balduran's Seatower -- BG1 NPC Project -- BG1 Romantic Encounters -- Corthala Romantique -- Edwin Romance -- Fading Promises -- Gavin BG1 --Hidden Adventures -- Imoen Can Die -- Keldorn Romance (berelinde's) -- Lure of Sirine's Call -- NTotSC -- Romantic Encounters (BGII)
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Posted 18 July 2015 - 05:40 AM
BG1NPC adds that block (read through that quest path - interesting )
Not sure how to fix this because BG1NPC inadvertantly breaks any mod that depends on Centeol being dead The ideal compatibility fix would be to check for Global("P#Rain","GLOBAL",3) instead of Dead("centeol") but I'm still wary of any other mod that needs Centeol dead...
I'll try reporting in their forums
EDIT: Changing the check in kittomes to this for now:
IF Global("S9CentDead","GLOBAL",0) OR(2) Dead("centeol") Global("P#Rain","GLOBAL",3) // BG1NPC Compatibility THEN RESPONSE #100 SetGlobal("S9CentDead","GLOBAL",1) END
SandrahNPC uses both triggers, so I am not sure that they really mean the same, see the OR conditions in the example below
Example
IF
!InParty("Xan")
InParty("Kivan")
Global("SanSpokeCent","LOCALS",0)
Global("CentKiv","GLOBAL",0)
OR(2)
Dead("Centeol")
Global("P#Rain","GLOBAL",3)
THEN
RESPONSE #100
SetGlobal("CentKiv","GLOBAL",1)
END
There are four more blocks with different NPC constellations that use this OR condition. It is very long ago that I wrote that part of the mod, so I am not sure why I used it this way other that there was a condition where both were not identical (maybe it was just that issue brought up here???)
Is it that with your change I would need to replace the
OR(2)
Dead("Centeol")
Global("P#Rain","GLOBAL",3) by
Global("S9CentDead","GLOBAL",1)
But that would only work for games installed with your fixpack???
Posted 18 July 2015 - 06:08 AM
Shit it looks like i opened up can full of bugs. And blaming wrong mod for it, how stupid of me.
I though that it was odd that i need Xan with Centeol for BG1RE but apparently i shouldn't have brought Xan there. Well in future i'm not going to take Xan to Centeol.
CHARNAMEs excellent adventures in the world of BWP expert-install here
Thanks to Leonardo Watson for making this possible
Posted 18 July 2015 - 06:25 AM
BG1NPC adds that block (read through that quest path - interesting )
Not sure how to fix this because BG1NPC inadvertantly breaks any mod that depends on Centeol being dead The ideal compatibility fix would be to check for Global("P#Rain","GLOBAL",3) instead of Dead("centeol") but I'm still wary of any other mod that needs Centeol dead...
I'll try reporting in their forums
EDIT: Changing the check in kittomes to this for now:
IF Global("S9CentDead","GLOBAL",0) OR(2) Dead("centeol") Global("P#Rain","GLOBAL",3) // BG1NPC Compatibility THEN RESPONSE #100 SetGlobal("S9CentDead","GLOBAL",1) ENDSandrahNPC uses both triggers, so I am not sure that they really mean the same, see the OR conditions in the example below
Example
IF
!InParty("Xan")
InParty("Kivan")
Global("SanSpokeCent","LOCALS",0)
Global("CentKiv","GLOBAL",0)
OR(2)
Dead("Centeol")
Global("P#Rain","GLOBAL",3)
THEN
RESPONSE #100
SetGlobal("CentKiv","GLOBAL",1)
END
There are four more blocks with different NPC constellations that use this OR condition. It is very long ago that I wrote that part of the mod, so I am not sure why I used it this way other that there was a condition where both were not identical (maybe it was just that issue brought up here???)
Is it that with your change I would need to replace the
OR(2)
Dead("Centeol")
Global("P#Rain","GLOBAL",3) byGlobal("S9CentDead","GLOBAL",1)But that would only work for games installed with your fixpack???
I have looked a bit further into the issue and found that if Xan is in the party with Centeol then Global("P#Rain","GLOBAL",3) triggers actions and by the end of that the conditions end without Dead("Centeol") as she teleports away (never to return) and Globall("P#Rain","GLOBAL",6), thus I have another block looking for that condition.
I think it is the valid solution for a mod that reacts on the Centeol event to take into account all possible triggers.
I am content now that Sandrah is NOT affected by the proposed change and already has taken into account both possible endings of the Centeol event.