Myself fixes are BWPFixpack'd Worldmap component now that needs testing
Notes, Oddities and Possible Bugs in My BWP Game (Spoilers)
#901
Posted 20 November 2015 - 10:52 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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#903
Posted 21 November 2015 - 01:52 AM
No no I'll try to do it but I went through the mod and the way it adds the map is... well, shitty overwriting is shitty (but the silver lining to this is that only NeJv6.94 and Rukrakia do this and since NeJ is installed fairly early, it doesn't do much damage )
"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!!!"
BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST
GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod
#904
Posted 21 November 2015 - 06:46 PM
Oh that Rukraria worldmap "thing" sounds kind of bad. Glad that you on to it.
Ups i have forgotten to report this Bolivar problem.
BP: Bolivar has same script problem as Shar-Teel and others. Need add his cre-files to bp_scripts.tph:
ACTION_FOR_EACH bpcre IN ~bolivr09~ ~bolivr15~ ~bolivr20~ ~haer10~ ~haer11~ ~haer13~ ~haer15~ ~haer19~ ~razor~ ~sharte~ ~sharte12~ ~sharte4~ ~sharte6~ ~sharte8~ ~sharte9~ ~shoal~ ~tenya~ ~tenya2~ ~tresham1~ BEGIN
ACTION_IF FILE_EXISTS_IN_GAME ~%bpcre%.cre~ BEGIN
COPY_EXISTING ~%bpcre%.cre~ ~override~
WRITE_ASCII 0x268 ~wtasight~ #8
BUT_ONLY
END
END
It was that damn globaltimer problem got me sidetracked back then.
Edited by micbaldur, 21 November 2015 - 06:47 PM.
CHARNAMEs excellent adventures in the world of BWP expert-install here
Thanks to Leonardo Watson for making this possible
#905
Posted 23 November 2015 - 06:55 PM
Encountered familiar problem from many many years ago.
Neh'taniel NPC: Problem with Amuana's dialogue SHAGRL01.DLG at Temple Ruins's Dungeon. Neh'taniels interjection is missing checks that he's in party. Probably fixed already by Lollorian. Fixed locally.
At SHAGRL01.DLG added to Response triggers 1 and 4:
IfValidForPartyDialogue("SK#Neht")
InMyArea("SK#Neht")
!StateCheck("SK#Neht",CD_STATE_NOTVALID)
This was the reason i dropped Neh'taniel NPC mod from my BG2 install (long before BWP), didn't know how to fix these kind (actually any kind) of problems back then.
CHARNAMEs excellent adventures in the world of BWP expert-install here
Thanks to Leonardo Watson for making this possible
#906
Posted 24 November 2015 - 07:55 AM
Bolivar is now skipped And I think Neh'taniel's fix is already in
Now that the map icon adding thing is resolved, Rukraria and Innershade will patch the WMP soon (weekend-ish)
"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!!!"
BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST
GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod
#907
Posted 24 November 2015 - 08:55 AM
Bolivar is now skipped And I think Neh'taniel's fix is already in
Now that the map icon adding thing is resolved, Rukraria and Innershade will patch the WMP soon (weekend-ish)
Great, thanks again for the fixes.
Sadly though worldmap fix doesn't help me a lot right now. I going to make temporary workaround for moving around those Rukraria areas.
CHARNAMEs excellent adventures in the world of BWP expert-install here
Thanks to Leonardo Watson for making this possible
#908
Posted 27 November 2015 - 06:53 PM
Couple problems encountered.
Skie ReDone: Problem in Perpetua Margerita IV Sharallas dialogue. EscapeArea() should be last action. Fixed locally.
At 1XSKII1.DLG Action 0 changed:
EscapeArea()
SetGlobal("SkieItemTalk1","GLOBAL",1)
to:
SetGlobal("SkieItemTalk1","GLOBAL",1)
EscapeArea()
I don't understand cause of this problem because at 1XSKII1.D is:
IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1)~ DO ~EscapeArea()~ EXIT
Why does weidu compiles that wrong way. Or am i totally wrong (happens a lot).
Druid Grove (AR1900.BCS) OnCreation() and probably globaltimer problem with Pauden. "Fixed" locally.
Changed:
IF
OnCreation()
Global("FoundPauden","AR1900",0)
THEN
RESPONSE #100
SetGlobalTimer("PaudenArrive","GLOBAL",FOUR_MINUTES)
END
IF
GlobalTimerExpired("PaudenArrive","GLOBAL")
!Dead("cefald01")
Global("FoundPauden","AR1900",0)
InMyArea(Player1)
THEN
RESPONSE #100
SetGlobal("FoundPauden","AR1900",1)
CreateCreatureObjectOffScreen("cedruid1",Player1,0,0,0) // Pauden
END
to:
IF
!Dead("cefald01")
Global("FoundPauden","AR1900",0)
InMyArea(Player1)
THEN
RESPONSE #100
SetGlobal("FoundPauden","AR1900",1)
CreateCreatureObjectOffScreen("cedruid1",Player1,0,0,0) // Pauden
END
I really don't understand what's wrong with globaltimer, didn't have this in my earlier BWP.
CHARNAMEs excellent adventures in the world of BWP expert-install here
Thanks to Leonardo Watson for making this possible
#909
Posted 27 November 2015 - 11:51 PM
Couple problems encountered.
Skie ReDone: Problem in Perpetua Margerita IV Sharallas dialogue. EscapeArea() should be last action. Fixed locally.
At 1XSKII1.DLG Action 0 changed:EscapeArea()
SetGlobal("SkieItemTalk1","GLOBAL",1)to:
SetGlobal("SkieItemTalk1","GLOBAL",1)
EscapeArea()I don't understand cause of this problem because at 1XSKII1.D is:
IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1)~ DO ~EscapeArea()~ EXITWhy does weidu compiles that wrong way. Or am i totally wrong (happens a lot).
Druid Grove (AR1900.BCS) OnCreation() and probably globaltimer problem with Pauden. "Fixed" locally.
Changed:IF
OnCreation()
Global("FoundPauden","AR1900",0)
THEN
RESPONSE #100
SetGlobalTimer("PaudenArrive","GLOBAL",FOUR_MINUTES)
END
IF
GlobalTimerExpired("PaudenArrive","GLOBAL")
!Dead("cefald01")
Global("FoundPauden","AR1900",0)
InMyArea(Player1)
THEN
RESPONSE #100
SetGlobal("FoundPauden","AR1900",1)
CreateCreatureObjectOffScreen("cedruid1",Player1,0,0,0) // Pauden
ENDto:
IF
!Dead("cefald01")
Global("FoundPauden","AR1900",0)
InMyArea(Player1)
THEN
RESPONSE #100
SetGlobal("FoundPauden","AR1900",1)
CreateCreatureObjectOffScreen("cedruid1",Player1,0,0,0) // Pauden
ENDI really don't understand what's wrong with globaltimer, didn't have this in my earlier BWP.
Did you notice duplicated DO action
IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1)~ DO ~EscapeArea()~ EXIT
should be
IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1) EscapeArea()~ EXIT
Edited by Roxanne, 27 November 2015 - 11:52 PM.
#910
Posted 28 November 2015 - 03:11 AM
Did you notice duplicated DO action
IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1)~ DO ~EscapeArea()~ EXIT
should be
IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1) EscapeArea()~ EXIT
Is this sometimes done on purpose? I noticed instances like this in Sandrah as well
Line 1800 in SandrahNPC\D\BSandr.d
IF ~~ THEN REPLY ~ My, how high up are we here? We just went one flight of stairs, but...~ DO ~ SetGlobal("Santlove","GLOBAL",2)~ DO ~ PlaySound("mernig")~ GOTO SantLove2
Line 19 in SandrahNPC\D\CVMonte.d
IF ~ PartyHasItem("CVFARKPA") ~ THEN REPLY ~ Well, fine. But you will understand that we will keep the rest of the loot as a little compensation for our efforts. ~ DO~ TakePartyItem("CVFARKPA") ~ DO ~SetGlobal("SanGavMontPapers","GLOBAL",1)~+ BookHE2
Line 52 in SandrahNPC\Shauhana\bsandrashauhaextend.d
IF~!InParty("CVSHAU")~THEN REPLY ~ (Ignore her.)~ DO~ IncrementGlobal("Sanpoints","GLOBAL",-2)~ DO ~SetGlobal("SanSacroll","GLOBAL",6)~ EXIT
"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!!!"
BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST
GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod
#911
Posted 28 November 2015 - 03:34 AM
Is this sometimes done on purpose?Not really, no.
Maybe the .d file was coded earlier and Roxanne was just unsure.
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.
#912
Posted 28 November 2015 - 03:48 AM
Did you notice duplicated DO actionIF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1)~ DO ~EscapeArea()~ EXIT
should be
IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1) EscapeArea()~ EXIT
Is this sometimes done on purpose? I noticed instances like this in Sandrah as well
Line 1800 in SandrahNPC\D\BSandr.d
IF ~~ THEN REPLY ~ My, how high up are we here? We just went one flight of stairs, but...~ DO ~ SetGlobal("Santlove","GLOBAL",2)~ DO ~ PlaySound("mernig")~ GOTO SantLove2
Line 19 in SandrahNPC\D\CVMonte.d
IF ~ PartyHasItem("CVFARKPA") ~ THEN REPLY ~ Well, fine. But you will understand that we will keep the rest of the loot as a little compensation for our efforts. ~ DO~ TakePartyItem("CVFARKPA") ~ DO ~SetGlobal("SanGavMontPapers","GLOBAL",1)~+ BookHE2
Line 52 in SandrahNPC\Shauhana\bsandrashauhaextend.d
IF~!InParty("CVSHAU")~THEN REPLY ~ (Ignore her.)~ DO~ IncrementGlobal("Sanpoints","GLOBAL",-2)~ DO ~SetGlobal("SanSacroll","GLOBAL",6)~ EXIT
Thanks for pointing them out - no, this is not intend but mistake (already corrected thanks to you).
#913
Posted 28 November 2015 - 03:52 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!!!"
BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST
GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod
#914
Posted 28 November 2015 - 04:03 AM
Ok thanks for confirming I'll apply this to all other mods I found.
Well- before you do too much - Weidu compiled d's accept these codings and actually both actions are in the dlg later. Only issue is the sequence here - the last DO in the d file is the first action performed in the dlg (it reads them in bottom up)-
So the real issue here is only if you have actions in the dialogue DO that need to be performed in a sequence, then this sequence is reversed by the additional ~DO~ (in the specific case of EscapeArea, the cre to perform the subsequent actions is gone, so only the escape may be performed and the other actions misfire)
#915
Posted 28 November 2015 - 05:52 AM
Did you notice duplicated DO action
IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1)~ DO ~EscapeArea()~ EXIT
should be
IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1) EscapeArea()~ EXIT
Of course i did noticed that but i don't know if it's ok. Weidu thinks that syntax is ok but end result isn't ok.
I don't "speak" weidu and probably never will, i'm no modder only hard core player.
Thanks again Lollorian for fixing this.
CHARNAMEs excellent adventures in the world of BWP expert-install here
Thanks to Leonardo Watson for making this possible
#916
Posted 28 November 2015 - 05:53 AM
WeiDU properly compiling them might be a side effect but the way you put it, it would clearly not be intended in any case. Also, in the 8323 D files I ran the regex on, I got only 23 hits in 14 distinct files (3 of which you just fixed)
Also things like this is clear buggy so
+ ~Global("B!HBValygarSail","GLOBAL",1) InMyArea("Valygar")~ + @68 DO ~IncrementGlobal("B!HBQuota","GLOBAL",-1)~ DO ~IncrementGlobal("B!HBQuota","GLOBAL",-1)~ EXTERN VALYGARP val1
"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!!!"
BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST
GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod
#917
Posted 28 November 2015 - 06:24 AM
WeiDU properly compiling them might be a side effect but the way you put it, it would clearly not be intended in any case. Also, in the 8323 D files I ran the regex on, I got only 23 hits in 14 distinct files (3 of which you just fixed)
Also things like this is clear buggy so
+ ~Global("B!HBValygarSail","GLOBAL",1) InMyArea("Valygar")~ + @68 DO ~IncrementGlobal("B!HBQuota","GLOBAL",-1)~ DO ~IncrementGlobal("B!HBQuota","GLOBAL",-1)~ EXTERN VALYGARP val1
Sure this is buggy as it does something the modder has not intended with it, i,e, the Global will be reduced -2 in the end,
#918
Posted 28 November 2015 - 06:32 AM
Did you notice duplicated DO action
IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1)~ DO ~EscapeArea()~ EXIT
should be
IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1) EscapeArea()~ EXITOf course i did noticed that but i don't know if it's ok. Weidu thinks that syntax is ok but end result isn't ok.
I don't "speak" weidu and probably never will, i'm no modder only hard core player.
Thanks again Lollorian for fixing this.
It is just like you documented
This IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1) ~DO~EscapeArea()~ EXIT is translated in the compiling (bottom up) to
EscapeArea()
SetGlobal("SkieItemTalk1","GLOBAL",1)
While this
IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1) EscapeArea()~ EXIT after compiling is (bottom up not applicable as it is just one entry block)
SetGlobal("SkieItemTalk1","GLOBAL",1)
EscapeArea()
Thus the second correctly sets the global while naturally the first must fail (the dialogue *owner* first escapes before setting the global)
WEIDU accepts it as the syntax is correct, WEIDU does not know the intend you had with the code and does not check the logical order of actions to be performed.
Edited by Roxanne, 28 November 2015 - 06:34 AM.
#919
Posted 28 November 2015 - 06:43 AM
Edited by agb1, 28 November 2015 - 06:44 AM.
BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)
BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)
Latest version: https://bitbucket.or.../get/master.zip
#920
Posted 28 November 2015 - 07:49 AM
Seems like a good candidate for a WeiDU enhancement. Require a second 'DO' block to be a 'DOBEFORE' or something, else parse error. To prevent accidental copy-paste errors like this.
I am not sure because there is a legal feature ADD_TRANS_ACTION if you want to add an additional action to an existing dialogue and this will do a similar thing, only difference is that the two DO's are in different files, very similar to APPEND to a dialogue.
You can use this feature (as a modder) to add e.g. an additional global to an existing dialogue that your mod would require (in case the original dialogue does not leave a trace you can exploit).