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


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#121 -Guest-

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Posted 19 July 2013 - 11:46 AM

Well i didn't understand the fix either. It's those diff files that i don't "read".

But i thank the guest for posting it :clap: and i agree that it belongs to Big World Fixpack thread.

It is a diff file like the ones the Big World Fixpack has. Essentially it is the difference between the original tree and the "fixed" tree. But it shouldn't be posted in the bwf thread because it is wrong.

If i understood correctly what the bg2-fixpack code does, it first browses these effects and writes down what entries each effect has and then it patches these entries into the vanilla swords. Aftewards it modifies the effects to do direct damage.

I copied the first part of the bg2-fixpack code and used it to patch the fireflower sword. The problem is that the original entries (the 129,4,etc that i mention in my previous post about dltcep) don't exist anymore because the effects were changed. Instead it will read garbage and apply it to the sword.

I am sorry for the inconvenience. I should have noticed it before i paste the patch.

#122 micbaldur

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Posted 19 July 2013 - 12:12 PM

It is a diff file like the ones the Big World Fixpack has. Essentially it is the difference between the original tree and the "fixed" tree. But it shouldn't be posted in the bwf thread because it is wrong.

If i understood correctly what the bg2-fixpack code does, it first browses these effects and writes down what entries each effect has and then it patches these entries into the vanilla swords. Aftewards it modifies the effects to do direct damage.

I copied the first part of the bg2-fixpack code and used it to patch the fireflower sword. The problem is that the original entries (the 129,4,etc that i mention in my previous post about dltcep) don't exist anymore because the effects were changed. Instead it will read garbage and apply it to the sword.

I am sorry for the inconvenience. I should have noticed it before i paste the patch.
 

Don't be sorry for anything it's great that you helped simple player like me. :coolthumb:

 

Well i know little about diff files but i don't know anything about weidu. :blink:  I'm no modder, only hardcore BWP player. :lol:

 

Thanks for info on previous post how to fix this with DTLCEP i probably manage to fix this with NI with those instructions.


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#123 PutridWalker

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Posted 20 July 2013 - 09:06 AM

Thanks Guest for those instructions! I managed to apply them in NI on both swords. Thankfully my Flametounge was already working as it should, too.

 

And micbaldur, thanks to you as well because after you mentioned pausing inventories, I tested and found out that Yasraena is incompatible with unpaused inventories. She will not take back her swords, nor dual wield. And her swords duplicate when grabbed. All is fine when paused. Well, that's one more fix :D


Edited by PutridWalker, 20 July 2013 - 09:13 AM.


#124 micbaldur

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Posted 20 July 2013 - 10:13 AM

And micbaldur, thanks to you as well because after you mentioned pausing inventories, I tested and found out that Yasraena is incompatible with unpaused inventories. She will not take back her swords, nor dual wield. And her swords duplicate when grabbed. All is fine when paused. Well, that's one more fix :D

No problems, glad that you figured out that problem. I don't like unpaused inventories so i don't install that TobEx component.

Here's some problems that i have encountered recently.

 

DSotSC: Madadh n'Sgail (DSWOLF1.CRE) (CuChoinneach's pet) becomes hostile when enemy is sighted. Doesn't attack party members though but makes saving difficult. Might be fixable (or maybe not, i don't know for sure, i didn't test it) by changing Class script from CRESHOUT.BCS (BP script) to SHOUT.BCS. Problem is only temporary because both leaves the party after Castle Daerthmac.

 

Here's DSWOLF1.CRE change-log:

Spoiler

 

DSotSC: Madadh n'Sgail takes some odd damage after area loading. Didn't bother to investigate why this happens.

 

DSotSC: Castle Daerthmac Level 3 Up (DSC013.ARE) enemies don't spawn at area. Fixed by editing actors. Changed Loading to "CRE not attached(0)" and Expiry Time to "-1". Fixed also trap removal problem at Container 10 (changed "Trap removal difficulty" to "90").


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#125 10th

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Posted 20 July 2013 - 10:29 AM

@ Madadh/damage
It's the same problem as the Fireflower sword.

10th
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#126 micbaldur

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Posted 23 July 2013 - 07:04 AM

Thanks again for the info 10th. :coolthumb:

 

Here's couple problems i encountered.

 

NEJ: CTD when traveling from Gullykin (AR9900) to Ulcaster (AR9799). NEJ overwrites  (AR9799.ARE) entry point "Exit9900" with "Exit0070". Fixed by adding (AR9799.ARE) Entrance "Exit9900" with these values: Name "Exit9900", Location X "5013", Location Y "535" and Orientation "South (0)".

Here's Baldur.err:

Spoiler

 

Here's AR9799.ARE change-log:

Spoiler

 

Dark Horizons: Problems with Nikita's (CMSEC02.CRE) dialogues at CM3376.ARE. Cause is that Nikita (Nikita Redux BG2 mod) has same dialogue file (CMNIKITA.DLG) as Nikita (Dark Horizons mod). As far as i know Solaufein knows about it but hasn't updated the mod/s yet.


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#127 micbaldur

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Posted 29 July 2013 - 07:47 AM

Couple more CTDs.

 

Infinity Animations component "BG1 Animations for NPCs": Oversight Elites (CMOSEC05.CRE) and (CMOSEC07.CRE) at Section House areas (CM0750.ARE) and (CM0752.ARE) from Dark Horizons mod causes CTD.

 

Update:

 

Sorry nothing wrong with Jarls Adventure Pack. Merchant League door opens just fine during the quest.


Edited by micbaldur, 01 August 2013 - 03:36 PM.

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#128 micbaldur

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Posted 30 July 2013 - 10:04 AM

A few more of these CTDs.

 

Infinity Animations component "BG1 Animations for NPCs": Oversight Guards (CMOSEC15.CRE) at Section House areas (CM0751.ARE) and (CM0752.ARE) also Oversight Guard (CMOSEC16.CRE) at Section House area (CM0750.ARE) and Oversight Elite (CMOSEC06.CRE) at Section House area (CM0753.ARE) from Dark Horizons mod causes CTD.


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#129 10th

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Posted 30 July 2013 - 11:21 AM

A few more of these CTDs.
 
Infinity Animations component "BG1 Animations for NPCs": Oversight Guards (CMOSEC15.CRE) at Section House areas (CM0751.ARE) and (CM0752.ARE) also Oversight Guard (CMOSEC16.CRE) at Section House area (CM0750.ARE) and Oversight Elite (CMOSEC06.CRE) at Section House area (CM0753.ARE) from Dark Horizons mod causes CTD.

That's weird, because at least in my installation none of them dual wield or have any fancy weapons (flameblades, katanas, scimitars) equipped.
Avast! You cannot defeat our titan-mounted submarine staffed by cannibal vikings! - Nodwick

"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board

#130 micbaldur

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Posted 30 July 2013 - 11:44 AM

All i know that they CTD in my BWP install.

 

I didn't bother to check those CRE-files. I just change-logged those CRE-files, took last of those CRE-files and put it to override folder then continued playing.


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#131 micbaldur

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Posted 01 August 2013 - 07:35 AM

Jarls Adventure Pack: Mod removes Destination area (AR8100.ARE) from travel trigger Door8100 at AR8101.ARE. I can't get back outside to AR8100.ARE, i had to go through Iron Throne to get out. I don't know if this is intensional or not. I also had some minor graphic wierdness at AR8101.ARE but it doesn't affect gameplay.

Jarls Adventure Pack: Area (JA#C05.ARE) travel trigger Door8100 takes to upstairs (same place like the other travel trigger Doorja#c06) area (JA#C06.ARE), NOT outside to area AR8100.ARE like it probably should. Fixed locally.


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#132 micbaldur

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Posted 05 August 2013 - 12:21 PM

Just little problem with The Stone of Askavar mod.

 

The Stone of Askavar: Tower (ARS006.ARE) at Dystra's Watch Tower has some treasure problems (only generic stuff though :( ) in containers (EasyTutu items with "_"). Fixed locally.


Edited by micbaldur, 05 August 2013 - 12:22 PM.

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#133 PutridWalker

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Posted 05 August 2013 - 12:30 PM

Just little problem with The Stone of Askavar mod.

 

The Stone of Askavar: Tower (ARS006.ARE) at Dystra's Watch Tower has some treasure problems (only generic stuff though :( ) in containers (EasyTutu items with "_"). Fixed locally.

How did you fix this? by removing the "_" ?

 

I just need to say also: thanks for still posting the errors you find. Your reports are really great for fixing things in the game!



#134 micbaldur

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Posted 05 August 2013 - 01:15 PM

 
How did you fix this? by removing the "_" ?

Select area in NI, double-click container, select edit tab, scroll down, double-click item, select same name without "_", update value, close item window, close container window and save.

I just need to say also: thanks for still posting the errors you find. Your reports are really great for fixing things in the game!
 

No problem, i'm glad if it helps someone.


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#135 PutridWalker

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Posted 05 August 2013 - 05:25 PM

Select area in NI, double-click container, select edit tab, scroll down, double-click item, select same name without "_", update value, close item window, close container window and save.

Got it, thanks! :)



#136 micbaldur

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Posted 07 August 2013 - 08:35 AM

SCS: Component "Improved Durlag's Tower" modifies SPWI942.SPL so that Pawns (BGPAWN.CRE) don't change to Queens at Chess Board (ARD006.ARE). I don't know is this intentional or not. Didn't like it so i fixed it locally.


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#137 micbaldur

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Posted 08 August 2013 - 07:54 AM

Drizzt Saga: After meeting Drizzt at Durlag's Tower he spawns everytime when i enter Ulgoth's Beard Inn (ARU001.ARE). Script problem, fixed locally.

At ARU001.BCS replaced block:

Spoiler

with:

Spoiler

What i have experienced, i think that "OnCreation()" doesn't work like it should but i'm no modder just hardcore player (said that million times before :P ). But i can't say nothing for sure.


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#138 10th

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Posted 08 August 2013 - 12:06 PM

Hasn't anything to do with OnCreation(), it's simply a problem of valid conditions.

 

A scriptblock always executes if it's IF-block is valid, OnCreation() only delays the problem of infinite Drizzts, as it only executes on area load.

 

The original scriptblock has

Global("MeetDrizztInBeard","GLOBAL",1)

but doesn't set it to any number other than 1, which means it will always spawn a Drizzt if that area is entered.

 

10th


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#139 micbaldur

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Posted 08 August 2013 - 12:28 PM

Hasn't anything to do with OnCreation(), it's simply a problem of valid conditions.

 

A scriptblock always executes if it's IF-block is valid, OnCreation() only delays the problem of infinite Drizzts, as it only executes on area load.

 

The original scriptblock has

Global("MeetDrizztInBeard","GLOBAL",1)

but doesn't set it to any number other than 1, which means it will always spawn a Drizzt if that area is entered.

 

10th

Ok, thanks again 10th.

 

I understand that respawning happens because of that global.

 

I'm a litlle loss about this OnCreation(). Is it triggered only first area enter but not second so on. Or is it triggered everytime i enter area.

 

I remember having this same problem of multiple Tanar'ris (sorry forgot to report it back then) reported here. Yovaneth says:

 OnCreation() is only ever triggered once and that's when the area is first entered.

Or i once again missunderstood everything like i often do. :P


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#140 10th

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Posted 08 August 2013 - 12:58 PM

From www.iesdp.info

 

0x0036 OnCreation()
Returns true if the script is processed for the first time this session, e.g. when a creature is created (for CRE scripts) or when the player enters an area (for ARE scripts).

 

OnCreation() is only ever triggered once and that's when the area is first entered.

 

Maybe correct if it concerns one game session, but every reload of a save game triggers a new Drizzt spawn, unless that variable is set to another value.

I was under the impression that it triggered on every area load (enter and re-enter). I'm atm still aways away from that point in the story, moreover I haven't played the last few weeks, which means that will take some time to test it.

 

10th


Avast! You cannot defeat our titan-mounted submarine staffed by cannibal vikings! - Nodwick

"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board