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


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#161 Lollorian

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Posted 21 August 2013 - 09:07 AM

Nnnnnnice :coolthumb:

 

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").


The enemies not spawning thing can be handled by the next lolfixer :P (the DStoSC areas are all compressed so I can't edit them to fix in the BWPFixpack :()

 

Now as I understand, trap removal difficulties > 100 can be removed by having skill levels above 100 yes?

If a difficulty of 100 is unremovable, then I could like... check if a container has something and maybe lower it to 90 for every trap using the lolfixer:P

 

If 100+ difficulty traps are removable though... your setting them to 90 would just be a tweak and not a fix :D


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#162 micbaldur

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Posted 21 August 2013 - 09:19 AM

Nnnnnnice :coolthumb:

 

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").


The enemies not spawning thing can be handled by the next lolfixer :P (the DStoSC areas are all compressed so I can't edit them to fix in the BWPFixpack :()

 

Now as I understand, trap removal difficulties > 100 can be removed by having skill levels above 100 yes?

If a difficulty of 100 is unremovable, then I could like... check if a container has something and maybe lower it to 90 for every trap using the lolfixer:P

 

If 100+ difficulty traps are removable though... your setting them to 90 would just be a tweak and not a fix :D

I accidently found that spawning problem (i check areas with NI when i play). :P

 

To my experience i can't open lock or remove trap if difficulty is 100 or more even if skill is over well above 100. But i can't say anything for sure. :ermm:

 

But if you are right about 100+ difficulty then it's tweak not fix. :lol:


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#163 The Imp

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Posted 21 August 2013 - 09:50 AM

To my experience i can't open lock or remove trap if difficulty is 100 or more even if skill is over well above 100. But i can't say anything for sure. :ermm:

The remove trap skill is bite size... and some of those skills are double ... what ever meaning that they might cut off at 128 or 127 and the rest is actually reserved as negative amount of skill... meaning that if you put 200 skill point to remove trap, you might as well actually just set it to -50... and no it's not a bug but a feature. :devil: :ROFL:


Edited by The Imp, 21 August 2013 - 09:51 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
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#164 micbaldur

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Posted 21 August 2013 - 10:01 AM

To my experience i can't open lock or remove trap if difficulty is 100 or more even if skill is over well above 100. But i can't say anything for sure. :ermm:

The remove trap skill is bite size... and some of those skills are double ... what ever meaning that they might cut off at 128 or 127 and the rest is actually reserved as negative amount of skill... meaning that if you put 200 skill point to remove trap, you might as well actually just set it to -50... and no it's not a bug but a feature. :devil: :ROFL:

Thanks for info Imp. :coolthumb:

 

Well that explains why i have some problems with locks (traps aren't problem they just do damage not prevent getting itens from containers).

 

When i encounter this problem again i test this theory of yours. :P


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#165 10th

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Posted 21 August 2013 - 10:18 AM

150 find/remove works as advertised, dunno about 200. But wasn't Ascension64 working on something for that in ToBEX?

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#166 The Imp

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Posted 21 August 2013 - 10:20 AM

Thanks for info Imp. :coolthumb:
 Well that explains why i have some problems with locks (traps aren't problem they just do damage not prevent getting itens from containers).
When i encounter this problem again i test this theory of yours. :P
It's not a theory, but knowing the exact truth is always helpful so test away .... it also has to do with the items that reduce the thieving skills as they actually add the +200 skills which then actually reduces the skill to where ever it need to be. Simple math, you just don't know it's there...
150 find/remove works as advertised, dunno about 200. But wasn't Ascension64 working on something for that in ToBEX?
Well it might be a little hard as you would then have to fix the BG2 Tweakpack to use the same system and all the other thieving in armor components in one swell swoop.

Edited by The Imp, 21 August 2013 - 10:27 AM.

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.


#167 micbaldur

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Posted 21 August 2013 - 10:40 AM

Sorry Imp. Of course i believe that you are right about that.

 

That theory thing was only a joke (maybe bad one). :tease:

 

For me bigger problem is locks not traps. If i remember correctly if lock difficulty is 100 or more you can't open it without a key (even though there aren't any key assinged). But i might be wrong and that's what i want to test.


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#168 Lollorian

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Posted 21 August 2013 - 05:56 PM

I think ToBEx prevents rolling back thieving skills to negative numbers and sets a hard cap of 255 :unsure: (should've probably quoted a readme line here... will do later :P)

And I think locks with 100 diff aren't pickable without a key.

 

Need verification for both though :lol:

 

EDIT: The ToBEx reference states lines like this:

TobEx fixes a bug so that an out of bounds open locks skill will limit to 0 or 255 rather than wrap around

 

So yay skills between 101-255 do matter :cheers:


Edited by Lollorian, 21 August 2013 - 06:01 PM.

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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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#169 Lollorian

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Posted 22 August 2013 - 02:43 AM

Ok I experimented with locks (locked container in AR6136) and traps (trapped container in AR6110)

My thief was SetCurrentXPed to level 50 with 270 points in open locks, 260 in find traps (half elf bonuses?)

 

Lock difficulty set to 100:

- Lock couldn't be picked and message showed up saying I need something special to open it

- Setting it to 99 let it be picked on first try

 

Trap Detection set to 100

- Trap couldn't be detected at all

- Setting it to 99 let it be detected :)

 

Trap Difficulty set to 100

- Trap couldn't be disarmed and always sprung

- Setting it to 99 let it be disarmed on first try

 

The lolfixer is on the case now :cheers:


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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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#170 micbaldur

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Posted 22 August 2013 - 06:41 AM

Ok I experimented with locks (locked container in AR6136) and traps (trapped container in AR6110)

My thief was SetCurrentXPed to level 50 with 270 points in open locks, 260 in find traps (half elf bonuses?)

 

Lock difficulty set to 100:

- Lock couldn't be picked and message showed up saying I need something special to open it

- Setting it to 99 let it be picked on first try

 

Trap Detection set to 100

- Trap couldn't be detected at all

- Setting it to 99 let it be detected :)

 

Trap Difficulty set to 100

- Trap couldn't be disarmed and always sprung

- Setting it to 99 let it be disarmed on first try

 

The lolfixer is on the case now :cheers:

Thanks Lollorian, you and Lolfixer totally heavy rocks. :Bow: 

 

As for the locks and traps that's what i have experienced in my BWP games.

 

One question though. Is it safe to reinstall Lolfixer (maybe not current version but your incoming version) in my current BWP install? I'm almost at the end of BG1 and BG2 is starting maybe next week.

 

My current Weidu.log is here.


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#171 Lollorian

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Posted 22 August 2013 - 07:40 AM

Yeah should be safe :cheers: (grab 22082013... don't wait for the next one - it might happen like, a year from now even :lol:)

Areas that you've already visited and party NPCs will not be affected btw :D

 

I remembered something aVENGER once said - scripts can unlock containers and doors as well :unsure: I'l go ahead and guess that scripts can also deactivate traps as well... So I'll need to check whether a container is unlockable by script now.

 

This will need some thinking before implementing :P


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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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#172 micbaldur

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Posted 22 August 2013 - 07:54 AM

Ok thanks i install latest lolfixer later tonight. :coolthumb:


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#173 Lollorian

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Posted 22 August 2013 - 10:46 PM

Ok the lockpicking thing can't be reliably automated :(

 

I thought about checking the area script for Unlock() instances when I realized creature scripts can also unlock them.

So I started checking every script and dialogue for Unlock() instances when I realized container names can repeat across areas

So I started checking just the area script and the scripts and dialogues of just the area's actors when I realized actors can be spawned via scripts as well

So I said screw this shit I'm going home <_<

 

And traps... oh my gawd traps... verdict - DO NOT TOUCH!!!

 

It might be better to fix stuff like locked containers ona case by case basis so if you have a list - so please? :P


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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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#174 micbaldur

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Posted 23 August 2013 - 06:15 AM

Ok no problem.

 

These are container related problems that i have fixed one way or another so far. I haven't tested those BG2 fixes yet.

There are some containers that have "Trap removal difficulty" 100 even though there aren't flagged as trapped. I think that expecially Durlar's Tower area ARD014.ARE those multiple containers probably should be flagged as trapped but that's not fact only my opinion. :P

There are also container problems in Vecna area AAR003.ARE that have wrong container type.

Also Vecna area AAR036.ARE and Fishing for Trouble area YS0414.ARE have container problem due to location. I can't get close enough to open containers.

 

Spoiler

 

Update:

 

That Durlag's Tower area ARD014.ARE is problematic, i don't remember anymore did i have lock/trap problems in containers there. :whistling: Probably didn't because i didn't fixed any of those locks/traps in containers.

 

I probably fixed some unremovable area traps.

 

Update:

 

Removed ARD014.ARE info (not needed) and added AR7208.ARE info.


Edited by micbaldur, 24 August 2013 - 03:00 AM.

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#175 Lollorian

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Posted 23 August 2013 - 06:49 AM

All the ARD014 containers with 100 locks are already unlocked so you don't need to change them :P I'll have a look at the other areas though thanks!

 

Also, traps need a script attached saying what exactly happens when you trigger it ;)

You can't just flag a container as trapped because it has 100/100 detection/disarming values that has no script to it (which means nothing will happen even if you trigger it)... but yay free XP! :P

 

Also, what's the problem with the container type in AAR003? (shouldn't containers be visible? :P)


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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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#176 micbaldur

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Posted 23 August 2013 - 07:05 AM

All the ARD014 containers with 100 locks are already unlocked so you don't need to change them :P I'll have a look at the other areas though thanks!

 

Also, traps need a script attached saying what exactly happens when you trigger it ;)

You can't just flag a container as trapped because it has 100/100 detection/disarming values that has no script to it (which means nothing will happen even if you trigger it)... but yay free XP! :P

 

Also, what's the problem with the container type in AAR003? (shouldn't containers be visible? :P)

Well i got little confused (it happens a lot) when i checked ARD014.ARE with NI and i didn't have any problems there when i played area. So no problems there then. One problem solved. :P

 

Well that trap flag thing was only my idea without any brain activity. :P

 

As for the AAR003 container type i don't know anything about that visible thing. But you can't get items when it's type as pile. I only checked from Icewind Dale (area is from there) what's the type was and then changed it to Non-visible. Then containers worked ok.


Edited by micbaldur, 23 August 2013 - 07:08 AM.

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#177 The Imp

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Posted 23 August 2013 - 09:24 AM

Ok the lockpicking thing can't be reliably automated :(

 

I thought about checking the area script for Unlock() instances when I realized creature scripts can also unlock them.

So I started checking every script and dialogue for Unlock() instances when I realized container names can repeat across areas

So I started checking just the area script and the scripts and dialogues of just the area's actors when I realized actors can be spawned via scripts as well

So I said screw this shit I'm going home <_<

 

And traps... oh my gawd traps... verdict - DO NOT TOUCH!!!

Erhm, you can if you wish to make sure that they all can be unlocked/removed by the player... hurray, no keys needed. This is a fix for a situation where the player doesn't want to do the guest for NPC he never wishes to ever see ... or go through a place they are not ready yet or not willing to go, like say Windspear Hills, while searching for the items from one warhammer(Hammer of Thunderbolts) recepie ... and possibly forgetting to get the stupid key on the trip... to get to area that has no story ties to the other artea except a random key.

The traps are even more idiotic as there's traps in the vanilla where you die if you try to disarm them.

 

Remember the fact that you can call it "optional component".


Edited by The Imp, 23 August 2013 - 09:25 AM.

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.


#178 micbaldur

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Posted 24 August 2013 - 03:07 AM

I edited list here by removing ARD014.ARE info (not needed) and adding AR7208.ARE from Duchal Palace.

 

Lollorian have you checked this Hessa NPC worldmap component here.

 

I installed (no errors) that worldmap component in my current BWP install with this setup-HessaNPC.tp2.

Attached File  setup-HessaNPC.tp2   15.7K   251 downloads


Edited by micbaldur, 24 August 2013 - 03:09 AM.

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#179 Lollorian

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Posted 24 August 2013 - 09:06 AM

Holy shit you mod my friend :D Will test out your Hessa thing in a while!

 

Checked AR7208.ARE and yeah there's nothing that seems to unlock that container anywhere :) (It seems to have 100 locks in BG1 as well - AR0108) Also it seems to have a very nasty trap as well.

 

I've gone through all the other areas you've listed and edited everyone to have 99 lock difficulty (except the NTotSC area I gave 90 diff like you said because seems to be easily openable thanks to its 10 diffculty trap)

 

No changes to undisarmable traps because... YOU WILL ALL SUFFER! :devil:


Edited by Lollorian, 24 August 2013 - 09:19 AM.

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
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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#180 ilot

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Posted 28 August 2013 - 06:57 AM

Hi micbaldur

 

I've a problem related to "Container 3" in AR0204, because I'm not be able to open it. I can "see" the container only if I press "tab" button but I cannot view it in other way. Did you encounter that problem during your game?? And have you any idea for fix the container?

 

Thanks in any case!!!


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