Potential bug in Durlag tower
#1
Posted 18 July 2011 - 11:33 AM
I checked the various elemental areas in BGT 1.11 (that's what I have currently installed), and I noticed that three areas were using ARD007.BCS (it teleports if all elementals are dead) as area scripts, while ARD010 was referencing ARD010.BCS, which doesn't exist, according to Near Infinity (I can't click to open the file). So if you end these fights in this room, you won't get teleported.
I believe this is the cause of the problem and ARD010.ARE should also use ARD007.BCS (I'm waiting for confirmation that teleportation works if the player returns in another room). Since the history for BGT 1.12 does not mention such fix, I believe this problem might still be present.
#2
Posted 18 July 2011 - 11:50 AM
The other three room work fine however...
i reloaded an tried again... with the fire room being first and it is fixed. I tried again one more time with the fire room as last again... no tele.
I was too lazy too figure out what it was though...
Edited by Cerest, 18 July 2011 - 11:56 AM.
#3
Posted 18 July 2011 - 12:08 PM
Solution is here
aka
SCSI:
Problem that one doesn't get teleported to the chessboard, since one hadn't hurt/killed the Fission Slime in Durlag's Tower with fire damage.
What to do:
Fission Slime should be hurt with fire damage.
If it is already too late:
CLUAConsole:SetGlobal("DMWWFissionBurn","GLOBAL",1)
@I'm waiting for confirmation that teleportation works if the player returns to another room
It works, as the main area (ARD013.are) and the remaining guardian areas have ARD007.bcs. ARD007.bcs does the checks described in my post over at G3 and teleports you, if the conditions are met.
10th
Edited by 10th, 18 July 2011 - 01:20 PM.
"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board
#4
Posted 21 July 2011 - 11:34 AM
However ARD007.BCS does not check the variable you mention (at least in bare BGT), it's only based on 4 Dead() tests. In principle, if you don't make fire damage to the slime, it splits in two and you never get to kill it, so the test on Dead() never works either. I can't say about SCS changes, I'm only checking BGT files to make that assumption.
I believe the failure to teleport will also occur in BGT with or without SCS, because of the absence of a proper script assigned to the area. In the original game, AR0510 has the AR0507.BCS script assigned to it, like the other three areas.
Edited by Isaya, 21 July 2011 - 11:40 AM.
#5
Posted 23 July 2011 - 06:39 PM
--------------
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Baldur's Gate Trilogy-WeiDU and Mods
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#6
Posted 07 September 2013 - 06:07 PM
Fixed, thanks.
There is a regression in BGT-WDU v1.18 where this bug reappears
Anyways, typing into the console:
CLUAConsole:SetGlobal("DMWWFissionBurn","GLOBAL",1);
solved the problem
Edited by taltamir, 07 September 2013 - 06:08 PM.
#7
Posted 25 October 2013 - 01:29 PM
This bug stems from a bug with the slime. The slime does not need fire to kill it. I walked up with a +3 staff and murdered it in a single hit. It doesn't split in 2 like slimes from Watchers keep. I am guessing this is a different slime than a true fission slime. Anyway, again, using the above code does fix the problem. Yes, I also have SCS 1 and SCS 2 installed.
#8 -Tal-
Posted 28 October 2013 - 10:38 AM
This bug stems from a bug with the slime. The slime does not need fire to kill it. I walked up with a +3 staff and murdered it in a single hit. It doesn't split in 2 like slimes from Watchers keep. I am guessing this is a different slime than a true fission slime. Anyway, again, using the above code does fix the problem. Yes, I also have SCS 1 and SCS 2 installed.
if you were to actually kill it then the bug doesn't occur. This bug stems from a scrip running when you hit the slime which DELETES it and then spawns 2 new slimes... which are instantly killed by another script (all minions die when boss killed/deleted)
The problem is that the game checks for the "if the status of slime = dead". Both being alive AND being deleted give a no to that statement. Only being killed gives a yes for this statement.
#9
Posted 29 December 2017 - 06:32 PM
Hi Everyone,
Sorry to resurrect this old post but here is my actual problem
I'm on a BWP recommended installation and i have the same issue from this topic.
and when i type the : CLUAConsole:SetGlobal("DMWWFissionBurn","GLOBAL",1)
Here is the answer i have in game
[string " CLUAConsole:SetGlobal("DMWWFissionBurn","GLO..."]:1: error in function 'Set Global' , argument #1 is classCLUAConsole', CLUAConsole expected.
Can Anyone save my life ?
Regards,
Malanir
#10
Posted 30 December 2017 - 02:42 AM
H...
Are you playing a EE game ?Cause in that case, you just need to enter:
C:SetGlobal("DMWWFissionBurn","GLOBAL",1)
They made this tweak as the CLUAConsole string was likely getting to be too long...
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.
#11
Posted 30 December 2017 - 07:26 AM
Hi to you and hail to "Not good, see EVIL is better. You'll LIVE" my life savior !
It worked instantly and perfectly, i seeked this answer in many forums and gave up at some point
Thx for your reactivity and have a good day kind sir !
Malanir.