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#1 10th

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Posted 01 September 2011 - 11:55 AM

Just in case you're not aware of it, but apparently IA "breaks" the circus tent monster sequence. At least one of those peasants gets a class change, namely from OGRE to INNOCENT. As those are just monsters with peasant animations they should be exempt from this class change.
The file names in question are kchild1.cre and kchild2.cre.

Source of bug report (german)

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#2 Miloch

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Posted 01 September 2011 - 12:10 PM

Fixed that (locally) about a year ago. Though (according to Wisp's report) it shouldn't "break" anything; it's just a minor inconvenience you can remedy (if you care) at the next temple or FedEx quest.

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#3 Jarno Mikkola

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Posted 02 September 2011 - 12:03 AM

Fixed that (locally) about a year ago. Though (according to Wisp's report) it shouldn't "break" anything; it's just a minor inconvenience you can remedy (if you care) at the next temple or FedEx quest.

Well, if one is bad paladin, it could break the class ... and one would never get use the OP-swordofmagicdeath.

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#4 Miloch

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Posted 03 September 2011 - 03:12 PM

Yeah... Well if someone's really concerned, they can restore the kchild1.cre and kchild2.cre from their IA backup folder to the override. Feel free to past that on the the German forum someone - I gave up trying to become fluent in the language after finding out they had 5 or 6 words for "the" :o.

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#5 ScuD

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Posted 10 September 2011 - 01:14 PM

I've just seen the lich "The Dark One" from DSotSC hitting me melee like a yeti. Looks like a couple of frames are misplaced.

#6 Miloch

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Posted 10 September 2011 - 07:16 PM

I have split this to a new topic, since bug reports aren't really questions about the mod or the readme.

Could you please do what I asked of Chev here and go through all the MLIC* BAMs in your game and tell me which ones look like yetis. I am guessing it is the same issue (as posted here) meaning that we need to do a MOVE as well as a DISABLE_FROM_KEY to clean up suboptimal megamod animation naming, but I'd need your results to confirm that.

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#7 ScuD

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Posted 10 September 2011 - 08:12 PM

Only these two: MLICA3 and MLICA3E

#8 i30817

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Posted 13 September 2011 - 09:41 PM

That thing about the black talon archers being turned into Hive thugs with the planescape animations looks a bit silly (ditto for the young dustmen).

#9 Miloch

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Posted 15 September 2011 - 09:33 PM

It helps if you post details (like .cre names - see first post for examples) otherwise my chances of finding what you're talking about are close to nil (particularly as I've very short on time lately).

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#10 -agris-

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Posted 14 October 2011 - 05:54 PM

Orc Archers from the Valley of Tombs (BGT / BGTspawns) hold bows, but only melee my party. Looks like they beat on my party members with the hand not holding the bow.

#11 Miloch

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Posted 21 October 2011 - 08:46 AM

This will happen if creatures like this run out of ammo, but any "archers" shouldn't start with no arrows. I suppose they could be scripted to turn into melee orcs after they run out of ammo but that might be a bit beyond this mod (then again, what's another optional component...).

Does anyone know the CRE codes or at least the area/script for these spawns?

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"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#12 10th

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Posted 21 October 2011 - 11:58 AM

Does anyone know the CRE codes or at least the area/script for these spawns?


@Orc archer
It's an original BG2 creature - ORC02.cre. The area is AR3900, scripts are FW50000-50008.

Possible cause for archers using melee, not attacking or melee fighters not using their weapons: AI mods. E. g. Black Talon Elites. Some of them had some sort of pure archer script from SCS assigned. Instead of using their longswords they retreated with bows still in their hands.

@Black Talon Elites
Depending on the mods it could be:
BTELITE, CM1800A1, CM1803A1, CM1803A2, CMIRONE, IRONELIT and/or SIRONARC.cre

10th

Edited by 10th, 21 October 2011 - 12:04 PM.

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

#13 Miloch

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Posted 21 October 2011 - 03:42 PM

@Orc archer
It's an original BG2 creature - ORC02.cre. The area is AR3900, scripts are FW50000-50008.

Possible cause for archers using melee, not attacking or melee fighters not using their weapons: AI mods. E. g. Black Talon Elites. Some of them had some sort of pure archer script from SCS assigned. Instead of using their longswords they retreated with bows still in their hands.

I think agris was saying the opposite. Instead of shooting arrows, the "archers" would try to melee attack. Well in my BWP install, I see orc02.cre (and a lot of other orc archers) has quite a few arrows. It also has a script that should not prevent it from shooting them. So in other words, they should shoot arrows until they run out - in most cases they have at least 20 or so arrows, so would not run out unless you literally just sat there for several minutes.

(For all of its 6000+ lines of code [:WTF: <- for the special benefit of DW heh] DW#RANGE, presumably a simple ranged script, still seems to let the archer shoot his arrows eventually, somewhere down 3000 or so lines later... could be different on a different install tho - would need to see WeiDU.log if it is non-standard.)

@Black Talon Elites
Depending on the mods it could be:
BTELITE, CM1800A1, CM1803A1, CM1803A2, CMIRONE, IRONELIT and/or SIRONARC.cre

I grepped the PST component (t-pstanims.tpa) for all these CREs and didn't get a single hit. So I still don't know what i30817 was talking about there either.

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"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#14 10th

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Posted 22 October 2011 - 06:00 AM

(For all of its 6000+ lines of code [:WTF: <- for the special benefit of DW heh] DW#RANGE, presumably a simple ranged script, still seems to let the archer shoot his arrows eventually, somewhere down 3000 or so lines later... could be different on a different install tho - would need to see WeiDU.log if it is non-standard.)


It was an installation with versions of SCS/II without their ToBEX integrations, so it could already be fixed, but from a quick look at the readmes nothing stood out, save slight SSL recoding and proper assignment of DW#RANGE instead of DW#RANGED.

10th

Attached Files


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

#15 -agris-

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Posted 22 October 2011 - 06:13 AM

My report about melee'ing archers was specific to the orcs in that area. Here is my weidu.log

Spoiler


#16 10th

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Posted 23 October 2011 - 12:35 PM

That's my third installation in a row where it happens, therefore I'd like to know:

What's up with infinity animations and arbitrarily removing actsleep.ids and areatype.ids?

Final WeiDU.log is attached, WeiDU is v230, and there's only animate.ids in infinity animations's backup folder.

It worked before why not now?

As soon as component 0 infinity animations is installed, those two .ids-files are no longer present in any game folder, save backup folders of other mods.

Moreover, concerning component 9000, what are the PROs and CONs of having it installed? And what should be done to fix this component in the interim?

UPDATE:
If it helps, installation is neither in (x86) nor in program files. It's on another partition. UAC in Win 7 was off during installation.

UPDATE2:
Something's seriously wrong with that installation, just had a missing tis (ar9300.tis) for the very first time.
Going through my backups before critical installation points and comparing them with my final installation I discovered that I'm several files short.

Before infinity animations I had 1013 tis-files and 1349 are-files, afterwards I only had 998 tis- and 1346 are-files. Moreover I'm also missing 26 wed-files and 1 dlg-file. And I doubt that the following components delete them:
Spoiler


I know that infinity animations works as if've installed it many times before, but the only changes between my Win XP and Win 7 installations are:
- WeiDU v227 instead of WeiDU v230
- Win XP Pro instead of Win 7 with UAC off

UPDATE 3:
Missing lightmaps.


UPDATE 4:

FINALLY.
Restored my backup just before infinity animations.
Moved every setup-X.exe to another folder and used a WeiDU v227 setup-infinity animations.exe.
I had no missing script snippets from area scripts, and no missing are, tis, wed or luminosity files after installing IA.

Seems like there's a problem with WeiDU v230 and component 0 of infinity animations, don't know if it was also present in v228 and v229.

Will revert to WeiDU v230 for the remaining part of the installation, let's see how it goes.

10th

Attached Files


Edited by 10th, 24 October 2011 - 04:53 PM.

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

#17 Miloch

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Posted 26 October 2011 - 03:20 PM

Eh... I'm pretty sure we don't touch those .ids files and in any case, you can't delete a game resource. You could in theory remove something from the override, but there'd still be a copy in the game BIFFs (which you can see with NI etc. - don't judge your install by what's in your override, as I'm sure you know).

I'll admit I wasn't really sure what you were talking about since I thought we were talking about orcs and black elites or something - if the IDS thing is really is a WeiDU bug, it should be reported there obviously.

Still not sure what the deal is with those archers. If they're not shooting at all, I guess I'd have to see whether they have arrows and whether their script lets them. You can try to look at that with Near Infinity or DLTCEP, or at least have a look and export them and eventually I can check. Like I said, on my BWP install they should shoot arrows (until they run out anyway, which should take a while).

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================================================================
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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#18 10th

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Posted 27 October 2011 - 06:33 AM

1. don't judge your install by what's in your override, as I'm sure you know

2. I'll admit I wasn't really sure what you were talking about since I thought we were talking about orcs and black elites or something - if the IDS thing is really is a WeiDU bug, it should be reported there obviously.


1. I know, and that's the fun part, those two ids-files were missing in NI. Missing, as in you have 54 ids-files before that component in NI, and after installing that component you suddenly only have 52 ids-files. Same goes for all those are-, tis-, -wed, -bmp and dlg-files.

2. Will do.

UPDATE:

This problem is due to the DISABLE_FROM_KEY bug in WeiDU v230. I'd recomend to avoid installing any mods with v230 if they use DISABLE_FROM_KEY and the normal SET_2DA_ENTRY, and instead use an earlier version of WeiDU.

DISABLE_FROM_KEY

SET_2DA_ENTRY

10th

Edited by 10th, 29 October 2011 - 05:36 AM.

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

#19 i30817

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Posted 14 November 2011 - 08:39 AM

I grepped the PST component (t-pstanims.tpa) for all these CREs and didn't get a single hit. So I still don't know what i30817 was talking about there either.


Neither do i anymore. It was the install where i didn't have the full set of infinity animation packages so maybe it was somehow influenced by that (hive thugs as bandit archers). It didn't seem to happen again after reinstall-

#20 10th

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Posted 22 June 2013 - 04:10 PM

To resurrect this topic:

Two users over at the kerzenburg forums reported that they always get crashes when getting their first random encounter.
It finished loading and then crashed, therefore it's some sort of animation conflict.

The first user "solved" it by removing sw1h27.itm - Arbane's Sword +2 - from Suna Seni's inventory.
Luckily his posts contained the information that 1pp's Flaming Short Swords component is installed and that Suna Seni uses a BG1 animation. And according to the readme, BG1 animations crash the game if scimitar, katana or dual wield animations are required by an actor in the current area.

Short term solutions:
- modify the filter of the BG1 component to include Flaming Short Sword animations,´F2, besides scimitar, katana and dual wield animations.
- don't install this component if 1pp's Flaming Short Sword animation is installed (different components due to 1pp v2.70 and 1pp 4.x)

Probably a pipe dream solution :D
- Erephine has the grace, will and endurance to add all new weapon animations to every BG1 animation.

10th

Edited by 10th, 22 June 2013 - 04:11 PM.

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