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BP 181 bugs?


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#21 kreso

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Posted 15 August 2013 - 11:05 PM

I edited all such creatures, added "Protection from creature type" - ANYTHING. We'll see. I don't have the above invicre.cre in my Override folder.



#22 ODC

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Posted 23 August 2013 - 09:46 AM

Hello, jut installed Baldur's Gate SoA, then the newest BigPicture, and started a new game. First problem: Ilyich the duergar just won't die. stays as "agonizing" for ever and kills my party one by one.

 

Same thing happened with my install.  I am running just BP and SoA/ToB. I've got a save file if needed. I had encountered Illyich before activating the acorn quest. On the first approach the two duergar near the entrance ran near Ilyich, and the three of them became hostile after a brief conversation. The archers and mage didn't become hostile at all. Illyich remained unkillable.

 

Ultimately, I used the console to force him to join the party, took the acorns, and than used the console to boot him. 



#23 horred the plague

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Posted 28 August 2013 - 11:10 AM

I edited all such creatures, added "Protection from creature type" - ANYTHING. We'll see. I don't have the above invicre.cre in my Override folder.

That file has nothing directly to do with BP, so you should not have it present. It was given as an example of how others have used invisible creatures.

#24 horred the plague

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Posted 28 August 2013 - 11:15 AM

Hello, jut installed Baldur's Gate SoA, then the newest BigPicture, and started a new game. First problem: Ilyich the duergar just won't die. stays as "agonizing" for ever and kills my party one by one.

 
Same thing happened with my install.  I am running just BP and SoA/ToB. I've got a save file if needed. I had encountered Illyich before activating the acorn quest. On the first approach the two duergar near the entrance ran near Ilyich, and the three of them became hostile after a brief conversation. The archers and mage didn't become hostile at all. Illyich remained unkillable.
 
Ultimately, I used the console to force him to join the party, took the acorns, and than used the console to boot him. 

I'll try it again myself, but it worked fine in the tests I and others ran on it. We did not send this mod out untested, I promise.

I'll need to see it for myself, as it unfolds, to determine what might be going wrong. Speculation says it's probably something dumb, like a typo, that snowballed.

#25 Graoumf

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Posted 28 August 2013 - 02:08 PM

Horred, if you update the mod, can you update the french translation with these files, please?



#26 10th

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Posted 29 August 2013 - 02:43 PM

Dunno if it's still relevant:
My installed BP is v181-b3001 according to tp2
The Crypt King just stands around doing nothing, due to the problem of there being no bpcrypt.bcs, no bpmag14m.bcs and no bpwtsigt.bcs.

BPDRPR18.cre, script bppri18a doesn't exist.
BPTREBOS.cre, script bpdru14t doesn't exist.
BPTREELD.cre, same as above.

All with the following installed BP-components
Spoiler


The following errors were noticed after compiling them with a quickly slapped together tp2:

Simply compiling these scripts doesn't help, as in the case of bpwtsigt, it contains references to INNATE_GLOBE_OF_DARKNESS, INNATE_IMPROVED_GLOBE_OF_DARKNESS, INNATE_FAERIE_FIRE, INNATE_DANCING_LIGHTS, SPECTATOR_SUGGESTION and ENEMY_SUMMON_GHAST. Which means improved crypt king would require drows, beholders and undead?

Additionally, bpmag14t requires sumshad.spl and bpmisled.bcs.

BPDRU14T.bcs contains the following line See(NearestEnemyOfType("COPY")). COPY doesn't exist in my install.

Moreover, is there some sort of dialog in the works for that Treant encounter?

Now it's probably too late, but wouldn't it have been better to have one core component which compiles all scripts and adds all new spells, while all subsequent components just do their .cre and .are tweaking, secure in the knowledge that every script and spell is present in the user's override?

10th

Edited by 10th, 29 August 2013 - 03:28 PM.

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

#27 horred the plague

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Posted 30 August 2013 - 05:55 AM

Now it's probably too late, but wouldn't it have been better to have one core component which compiles all scripts and adds all new spells, while all subsequent components just do their .cre and .are tweaking, secure in the knowledge that every script and spell is present in the user's override?
The coding for the crypt king was done by another of the BP crew people; I'll have to check their work to see what's going on. Eventually I'm hoping to remove all of Tactics from BP, but that requires a Tactics remake. This is why Tactics was added into BP ~ 10 years ago, was never meant to be permanent. My own scripts just snuck their way into a couple of them over the years, no idea when/where/why.

And no, absolutely not. BP was a big huge "dump-tons-of-files-on-you-regardless" mod for many years. Many people were turned off by this imperialistic approach. This was a very conscious, intentional, and much requested effort that made BP now install pieces at a time according to user choices. It only makes life harder on me, the creator--easier and cleaner on you, the users---in theory at least.

I'm in doubt with the immensity of your list. This implies that several components are broken, and the installer gives no indications whatsoever. I can be forgetful espeically when overworked and underslept, but that's a bit extreme.

Edited by horred the plague, 30 August 2013 - 05:57 AM.


#28 10th

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Posted 30 August 2013 - 09:02 AM

It's not that immense. It's just two components, which probably work without problem in a complete install of BP.

Crypt king's DAF doesn't include bp_encounter_scripts.tph, which explains the missing bpmag14m (DAF hell_trial_scripts) and bpwtsigt (DAF hell_trial_scripts, beholder and/or nalia). Though I haven't found bpcrypt in bp_encounter_scripts.tph.

Druid encounter includes bp_main.tph and bp_creatures.tph. BP_Main.tph has DAF druid_scripts, but bpdru14t is missing from it.

Also relevant re: BP Orcus vs CtB spwi540.spl

 

(Minor) compatibility issue with questpack: both bp and questpack offer more random encounters, both move the standard bandit attack script block to the end, in order to ensure that there's a guaranteed encounter. Unfortunately due to questpack having it's always bandit encounter near the end and BP doing an EXTEND_BOTTOM, you'll never get to see all those BP encounters due to those bandits.

 

If BP could take that into account, it would be great.

 

that

 

IF
	OnCreation()
THEN
	RESPONSE #100
		CreateCreature("REBAND01",[488.558],10) // Bandit
		CreateCreature("REBAND02",[500.454],10) // Bandit
		CreateCreature("REBAND03",[552.476],10) // Bandit
		CreateCreature("REBAND04",[427.548],10) // Bandit
		CreateCreature("REBAND05",[525.591],10) // Bandit
	RESPONSE #200
		CreateCreature("REBAND01",[488.558],10) // Bandit
		CreateCreature("REBAND03",[488.558],10) // Bandit
		CreateCreature("REBAND02",[500.454],10) // Bandit
		CreateCreature("REBAND03",[552.476],10) // Bandit
		CreateCreature("REBAND05",[552.476],10) // Bandit
		CreateCreature("REBAND04",[427.548],10) // Bandit
		CreateCreature("REBAND05",[525.591],10) // Bandit
	RESPONSE #300
		CreateCreature("REBAND01",[488.558],10) // Bandit
		CreateCreature("REBAND02",[500.454],10) // Bandit
		CreateCreature("REBAND05",[500.454],10) // Bandit
		CreateCreature("REBAND03",[552.476],10) // Bandit
		CreateCreature("REBAND05",[552.476],10) // Bandit
		CreateCreature("REBAND04",[427.548],10) // Bandit
		CreateCreature("REBAND01",[427.548],10) // Bandit
		CreateCreature("REBAND05",[525.591],10) // Bandit
	RESPONSE #500
		CreateCreature("REBAND01",[488.558],10) // Bandit
		CreateCreature("REBAND02",[500.454],10) // Bandit
		CreateCreature("REBAND03",[500.454],10) // Bandit
		CreateCreature("REBAND01",[500.454],10) // Bandit
		CreateCreature("REBAND03",[552.476],10) // Bandit
		CreateCreature("REBAND04",[427.548],10) // Bandit
		CreateCreature("REBAND05",[427.548],10) // Bandit
		CreateCreature("REBAND05",[525.591],10) // Bandit
		CreateCreature("REBAND04",[525.591],10) // Bandit
END

IF
	Global("D0RandEncRuneRevenge","GLOBAL",1)
	GlobalTimerExpired("D0RuneReinforce","MYAREA")
THEN
	RESPONSE #100
		SetGlobal("D0RandEncRuneRevenge","GLOBAL",2)
		CreateCreatureObjectDoor("TANTHF01",Player1,0,0,0)
		CreateCreatureObjectDoor("TANTHF01",[PC],0,0,0)
END

would have to be replaced with that

 

IF
	Global("D0RandEncRuneRevenge","GLOBAL",1)
	GlobalTimerExpired("D0RuneReinforce","MYAREA")
THEN
	RESPONSE #100
		SetGlobal("D0RandEncRuneRevenge","GLOBAL",2)
		CreateCreatureObjectDoor("TANTHF01",Player1,0,0,0)
		CreateCreatureObjectDoor("TANTHF01",[PC],0,0,0)
END

before doing an E_B in order to ensure compatibility.

 

Another thing is vampsttp.bcs

Unfinished business adds a Bodhi encounter, which sets vampshadwar to 7. Which means that generic vampire(/shadow thieves?) attacks will never happen.


10th


Edited by 10th, 02 September 2013 - 02:49 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

#29 horred the plague

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Posted 04 September 2013 - 10:07 AM

Thanks for taking the time to report. Adding more scripts to my macro functions should be easy enough, if they're broken. I did test the installs solo as well as combined (either me or one of the testers did). I'll see what can be done. I'm not keen on working around mods that never worked around BP, like Ding0's quests. However, if an EXTEND_TOP instead would help that problem out, I can do it. I'm not going to add special code just to check for Quest Packs however. SimDing0 developed this mod with full knowledge of what BP was/wasn't doing at the time---I remember it well from the TeamBG chatroom days. When you say UB adds an encounter, you mean to the vampire spawns around town? And it switches globals in a way that breaks any other subsequent encounters? This sounds like a fix for UB to address honestly. It would also break the similar components from Tactics mod when installed side by side, if I'm understanding this correctly. If it's easily solved from BP (e.g., using GlobalGT instead of Global (equal to)) I'll take care of it.

#30 10th

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Posted 04 September 2013 - 01:25 PM

If it's easily solved from BP (e.g., using GlobalGT instead of Global (equal to)) I'll take care of it.

It is, instead of 5 simply check for GT 4 of vampshadwar in bvampstp.baf and bvampstz.baf and everything's taken care of. BWP installs UB before BP, which means BP's generic vampire/shadowthief ambush will always trigger if it's conditions are met, and all those unique encounters preceding it have taken place.

10th
Avast! You cannot defeat our titan-mounted submarine staffed by cannibal vikings! - Nodwick

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#31 ilot

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Posted 05 September 2013 - 12:39 AM

Hi Horred :)

and about that: Also relevant re: BP Orcus vs CtB spwi540.spl can you do anything???

Thanks!!!


Edited by ilot, 05 September 2013 - 12:39 AM.

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#32 ojbllny

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Posted 08 September 2013 - 11:09 PM

Hello.
BP 181 is a beta version of the bug report.
Red Badge Poison-Based Encounter install and start the battle, the game immediately goes into Windows.
Previous versions also Red Badge Poison-Based Encounter quest this bug was only.
I hope the patch bug.



#33 horred the plague

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Posted 13 September 2013 - 10:51 AM

Hi Horred :)
and about that: Also relevant re: BP Orcus vs CtB spwi540.spl can you do anything???
Thanks!!!
I think this one should be quite manageable. Back in 2002, making new innate spells w/ corresponding IDS entries was the "in" thing, but times have changed I reckon. I could pull the line "but I was there first"...but as C. Bisson asked me to look over his works after he retired I'll take care of it.


P.S: Keep stacking in the reports everybody. I'm on hiatus from BG for a few more weeks (announcement when I can), but some day in not-too-distant future I'll sit back and give these all a grand slaying. :)

Edited by horred the plague, 13 September 2013 - 10:53 AM.


#34 ilot

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Posted 14 September 2013 - 02:35 AM

Hi Horred :)
and about that: Also relevant re: BP Orcus vs CtB spwi540.spl can you do anything???
Thanks!!!
I think this one should be quite manageable. Back in 2002, making new innate spells w/ corresponding IDS entries was the "in" thing, but times have changed I reckon. I could pull the line "but I was there first"...but as C. Bisson asked me to look over his works after he retired I'll take care of it.


P.S: Keep stacking in the reports everybody. I'm on hiatus from BG for a few more weeks (announcement when I can), but some day in not-too-distant future I'll sit back and give these all a grand slaying. :)

Thanks for your answer. I'll wait then!!!  :)


Edited by ilot, 14 September 2013 - 02:36 AM.

Italian mods tanslator!!!!


#35 Anomaly

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Posted 18 September 2013 - 06:48 AM

I have the same problem with Ilyich that the poster on the first page. While it used to work perfectly while in alpha, now :

- Ilyich won't talk to PC by himself (if I talk to him he says the correct lines)

- Ilyich won't die and won't escape

 

Installed mods before BP : TobEX, BG2 FixPack, The Darkest Day 1.14 (linux installer)

 

Looking at DUECLA01.CRE with Near Infinity, it says that the override script BPILYICH.BCS is missing (grayed out in the editor).

 

weidu.log

Spoiler

 

I had to pick BPILYICH.BAF from an older BP (I took BP v181 alpha 2002) and makes a mini mod to install the script. This fixed it.


Edited by Anomaly, 18 September 2013 - 09:59 AM.

French translator of: BG2 FixPack, BG2 Tweaks, Baldur's Gate Trilogy-WeiDU, BGT-Tweaks and some minor mods.

#36 10th

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Posted 06 October 2013 - 05:37 AM

Dunno if it's relevant or just a mod conflict with oversight:

 

Sendai just teleports around.

 

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

#37 The Imp

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Posted 06 October 2013 - 07:09 AM

Dunno if it's relevant or just a mod conflict with oversight:
Sendai just teleports around.

10th
My thoughts on it here...
EDIT: So basically wrong install order + in BWP.pdf, a known incompatibility with the Sendai mods + the fact that the BP's core was overwriten by the SCSII's similar component.
And I hope I posted a correct order in the post... we'll see.

Edited by The Imp, 06 October 2013 - 09:40 AM.

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#38 Anomaly

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Posted 12 October 2013 - 11:28 PM

In chapter 3, when siding with Aran, BP tends to spawn vampires in the middle of nowhere to attack the party. Unfortunately, as soon as they attack, everyone neutral (merchants, beggars, prostitutes) go hostile as well.

 

Installed mods : TobEX, BG2 FixPack, The Darkest Day 1.14 (linux installer), BP, BG2Tweaks, Worldmap


French translator of: BG2 FixPack, BG2 Tweaks, Baldur's Gate Trilogy-WeiDU, BGT-Tweaks and some minor mods.

#39 Nopon

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Posted 13 October 2013 - 10:08 PM

I had to pick BPILYICH.BAF from an older BP (I took BP v181 alpha 2002) and makes a mini mod to install the script. This fixed it.

 

Would it be possible for you to post this fix publicly? I am having the same problem with Ilyich and I'm not sure i trust my plebian skillset to do as you described.



#40 horred the plague

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Posted 14 October 2013 - 07:28 AM


I had to pick BPILYICH.BAF from an older BP (I took BP v181 alpha 2002) and makes a mini mod to install the script. This fixed it.

 
Would it be possible for you to post this fix publicly? I am having the same problem with Ilyich and I'm not sure i trust my plebian skillset to do as you described.
I just found the 'real' cause of this. I was baffled at first, because I had done away with BPILYICH.bcs intentionally. But after a bunch of tracing down, I spotted it in the GENERIC CREATURES component (of all places!). There's still an entry in BPSCRIPTS.2da that improperly changes the ILYICH override script slot into BPILYICH. Proper fix is to delete this line from the 2da, which I've done for the next version. Another quicker workaround for now is to open DUECLA01.cre in an editor and change BPILYICH to ILYICH.