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Dialogue bug with Illasera (new game, BG2 EE)


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#1 -WasnDasn-

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Posted 31 March 2015 - 05:32 AM

Hello,

 

i've encountered a bug with the dace mod when starting a new game (TOB, BG 2 EE 1.3). After the conversation with Illasera right at the beginning nothing happens. Illasera is supposed to attack you, but that doesn't happen. You can start the conversation again and again. Game continues after you attack Illasera. Thanks for looking into it and much more thx for this great npc;)



#2 hippofant

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Posted 19 April 2018 - 11:39 PM

Hey all,

 

I don't know if Kaeloree maintains Dace any more, but I've identified the problem with this bug. When Dace ISN'T in your party entering ToB, she's supposed to show up at the start and join Illasera. However, there's an error in T#DTCUT.bcs where it tries to create creature T#DAC25, when no such creature exists. The cutscene bugs out, and Illasera then attacks as her script is written, but the Enemy flag is never set on anybody.

 

For players, my suggestion would be to just C:SetGlobal("T#DaceFriendshipActive","GLOBAL",1) and C:SetGlobal("T#DaceJackass","GLOBAL",0) to bypass the cutscene script entirely.

 

For Kaeloree or whichever modder takes it upon themselves to fix this bug, the solution is somewhat more complicated. There aren't any CRE files that utilize T#DAC25.dlg, which would seem to be the correct dialogue to trigger as it has Illasera go hostile at the end. My guess is that T#DACE25.cre should be used, since Dace isn't summonable in ToB anyways so there probably shouldn't be a separate ToB version of her, but it seems to be built incorrectly - namely only being level 10, and using party member BCS/DLG files with no combat scripting (so she'd just stand there and get pummeled to death anyways even if she joined in).

 

Oh, also T#DTCUT uses Player1 as its actor, which means that Dace is never made to start dialogue with the PC at all, which also would need to be fixed.

 

Annnd because Illasera attacks even when not hostile, she just starts shooting you while Dace is moving to her position to speak with you. So, yeah.


Edited by hippofant, 20 April 2018 - 12:00 AM.


#3 Roxanne

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Posted 19 April 2018 - 11:59 PM

Hey all,

 

I don't know if Kaeloree maintains Dace any more, but I've identified the problem with this bug. When Dace ISN'T in your party entering ToB, she's supposed to show up at the start and join Illasera. However, there's an error in T#DTCUT.bcs where it tries to create creature T#DAC25, when no such creature exists. The cutscene bugs out, and Illasera then attacks as her script is written, but the Enemy flag is never set on anybody.

 

For players, my suggestion would be to just C:SetGlobal("T#DaceFriendshipActive","GLOBAL",1) and C:SetGlobal("T#DaceJackass","GLOBAL",0) to bypass the cutscene script entirely.

 

For Kaeloree or whichever modder takes it upon themselves to fix this bug, the solution is somewhat more complicated. T#DTCUT.bcs also tries to move T#Dace after creating T#DAC25, and neither of those CRE files even exist. There aren't any CRE files that utilize T#DAC25.dlg, which would seem to be the correct dialogue to trigger as it has Illasera go hostile at the end. My guess is that T#DACE25.cre should be used, since Dace isn't summonable in ToB anyways so there probably shouldn't be a separate ToB version of her, but it seems to be built incorrectly - namely only being level 10, and using party member BCS/DLG files with no combat scripting (so she'd just stand there and get pummeled to death anyways even if she joined in).

I have found the BG2EE version of the mod not usable due to the defects you mention above and a number of other issues.

 

I have made an EET version of the mod that has those issues corrected. Due to adapting the mod to the EET continuous NPC feature, the errors will not appear with that version.

 

However an EET version and a BG2EE version of this mod are technically quite different and require different approaches to those problems, I have decided to make my update EET-only. I have no means to make different versions and test them on different games.

 

I know of no BG2EE capable version, the one published by Kaeloree for EE 1.3 is outdated. BG2EE compatibility for this mod was just declared on paper (like for many other mods...the devil is often in such detail like the above example).

 

PS - If you used BWS for install, you should have seen these warnings and the mod should have been marked red.


Edited by Roxanne, 20 April 2018 - 12:02 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#4 hippofant

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Posted 23 April 2018 - 09:48 PM

Hey all,

 

I don't know if Kaeloree maintains Dace any more, but I've identified the problem with this bug. When Dace ISN'T in your party entering ToB, she's supposed to show up at the start and join Illasera. However, there's an error in T#DTCUT.bcs where it tries to create creature T#DAC25, when no such creature exists. The cutscene bugs out, and Illasera then attacks as her script is written, but the Enemy flag is never set on anybody.

 

For players, my suggestion would be to just C:SetGlobal("T#DaceFriendshipActive","GLOBAL",1) and C:SetGlobal("T#DaceJackass","GLOBAL",0) to bypass the cutscene script entirely.

 

For Kaeloree or whichever modder takes it upon themselves to fix this bug, the solution is somewhat more complicated. T#DTCUT.bcs also tries to move T#Dace after creating T#DAC25, and neither of those CRE files even exist. There aren't any CRE files that utilize T#DAC25.dlg, which would seem to be the correct dialogue to trigger as it has Illasera go hostile at the end. My guess is that T#DACE25.cre should be used, since Dace isn't summonable in ToB anyways so there probably shouldn't be a separate ToB version of her, but it seems to be built incorrectly - namely only being level 10, and using party member BCS/DLG files with no combat scripting (so she'd just stand there and get pummeled to death anyways even if she joined in).

I have found the BG2EE version of the mod not usable due to the defects you mention above and a number of other issues.

 

I have made an EET version of the mod that has those issues corrected. Due to adapting the mod to the EET continuous NPC feature, the errors will not appear with that version.

 

However an EET version and a BG2EE version of this mod are technically quite different and require different approaches to those problems, I have decided to make my update EET-only. I have no means to make different versions and test them on different games.

 

I know of no BG2EE capable version, the one published by Kaeloree for EE 1.3 is outdated. BG2EE compatibility for this mod was just declared on paper (like for many other mods...the devil is often in such detail like the above example).

 

PS - If you used BWS for install, you should have seen these warnings and the mod should have been marked red.

 

Not sure if I saw the warnings, but if I did, I ignored them since I played WITH Dace once and it mostly went smoothly. (IIRC.)



#5 Roxanne

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Posted 23 April 2018 - 10:03 PM

Hey all,

 

I don't know if Kaeloree maintains Dace any more, but I've identified the problem with this bug. When Dace ISN'T in your party entering ToB, she's supposed to show up at the start and join Illasera. However, there's an error in T#DTCUT.bcs where it tries to create creature T#DAC25, when no such creature exists. The cutscene bugs out, and Illasera then attacks as her script is written, but the Enemy flag is never set on anybody.

 

For players, my suggestion would be to just C:SetGlobal("T#DaceFriendshipActive","GLOBAL",1) and C:SetGlobal("T#DaceJackass","GLOBAL",0) to bypass the cutscene script entirely.

 

For Kaeloree or whichever modder takes it upon themselves to fix this bug, the solution is somewhat more complicated. T#DTCUT.bcs also tries to move T#Dace after creating T#DAC25, and neither of those CRE files even exist. There aren't any CRE files that utilize T#DAC25.dlg, which would seem to be the correct dialogue to trigger as it has Illasera go hostile at the end. My guess is that T#DACE25.cre should be used, since Dace isn't summonable in ToB anyways so there probably shouldn't be a separate ToB version of her, but it seems to be built incorrectly - namely only being level 10, and using party member BCS/DLG files with no combat scripting (so she'd just stand there and get pummeled to death anyways even if she joined in).

I have found the BG2EE version of the mod not usable due to the defects you mention above and a number of other issues.

 

I have made an EET version of the mod that has those issues corrected. Due to adapting the mod to the EET continuous NPC feature, the errors will not appear with that version.

 

However an EET version and a BG2EE version of this mod are technically quite different and require different approaches to those problems, I have decided to make my update EET-only. I have no means to make different versions and test them on different games.

 

I know of no BG2EE capable version, the one published by Kaeloree for EE 1.3 is outdated. BG2EE compatibility for this mod was just declared on paper (like for many other mods...the devil is often in such detail like the above example).

 

PS - If you used BWS for install, you should have seen these warnings and the mod should have been marked red.

 

Not sure if I saw the warnings, but if I did, I ignored them since I played WITH Dace once and it mostly went smoothly. (IIRC.)

It is only the BG2EE version that is buggy, I played with her in BGT and in EET as well.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#6 jastey

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Posted 27 February 2019 - 10:55 AM

The Dace - Illasera interaction should be fixed in v3. Thank you all for reporting!