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BWS Cloakwood Mine Problem


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#21 Nobody83

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Posted 24 January 2016 - 12:16 AM

lol...

 

Well we fixed the actual "issue" a while back, and now we're wading knee-deep into the "why" and the "how" of it all, which isn't really something that your everyday mod-user is going to care to do. Obviously the developer might want to know where things are going awry so he can fix it for the next release, but honestly I'm just digging because I find it fascinating. It's probably because I majored in computer science.

 

If you need me, my nose will be in the Weidu documentation.



#22 Roxanne

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Posted 24 January 2016 - 12:26 AM

lol...

 

Well we fixed the actual "issue" a while back, and now we're wading knee-deep into the "why" and the "how" of it all, which isn't really something that your everyday mod-user is going to care to do. Obviously the developer might want to know where things are going awry so he can fix it for the next release, but honestly I'm just digging because I find it fascinating. It's probably because I majored in computer science.

 

If you need me, my nose will be in the Weidu documentation.

The reason I follow this discussion is that my own mod already ran into problems with the 20x tweaked Daevorn several times and I revised my solution for it at least three times. Items and scripts taken from him affect one of my quests as well.

Currently my solution is to replace an item (Sling+1, who needs that *loot* when he comes to level4 of Cloakwood, you can have a hunderd of them by that time?) by my mod item, but only if the respective NPC is in Party when you meet Daevorn. Of course if either the item or the script block that replaces it is tweaked away, my quest fails


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#23 The Imp

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Posted 24 January 2016 - 12:38 AM

Is there a way to print to console or something in weidu?

Yep.
LOG ~yourvariable~


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#24 Wisp

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Posted 24 January 2016 - 03:03 AM

... would resolve ~slot~ to zero because 9 is not defined in the associative array $item_location_map (see stratagems\sfo\general\lib_macro.tpa).
If this particular item_type_code is not defined in item_location_map, the code enters the ELSE clause and sets slot to INV (which is syntactical sugar for [INV1..INV16]).

#25 agb1

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Posted 24 January 2016 - 07:54 AM

If all INV slots are full, does it overwrite?

Edit: answered here - http://forums.pocket...ic,29489.0.html

Edited by agb1, 24 January 2016 - 08:07 AM.

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#26 CaptEHCJ

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Posted 01 February 2016 - 03:29 PM

AGB1, thanks for the fix!  I killed Davorn and got no key also.  CLUA'd in CLUAConsole:CreateItem("MISC83") to no avail.  Then saw your post: 

 

If you are using BGT, try CLUAConsole:CreateItem("BGMISC83") instead.

 

 

and Poof... onward!  Thanks tons!



#27 agb1

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Posted 01 February 2016 - 04:00 PM

The combination of Item Randomiser (random scrolls) and SCS (random potions) and (maybe other mods too) can fill up all of Davaeorn's inventory slots, and WeiDU deletes items that were there before if new items are added to an already full inventory.  A future WeiDU version will allow us to prevent this.


BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip


#28 Nobody83

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Posted 11 January 2017 - 05:18 PM

Just as an update, my last playthrough, just after I started the Davaeorn fight, there was a message in the chat that said "Inventory full. Item dropped on the ground". Sure enough, Dav is dropping his river plug on the ground these days. This was from an install that I did about two weeks ago, so someone must have made some updates.

 

At least it saves me from opening the console and manually spawning it. ;)



#29 The Imp

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Posted 11 January 2017 - 11:07 PM

Just as an update, my last playthrough, just after I started the Davaeorn fight, there was a message in the chat that said "Inventory full. Item dropped on the ground". Sure enough, Dav is dropping his river plug on the ground these days. This was from an install that I did about two weeks ago, so someone must have made some updates.
This is because indeed the item is added to the dudes full inventory after the level starts. Item Rando... and the even the SCS could do the same, but just don't want to do so.. so this is the result. The Ite..Rand.. actually has an install option to do it this way that doesn't fill the .cre's inventory completely full. It could possibly need a small "enbetterment", but not total overhaul, like the SCS probably could, though that would increase the SCS script length, which is always off putting ... sometimes.

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.


#30 Lassal

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Posted 12 January 2017 - 02:26 AM

Did you free the slaves on the level where you find Yeslick? (Rill is the name, I think)

THis is absolutely not needed. Mine can be drown with all the slaves in it.


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