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BGII SoA not starting


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#21 agb1

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Posted 08 February 2016 - 05:25 PM

This is a complicated tangle of scripts.  I see in your TobEx.log that SPRITE_IS_DEADIMOEN2 is set to 1 (meaning she's dead... I think?) and I guess this is why the cutscene is getting stuck.

 

I suggest going back to your BG1 save, CLUAConsole:CreateCreature("Imoen2") and invite her into your party and then try the transition again.


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#22 agb1

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Posted 08 February 2016 - 05:52 PM

Aha...!
 
Found an old thread discussing what might be the same problem:  http://www.shsforums...g2-game-in-bgt/
 
For the case where Imoen is not in your party at the end of BG1, this block is triggered in AR0602.BCS:
 
Spoiler

 
I see in the TobEx log that Imoen10 was created in AR0602, and that ImoenImport was set to 2.  But it doesn't show that SPRITE_IS_DEADIMOEN2 was set to zero.  Maybe TobEx doesn't log when globals are set to zero?
 
Imoen10.cre uses script name (aka "Death Variable") IMOEN2 after BGT, but after BGII-SUBRACE it is set back to IMOEN, not IMOEN2, so the ActionOverride doesn't apply to the Imoen10 that was created, and therefore the cutscene breaks when it tries to control Imoen using the IMOEN2 identifier.

Edited by agb1, 08 February 2016 - 06:09 PM.

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#23 agb1

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Posted 08 February 2016 - 05:52 PM

If you upload your Imoen10.cre I can edit it to refer to IMOEN2 and that should fix this.. I think.


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#24 CaptEHCJ

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Posted 08 February 2016 - 06:08 PM

Here is Imoen10.cre from the Generalized_Biffing area again...

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#25 agb1

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Posted 08 February 2016 - 06:11 PM

Try this copy instead (changed script name from IMOEN to IMOEN2).

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

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#26 CaptEHCJ

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Posted 08 February 2016 - 06:26 PM

Whoot!  That did it.  Thanks so much Agb!  I really apprecaite you digging into this until it is fixed!  YAY!



#27 agb1

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Posted 08 February 2016 - 06:27 PM

Great!  Glad we figured it out in the end.


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#28 CaptEHCJ

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Posted 08 February 2016 - 06:30 PM

By the way - what happens if I immediately drop Imoen in the Irenicus Dungeon?  once I escape will she show up and still get captured when I get out?  I really am trying to do a solo run... :-)


Edited by CaptEHCJ, 08 February 2016 - 06:30 PM.


#29 agb1

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Posted 08 February 2016 - 06:32 PM

Yes, she will find her own way out.


Edited by agb1, 08 February 2016 - 06:32 PM.

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#30 Lollorian

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Posted 09 February 2016 - 08:30 AM

Should be BWPFixpack'd :cheers:


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#31 Fouinto

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Posted 09 February 2016 - 11:58 AM

Spoiler

Well... I am not a modder... but I can't figure what ActionOverride("Imoen2",MakeGlobal()) stand for..
If the 2 vars equals 0, set the 1st var to 2, spawn creature "Imoen10" at a specific location, set another var to 0...

and, I guess, force creature "Imoen2" to do something? or do something to "Imoen2" ? anyway... do what ?
would someone mind trying to explain me this line ?


Edited by Fouinto, 09 February 2016 - 12:12 PM.


#32 agb1

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Posted 09 February 2016 - 12:13 PM

The first parameter to ActionOverride is an Object: Actor.  See IESDP: 1 ActionOverride(O:Actor*,A:Action*)

 
This can either be an entry from OBJECT.IDS (like Player1 or Protagonist) or it can be a Death Variable (a.k.a., DV or "Script Name" as Near Infinity calls it) of a creature.  This is the string that begins at offset 0x280 of a .cre file.
 

MakeGlobal() causes a creature to be stored in the saved game, which allows scripts to reference it even if it is not in the current area.  Otherwise any changes to it such as inventory or XP would be lost when it leaves the area.

 

The problem here was that Imoen10.cre was replaced by FinnJO's Subrace Mod and the DV was set to IMOEN.  BGT is the source of the quoted portion of the AR0602.BCS area script.  BGT expects Imoen10.cre's DV to be IMOEN2.  When ActionOverride looks for a creature in the area with a DV exactly matching "IMOEN2", the Imoen10.cre does not match.  This is also why the NEWGAME.BCS script (the BG2 intro cutscene with Imoen coming to open the cell door) was not working -- it also looks for a creature in the area with DV / script name matching "IMOEN2" and doesn't find one.


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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


#33 Fouinto

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Posted 09 February 2016 - 12:23 PM

OK Thank you for your help ! your explanation is very clear !