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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For the case where Imoen is not in your party at the end of BG1, this block is triggered in AR0602.BCS:
Spoiler
IF Global("ImoenImport","GLOBAL",0) Global("ImoenPartyBG1","GLOBAL",0) THEN RESPONSE #100 SetGlobal("ImoenImport","GLOBAL",2) CreateCreature("Imoen10",[3198.2837],6) SetGlobal("SPRITE_IS_DEADIMOEN2","GLOBAL",0) ActionOverride("Imoen2",MakeGlobal()) Continue() END
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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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... :-)
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IF Global("ImoenImport","GLOBAL",0) Global("ImoenPartyBG1","GLOBAL",0) THEN RESPONSE #100 SetGlobal("ImoenImport","GLOBAL",2) CreateCreature("Imoen10",[3198.2837],6) SetGlobal("SPRITE_IS_DEADIMOEN2","GLOBAL",0) ActionOverride("Imoen2",MakeGlobal()) Continue() END
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 ?
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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