There is another small issue. The second component should depend on the main component of the mod.
BG2EE Chloe!
#21
Posted 23 November 2016 - 08:07 AM
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
My contributions:
#22
Posted 23 November 2016 - 08:14 AM
There is another small issue. The second component should depend on the main component of the mod.
Right.
Self explanatory but should be checked.
Edited by Roxanne, 23 November 2016 - 08:19 AM.
#23
Posted 23 November 2016 - 08:26 AM
I prefer to use REQUIRE_COMPONENT for this. It has the positive side effect that dependent components are automatically uninstalled if you uninstall the main component.
REQUIRE_COMPONENT ~Chloe.tp2~ 0 ~Main component required.~
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
My contributions:
#24 -ChloeEE-
Posted 23 November 2016 - 08:27 AM
Don't use 'FILE_EXISTS_IN_GAME', use "REQUIRE_COMPONENT" as Argent77 says
#25
Posted 24 November 2016 - 12:37 PM
The file "Chloe\Scripts\Extending\AR0602CR.baf" contains the script action SetGlobal("A7-Cutscene","ar0602",11) which effectively disables the main plot of the "Skip Chateau Irenicus" mod. Is there a specific reason for it?
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
My contributions:
#26
Posted 24 November 2016 - 01:47 PM
The file "Chloe\Scripts\Extending\AR0602CR.baf" contains the script action SetGlobal("A7-Cutscene","ar0602",11) which effectively disables the main plot of the "Skip Chateau Irenicus" mod. Is there a specific reason for it?
At this moment there is not yet a satisfactory solution for the missing contents in case of skip. So, as an interim I avoid the skipping. However this will be removed as soon as the addition is made.
At this time the priority was conversion of the existing old mod content. New stuff is in the making.
The only other alternative would have been to declare the two mods incompatible - which is probably harder to undo than to remove a line from a script at the given time.
Unless, of course, you disagree.
PS - I have also modified your code to keep the statue from Irenicus dungeon in her inventory - this is the planned trigger for the alternative path.
Edited by Roxanne, 24 November 2016 - 01:52 PM.
#27
Posted 24 November 2016 - 01:55 PM
The file "Chloe\Scripts\Extending\AR0602CR.baf" contains the script action SetGlobal("A7-Cutscene","ar0602",11) which effectively disables the main plot of the "Skip Chateau Irenicus" mod. Is there a specific reason for it?At this moment there is not yet a satisfactory solution for the missing contents in case of skip. So, as an interim I avoid the skipping. However this will be removed as soon as the addition is made.
At this time the priority was conversion of the existing old mod content. New stuff is in the making.
The only other alternative would have been to declare the two mods incompatible - which is probably harder to undo than to remove a line from a script at the given time.
You could program the (your) mod to not able to install if the Skip Chateau Irenicus -mod is installed ... until the fix is added. This will let the other mod be able to be installed later, if it makes the fix, or the player just decides to install it anyways and you can remove the check when you deem it unnecessary, on your end. Aka there's nothing to fix. Or it can be gone around.
NOT PERMANENTLY DISABLE THE WHOLE FREAKING OTHER MOD just cause you feel it's necessary, for the moment. Because their "content"(the actual skip of content) can be decided during each time the player starts the game, as the dialog pops up, the player can answer no to it, so it doesn't permanently skip anything, unlike the SetGlobal -action will, as it's part of the main .bcs that will always run, without player input.
Edited by The Imp, 24 November 2016 - 02:05 PM.
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.
#28
Posted 24 November 2016 - 02:12 PM
The file "Chloe\Scripts\Extending\AR0602CR.baf" contains the script action SetGlobal("A7-Cutscene","ar0602",11) which effectively disables the main plot of the "Skip Chateau Irenicus" mod. Is there a specific reason for it?At this moment there is not yet a satisfactory solution for the missing contents in case of skip. So, as an interim I avoid the skipping. However this will be removed as soon as the addition is made.
At this time the priority was conversion of the existing old mod content. New stuff is in the making.
The only other alternative would have been to declare the two mods incompatible - which is probably harder to undo than to remove a line from a script at the given time.
Unless, of course, you disagree.
I see. It took me a while to find the real cause while testing my own mod in combination with Chloe and several other mods.
BG2EE Chloe is already registered in BWS, so it may cause players to complain why "Skip Chateau Irenicus" doesn't work. It's probably a better idea to simply comment out the code of Chloe appearing in the tavern as long as there is no good solution for the dungeon skipping issue.
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
My contributions:
#29
Posted 24 November 2016 - 02:24 PM
The file "Chloe\Scripts\Extending\AR0602CR.baf" contains the script action SetGlobal("A7-Cutscene","ar0602",11) which effectively disables the main plot of the "Skip Chateau Irenicus" mod. Is there a specific reason for it?At this moment there is not yet a satisfactory solution for the missing contents in case of skip. So, as an interim I avoid the skipping. However this will be removed as soon as the addition is made.
At this time the priority was conversion of the existing old mod content. New stuff is in the making.
The only other alternative would have been to declare the two mods incompatible - which is probably harder to undo than to remove a line from a script at the given time.
Unless, of course, you disagree.
I see. It took me a while to find the real cause while testing my own mod in combination with Chloe and several other mods.
BG2EE Chloe is already registered in BWS, so it may cause players to complain why "Skip Chateau Irenicus" doesn't work. It's probably a better idea to simply comment out the code of Chloe appearing in the tavern as long as there is no good solution for the dungeon skipping issue.
I will remove everything from the mod with respect to Skip Chateau Irenicus.
The mod description of both mods is clear enough in this respect - one mod skips the part where another mod starts
Edited by Roxanne, 25 November 2016 - 02:38 AM.
#30
Posted 24 November 2016 - 02:37 PM
Statements like this just turn the whole thing on its head - it is not the responsibility of mods that are tweaked out of the game to find a fix for that, this is simply absurd. Stuck in a dead end, it seems.Well, I see it as the responsibility of proper mod updating that if a solution is offered by the community, that it's taken ... and maybe little tweaked, but still taken as a valid option for things. To go into further detail... My bet is that if you intent to have the one character you make chained up to the party as a permanent party member without the option to remove them temporarily and then continue at a later date at what ever point from the current circumstance, then the NPC is likely going to get shafted to the spot it's left, and not "rehired" as part of the party. Or you wouldn't have the tweaks like the NPCs return back to taverns, separate NPC pairs, etc that allow a lot more than the original game did in those aspects.
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.
#31
Posted 26 November 2016 - 01:49 PM
Ran into a simple issue installing this in EET.
[tb#_compile_eval_buffer/Chloe/Chloe.baf] PARSE ERROR at line 398 column 1-2
ERROR: parsing [tb#_compile_eval_buffer/Chloe/Chloe.baf]: Parsing.Parse_error
ERROR: error compiling [tb#_compile_eval_buffer/Chloe/Chloe.baf]: Parsing.Parse_error
ERROR: compiling [Chloe/Chloe.baf]!
ERROR: Parsing.Parse_error
Chloe NPC for SoA (Chloe NPC) was not installed due to errors.
Having a look at that file it appears to be missing an END. I added that and it installed OK. Just a simple one that's maybe already fixed, cheers.
#32
Posted 26 November 2016 - 02:04 PM
Ran into a simple issue installing this in EET.
[tb#_compile_eval_buffer/Chloe/Chloe.baf] PARSE ERROR at line 398 column 1-2
ERROR: parsing [tb#_compile_eval_buffer/Chloe/Chloe.baf]: Parsing.Parse_error
ERROR: error compiling [tb#_compile_eval_buffer/Chloe/Chloe.baf]: Parsing.Parse_error
ERROR: compiling [Chloe/Chloe.baf]!
ERROR: Parsing.Parse_error
Chloe NPC for SoA (Chloe NPC) was not installed due to errors.
Having a look at that file it appears to be missing an END. I added that and it installed OK. Just a simple one that's maybe already fixed, cheers.
Thanks for this
It is a new error just introduced recently when deleting one line too much. Corrected again.
#33
Posted 07 January 2017 - 12:53 PM
Progress Report
I have implemented and tested the following content for Chloe in EET (as mentioned earlier, it is expected to work in BG2EE as well, however I have not tested it myself nor received any positive or negative reports about BG2EE version yet).
Version 1.6 EE
------------------------------------
Base EET version
Mod adopted by Roxanne@SHS
- compatibility with BG2EE(?) and EET
- Revised personal items useable only by Chloe
- Repaired 1st meeting cuts
- New portrait for Chloe
- Journal adaptation for EE
- Kit adapted to EE
- Personal weapons repaired
- minor bug fixes + removal of unused code
- Imoen banters fixed for EET
- Weidu setup updated to 2.40
Extra (this is provided as an optional component for install)
The new contents is currently only available in English
- additional SoA banters
- Chloe works for Lathander against the beholder cult and may gain the temple stronghold on behalf of the party (if Player does not qualify in the first place)
- Chloe stays in male party at tree of life if Imoen or Sandrah is with you
ToB contents
- Chloe cannot be summoned into ToB by fate spirit, however now has more options to transition from SoA
- several ToB banters (to be expanded)
- Volo recognises Chloe
- Gorion wraith recognises Chloe
- Chloe finds her father and her final set of swords
- Reactions on Charname's decision at ToB final
To be done
Extension of female romance path into ToB (maybe? There is not much left open after SoA part...)
ToB end bio (not decided yet...maybe the EET Chloe can become part of Sandrah RtF NPCs and you can rejoin with her,)
Edited by Roxanne, 07 January 2017 - 12:53 PM.
#34
Posted 07 January 2017 - 03:24 PM
We will be glad to update the french translation if you can provide files (by pm maybe?).
edit : ah! I got the files by download it from this post, thanks.
Extra (this is provided as an optional component for install)
The new contents is currently only available in English
Edited by Graoumf, 07 January 2017 - 03:26 PM.
#35
Posted 16 January 2017 - 10:08 AM
Corrected an issue that makes Chloe leave party at Throne of Bhaal final battle when Imoen is turned into the Slayer by Melissan.
Workaround for previous versions:
When you are in ToB do
SetGlobal("YouMustBeStupidDroppingImoenCR","GLOBAL",9)
Edited by Roxanne, 16 January 2017 - 10:28 AM.
#36 -WearingAHat-
Posted 27 January 2017 - 07:23 AM
I have found what I believe to be an error in the SoB version. After meeting the werewolf Anath, Chloe approaches the PC to talk but will only open the normal force-talk dialogue. I have no other mods installed and ran mod-merge before installing into BG2 EE
#37
Posted 27 January 2017 - 08:26 AM
I have found what I believe to be an error in the SoB version. After meeting the werewolf Anath, Chloe approaches the PC to talk but will only open the normal force-talk dialogue. I have no other mods installed and ran mod-merge before installing into BG2 EE
You are right....I made a bad bad mistake with her extended dialogues...they will all be cut by the PID ones under specific circumstances.
Look for this Global("ChloeIsAngryCR","GLOBAL",1) - your case happens if this value is 0 or other.
I will correct this error immediately. Looks like I have done all my testing with this value active (my PC was male),
#38
Posted 27 January 2017 - 08:54 AM
I have found what I believe to be an error in the SoB version.
First of all thank you for your report. This is an ugly bug and it will affect all the additonal content.
However
I have no other mods installed and ran mod-merge before installing into BG2 EE
This means that you can just do the following
1. call Setup-Chloe.exe - select (n)o change for the original contents - select (u)ninstall for the new content.
2. Copy these two files into your BG2EE/Chloe/d folder
3. call Setup-Chloe.exe - select (n)o change for the original contents - select (i)nstall for the new content.
That should repair it.
Otherwise
C:SetGlobal("ChloeIsAngryCR","GLOBAL",1) will do it.
However, you will need to set C:SetGlobal("ChloeIsAngryCR","GLOBAL",0) again when you want to have (an extended) PID with Chloe and toggle back to 1 afterwards.
Edited by Roxanne, 27 January 2017 - 09:05 AM.
#39
Posted 01 February 2017 - 07:08 PM
http://www.shsforums...xy/#entry592839
You can find reference how to use HANDLE_CHARSETS in most mods available for EE games.
#40
Posted 02 February 2017 - 12:26 AM
http://www.shsforums...xy/#entry592839
You can find reference how to use HANDLE_CHARSETS in most mods available for EE games.
I tried to find out how it works...the more I read the less I understand.
Can someone knowledable please confirm that this will do:
In tp2 added
ACTION_DEFINE_ARRAY fl#reload BEGIN setup END
LAF HANDLE_CHARSETS
INT_VAR
infer_charset = 1
STR_VAR
tra_path = EVAL ~Chloe/Language~
noconvert_array = fl#noconvert
reload_array = fl#reload
default_language = english
END
All tra files and a folder inconv are in Chloe/Language
It installs but I have no idea how to test that it does the right things?