Hi Roxanne, I was thinking about items from your mod. I understand that sandrah items doesnt need to have desription like normal items, where I can see its stats, surely its mystra's gifts. But what about gorion's dagger? Since its for me, its stats could be revealed. As for others items that doesnt belong to sandrah, or its that way for some purpose?
#241
Posted 05 February 2017 - 07:54 AM
#242
Posted 05 February 2017 - 10:22 AM
Hi Roxanne, I was thinking about items from your mod. I understand that sandrah items doesnt need to have desription like normal items, where I can see its stats, surely its mystra's gifts. But what about gorion's dagger? Since its for me, its stats could be revealed. As for others items that doesnt belong to sandrah, or its that way for some purpose?
There are several instances of the dagger, enhanced during the stages of the plot and while Gorion's dagger may be useable as weapon it is primarily a plot item.
Items that can be used by anyone (not just the owner) should have a stat description (I am not aware Sandrah mod adds any of those?)
What other items do you mean?
Edited by Roxanne, 05 February 2017 - 10:57 AM.
#243
Posted 06 February 2017 - 04:17 AM
Anyone who has encountered performance problems or even freeze or CtD situation with using the large worldmap (as required by Sandrah mod), please install and try this (thanks to K4thos, the mastermind of EET):
setup-bp-bgt_worldmap_pvrz.7z 21.85MB 1289 downloads
It can be installed into an ongoing game without issue. (In a new game install it after BP-BGT-Worldmap).
#244
Posted 06 February 2017 - 07:15 AM
whilIe I don't see any obvious block that could hang the script good coding practice (in my opinion) when it comes to global scripts is using Continue(), if you don't need to check the same variables at the same script run, so that other blocks can still run, especially if you EXTEND_TOP the code. Remember that variable is not changed during the same script run (it's updated in the next loop), so none of your blocks in BALDUR25.BCS conflicts with each other. And I don't see how they could conflict with vanilla/mods when run at the same frame, so I'd suggest adding Continue() to all of them.
Also triggers in this order is not a good idea considering PartyHasItem is probably the most performance heavy trigger in the engine (it checks all 6 party members inventory and bags of holdings which can have hundreds of items):
PartyHasItem("Sanarmb") !Global("SandrahJoined","GLOBAL",1)
it should be in this order:
!Global("SandrahJoined","GLOBAL",1) PartyHasItem("Sanarmb")
which means second trigger won't even be checked by the engine if SandrahJoined var != 1
Edited by K4thos, 06 February 2017 - 07:30 AM.
#245
Posted 06 February 2017 - 07:56 AM
whilIe I don't see any obvious block that could hang the script good coding practice (in my opinion) when it comes to global scripts is using Continue(), if you don't need to check the same variables at the same script run, so that other blocks can still run, especially if you EXTEND_TOP the code. Remember that variable is not changed during the same script run (it's updated in the next loop), so none of your blocks in BALDUR25.BCS conflicts with each other. And I don't see how they could conflict with vanilla/mods when run at the same frame, so I'd suggest adding Continue() to all of them.
Also triggers in this order is not a good idea considering PartyHasItem is probably the most performance heavy trigger in the engine (it checks all 6 party members inventory and bags of holdings which can have hundreds of items):
PartyHasItem("Sanarmb") !Global("SandrahJoined","GLOBAL",1)it should be in this order:
!Global("SandrahJoined","GLOBAL",1) PartyHasItem("Sanarmb")which means second trigger won't even be checked by the engine if SandrahJoined var != 1
I am VERY careful when I go into scripts like Baldur or major areas and I stay away whenever I can...does not mean that there is no room for improvement. I will review it again.
Is there any imminent reason for your hint?
#246
Posted 06 February 2017 - 09:13 AM
Is there any imminent reason for your hint?
the second one is obvious. I remember seeing a dedicated mod here on SHS that automatically swaps script code with PartyHasItem command the way I presented due to a massive performance hit that this command has on the engine, which can cause slow downs (especially with packed Bags of Holdings present in inventory).
As for the first one I'm trying to figure out what is causing this problem. As I mentioned I don't see any obvious block in your code that could hang the script like that but after analysing konva's script I thought that it's worth mentioning it even if it's unrelated to this problem. I can imagine situations when someone's mod EXTEND_TOP a code to a global script that the author wants to run at the first frame - in such situation your mod may delay it due to missing Continue() (when your mod is installed later).
Edited by K4thos, 06 February 2017 - 09:19 AM.
#247
Posted 06 February 2017 - 09:19 AM
Is there any imminent reason for your hint?the second one is obvious. I remember seeing a dedicated mod here on SHS that automatically swaps script code with PartyHasItem command the way I presented due to a massive performance hit that this command has on the engine, which can cause slow downs (especially with packed Bags of Holdings present in inventory).
As for the first one I'm trying to figure out what is causing this problem. As I mentioned I don't see any obvious block in your code that could hang the script like that but after analysing konva's script I thought that it's worth mentioning it even if it's unrelated to this problem. I can imagine situations when someone's mod EXTEND_TOP a code to a global script that the author wants to run at the first frame - in such situation your mod would delay it due to missing Continue() (when your mod is installed later).
I have updated my code just to avoid any possible issues. And...I did not encounter konva's problem in my last playthrough with the same code. (It looks like after the second transport scene back to the stone heads the game does not recognise you are NOT in ar4500 anymore, for whatever reason). The scene if I remember correctly is added by Wheels of Prophesy.
#248
Posted 06 February 2017 - 10:03 AM
Hi roxanne, okay Im not sure if I found something, only the gorion's dagger. Btw how to proceed after finishing with mellisan? Solar talks to me, mystra to sandrah, Sandrah accepts to be god if I understood that properly, so did I the same. Whats next? The dialogue ends with Imoen: WOW and no valid reply links and nothing happens
#249
Posted 06 February 2017 - 10:08 AM
Is there any imminent reason for your hint?the second one is obvious. I remember seeing a dedicated mod here on SHS that automatically swaps script code with PartyHasItem command the way I presented due to a massive performance hit that this command has on the engine, which can cause slow downs (especially with packed Bags of Holdings present in inventory).
As for the first one I'm trying to figure out what is causing this problem. As I mentioned I don't see any obvious block in your code that could hang the script like that but after analysing konva's script I thought that it's worth mentioning it even if it's unrelated to this problem. I can imagine situations when someone's mod EXTEND_TOP a code to a global script that the author wants to run at the first frame - in such situation your mod would delay it due to missing Continue() (when your mod is installed later).I have updated my code just to avoid any possible issues. And...I did not encounter konva's problem in my last playthrough with the same code. (It looks like after the second transport scene back to the stone heads the game does not recognise you are NOT in ar4500 anymore, for whatever reason). The scene if I remember correctly is added by Wheels of Prophesy.
thanks, I've mangaged to reproduce it after installing Wheels. Should be fixable.
Edited by K4thos, 06 February 2017 - 10:13 AM.
#250
Posted 06 February 2017 - 10:52 AM
Hi roxanne, okay Im not sure if I found something, only the gorion's dagger. Btw how to proceed after finishing with mellisan? Solar talks to me, mystra to sandrah, Sandrah accepts to be god if I understood that properly, so did I the same. Whats next? The dialogue ends with Imoen: WOW and no valid reply links and nothing happens
This is a bug in the Solar's dialogue - maybe caused by some other mod or a missing global. Who else is in your party? Looks like something blocks the Solar's dialogue. Did you get Balthazar on your side?
#251
Posted 06 February 2017 - 10:55 AM
I have Imoen, Jaheira, Sandrah, Sarevok and Foundling I never found such option during game to take balthazar on mine side. I can load savegame before fighting mellisan, how should I answer to solar?
Edited by konva, 06 February 2017 - 10:55 AM.
#252
Posted 06 February 2017 - 11:05 AM
You should have an autosave from before Mystra talks to Sandrah after you defeated Melissan, which would be helpful to find the issue.
The dialogue runs until these words from Solar, right
"!As you wish. You have proven to us all that the power in your blood is yours to command... it does not command you. I shall be proud to stand by you in a place of power among the heavens."
Sarevok talks
Then Imoen talks
Next there may be talks from Jaheira or Viconia depending on your romance (what is their status?) with them.
The problem is not with Sandrah here but with maybe some other mod doing something here.
Can you post your Finsol01.dlg maybe?
Edited by Roxanne, 06 February 2017 - 11:06 AM.
#253
Posted 06 February 2017 - 11:08 AM
Well Jaheira has some romance maybe, she loves me and yes the autosave is before she speaks. Here is the dlg file.
Attached Files
Edited by konva, 06 February 2017 - 11:09 AM.
#254
Posted 06 February 2017 - 11:27 AM
Well Jaheira has some romance maybe, she loves me and yes the autosave is before she speaks. Here is the dlg file.
Can you check in that autosave if Global("JaheiraRomanceActive","GLOBAL",2)? There is additional contents in your dialogue that was added by some mod (not sure however if that is the issue). If the global is 2, I suggest to change it to 3 and try again.
Otherwise post this last autosave for further analysis, please.
PS - what condition is Foundling in?
Edited by Roxanne, 06 February 2017 - 11:34 AM.
#255
Posted 06 February 2017 - 11:35 AM
Okay it doesnt work, dialogue is still same. Attached last autosave without modification of the global.
Before fight he was dead, after that all is ressurected
Attached Files
Edited by konva, 06 February 2017 - 11:35 AM.
#256
Posted 06 February 2017 - 11:38 AM
Okay it doesnt work, dialogue is still same. Attached last autosave without modification of the global.
Before fight he was dead, after that all is ressurected
Narrowing it down.
Do you have Imoen romance mod installed?
I think it is a parameter IRTLovemeter which in your save has a value that has no valid response to it.
Suggest to set it to 13 and try again
Edited by Roxanne, 06 February 2017 - 11:41 AM.
#257
Posted 06 February 2017 - 11:51 AM
I think no according to this. Also tried to modify the value of IRTLovemeter which was -3 .. still same end of dialogue, imoen says WOW and no reply links.
#258
Posted 06 February 2017 - 11:57 AM
I found a missing block in CVRTF1,bcs for having Foundling in your final party.
#259
Posted 06 February 2017 - 11:59 AM
what is that? I have him in party and he speaks to me properly
#260
Posted 06 February 2017 - 12:09 PM
what is that? I have him in party and he speaks to me properly
This is not connected to your problem, do not worry.
I played your save in my installation - successfully - and did the transition to SandrahRtF. I discovered that Foundling stays in the party afterwards which is not supposed to happen (NPCs either leave or go to a new meeting point - I forgot Foundling who is a new character in ToB).
As to what blocks your final dialogue, I have not found the issue yet - only that it is not connected to Sandrah.
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