Just found a small bug. Viconia's new banter is triggered repeatedly because of an incorrectly set variable (L-ViconiaBanter) in her dialog. Furthermore, it'll be triggered even if she's not a party member.
#141
Posted 11 July 2014 - 11:24 AM
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
My contributions:
#142
Posted 11 July 2014 - 02:36 PM
Fixed this.
The earth plane map crashes because it's using ambient sounds which are stored in different BIFF files. BG2 has issues in that regard. You can either remove the ambient sounds in question (i.e. "Ambient 14" and "Ambient 15") or use COPY_EXISTING for AM0414A5.WAV and AM0414C3.WAV in your TP2 script.
just wanna mention i did this and it now works fine. which is wierd as hell as my other super mega mod install the area loads fine yet with this small-ish install (no big mods) the area crashed. i deleted the two ambient files from the area file and now it loads perfectly fine. whoo!
Fixed this.
Got some new Tracking lines in.
Actual stuff: Almateria's Restoration Project | Icewind Dale 2 Fixpack + Restorations
Skips: Hell Recollection | Fake Import Mod
Assorted tweaks from when I was 14: Alma Tweaks (macOS)
#143
Posted 12 July 2014 - 04:36 AM
<blockquote class='ipsBlockquote'data-author="chrisboote" data-cid="569955" data-time="1403622655"><p>
KULYOK IF U R READIN THIS I LOVE U ALSO WRITE MY STUFF
AHAHAHAHAH <3
Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.
#144
Posted 12 July 2014 - 07:47 AM
That's it. You mod is getting set as "Recomended" for BWS. Thanks for you hard work and best wishes in life.
This is it, I've peaked in life
Actual stuff: Almateria's Restoration Project | Icewind Dale 2 Fixpack + Restorations
Skips: Hell Recollection | Fake Import Mod
Assorted tweaks from when I was 14: Alma Tweaks (macOS)
#145
Posted 12 July 2014 - 03:37 PM
The new version is up. It includes fixed time triggers for the Government District laborer and a new character, also in the Government District. He's a tax collector.
I'm basically trickling out content until I can make a 69 joke. The Version 7 big feature is already coded and working so
Actual stuff: Almateria's Restoration Project | Icewind Dale 2 Fixpack + Restorations
Skips: Hell Recollection | Fake Import Mod
Assorted tweaks from when I was 14: Alma Tweaks (macOS)
#146
Posted 14 July 2014 - 03:34 PM
I've encountered a couple more issues in the ToB part of the mod.
1. The new Saradush map icon covers the original icon on the ToB world map. Furthermore, name and tooltip of the new map icon aren't right, as seen in this screenshot (you can also check it out in NearInfinity).
2. The new entrance to Kiser's guest room is linked with the wrong exit in the living room area (Exit5014 instead of Exit5009), so your party will appear near the stairs to the cellar instead on the right side of his room.
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
My contributions:
#147
Posted 14 July 2014 - 04:16 PM
Well it was supposed to cover it. That's p much the point. No idea what's up with the name though? I have a graphical proof in my very own readme that it Works For Me.
e: You know what's actually wrong? The icon on your map doesn't overlap, there are like two pixels of height difference. What the
2. Will be done tomorrow
Edited by Almateria, 14 July 2014 - 04:20 PM.
Actual stuff: Almateria's Restoration Project | Icewind Dale 2 Fixpack + Restorations
Skips: Hell Recollection | Fake Import Mod
Assorted tweaks from when I was 14: Alma Tweaks (macOS)
#148
Posted 15 July 2014 - 12:10 AM
#2 is not true, just tested. Thank you for keeping me on my toes though.
Actual stuff: Almateria's Restoration Project | Icewind Dale 2 Fixpack + Restorations
Skips: Hell Recollection | Fake Import Mod
Assorted tweaks from when I was 14: Alma Tweaks (macOS)
#149
Posted 15 July 2014 - 01:35 AM
The worldmap issue is present in both the original BG2 and BG2:EE. This is a screenshot of BG2:ToB.
You can add HideAreaOnMap("AR5000") to your script to disable the original icon.
Regarding the second issue. The wrong exit is only present in BG2:EE. The original BG2 works fine. Not sure why Beamdog changed it.
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
My contributions:
#150
Posted 15 July 2014 - 07:41 AM
Someone's forgot an EVALUATE somewhere.
#151
Posted 15 July 2014 - 10:44 AM
Actual stuff: Almateria's Restoration Project | Icewind Dale 2 Fixpack + Restorations
Skips: Hell Recollection | Fake Import Mod
Assorted tweaks from when I was 14: Alma Tweaks (macOS)
#152
Posted 15 July 2014 - 01:05 PM
Okay, it's not an EVALUATE. You need to camelCase all the arguments to sc#addWmpAre. Specifically, you give the argument "strname" while the function expects a variable called "strName". Ditto for "strdesc".
#153
Posted 24 July 2014 - 01:26 PM
Heya Alma, I wanted to let you know that the latest BWS setup is calling the file a defect. Though there seems to be something initially wrong with the new BWS setup anyway because of some errors, and plus I can't download anything. (Has to be on my end)
Also does 6.4 address the Plane of Earth Error (since it's always remain unchecked)? Also I'm reading there is a map error going on here in the above posts, does that affect Non-EE BG game? Which components you recommend that will need to remain off for right now?
#154
Posted 24 July 2014 - 02:20 PM
I've noticed a minor problem with the sahuagin trap in the Planar Sphere. The Weidu script block (in setup-arestorationp.tp2, starting at line 224)
COPY_EXISTING ~obssahtp.BCS~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~CreateCreature("OBSSAH05",[2287.1655],0)~ ~CreateCreature("OBSSAH05",[2287.1655],0) CloseDoor("DoorSoldier1") Lock("DoorSoldier1")~ COMPILE_BAF_TO_BCS BUT_ONLY_IF_IT_CHANGESdoesn't work in BG2:EE because the last parameter of CreateCreature() is replaced by the corresponding symbolic reference from DIR.IDS instead. As a result the sahuagin chamber in the Planar Sphere doesn't lock you in after entering.
I'd suggest to change it to:
COPY_EXISTING ~obssahtp.BCS~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~\(CreateCreature("OBSSAH05",.+)\)~ ~\1 CloseDoor("DoorSoldier1") Lock("DoorSoldier1")~ COMPILE_BAF_TO_BCS BUT_ONLY_IF_IT_CHANGESThat way you don't have to watch out for differences caused by mods or different game versions.
There is another issue (or rather two issues) in the "Item Import" component.
1. The component is supposed to give the djinni Malaaq an additional item from IMPORT02.2DA. Since the 2DA file defaults to SW2H16 (Sword of Chaos +2) if no other items from the list are available, it will add an additional Sword of Chaos to the djinni that winds up in Charname's inventory eventually. You could remove the first sword instance from the djinni, but in this case Charname might receive another (and possibly inferior) item in place of the Sword of Chaos under certain circumstances.
2. There's also an issue in the respective Weidu script block (starting at line 2146):
COPY_EXISTING ~ar0602.BCS~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~ActionOverride("Malaaq",MoveBetweenAreas("AR0601",[345.591],14)) ActionOverride("DuegarClanChief",TakeItemListPartyNum("IMPORT01",1)) ActionOverride("Shelf1",TakeItemListPartyNum("IMPORT03",1))~ ~ActionOverride("DuegarClanChief",TakeItemListPartyNum("IMPORT01",1)) ActionOverride("Malaaq",TakeItemListPartyNum("IMPORT02",1)) ActionOverride("Shelf1",TakeItemListPartyNum("IMPORT03",1)) ActionOverride("Malaaq",MoveBetweenAreas("AR0601",[345.591],14))~ COMPILE_BAF_TO_BCS BUT_ONLY_IF_IT_CHANGES
Since the search string of REPLACE_TEXTUALLY contains multiple script actions, you'd also have to take line breaks and spaces between the instructions into account. You could either use a certain regular expression or (more preferably) reduce it to a single script action, such as this:
COPY_EXISTING ~ar0602.BCS~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~\(ActionOverride("Malaaq",MoveBetweenAreas("AR0601",.+))\)~ ~ActionOverride("Malaaq",TakeItemListPartyNum("IMPORT02",1)) \1~ COMPILE_BAF_TO_BCS BUT_ONLY_IF_IT_CHANGESI'm using the same placeholder syntax for the remaining parameters as in the first code snippet, as MoveBetweenAreas() also uses symbolic references from DIR.IDS in BG2:EE.
Edited by Argent77, 24 July 2014 - 02:23 PM.
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
My contributions:
#155
Posted 24 July 2014 - 02:37 PM
uhhhghhh
life is hard and i have no spoons or whatever to deal with this all wish i could outsource all of the dumb stuff. ill jsut let the bugs pile up indefinitely okay?
You could remove the first sword instance from the djinni, but in this case Charname might receive another (and possibly inferior) item in place of the Sword of Chaos under certain circumstances.
i could also change the default item to something else
doesn't work in BG2:EE because the last parameter of CreateCreature() is replaced by the corresponding symbolic reference from DIR.IDS instead.
are you 1000% sure because i tested it. multiple times. with different things. dir.ids is a numbered ids file so all the textual values are functionally the same as numericals, much like idk, SPPR711 is the same as CLERIC_REGENERATE
Actual stuff: Almateria's Restoration Project | Icewind Dale 2 Fixpack + Restorations
Skips: Hell Recollection | Fake Import Mod
Assorted tweaks from when I was 14: Alma Tweaks (macOS)
#156
Posted 24 July 2014 - 02:41 PM
Also does 6.4 address the Plane of Earth Error (since it's always remain unchecked)? Also I'm reading there is a map error going on here in the above posts, does that affect Non-EE BG game? Which components you recommend that will need to remain off for right now?
plane of earth error is absolutely mystical and relies on the square root of the periapsis of your lucky stars orbit being a prime number sooo im not saying its broken but its brokeish on some setups.
Also map error doesn't affect non-ee games.
Actual stuff: Almateria's Restoration Project | Icewind Dale 2 Fixpack + Restorations
Skips: Hell Recollection | Fake Import Mod
Assorted tweaks from when I was 14: Alma Tweaks (macOS)
#157
Posted 24 July 2014 - 03:09 PM
doesn't work in BG2:EE because the last parameter of CreateCreature() is replaced by the corresponding symbolic reference from DIR.IDS instead.are you 1000% sure because i tested it. multiple times. with different things. dir.ids is a numbered ids file so all the textual values are functionally the same as numericals, much like idk, SPPR711 is the same as CLERIC_REGENERATE
I was referring to the numeric value in the search string only. Using numbers in the replace string works perfectly well even in BG2EE.
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
My contributions:
#158
Posted 24 July 2014 - 03:29 PM
oh yeah, right
sorry im just really tired now. ill add it to the list of stuff i faield to code properly
Actual stuff: Almateria's Restoration Project | Icewind Dale 2 Fixpack + Restorations
Skips: Hell Recollection | Fake Import Mod
Assorted tweaks from when I was 14: Alma Tweaks (macOS)
#159 -Skull Bearer-
Posted 24 July 2014 - 04:21 PM
How do you leave the Earth plane? I got there, killed the elementals when the guardian disappeared, and when nothing else happened I used cheats to port back to the plane of air. Did I miss something?
#160
Posted 25 July 2014 - 05:38 AM
Sounds like the Earth Plane should be put on the back burner, what I would do is save that earth plane project for last, and just work out the kinks of other projects, and just keep finding new things buried in the code. Just sounds like the Earth Plane is a lost cause for right now because how broken the devs left it.