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tpvic

Member Since 26 Feb 2010
Offline Last Active Mar 18 2010 11:50 PM

Posts I've Made

In Topic: Fixes for the BiG fixpack

18 March 2010 - 11:28 PM

Here I mentioned my problem of dysfunction of enemy AI (http://www.shsforums...post__p__481507) I suspect it may have something to do with an installation error caused by the incompatibility b/w Spells Revisions and SCS. I contacted the SCS developer David W and he confirmed that the AI dysfunction may be indeed caused by such incompatibility. He suggested to apply the latest hotfix of spell revisions (can be found on both spell revisions forum; Lollorian also posted the link here.) I personally followed the instruction and applied the fix in my new install and so far the game runs perfectly.

In addition, David W also mentioned that there is an incompatibility b/w SCS and sarah mod. It has already been noted by the creator of SCS and Sarah mod. The workaround suggested by David W is as follows:

"the ?Sarah? mod has a corrupted creature file on which SCSII is choking at install time. I?ve logged this with the mod?s author and may write a compatibility block into SCSII itself in due course; in the meantime, you can work around it by removing ?k#anna1.cre? from the override directory before SCSII installs and putting it back afterwards " by David W

I did not have the chance to try it out personally but I posted it here so that the BWP team can investigate further whether it should be included in the new fixpack update.

PS Lollorian, you are very interesting. I read a couple of your posts and found that the way you treat finding bugs and fixes is not so much different from how kids look for their favorite candies in a candy shop. Thank to your hard work, you save us a lot of time in locating fixes spreading across in different forums.

In Topic: DSotSC v215 Bug Reports

18 March 2010 - 08:47 PM

A friendly reminder to the contributors of DSoTSC (erebusant and others)re. a bug that can be fixed in a local install but has not been included in the current release:

Bug Description:
Xvar protectors in the xvar village refuses to attack

Potential cause:
"Those Xvarts are from Dark Side of the Sword Coast which napped the code for it from Big Picture. Unfortunately those Xvarts still use Big Picture scripts, which means they'll be standing around doing nothing, unless you install the core component of Big Picture (AI and some gameplay enhancements)." by 10thlich

Quotation from <http://forums.gibber...8&#entry164708>

Current status:
According to 10thlich, the bug can be fixed in a local install but has not been included in the current release yet. As I heard that a new update of DSoTSC will be released in the next few weeks, I am mentioning it here again as a friendly reminder. Please feel free to ignore and the bug is already included in the next release.

Thank you for all your hard work!

In Topic: Fixes for the BiG fixpack

16 March 2010 - 06:08 AM

Jarno Mikkola and Lollorian, thank you very much for your detailed instruction!

It seems I solved my problem and would like to report what I have done in case there is anyone encountering the same problem. It looks like the enemy AI breakdown is indeed caused by the SCSII installation error due to the incompatibility b/w spell revision and SCSII, which has been fixed by the latest patch of SR. So basically I reinstalled the whole game with the latest patch and so far everything runs smoothly. However I still need to observe for a while since last time everything did look great in the beginning but suddenly the enemies AI just stopped working.

Question: since I have never played baldur gate 1 before, are those xvar protectors in the xvar village supposed to just stand there and won't attack even if attacked? The xvars and shamans did put up one hell of a fight, but not those xvar protectors. I was wondering whether it is normal. Thanks!

In Topic: Fixes for the BiG fixpack

14 March 2010 - 05:52 AM

So how can i make sure that some of the older patches in the big world fixpack will not overwrite those in the latest patch?

Simple... by putting them to the game folder after the BWS ran itself to exit but before the BiG World Install.bat installs anything(it will ask language, if you wish it to check the mods again etc. so you can then quit it during those questions... and run it again after your editions) ...see, the .patch files work in a REQUIRED_LINE ~-x~ REPLACE_LINE ~+y~ method, so if the required data is not in the mods .tp2 file, it won't be replaced... at least on the .tp2 lines.
This way, we can have a v9 of a mod T, and still replace the same line in the v13 if it's still the same incorrect line.

PS: this is a maintenance thread/check list... meaning that these all should be included into the BWP Fixpack, not into your current game or to a install you do yourself... the info is not for you, but for the BWP team. As most of those can be corrected with 'not looking into them with the eye of the beholder'.

And no, we are not going to edit the first post cause... we don't have the bigg's password nor need it


Thank you very much for the quick reply.

So now I wouldn't worry about those *.patch. However, if I understand the "big world fixpack.bat" correctly (I know very very little knowledge in batch though), fixpack.bat is still simply copying all the files under _copy and overwriting existing one in the game folder. In that case, wouldn't my worry still valid? E.g. I checked the files under the foler of _copy in fixpack for spell revision, some of which also appear in the latest patch. If i'm correct, how should I deal with it? Thank you very much in advance.

PS The reason I dig into this thread is because I encountered some installation error due to the incompatibility b/w spell revision and SCSII. I suspect such error leading to about a quarter of the enemies AI stopping working, i.e. they simply stood there and refused to attack my group (they are hostile and turn red though.) Apparently it has been fixed by the latest patch of spell revision. As you can imagine, I would like to fix the game-breaking bug ASAP. So please bear my ignorance and teach me how to patch before the next update.

In Topic: Fixes for the BiG fixpack

14 March 2010 - 05:03 AM

May i ask a complete amateur question regarding applying these patches? Please believe me that i did spend sometime to think about it before asking.

According to what i understand, most of the patches should be applied before running "big world install.bat". However, I am also aware that "big world fixpack.bat" will be executed during the "big world install.bat" So how can i make sure that some of the older patches in the big world fixpack will not overwrite those in the latest patch? For some patches such as spell revision, I can manually unzip those files in the latest patch to the _copy in the BiG World Fixpack\spell_rev\_copy in addition to overwriting all the files in the bg2 - soa\spell_rev\, just making sure that the latest patches are applied. However, for patches like d0questpack, the patches are in the form of *.patch and i am no longer sure how i can deal with them anymore. It will be highly appreciated if someone can point me to the right direction to deal with different patches. Thank you very much in advance.