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Srakken

Member Since 24 Jun 2010
Offline Last Active Jun 30 2010 11:49 AM

Posts I've Made

In Topic: Bassilus Dialog

30 June 2010 - 04:22 AM

I replaced the ESCAPE_AREA_2 with LEAVE2 in the bassil.dlg this fixed the issue.

No doubt that was the issue, and one of them compiled wrong because they use the same integer value (2). So some mod is probably to blame for adding two different text values at the same integer. Your change-log says only TDD and gMinion change shoutids.ids but I know for fact a bunch of other mods do. Maybe BWP skips those changes or something, but it needs to make sure it doesn't cause bugs like this in the process.


Do you think I might have to make similar changes in any other files because of this? If so which files should I check?

Thank you for all your help.

In Topic: Bassilus Dialog

29 June 2010 - 05:28 PM

I replaced the ESCAPE_AREA_2 with LEAVE2 in the bassil.dlg this fixed the issue.

In Topic: Bassilus Dialog

29 June 2010 - 04:19 PM

Ok here is the skeletb.bcs

Spoiler


Notice that it references ATTACK1 and LEAVE2. I don't see any reference to leave2 with shout in the bassil.dlg. Is this the problem?

In Topic: Bassilus Dialog

27 June 2010 - 12:54 PM

I noticed that there is a shout.bsc and a _shout.bsc does it matter that it is set as _shout.bsc?

In Topic: Bassilus Dialog

27 June 2010 - 12:36 PM

You can just paste the text in your post for short stuff like that next time. Open a command prompt to your game folder and type 'weidu bassil.dlg' then attach the resulting bassil.d file here (or paste the contents in spoiler tags, since it'll probably be large).

Though the dialogue I suppose is probably ok. Open skeletb.cre with a game editor like Near Infinity or DLTCEP. Look at its scripts on the Icons & scripts tab in DLTCEP or scroll down to 0x248 with NI (with hex offsets on). It should have shout as its override script and skeletb as its race script. If skeletb isn't there, that's the problem. If there's some other script before it besides shout, could be an issue if it's a buggy script. The first block in skeletb.bcs makes the skeletons go hostile if they hear Bassilus shout (unless someone has messed with that).

Edit: oh, your problem is getting them to suicide not go hostile. But the approach is the same, because that's the 2nd block in skeletb.bcs.


Ok, override is _shout.bcs and race is skeletb.bcs

Here is the bassil.d

Spoiler