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delnaja

Member Since 07 Jul 2005
Offline Last Active May 10 2011 10:37 PM

Posts I've Made

In Topic: No valid replies or links ?

17 May 2009 - 04:36 PM

This shouldn't cause an issue. If you run into further problems go ahead and post them. Most of them have already been worked out for the next release.


Okay, thanks.
I'll keep posting should anything arise.

All seems to be running along just fine now. Solved quite many quests, all smooth.
Very entertaining so far!   :coolthumb:

In Topic: No valid replies or links ?

17 May 2009 - 01:45 PM

Try enabling your console and the type in CLUAConsole:SetGlobal("BHGnollQuest","GLOBAL",2) and press enter and see if it works properly then. There's a fix for this that I'm not ready to release yet.


This worked like a charm  :D
Thank you so much! And I got to learn what this CLUAConsole business is all about, too   :cheers:

By the way, I got a NVROL while talking to Almax just prior to talking to Martin.
Here's the conversation (sorry for the length, but I'd prefer to be as precise as possible):

A = Almax
P = Player

A: Is there something I can help you with?
P: Not just now, thanks. I do have a few questions, if you please?
A: Of course. Just ask.
P: Since you know the area well, what can you tell me of the land around Restenford?
A: Which area in particular?

Here comes two options:

1: West of Restenford.
2: Any other locations you can think of that we should look into?

After choosing 1 and then 2:

A: Of course, the Reddy Forest, just north of Bone Hill, and west of Tri-Top.

I then get two options:

1. I have heard Pelltar mention Bone Hill. What do you know of the area?
2. Reddy Forest?

If I ask both options and then enter the dialogue again, I get a NVROL at Almax's question "Which area in particular?".


Question is, is it gonna be a problem? Should I CLUA something here, too?

In Topic: No valid replies or links ?

17 May 2009 - 08:27 AM

I get this error when speaking to Martin in Reddy Forest. The dialog worked fine before Almax asked me to check on him. But when I returned , once I tell him that Almax assumed some messengers had been killed, Martin will answer "Hmm, quite possible, we will need someone to take care of this problem" and the "No valid replies or links" message appears. Clicking on it close the dialog. It also happened with Pelltar once I told him about the spy. What's happening here ? As of now, I encountered very few bugs. Here's my WeiDU log.

[attachment=15254:WeiDU.log]


When you discovered the Ogre Mage did you get the string displayed overhead about discovering the source of the gnoll problem?


Hi Erebusant,
I've experienced the same problem that Vengor mentions (NVROL when speaking to Martin about Almax), and I thought I'd comment here.
Answer to your question: yes, in my game I did get the string about discovering the source of the gnoll problem. But still there's the NVROL with Martin.

I'd appreciate some help on how to fix this problem locally, so that I can continue.
I'm not familiar with NI... but I'm a fast learner (I think)   :whistling:

My WeiDU-log attached.

In Topic: [Release] Beregost Crash Fixer

07 May 2009 - 07:03 AM

Hi QNine,

You don't actually need to know anything about BG modding to use this program, but here are the instructions in a more complete form:

  • Download Java Runtime Environment v6.0 from <a href="http://java.sun.com/...oads/index.jsp" target="_blank">http://java.sun.com/.../index.jsp</a>.
  • Install Java Runtime Envirionment v6.0. If you already use JRE, I recommend uninstalling previous versions first.
  • Download BeregostCrashFixer.zip (link above), then unzip BeregostCrashFixer.zip anywhere at all.
  • Go to the directory you extracted the ZIP to and double-click on BeregostCrashFixer.jar
  • Click the button '...', then navigate to find your corrupt BALDUR.SAV file (typically <Baldur's Gate installation directory>\save\<save game name>\BALDUR.SAV)
  • If there are no errors, you should see 'Loaded file:<your file>' in the text area, and the 'Process' button at the bottom of the program will be enabled
  • Click the 'Process' button and wait; the text area will inform you of scanning the Beregost area file and if any errors are present, else it will output 'No errors found.'
  • When the status bar above the text area shows the word 'Done.', BALDUR.SAV has been patched (or not if there were no problems found) and you are ready to try the save game.
  • A backup is made in the same directory as the input BALDUR.SAV, called BALDUR.BAK.
Hope that is clear for you.


This was a really clear walkthrough.
Thank you! :cheers:

In Topic: No biff.bat files in .rar

02 May 2009 - 01:38 AM

I've now decided to start over with my build. I'm not sure if a .bat execution can be reversed... Anyway, I'm only halfway through my intended modbuild, so I still can go back.
Thanks Erebusant for your help so far!

My suggestion is that the Readme for DS/NTotSC be updated as soon as possible, to prevent a faulty .bat execution.
My apologies if this information, in fact, IS in the Readme. I must have missed it in that case (I have tried to read as much as possible... thoroughly).