Hi. I'm experiencing a problem with Coran, who after joining in Cloakwood works fine until we kill our first wyvern (clua summoned or otherwise). He then goes into an infinite loop saying "Can't stick around to talk, I have some wyverns to kill" - until I force-talk to him, at which time he continually bugs me every few seconds with that talk menu.
I've seen some very similar bugs mentioned in relation to Coran and the wyverns, including something now supposedly fixed mentioned in the BGT 1.0 version history (but it might be the source of my problem is with BG1NPC not BGT).
Can anyone suggest a SetGlobal or other fix for this problem? Summoning another Wyvern to kill doesn't help the problem. (I'd hate to have to dump this cool character. I've never had him in my party before. )
My WeiDU log is attached.
Thanks.
Intox
Member Since 28 Apr 2006Offline Last Active Aug 10 2006 10:02 PM
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Dialogue problem with Coran
25 May 2006 - 02:48 AM
Monster Mash
12 May 2006 - 05:11 AM
Horred, as you know for my personal edutainment I've been in the process of computing the patch code as I can for the remaining ~2500 cre files in BP-Weidu-Beta. Your explanations have been of great help in my progress with it, and attached is what I pretty much hope to the final output. Starting with BPv176.rar & your latest .tp2, about 1892 files have been newly patched and hence should no longer need to be part of the bare files if I've done everything properly.
There are 6 clearly marked sections in the attached file. All relevant sections are designed to be appended to their respective parts in your latest tp2, except the "direct copy" section which is supposed to replace the previous block.
The sections are:
Sections 1-3) ITM_RMV.TBL, PROF_EFF.TBL and SPELLS.TBL
These tables follow the conventions already used (I think you mentioned developed by KD) in the setup-bpv176.tp2 and are supposed to just be added to the lists you already have.
Section 4) EFF.TBL
The list of creatures with effects BP added other than type 233. Also search through the text for "please manually patch" This table is non-functional but is for indication. While they could be recognised properly by my program with some work I don't yet know enough about which effects need what parameters so I suppose you will still have to write the patch code for these effects and add them to the tp2 patch code yourself at some stage in the future.
Section 5) "Direct copy section" ... i.e. "COPY ~BPv176/CRE/<CRE>.CRE~ ~override/<CRE>.CRE~".
These are the creatures remaining from setup-bpv176.tp2. i.e. Those not found in any other mod, but excluding those that had no changes whatsoever (i.e were identical - see list below). Also excluded are the BGT "culprits for mixed up strings" (also see below).
My search for existence in other mods was not 100% exhaustive, but the list of creatures being directly copied is quite short now, so it shouldn't be too hard for you to eventually go through determine for each one if they're needed or not.
Section 6) "Patch section". The newly patched creatures!
If you walk through the patch code you'll see it'll take at least some cleaning up, but I've tested it in-game and it all has worked fine so far summoning 100's of these creatures with no problems at all (phew).
Apart from what's mentioned here I have made no changes whatsoever to your mod, only converted the differences between two cre files into patch code suitable for your tp2.
At the moment the output is still still set to show everything, so you can see all the changes it found (whether it's patching the changes is determined by if the line is commented out with a "// " or not).
For any creatures that have been patched, I've carried over any "SAY NAME @..." from the setup-bpv176.tp2 copy section to the new patch code. Some of these may not be needed, but that's for you to search for and determine. For example, "SKELE2.cre".
The main things still missing are:
1) Any "Other Effects" listed in that EFF.TBL table. I suppose to release another .tp2 before this is complete, one would only have to removed all mention of these creatures from the patch code and tables and the original "COPY ~BPv176/CRE/.." for them put back in.
2) Items without slots. Search for "WARNING -- NO ITEM SLOT!" and also for "INVALID ITEM"
3) Implementation of your 3->9 "W" series scripts. How can I help do that?
4) And I may, forbit it, have missed something. If I should do another run with changed parameters let me know.
APPENDIX:
* The files which I determined to have NO CHANGE whatsoever (the files were "identical") were:
['CLTCUT02.CRE', 'CUTAMFIG.CRE', 'GORSTA01.CRE', 'GORSTA02.CRE', 'GORSTA03.CRE', 'GORSTA04.CRE', 'GORSTA05.CRE', 'GORSTA07.CRE', 'GORSTA09.CRE', 'GORSTA11.CRE', 'HDRAGRED.CRE', 'HGSKL01.CRE', 'NEVM2.CRE', 'SENANI05.CRE', 'SENPRI01.CRE', 'SEWYAG01.CRE', 'SHUGAR01.CRE', 'SHUGFG01.CRE', 'SHUGHO01.CRE', 'SHUGOD01.CRE', 'SHUGOD02.CRE', 'SHUGPR01.CRE', 'YSGP01.CRE']
* Based on your latest tp2, I think the remaining culprits for mixed up strings were:
['CHESS.CRE', 'CYDERM.CRE', 'D2FUE.CRE', 'DELTHY.CRE', 'DOPFUE.CRE', 'FLAMANG.CRE', 'FLAMBRID.CRE', 'FLAME.CRE', 'FORTHE.CRE', 'GHAST.CRE', 'GHASTD.CRE', 'GHASTS.CRE', 'GHOUL.CRE', 'GHOULLOR.CRE', 'GLART.CRE', 'GRAEL.CRE', 'HACK.CRE', 'HOBELITE.CRE', 'HOBGO5.CRE', 'HOBGOB.CRE', 'HOBGOBA.CRE', 'HOBGZHUR.CRE', 'HOBJOIA.CRE', 'IHOBGOB.CRE', 'IRON10.CRE', 'IRONELIT.CRE', 'ISKELET.CRE', 'IVANNE.CRE', 'KAISH2.CRE', 'KORAX.CRE', 'POE.CRE', 'RAIKEN.CRE', 'SAREVO.CRE', 'SAREVO2.CRE', 'SEWERF3.CRE', 'SILKE.CRE', 'WOLFD1.CRE']
Other than these, I haven't removed any creatures from the direct copy section unless they were patched by my program or had no changes, but these have been removed (are not in my output).
* Fields. I haven't patched over any "Refs" or "Unused" fields, even if there were changes. If I've made an error it is probably in ignoring these fields. CreatureFlags was something I was unsure about (In NI, creature flags like '83886081' brings up a lot of unknowns) but I decided you must have edited them for a reason and so I patched it. If you want to check them (I think just 18 of them, just search through the file for "CreatureFlags" and same goes with searching for changes to any other field).
* Whether you can use my results or not, I thought I'd bring 2 your attention that in setup-bpv176.tp2, BPINVISB.cre, before the first "SAY NAME"; is missing a return.
Well, I can see now that although it may (here's hoping) save hours of manual labour it was a bit of a fools errand for me, as my original goal was only to find a way to fix the strrefs issue and start playing. How little I knew. However in the process of making it to this stage I have learned. Thanks for your help with it all.
Ok, I think I'm done with this for now, unless I'm needed. If you do find it useful, find an error, or want a copy without all the "// " in-file comments please let me know.
There are 6 clearly marked sections in the attached file. All relevant sections are designed to be appended to their respective parts in your latest tp2, except the "direct copy" section which is supposed to replace the previous block.
The sections are:
Sections 1-3) ITM_RMV.TBL, PROF_EFF.TBL and SPELLS.TBL
These tables follow the conventions already used (I think you mentioned developed by KD) in the setup-bpv176.tp2 and are supposed to just be added to the lists you already have.
Section 4) EFF.TBL
The list of creatures with effects BP added other than type 233. Also search through the text for "please manually patch" This table is non-functional but is for indication. While they could be recognised properly by my program with some work I don't yet know enough about which effects need what parameters so I suppose you will still have to write the patch code for these effects and add them to the tp2 patch code yourself at some stage in the future.
Section 5) "Direct copy section" ... i.e. "COPY ~BPv176/CRE/<CRE>.CRE~ ~override/<CRE>.CRE~".
These are the creatures remaining from setup-bpv176.tp2. i.e. Those not found in any other mod, but excluding those that had no changes whatsoever (i.e were identical - see list below). Also excluded are the BGT "culprits for mixed up strings" (also see below).
My search for existence in other mods was not 100% exhaustive, but the list of creatures being directly copied is quite short now, so it shouldn't be too hard for you to eventually go through determine for each one if they're needed or not.
Section 6) "Patch section". The newly patched creatures!
If you walk through the patch code you'll see it'll take at least some cleaning up, but I've tested it in-game and it all has worked fine so far summoning 100's of these creatures with no problems at all (phew).
Apart from what's mentioned here I have made no changes whatsoever to your mod, only converted the differences between two cre files into patch code suitable for your tp2.
At the moment the output is still still set to show everything, so you can see all the changes it found (whether it's patching the changes is determined by if the line is commented out with a "// " or not).
For any creatures that have been patched, I've carried over any "SAY NAME @..." from the setup-bpv176.tp2 copy section to the new patch code. Some of these may not be needed, but that's for you to search for and determine. For example, "SKELE2.cre".
The main things still missing are:
1) Any "Other Effects" listed in that EFF.TBL table. I suppose to release another .tp2 before this is complete, one would only have to removed all mention of these creatures from the patch code and tables and the original "COPY ~BPv176/CRE/.." for them put back in.
2) Items without slots. Search for "WARNING -- NO ITEM SLOT!" and also for "INVALID ITEM"
4) And I may, forbit it, have missed something. If I should do another run with changed parameters let me know.
APPENDIX:
* The files which I determined to have NO CHANGE whatsoever (the files were "identical") were:
['CLTCUT02.CRE', 'CUTAMFIG.CRE', 'GORSTA01.CRE', 'GORSTA02.CRE', 'GORSTA03.CRE', 'GORSTA04.CRE', 'GORSTA05.CRE', 'GORSTA07.CRE', 'GORSTA09.CRE', 'GORSTA11.CRE', 'HDRAGRED.CRE', 'HGSKL01.CRE', 'NEVM2.CRE', 'SENANI05.CRE', 'SENPRI01.CRE', 'SEWYAG01.CRE', 'SHUGAR01.CRE', 'SHUGFG01.CRE', 'SHUGHO01.CRE', 'SHUGOD01.CRE', 'SHUGOD02.CRE', 'SHUGPR01.CRE', 'YSGP01.CRE']
* Based on your latest tp2, I think the remaining culprits for mixed up strings were:
['CHESS.CRE', 'CYDERM.CRE', 'D2FUE.CRE', 'DELTHY.CRE', 'DOPFUE.CRE', 'FLAMANG.CRE', 'FLAMBRID.CRE', 'FLAME.CRE', 'FORTHE.CRE', 'GHAST.CRE', 'GHASTD.CRE', 'GHASTS.CRE', 'GHOUL.CRE', 'GHOULLOR.CRE', 'GLART.CRE', 'GRAEL.CRE', 'HACK.CRE', 'HOBELITE.CRE', 'HOBGO5.CRE', 'HOBGOB.CRE', 'HOBGOBA.CRE', 'HOBGZHUR.CRE', 'HOBJOIA.CRE', 'IHOBGOB.CRE', 'IRON10.CRE', 'IRONELIT.CRE', 'ISKELET.CRE', 'IVANNE.CRE', 'KAISH2.CRE', 'KORAX.CRE', 'POE.CRE', 'RAIKEN.CRE', 'SAREVO.CRE', 'SAREVO2.CRE', 'SEWERF3.CRE', 'SILKE.CRE', 'WOLFD1.CRE']
Other than these, I haven't removed any creatures from the direct copy section unless they were patched by my program or had no changes, but these have been removed (are not in my output).
* Fields. I haven't patched over any "Refs" or "Unused" fields, even if there were changes. If I've made an error it is probably in ignoring these fields. CreatureFlags was something I was unsure about (In NI, creature flags like '83886081' brings up a lot of unknowns) but I decided you must have edited them for a reason and so I patched it. If you want to check them (I think just 18 of them, just search through the file for "CreatureFlags" and same goes with searching for changes to any other field).
* Whether you can use my results or not, I thought I'd bring 2 your attention that in setup-bpv176.tp2, BPINVISB.cre, before the first "SAY NAME"; is missing a return.
Well, I can see now that although it may (here's hoping) save hours of manual labour it was a bit of a fools errand for me, as my original goal was only to find a way to fix the strrefs issue and start playing. How little I knew. However in the process of making it to this stage I have learned. Thanks for your help with it all.
Ok, I think I'm done with this for now, unless I'm needed. If you do find it useful, find an error, or want a copy without all the "// " in-file comments please let me know.
TOB CRE FILES
08 May 2006 - 12:57 AM
Just wanted to ask where all the CRE files for TOB are located.
Are they in the file "25Creatures.bif" ?
Thanks
Are they in the file "25Creatures.bif" ?
Thanks
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