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#486637 A giant skeleton in the mortuary ignores me

Posted by lac on 04 May 2010 - 08:18 PM in PS:T Fixpack

I started a new game to check something, with a character with only 8 intelligence.  I proceeded to do things in the Mortuary, and went downstairs, and got the tome of Bone and Ash.  I began work destroying the skeletons.  To destroy the first one I needed to refer to the tome, as expected.
For the second one I could just remember what I had done with the first one, so just start with trying to dispell the enchantment -- also expected.  Destroying the second giant skeleton made TNO go up one level, which I took and placed a skill point in int. Destroying the third went precisely as destroying the second (except that Morte went up a level). But I couldn't initiate a dialog with the fourth giant skeleton.  I saved my game, and on reload I could -- but it was as if this was the first giant skeleton I had seen -- I had to examine it, and its armour, and refer to the tome again.

I have that save, should anybody want it.  When I went back to an earlier save,(the autosave before going downstairs) the problem did not reoccur.



#485899 stale note on downloads page?

Posted by lac on 24 April 2010 - 10:48 PM in PS:T UB

http://www.shsforums...ds&showfile=648

says that the newest version of PS:T UB is 4.0, and has been reported broken -- never finishing on several browsers.  The newest version is 4.1, and I just downloaded it using firefox 3.6.3 just fine.  Time to remove the warning?

Laura



#486132 which parts of the fixpack edit torment.exe?

Posted by lac on 28 April 2010 - 05:45 AM in PS:T Fixpack

Use this patch of yours first and then install the fixpack.


Unfortunately, this doesn't work.  I have verified that this is a PS-Fix problem. I can install the widescreen mod, then your UI mod (thank you so very, very much for this by the way), and then unfinished business (where the things that need .WAV will fail but the rest of the components load) and the PS tweaks.  At any point along the way in between these installs I can run my program, and the result works as expected.  Now I haven't gotten out of the Hive yet, so I haven't exercised many of these changes, but, as far as I have explored with the new content, things seem to be working just great.

My problem is definitely with some part of the first part of the fixpack -- the part where all the fixes are.  Something there changes things so that the check is back, and the scanner no longer finds what it is looking for at the offsets it is looking for.

I've been looking at the part of the tp2 that goes:

// ===================================== ENGINE FIXES ============================================

// Huge credit to Scient for providing the patch information

INCLUDE ~PST-Fix/tph/EngineFixes.tph~

// ====================== PLATTER'S FIXPACK 1.37 AND 1.38-BETA INCLUDE =========================

INCLUDE ~PST-Fix/tph/PFixpack.tph~

// ========== THE SKARDAVNELNATE's ALL INCLUSIVE PACK 20080408 (FIXES ONLY) INCLUDE ============

INCLUDE ~PST-Fix/tph/SkardFix.tph~

// ========================== RESTORATION PACK INCLUDE (FIXES ONLY) ============================

INCLUDE ~PST-Fix/tph/RestoFix.tph~

// ============================= QWINN'S ORIGINAL FIXES INCLUDE ================================

INCLUDE ~PST-Fix/tph/QwinnFix.tph~

Am I correct that if I comment out the INCLUDE lines, then these things will not be loaded, so I can find exactly which subcomponent is making the changes?    However, once I have done this, is there anything more I can find out?  Finally, I assume that .tph does not stand for'turbo pascal help' (files).  So what are these things?  (edit: ok, after reading http://weidu.org/~th...ADME-WeiDU.html I now know what tph files are.)

Thanks very much.



#486114 which parts of the fixpack edit torment.exe?

Posted by lac on 28 April 2010 - 02:05 AM in PS:T Fixpack

A while ago I found a very nice C program that patches all infinity engine games to disable the CD check altogether, so I can play my games on my laptop which doesn't have a CD drive.  The program goes along and checks before it writes things to make sure that the locations it wants to modify has the values in it that it expects.  Something in the Ultimate Fixpack is modifying torment.exe so that when the program tries to do its stuff, it finds values it is not expecting, and gives up.

So I would like to figure out exactly what it is in the fixpack that is doing this and then, either skip that component, or edit the c file to take the new appropriate action.  Unfortunately, I don't know how to find out what it is that a WeiDU.exe is going to do before it does it, or even if it is possible to find out by mortals other than qwinn. And I am at the stage of near-complete ignorance about the mechanics of these things that I don't even know what it is that I should be reading to learn if what I want to do is even possible.

Suggestions on how to become more enlightened?

Thanks very much



#486660 minor bug in stackable items

Posted by lac on 05 May 2010 - 07:28 AM in PS:T Tweaks

There is something inconsistent, though, at least for me bandages are stacking when you pick them up from containers.  I'd definitely agree that it is minor, though.



#486344 minor bug in stackable items

Posted by lac on 01 May 2010 - 03:28 AM in PS:T Tweaks

If a character gives items he is carrying to another party member, they go into a fresh inventory slot and do not stack with the existing ones that other party member already was carrying.



#486638 minor bug in stackable items

Posted by lac on 04 May 2010 - 08:53 PM in PS:T Tweaks

Also, when running around the mortuary in Act 1, collecting clot charms from containers, they mostly do not stack when you pick them up.  YOu can drop them on each other in your inventory and make them stack, though.  I will keep watch and see if this is a general 'do not stack when picked up from a container problem'.



#488019 Version 4.11 of Fixpack released

Posted by lac on 21 May 2010 - 07:37 AM in PS:T Fixpack

Thank you very much Qwinn.  I take it old saves will work just fine with the updated fixpack?



#486266 unbroken circle tattoo?

Posted by lac on 30 April 2010 - 06:38 AM in PS:T UB

According to http://shrines.rpgcl...e/tattoos.shtml this tattoo was removed from the release, as well as a different tattoo called 'the tattoo of the Deceiver'.  If this site is correct, and you planned to reinstate this tattoo, then I've found a bug -- I just completed the circle of Zerthimon, and it is not for sale in Fell's shop.



#486476 Elyce quest -- 2 questions

Posted by lac on 03 May 2010 - 01:52 AM in PS:T UB

If you talk to Elyce your dialog option is something like: 'I will go talk to them right now.' But you need charisma 12 to talk them out of fighting.  (At least if you talk to Tarin.  It had not occurred to me until right now that talking to the other one might need a different value in charisma, which is possible.)  Thus my poor charisma 7 character had to save up the coppers for 2 charisma tattoos (worth
+3) and go up two levels putting the resulting stat point into char.  Which meant that the two hostile characters spent _6 days_ insulting each other, waiting for me to talk to them.

Now this was certainly convenient for me, but I am not sure this is how we would like the quest to run.  At the very least, I think that saying that you are going to talk to them 'right now' and then ignoring them should make you more chaotic. But surely they should go after each other with knives after a certain amount of time has passed?



#486291 Elyce quest -- 2 questions

Posted by lac on 30 April 2010 - 10:17 AM in PS:T UB

1. The only stat that matters for this is charisma, correct?  My charisma 8 character was unable to talk them out of it, while a charisma 12 one had no problems.

2. Is there any way you could set things up so that Elyce doesn't bother you with her problem if you are in the middle of killing hive thugs, for example the ones who stole Poriphon's necklace?



#486591 Elyce quest -- 2 questions

Posted by lac on 04 May 2010 - 01:02 AM in PS:T UB

testing -- 18 str wasn't enough to intimidate Ma'eth.



#487132 pendant quest crashing

Posted by lac on 11 May 2010 - 02:17 AM in PS:T UB

The zombie isn't supposed to ever be created. He's a standin for when a dialogue is supposed to happen with a creature that doesn't actually exist (it's better than crashing the game). I'm aware it's possible to get a dialogue zombie in that quest, and will try to have it sorted for the next release.

Qwinn


Aha, I misunderstood then. Thank you.



#487018 pendant quest crashing

Posted by lac on 09 May 2010 - 09:15 PM in PS:T UB

Files stored http://www2.openend....h1-rake_chaser/

It's not completely reproducible, but I have managed to make it happen twice (and not happen 4 times). From the save:
  • talk to rake_chaser
  • be interrupted by the dandy
  • end up fighting the dandy, kill him
  • talk to the rake again
  • have a zombie be created, fight it
  • repeat for at least 2 more zombies
  • quickload that save
  • BOOM

Note: I think that the dancy should be carrying something nicer than a rusty knife. The description says sabre, which wouldn't fit PST, but surely we could equip him with a stiletto?

I think that the dead duelist is too articulate for a zombie, and needs a new dialog for his zombie state.

Thanks very much for restoring this quest. Do you need any more information than what I provided?



#486823 Version 4.1 of all 3 mods released!

Posted by lac on 07 May 2010 - 09:45 AM in PS:T Fixpack

I think I have found a problem with one of Dak'kon's soundsets.

We're in the Mausoleum. Strahan casts horror. Dak'kon suffers a morale failure. He says: "By your actions, I know your heart. You must die." which strikes me as a silly thing to say while panicking, though a fine thing to say before he decides to attack TNO.

I have a save from just before entering Strahan's chamber, and he is pretty good as casting the horror, should that be useful.



#486786 Version 4.1 of all 3 mods released!

Posted by lac on 06 May 2010 - 06:14 PM in PS:T Fixpack

This'll be the first time I've experienced the removal of minimum stats. My MixMaxer's soul is in heaven at the very thought. ;) TNO may be muscular-looking, but it won't stop him from having the strength of an infant!


This warning may come a bit to late for you -- though maybe not if you are having installation woes, but a TNO who cannot carry anything is no fun to play. And a TNO who is too weak to carry the treasures from his own tomb would be frustrating to play. So maybe 'small child' is better than 'infant'. :)



#487345 Where is lowden?

Posted by lac on 12 May 2010 - 09:40 PM in PS:T Fixpack

I've selected Stories Bones Tell and ran my mouse cursor all over the pool of blood in the dismembered crypt and haven't found him.  Can somebody tell me where I should be looking harder?

Also, I have found Quint's poison charm, but its not 'outside of Ojo's house'.  So does Gris have a different stash there?  If so, I cannot find it, either.



#487285 problem with installation v2.1

Posted by lac on 12 May 2010 - 08:38 AM in Ghostdog's PS:T UI

1. Trykon -- you did this just right.  But Ghostdog is a much better source of information than I am -- after all this is his mod.

2. Ghostdog -- you really want people to install fixpack, ub, tweaks and then widescreen and ui in that order?  http://www.shsforums...allation-guide/ suggests widescreen, ui, then fixpack, ub and tweaks, so if this isn't how people should do things we should change the guide.

3. Googling around I found this. http://www.mydigital...dows-vista/   It looks like actually setting up permissions in windows vista via the GUI is a terribly cumbersome thing. So maybe, Trykon, though you are trying to set up torment.exe with the correct permissive permissions, you left out something?



#487215 Error while installing UB

Posted by lac on 11 May 2010 - 09:15 PM in PS:T UB

p.s.
I'm in Europe.  It's 7:15 here and I have to go off to work.  It will be many hours before I can get back to this.  But understanding debug files is not a rare skill around here -- indeed practically everybody around here is better at it than I am.



#487212 Error while installing UB

Posted by lac on 11 May 2010 - 08:38 PM in PS:T UB

Ok, reply to this mail, and down on the bottom of the page is something which says 'attatchments'

There is a box to type in, a 'browse' button and a 'clear selection' button. start trying to type in the box to type in, and navigate to your file SETUP-GHOSTDOG'S-PST-UI.DEBUG  Attatch that file to your note.

Or just open SETUP-GHOSTDOG'S-PST-UI.DEBUG using notepad or a browser, select all the text in the file, and paste it into your note, between code snippet pairs. Begin with {code} and end with {\code} except use square brackets '[]' not parentheses '{}'.  The '<>' icon on the tp of your note will make these pairs for you automatically.  Just paste _between_ them.

By the way, we should be discussing this in http://www.shsforums...ostdogs-pst-ui/ because this is a problem in installing Ghostdog's UI, not UB.  However, Ghostdog reads here too, so there is little harm done.



#487208 Error while installing UB

Posted by lac on 11 May 2010 - 07:50 PM in PS:T UB

I installed it on C:\Black Isle (made a folder with the name of the company and tossed everything of the game in there).  I even tried moving the whole folder to the desktop and patching it there, but still got the same error.  If there's a way to send you the debug file, I can send it to you and see if there's a solution for it.


Practically everybody around here is more knowledgable about writing weidu mods than I am, so if you post something, I can take a look at it but others know much more than I.

However, next question.  Ok, you have your game installed in C:\Black Isle\<some name like Torment or PST>, correct?  Have you extracted the
mod files right into that directory?  What I mean is, when you change to that directory, you can find directories called PST-Fix, PST-UB, PST-Tweak, PST-Ghostdog's-UI, and widescreen?  And files called Setup-PST-Fix.exe, etc. one of these for each mod named setup-modname.exe?  Also, do you have a Torment.exe there?



#487205 Error while installing UB

Posted by lac on 11 May 2010 - 07:02 PM in PS:T UB

- In some random cases when you install multiple weidu mods that use different
  versions of weidu, the automatic update during the installtion gives an
  error. To fix that, you can copy the .exe with the most recent version over
  the other ones (rename it accordingly and replace the other mods executables)

Maybe this is the problem? If so,where do I find the most recent .exe? I mean the one in the local drive should be the newest since it gets overwritten by newer ones?


I don't think that message means what you think it means.  When you are installing a Weidu mod, it will come as an .exe . So in this case you should be running Setup-PST-Fix.exe and  probably Setup-PST-UB.exe and Setup-PST-Tweak.exe.  Maybe you are running setup-widescreen.exe and setup-ghostdog's-PST-UI.exe as well.

Now in a perfect world, all of these .exe's would be the very same file, namely the most recent version of the weidu installer.  Because that is what you do when you make a weidu mod -- you go get the most recent version of the weidu installer, and rename it to setup-mymodsname.exe and package it up with your mod.  If every time the weidu installer was changed for the better all of the old mods automatically were changed to use the new version, then we would have this happy state of affairs.  But no automatic updates happen, which means that for games like BG-SoA, which have hundreds of mods that have been written over the last 15 years, you stand a very good chance of getting a mod exe that is quite a bit older than the most recent weidu.exe.  After all, all you will find is whatever was the most recent when the modder made his or her last release, and that could be 10 years ago.  And some of the old mods aren't compatible with the newer ways of doing things.  Should you run into that sort of problem, \what you need to do is to find the mod with the old setup.exe, throw that .exe away, and take the most recent version of the weidu installer, rename it to setup-theoldmodnames.exe and run the install again.

So this message that you are reading is about what to do if one of your setup.exe's are too old, not if you have a problem with torment.exe or
the baldur's gate .exe or whatever.  And this isn't the problem here, because none of the PST mods are old enough to have this problem (unless you have another one from some source that I haven't heard about).

So this is very unlikely to be it.

I have to ask.  You didn't try to install things into C:\Program Files
did you?  You made some other directory, such as C:\Games and installed there, correct?  Because otherwise, and if you are running Vista or Win7, then it is likely that it is Microsoft that is locking you out of torment.exe.  Microsoft believes that you shouldn't be patching anything in C:\Program Files  as part of its security and/or virtualising systems, so you need to install into some other non system directory that you created yourself if you plan to do exactly that.



#486968 How is one supposed to find out where Pharod is getting the bodies for

Posted by lac on 09 May 2010 - 10:27 AM in PS:T Tweaks

Hm, I am going through a playthrough of 4.1 myself, and I keep saves at all important junctures... I just went back to the one in the village, before I first met Pharod, and I was able to get the dialogue path about the bodies, no problem.


And it just shows up normally as the conversation?

I also just recently acquainted myself with a IE modding tool and checked the dialogue paths available. The only condition on this particular path seems to be "Global("Know_Pharod_Bodies", "GLOBAL", 0)", which I interpret as "you haven't yet found out where Pharod gets the bodies from". It's available on both first and later meetings, and regardless of whether you've got the bronze sphere yet or not. So no idea why you're not getting the path.


Where can I get one of these?

But I'm just a player like you and can't answer for the modders, maybe they can tell you something more useful :).

EDIT: Are you sure you were paying attention when talking to Emoric, and accepted the quest? You didn't get him to describe the problem and only at the last second said something like nah, I'm not interested in this quest? Do you actually have the quest in your quest journal?


Yes, I have the quest. And when I go back to Emoric, it gives me the dialog option of 'I spoke with Pharod and found out where he is getting the bodies.'. So I checked further. I have a save in the Buried Village, just before I entered Pharod's throneroom. If I leave and go back to Emoric, I get the line about having talked with Pharod, even though I haven't met him yet. I have a save in the Trash Warrens, before entering the Buried Village. And if I leave then and go to Emoric, the line of dialog indicating you have solved the quest is not present. Further experimentation shows that
it is either talking with Marta, or talking with Quint that has managed to get the quest solved without talking to Pharod, and I remember Quint saying something about the "Dusties burying them and us digging them up again" ... so I am guessing that this is the place.

Which would make it odd to lose that conversational choice, but protects you from possibly having to lie or break a vow. But in that case, Emoric's conversational choice should be 'I found out where Pharod is getting the bodies' rather than 'I talked with Pharod and found out' since you can get it without taking to, or even meeting Pharod.



#486946 How is one supposed to find out where Pharod is getting the bodies for

Posted by lac on 09 May 2010 - 05:45 AM in PS:T Tweaks

It's been so long since I have played this, that the condition of my memories is not a lot better than TNO's. But I think I am remembering something. Right now I'm a level 6 magician who has wandered into Pharod's lair for the first time. I have been given the quest from Emoric to "find out where Pharod is getting the bodies".

I have as stats:
  • int 18 (base 15) [3 points in 2 tattoos]
  • wis 21 (base 20) [2 points in a tattoo]
  • chr 19 (base 3) [16 points due to the "friends" spell cast 2x]

Now the way I remember things, when you start asking Pharod questions, one of the questions you can ask is 'where are the bodies coming from?'. And I remember that you then either have to lie to him that you won't tell anybody, or vow that you won't tell anybody before he will tell you. Plus, there is a third option, where some stat or stats are required (I have the stirrings of a memory, charisma)where you can insult him and he is so eager to impress you that he boasts about where he is getting the bodies. Thus it is possible to find out without lying or breaking a vow.

I'm not getting this conversational path. The things I can ask about are:
  • the jaunt to the mortuary
  • what is this place?
  • the missing journal
  • repeat Reekwinds tale about Pharod
  • farewell

and I think I have searched all the paths enough that it isn't a sub-topic and I have just missed it.

So -- Have I misremembered? Have you changed things? Have I made a silly error in finding the correct conversational branch? Have I found a reason to not walk around with 3 charisma (and the ability to cast "friends" as needed)? or have I found a bug? The 16 charisma boost was still alive and well as I finished talking to Pharod, so it's not that it ran out in the middle of the chat.

Incidentally, the ease at which I walk around with 3 charisma may indicate that a friends spell that stacks combined with one that always gives +8 in charisma is just too powerful. Or, if this is the reason that I cannot get this conversational path out of Pharod, and it is intentionalin order to force people like me to put some character points in charisma, then 'unlocked stats' needs to come with a strong warning about this.

Thank you. In case the tone of the above sounds like I am griping -- I am having a blast and am most grateful for these mods.



#486970 How is one supposed to find out where Pharod is getting the bodies for

Posted by lac on 09 May 2010 - 10:53 AM in PS:T Tweaks

Ok, If I go directly to Pharod when entering the Buried Village, I get the conversational paths I remember. I'm ending up more lawful even if I lie to Pharod about not telling, but that may be a consequence of telling him that I have lost my memories and am relying on what is tattooed on my back.

And if you enter the Buried Village, go directly to Quint, say that you are new, are interested in trading, with Quint, yes just with Quint, What do you usually trade for? What does Pharod do with the bodies?

then you will never get that conversational choice with Pharod when you talk with him. Indeed, you can leave right now and go back to Emoric for his reward. But your conversational choice with him will start 'I spoke with Pharod' even though you haven't yet.

Well, I cannot fault the game for having multiple ways to solve things -- indeed this is one of the factors that makes me love PST so. But I'd edit the dialog choice with Emoric for all that.

Is mentioning this here enough, or should I file it under Fixpack bugs?