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#602033 Sandrah Saga for EET (Bug and Support Forum)

Posted by Roxanne on 26 April 2018 - 01:52 AM in Miscellaneous Released Mods

I've finally gotten around to playing a large EET install and I'm up to TOB. I might push through or maybe do a reinstall in a few weeks. 

 

Anyway here's some notes (with screenshots as applicable) I noticed along the way. These aren't all really bugs. I should note I didn't really do every quest or mod, just a mostly random selection of them. Some of these could totally be user error on my part.

 

Spoiler

I missed one

Shauhana 3. the ambush

Maybe you still remember? When you first come to the orc village outskirts, Shauhana may have warned you about daytime vs nighttime protections. Maybe you heeded her warning and went by night avoiding the much fiercer daytime crowd. On your return after you free her from prison, was it daytime? You might have run into the combined day forces plus Vennegrat's ambush reinforcements and thus had an extra hard time.




#602032 Sandrah Saga for EET (Bug and Support Forum)

Posted by Roxanne on 26 April 2018 - 12:36 AM in Miscellaneous Released Mods

I've finally gotten around to playing a large EET install and I'm up to TOB. I might push through or maybe do a reinstall in a few weeks. 

 

Anyway here's some notes (with screenshots as applicable) I noticed along the way. These aren't all really bugs. I should note I didn't really do every quest or mod, just a mostly random selection of them. Some of these could totally be user error on my part.

 

Spoiler

Some other things

The item issues from slippers-crash and san return seem to be from mods that change item behavior, but since I have stopped to use item revision in my EE games now, I cannot say for sure. It is nothing I have seen myself.

 

Similar for the strange lines in shauhana 2. those texts often appear from altered spells added by some AI mod where the string reference in some subfield has not been emptied or altered. That results in some random dialogue line to appear in game if some spell is cast.

 

shauhana1 - seems like Sandrah's dialogue after the crash landing did not trigger. Once your party comes back to their senses she is supposed to have a dialogue about the events. Your global(locals) setting to 4 skipped this dialogue. It may have been some circumstances that hindered Sandrah to reach the PC for the talk when all regained their senses after the crash.

 

Bodhi

I do not fully understand what you think went wrong? I know the scene you refer to but not sure what problem you had. Did Bodhi fail to abduct your loved one (whoever that was, Imoen?). She is not supposed to take Sandrah, regardless of your romancing her or not.

Do you have Imoen Romance mod installed? I had some issues with mod compatibility with that mod long ago due to the way IR appends to some events taking into account only vanilla NPCs but not mod NPCs. I thought that was sorted out by now, but maybe here is another example - just guessing now, just because you mentioned Imoen in the context.




#602031 [MOD] Sandrah Saga For EET

Posted by Roxanne on 25 April 2018 - 11:40 PM in Miscellaneous Released Mods

First post of this here topic, last line.

Got it Thanks!

Quick question for my education.  I downloaded the Alt Port for Sandrah into my overdrive folder.  In the past when I had portraits i put them into the portrait folder and they were available, is there a specific reason to extract these into overdrive instead of the portrait folder like the others?  What is the overdrive folder main purpose, I see it used to fix various things, I was just wondering.  Thanks.

It is override not overdrive. The purpose of this folder is to store those files and resources that are not part of the original game. Original game files are in /data in the bif-files you see there. Override contains new files added by mods AND the modded versions of original files, e.g. the dialogues of original NPCs that have been appended by the mods.

Everything in override has a higher priority in the game than the biffed resources. A Coran.cre in override (if there is one) is the one you meet in the game, not the one that came with the original game.

When you install Sandrah (or any other mod) all her files are in override, including her portrait. Putting the alternative there makes the game use that. Portraits are a special type of files, because, yes, you can also put them into portraits and that has an even higher priority than override, but there is no advantage to do this in Sandrah's case.




#602030 Sandrah Saga for EET (Bug and Support Forum)

Posted by Roxanne on 25 April 2018 - 11:29 PM in Miscellaneous Released Mods

I've finally gotten around to playing a large EET install and I'm up to TOB. I might push through or maybe do a reinstall in a few weeks. 

 

Anyway here's some notes (with screenshots as applicable) I noticed along the way. These aren't all really bugs. I should note I didn't really do every quest or mod, just a mostly random selection of them. Some of these could totally be user error on my part.

 

Spoiler

Thank you for those details. I will take a look at each of them.

 

Some initial comments:

- One or two are just bad timing co-incidences (soultaker vs stronghold).

- Haer'dalis and Viconia in prison is two independent mods, Viconia/drow sister is my contents, Haer'dalis is not

- Some extra abilities are actually intended to be used like you do. Keep your hands off them if you are interested in more tactical play or use them if you want to advance the story rather than to fight endless battalions of enemies. I made them for seasoned players who sometimes get bored by repetitive encounters but sdo not want to use CTRL+Y. You may have noticed that you do not get xp gains for the enemies killed by those summons and sometimes they turn against you, so there is a trade-off.

- The Drizzt issue is a Drizzt issue. The guy has nothing to say to you in force-talk and if you use it, it triggers the only dialogue he has for this case, which is the leaving line. This is very old mod and code. Not related to Sandrah.

 

Hint for Haiass (and Pelligram or other of those companions): when you go into narrow dungeons, click on that party latern in the lower right hand corner of the screen. It turns them from light green circles to real green and they move out of the way like all other party members, that part of the AI is activated now.

 

For the other things I need to look a bit deeper.




#602029 Sandrah Saga for EET (Bug and Support Forum)

Posted by Roxanne on 25 April 2018 - 11:08 PM in Miscellaneous Released Mods

So I wondered, did everything go ok on the installation other than the nutty BG2->BG1 deal? I copied weidu.exe, weidu.conf, and all the directories from my new installation on top of my older, working version. Load up the program -- at first it comes up ToB. So I switch it to SoA and exit. The next time I run the program? Just like the C: installation -- now it's loading BG1.

From what I understand - you have a correct EET installation, the one that contains your logs you posted. You got remnants old old games that you clutter with that new one and -  as expected - you get crap. You can have multiple game installation but you need to configure them correctly if you want to use them independently. You cannot mix them like you did.

 

You can do this - delete (or move to a save place outside of documents) all the folders in mydocuments that refer to Baldurs Gate - ALL.

Go to the BG2EE you have on D: verify that in engine.lua you have this

engine_name = "Baldur's Gate - Enhanced Edition Trilogy"

and start baldur.exe directly out of this D:.../BG2EE directory. Select a campaign and create a player. Check in the mydocuments that a new folder named "Baldur's Gate - Enhanced Edition Trilogy" is created.

 

This should solve it. You may afterwards need to open the Baldur.lua in the newly created folder if you want to activate the console and cheats for the new game, not sure about that.




#602019 Sandrah Saga for EET (Bug and Support Forum)

Posted by Roxanne on 25 April 2018 - 01:38 PM in Miscellaneous Released Mods

Could you post the WeiDU-BGEE.log and the WeiDU.log that are in your BG2EE directory as attachments?

Just use the *More Reply Options* button you see at the bottom of the window when you type your post.

Here you go. Thanks again.

These things look fine, according to those logs you did a successful EET install including Sandrah. (The log errors you posted earlier are meaningless and can be ignored, they do not impact the game,)

Your strange startup behavior must have other sources.

  • How many instances of the game did you install?
  • Did you start up the games you have used for the EET installation before use?
  • When you open the file engine.lua in the BG2EE directory with a text editor, do you see such a line
    engine_name = "Baldur's Gate - Enhanced Edition Trilogy"

    Is there a folder of the name in your user/myuserid/documents?

 

  • Same as above but for BGEE and

     

     engine_name = "Baldur's Gate - Enhanced Edition"

     

  • Do you use baldur.exe from BG2EE directory to start, not some client or whatnot?

 

I cannot see a mod or BWS problem with the weird effects you describe, This looks like some configuration issue on your PC.




#602017 Sandrah Saga for EET (Bug and Support Forum)

Posted by Roxanne on 25 April 2018 - 01:11 PM in Miscellaneous Released Mods

Ignore this post, sorry.

Could you post the WeiDU-BGEE.log and the WeiDU.log that are in your BG2EE directory as attachments?

Just use the *More Reply Options* button you see at the bottom of the window when you type your post.




#602015 [MOD] Sandrah Saga For EET

Posted by Roxanne on 25 April 2018 - 12:59 PM in Miscellaneous Released Mods

There is a kind of guide written by some EET fans but I do not know how far they advanced with it. I made a link on the mod download page to it.

Maybe I'm looking at the wrong download page or something but I can't find the link to this guide your talking about.  I'm looking at the SHS Download page that has all of your instructions, the download, file history, links to the readme, etc.  What am I not seeing here, or am I on the wrong site/page?

First post of this here topic, last line.




#602012 Sandrah Saga for EET (Bug and Support Forum)

Posted by Roxanne on 25 April 2018 - 12:49 PM in Miscellaneous Released Mods

Well one issue at a time. ;)

Roxanne if you are making an update at some point I would consider makingbthat change. If you find that it doesn't mess anything up, of course. I've briefly tested it with my multiclass kits and all the clab tables were properly patched and sll of the 177 effects and .eff files seemed to be correct. So I think it's fine. I only haven't played a game with it yet.

Long story short, it seems to be a problem in the qd_multiclass function. It might have something to do with Wilson's missing entry in column 9. Not sure. But using kit.ids for this seems safer than kitlist.

Two things

1) Wilson aka GRIZZLY_BEAR is not the only kitlist.2da entry with no column 9, the last one without such prior to Sandrah is *Sword Dancer of Eilestrae ESxKit.

2) I did the changes and applied the new multiclass script. The files all look fine. I started a new game and spawned her in, let her join, levelled her up  a few times, experimented with various equipment, let her cast spells and use abilities. I cannot find any problem with those tests.

After this initial inspection it looks like the new method provides the same results as the old. The problem we tried to solve were hiccups during installation. Since those only appeared randomly for some users and I could never reproduce them myself, there is nothing to test here but wait.

It sounds like it is save to include the change into my mod - then we can see if those occasional reports will stop.

 

Just to confirm - the change to be made in my mod is to provide the modified md_multiclass.tpa in the /lib folder, right?




#602010 Sandrah Saga for EET (Bug and Support Forum)

Posted by Roxanne on 25 April 2018 - 12:24 PM in Miscellaneous Released Mods

Hi Roxanne. I managed to get a good build and played for a few days, then decided I wanted to get Sandrah in too. It's not going well, though. I've tried half a dozen different BWS configurations, and it's just not working. The last two installations were BWS recommended and BWS minimal, with nothing changed other than adding mods mentioned in the readme or requested by BWS. I'm getting the strangest result after installing -- launching BG2EE brings up BG1 instead. The files have actually been overwritten with the BG1 game. The debug log is clean except for four errors in the S

Do you use BWS on an already existing modded game? That does not work.

 

If you want to use BWS for EET you need to start from two clean new game installations (maybe run modmerge if needed),

If you did successful EET installations before, just adding Sandrah or any other compatible mod in the selection for a next install should not give you such results.




#602008 Sandrah Saga for EET (Bug and Support Forum)

Posted by Roxanne on 25 April 2018 - 10:57 AM in Miscellaneous Released Mods

Off the top of my head:

1) Open QD_MCP01.SPL through QD_MCP50.SPL. (To make it easier, glance at CVMYSTRA.2da and note which levels contain AP_ or GA_ effects... those are the QD_MCP spells you need to open)

2) Delete any/all 177 effects aimed at KIT/CVMYSTRA (they should be either the first ones, or the last ones)

3) Make the replacement I described above

4) Make a little hotfix-style mod, with only the code that runs the QD_multi function on CVMYSTRA.

5) Start a new game and see if Sandrah gets her kit abilities. (You can also double-check in NI - make sure 177 effects have neen added to QD_MCP01 that correspond to the CVMYSTRA 1st-level abilities, those added to QD_MCP02 for her 2nd-level abilities, etc.)

Question for step 2 - is it save to delete those spells that ONLY target CVMystra?

 

Edit Answer to myself yes, delete qd_multi_spls.qd (marker file) from /override as well.




#602005 [MOD] Sandrah Saga For EET

Posted by Roxanne on 25 April 2018 - 10:42 AM in Miscellaneous Released Mods

Hello!

I have a little question! For the BG2 part:

I have Haer'Dalis in my team for now and I want to dump him to have another npc. But I don't want to dump him before i've done the special quest for him in Sandrah Saga. That particular quest are mentionned in the readme but i've not find anything on the web that mentionned when that quest start. When are that quest taking place? I'm 1-2 days after doing the planar prison quest now. 

Since i'm writing a question, I will ask another one: Are there any walkthrough for BG2 part of Sandrah Saga? I know the one from BG1 but that's all. Are one existing for BG2

Thanks a lot for everything!

Check what Global("SanHaerRel1","GLOBAL") returns. The quest starts when it has reached 10 and you are in an overland outdoor area with no enemies around.

 

There is a kind of guide written by some EET fans but I do not know how far they advanced with it. I made a link on the mod download page to it.

 

PS The Haer'dalis thing with Sandrah will not happen if you either have Aerie in party or the protagonist romances the bard.




#602002 Sandrah Saga for EET (Bug and Support Forum)

Posted by Roxanne on 25 April 2018 - 08:47 AM in Miscellaneous Released Mods

Well one issue at a time. ;)

Roxanne if you are making an update at some point I would consider makingbthat change. If you find that it doesn't mess anything up, of course. I've briefly tested it with my multiclass kits and all the clab tables were properly patched and sll of the 177 effects and .eff files seemed to be correct. So I think it's fine. I only haven't played a game with it yet.

Long story short, it seems to be a problem in the qd_multiclass function. It might have something to do with Wilson's missing entry in column 9. Not sure. But using kit.ids for this seems safer than kitlist.

@subtledoctor

Do you see a chance to test this in an existing installation? E.g. reverting some files from Sandrah/backup and then just installing the revised multiclass code. Should be an option as no mod after Sandrah touches those files in my game. I just need to know which files are affected.




#602001 [MOD] Sandrah Saga For EET

Posted by Roxanne on 25 April 2018 - 08:32 AM in Miscellaneous Released Mods

Hi Roxanne,

 

First, Thank you for your dedication to BG modding, especially to EET.

 

I have a question about sandrah : In the readme you say that the story mode is incompatible. Is there a technical reason to that ? and is ther a possible workaround to this incompatibility ?

 

I ask that because I play games for the stories, like i read a good book, not for the challenge.

I'd like to play a full (with as many mods as possible) EET install, but i don't want to get stuck with a unbeatable (for me) combat.

Please remind me of the details, this was written long time ago - if I remember correctly, story mode was a cheat that prevented the protagonist and party members to die, correct?

There is also a mod with some similar idea where the PC only dies when all party members are dead.

 

Actually those cheats are no problem for the Part1 of Sandrah Saga. You can even use the EET_Tweak component that does a similar thing (EET_Tweak uses a global to control the cheat and this global is just changed at ToB end, so the rules are adjusted to fit the reamaining parts - this is not the case for story mode.)

 

However if you decide the continue beyond ToB with the Part 2 and 3 you will get stuck because 1) in SandrahRTF, the plot is for you and Sandrah and both of you need to stay alive to succeed and 2) in SandrahToT the challenge is to keep those four party members alive you need for success, i.e. Cyric, Kelemvor, Midnight and Adon..

Story mode or some undying mod change the rules in a way that disables the challenge but it also leads to situations that are not covered, e.g. if someone dies but the game continues, you may be stuck in a plot that has no more solution. The remaining party will be alive with nothing more to do.




#601991 Has someone tried "mages drop spellbooks" in a big Mega Mod?

Posted by Roxanne on 24 April 2018 - 02:10 PM in Mega Mod Help

Those spellbooks are generic things. They have no connection to the caster that drops them. At least not the spells they contain.

This is were you are wrong Roxanne. Actually they contain exclusively memorized spells of that particular mage who dropped it. You can easily check it even with the simple tool like Shadow keeper. For good, old Bigg nothing is impossible.  :Bow: Of course memorized spells and those actually cast by unfortunate, deceased magic practitioner are two separate things in many cases...  :P

Yes, I should not try to recall things from memory, my brain is too old for that. I guess I used the mod without some clever addition that gave enemies better spells and then got bored in early BG1 when everyone just dropped trivial stuff. What you say makes much more sense. I may also have mixed this up with a mod that let enemies drop a certain percentage of broken potion bottles and lot of other unusable inventory items to increase overall difficulty.

Sorry for that.




#601989 Sandrah Saga for EET (Bug and Support Forum)

Posted by Roxanne on 24 April 2018 - 01:46 PM in Miscellaneous Released Mods

Actually Arm-chair, hopefully your install is still in a state where everything before Sandrah is installed and you can try installing Sandrah manually.  This is a great opportunity to test some things and fix this problem once and for all.

 

So, my theory is that some weirdness in your kitlist.2da is leaving the %kit_code% undefined for some kit - maybe for Sandrah's kit - and it then fails when it tries to create opcode 177 effects using that variable. So here's something to try: let's not rely on kitlist.2da at all!

 

Open /SandrahNPC/lib/qd_multiclass.tpa in a good text editor.  Go to lines 455-465.  You'll see this:

 

        //getting kit code
        COPY_EXISTING ~kitlist.2da~ ~override~
            COUNT_2DA_COLS k_cols // amount of columns
            READ_2DA_ENTRIES_NOW k_rows k_cols // read all file into memory  
            FOR (k_row = 1; k_row < k_rows; ++k_row) BEGIN // iterate over rows
              READ_2DA_ENTRY_FORMER k_rows k_row 1 ~k_kit~ // read column value
              PATCH_IF ~%k_kit%~ STRING_EQUAL_CASE ~%kit_name%~ BEGIN
                SET kit_row = %k_row%
                READ_2DA_ENTRY_FORMER k_rows kit_row 9 kit_code
              END
            END
        BUT_ONLY

 

 

Replace that whole block, paste this in its place:

 

        //getting kit code
        COPY_EXISTING ~kit.ids~ ~override~
            COUNT_2DA_COLS k_cols // amount of columns
            READ_2DA_ENTRIES_NOW k_rows k_cols // read all file into memory  
            FOR (k_row = 1; k_row < k_rows; ++k_row) BEGIN // iterate over rows
              READ_2DA_ENTRY_FORMER k_rows k_row 1 ~k_kit~ // read column value
              PATCH_IF ~%k_kit%~ STRING_EQUAL_CASE ~%kit_name%~ BEGIN
                SET kit_row = %k_row%
                READ_2DA_ENTRY_FORMER k_rows kit_row 0 kit_code
              END
            END
        BUT_ONLY

 

 

Save the file, then try to install Sandrah.

Maybe it is in addition necessary to add again this at the very end of the setup-Sandrah.tp2 (it was removed as solution according to this post above http://www.shsforums...-53#entry601870) ?

 

INCLUDE ~SandrahNPC/lib/qd_multiclass.tpa~

LAF qd_multiclass
STR_VAR
kit_name = CVMystra
kit_clab = CVMystra
base_class = ~P~
mc_dir = ~SandrahNPC/lib~
END



#601985 Has someone tried "mages drop spellbooks" in a big Mega Mod?

Posted by Roxanne on 24 April 2018 - 01:12 PM in Mega Mod Help

Not problems per see but I would recommend to keep percentage to low level ( 25% or so ). They contain spellcaster's memorized spells but sometimes it is misleading as some casters just force cast spells ( example is orcish mage, his spellbook didn't contain single spell cast against my party  :P ). 

That is another thing.

Those spellbooks are generic things. They have no connection to the caster that drops them. At least not the spells they contain. Just higher level enemies have better spells in their books but not necessarily the ones they know/cast themselves.

I guess that such a mod would be nearly impossible to code. And if you did, some other mod may easily give the spellcaster other spells or some AI that forces spells that are not even memorized.




#601982 Has someone tried "mages drop spellbooks" in a big Mega Mod?

Posted by Roxanne on 24 April 2018 - 12:37 PM in Mega Mod Help

From the bigg tweaks. I'm thinking about installing it but I worry that in a Mega Mod you would maybe get access to spells that you should not be able to? Because mods add so much stuff everywhere and maybe some spells of NPCs we were not meant to see. And which could make the game unstable (like dimension door).

 

Has someone tried? And was there such a problem?

It was long ago, it was with BGT, I cannot remember there were any issues. The spells in those spellbooks were all standard spells like you would find or can buy them anywhere - as far as I recall.




#601979 [BGEET Megamod - Bug] Anomen's Knighthood won't trigger.

Posted by Roxanne on 24 April 2018 - 11:22 AM in Mega Mod Help


 

Was Sirene in your party before (BG1 or SoD)?
 
Anomen
C:GetGlobal("StartTrial","GLOBAL") if it is 2 talk to the prelate thereafter to Ryan.

Thanks. I actually did not know i had to talk to the Prelate. I was under the assumption that entering the building would trigger the cutscene. Regardless i had to set the Global to 2 as the Global was not present at all.

With regards to Sirene, if i had her in my party it was for just a moment (As in, recruiting and instantly removing).

 

Sirene - In this case it might be possible that her parting dialogue was not triggered correctly. It looks like she is stuck with the wrong dialogue file.
Try this
C:Eval('ActionOverride("C0Sirene",SetDialogue("C0SIRE2"))')
and
C:Eval('ActionOverride("C0Sirene",ChangeAIScript("C0SIRE2",OVERRIDE))')
 
It might help. Otherwise post a savegame that includes the temple visit.
It would be a shame to miss Sirene, she is one of the best NPCs ever - that means something for a paladin...
 

 

Thanks. That worked as well :)

You mention she is a really good NPC. Would you have other NPC recommendations?

Maybe you should not spoil it and let her join at this point. She is one of the NPCs you can have with you all through the game. You can meet her at Beregost Morning Lord Temple for the first time and keep her all through BG1 and SoD. If you did, you meet her again where you are now and can continue with her. 

 

Recommending mods when you do so many of them yourself is not the right thing to do. All the mod ones are done with care and love from their creators, even if some match your taste better than others.

 

I only went as far as recommending Sirene because that mod is a masterwork beyond doubt and nobody would call me biased if I say so.




#601972 BiG World Setup (an attempt to update the program)

Posted by Roxanne on 24 April 2018 - 07:22 AM in Mega Mod Help

Thanks for your insights Greenhorn. I looked at that section earlier as well but at first it didn't strike me as related because refinements are not very close to either of these installation points - but now that you mentioned it again I looked up which mods are between and yes it seems you might be correct. Refinements do get installed in between and I think maybe the rest of the gaps are just related to refinements by themselves. It just didn't seem so at first.

 

Thankfully I don't install refinements so should be good! Phew.

The install sequence takes into account all possible components of all mods that may change certain game files and the order in which they do it. The sequence may result from the interaction of components in different mods. Your specific selection may or may not need this order, it is a general sequence to fit whatever options you have chosen. If you need to know specific details there is no other way then to read all the mod's readme's, or just trust that the involved modders provided the correct information for BWS to use.




#601970 Is There A Way To Run BWS Standalone, Without Actual Games Installed?

Posted by Roxanne on 24 April 2018 - 07:04 AM in Mega Mod Help

I've had few free hours at work so I figured I'd spend them preparing my selection list, carefully sifting through mods and components, readmes, descriptions and dependencies, generally doing prep work without actually installing anything until I export my selection .ini here and import it back at home. However, BWS refused to let me into component selection mode unless I provide her with the paths to actual games. It makes no sense because actual games aren't needed to dig through mods as far as I understand. However the reason was to put this limitation where it is, is there a way to bypass it other than dragging both BG1 and BG2 folders to my work?  :rolleyes:

Unless you really want to implement your selection, it is sufficient to point the BWS to a mod directory be it already modded or not. BWS only checks for certain files to exist e.g. bgmain for classic games or movies\melissan.wbm to check for ToB. It will refuse to do a real install if the game is already modded, so it is harmless.

 

To see the whole list of checks and required files look up Big World Setup/includes/17_Testing.au3. open it with Notepad++ or similar and navigate to the portion starting at line 30. You will see what files are checked in which game.




#601965 Shadows over Souber v1.14

Posted by Roxanne on 24 April 2018 - 02:07 AM in Shadows over Soubar

Both fixes are included in the master file

https://github.com/w...hive/master.zip

Could you please reject my pull request for the Lyar's Hold thing in github. It was covering the second issue. Otherwise it will always appear open among my own github issues, while it is actually solved. Thanks.




#601963 [BGEET Megamod - Bug] Anomen's Knighthood won't trigger.

Posted by Roxanne on 23 April 2018 - 10:57 PM in Mega Mod Help

Was Sirene in your party before (BG1 or SoD)?
 
Anomen
C:GetGlobal("StartTrial","GLOBAL") if it is 2 talk to the prelate thereafter to Ryan.
Thanks. I actually did not know i had to talk to the Prelate. I was under the assumption that entering the building would trigger the cutscene. Regardless i had to set the Global to 2 as the Global was not present at all.

With regards to Sirene, if i had her in my party it was for just a moment (As in, recruiting and instantly removing).

Sirene - In this case it might be possible that her parting dialogue was not triggered correctly. It looks like she is stuck with the wrong dialogue file.

Try this

C:Eval('ActionOverride("C0Sirene",SetDialogue("C0SIRE2"))')

and

C:Eval('ActionOverride("C0Sirene",ChangeAIScript("C0SIRE2",OVERRIDE))')

 

It might help. Otherwise post a savegame that includes the temple visit.

It would be a shame to miss Sirene, she is one of the best NPCs ever - that means something for a paladin...




#601960 Dialogue bug with Illasera (new game, BG2 EE)

Posted by Roxanne on 23 April 2018 - 10:03 PM in Dace

Hey all,

 

I don't know if Kaeloree maintains Dace any more, but I've identified the problem with this bug. When Dace ISN'T in your party entering ToB, she's supposed to show up at the start and join Illasera. However, there's an error in T#DTCUT.bcs where it tries to create creature T#DAC25, when no such creature exists. The cutscene bugs out, and Illasera then attacks as her script is written, but the Enemy flag is never set on anybody.

 

For players, my suggestion would be to just C:SetGlobal("T#DaceFriendshipActive","GLOBAL",1) and C:SetGlobal("T#DaceJackass","GLOBAL",0) to bypass the cutscene script entirely.

 

For Kaeloree or whichever modder takes it upon themselves to fix this bug, the solution is somewhat more complicated. T#DTCUT.bcs also tries to move T#Dace after creating T#DAC25, and neither of those CRE files even exist. There aren't any CRE files that utilize T#DAC25.dlg, which would seem to be the correct dialogue to trigger as it has Illasera go hostile at the end. My guess is that T#DACE25.cre should be used, since Dace isn't summonable in ToB anyways so there probably shouldn't be a separate ToB version of her, but it seems to be built incorrectly - namely only being level 10, and using party member BCS/DLG files with no combat scripting (so she'd just stand there and get pummeled to death anyways even if she joined in).

I have found the BG2EE version of the mod not usable due to the defects you mention above and a number of other issues.

 

I have made an EET version of the mod that has those issues corrected. Due to adapting the mod to the EET continuous NPC feature, the errors will not appear with that version.

 

However an EET version and a BG2EE version of this mod are technically quite different and require different approaches to those problems, I have decided to make my update EET-only. I have no means to make different versions and test them on different games.

 

I know of no BG2EE capable version, the one published by Kaeloree for EE 1.3 is outdated. BG2EE compatibility for this mod was just declared on paper (like for many other mods...the devil is often in such detail like the above example).

 

PS - If you used BWS for install, you should have seen these warnings and the mod should have been marked red.

 

Not sure if I saw the warnings, but if I did, I ignored them since I played WITH Dace once and it mostly went smoothly. (IIRC.)

It is only the BG2EE version that is buggy, I played with her in BGT and in EET as well.




#601959 [BGEET Megamod - Bug] Anomen's Knighthood won't trigger.

Posted by Roxanne on 23 April 2018 - 09:58 PM in Mega Mod Help

Was Sirene in your party before (BG1 or SoD)?

 

Anomen

C:GetGlobal("StartTrial","GLOBAL") if it is 2 talk to the prelate thereafter to Ryan.