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#488283 Secret of Bonehill v275 Bug Reports

Posted by erebusant on 25 May 2010 - 05:55 PM in Secret of Bone Hill

Ignore this - i posted in the wrong thread Posted Image For some utterly daft reason I'm running v245 Posted Image


Even so, you still should be able to leave area BH1000. If you look at the search map, you will find two areas along the edge that are blueish in color. These are the 2 locations where you should get the travel wheel when you scroll your cursor along the edge of the screen. They are rather obscure...

Attached Files




#491057 Secret of Bonehill v275 Bug Reports

Posted by erebusant on 28 June 2010 - 01:10 PM in Secret of Bone Hill

I'm playing with v245, and I almost finished the 2nd part: I only must find Pelltar to report what I've found.

Well, there was some bugs during my play, I don't know if they were fixed in v275, so I report its.

1) When the mayor is dead, all the orcs attack us. Except in the towers outside of the castle: archers attack us, but not the orc lieutenant - we must talk to each if we want they turned red.




2) there were some bugs in reward's dialog in Garrotten: Harper didn't want to talk to me, Abraham played again the dialogue with "Baron Grellus were murdered...", Ascue teleported in the house of Abraham to notify that Abraham were arrested.
But the quest is finished, as I killed the mayor and find the documents.

3) I would like to know if it's possible to find Wilbur who goes away with Holga?Posted Image

All these bugs should be fixed in the v275 release.

Wilbur and Holga eloped, apparently. They did a good job and there is no finding them.



#488132 Secret of Bonehill v275 Bug Reports

Posted by erebusant on 23 May 2010 - 10:22 AM in Secret of Bone Hill

Hi... I'd like to tell you about a typo. I'm spanish speaker.

In file bhyalta.tra there is a error at @50, there isn't "~" at the end of the line. And the installation fails for that.

Thanks


Fixed locally.



#485095 Secret of Bonehill v275 Bug Reports

Posted by erebusant on 17 April 2010 - 05:42 AM in Secret of Bone Hill

Heya Posted Image

In the v275a .tp2, lines 1708-1715:

ACTION_IF FILE_EXISTS ~data/BG1ARE.bif~
THEN BEGIN
  COPY	~Bonehillv275/creatures/spawns~	~BH-REST~
  COMPILE	~Bonehillv275/BGT/spawns~
END ELSE BEGIN
  COPY	~Bonehillv275/creatures/spawns~	~BH-REST~
  COMPILE	~Bonehillv275/Tutu/spawns~
END
is it possible that the scripts inside the folder might not make it into the game?? Posted Image Should the COMPILE be before the COPY??

Depends on what type of game you're playing. COPY command is making certain the creatures you need for the spawns are in your game, while the COMPILE command compiles the bafs from an entirely different location in the folder. There's one set of bafs for BGT and one set of bafs for Tutu.



#484655 Secret of Bonehill v275 Bug Reports

Posted by erebusant on 13 April 2010 - 05:09 AM in Secret of Bone Hill

Hello, yesterday I installed Baldur's Gate 1&2 and then Big World Project 9.0.3 which installed Secret of Bonehill mod amongst other. I decided to try if SoBH works and I edited my saved game with ShadowKeeper to advance my new character at chapter 4 in order to be able to take the quest from Pellvar. When he teleported me to Restenford, I went to south/west and when I chose from the world map to go to the temple area the game started loading but stopped in the middle and crashed to desktop. I tried many times but the game kept crashing, then I tried to go to other places, every other area I tried to go to loads fine. Then I decided to spend another day reinstalling Big World Project v9.0.3, but it seems I did it in vain, because the problem wasn't solved. Can someone please help me play this great mod? Am I able to go through most of SoBH without visiting the temple area? I found Bonehill_v245.rar and Bonehillv275.rar at my downloaded mods folder.
Here is my weidu.log: I hope it helps

Thanks in advance and thank you for making this great mod, ChiXiStigma


You'll need to post this problem in the Big World forum. This issue doesn't occur with a normal installation, and I've no idea what they've modified in the mod.



#484162 Secret of Bonehill v275

Posted by erebusant on 07 April 2010 - 06:23 PM in Secret of Bone Hill

Secret of Bonehill v275 is now released. This release deprecates the previous dialog patch as it and many more bugfixes are included.

http://www.shsforums...ads&showfile=76



#483778 Secret of Bonehill Language Additions

Posted by erebusant on 04 April 2010 - 12:25 PM in Secret of Bone Hill

If anyone wishes to have their language included in the Secret of Bonehill mod, download the attached translation package and e-mail any new translations to erebusant@verizon.net. So far it includes English, Italian, Russian, Spanish, & German. Any additional languages are welcomed.

Attached Files




#480343 Random problem in the Bonehill install process

Posted by erebusant on 26 February 2010 - 11:38 PM in Secret of Bone Hill

I started a new istallation and some error came up at the end of Sob 240 installation:fatal error unix...
Idon1t remember what it was exactly.(sorry)then tried to add the 245 patch and it said stopped because error
Sob core missing(??), but my weidu log show there is the SoB. I don't get it what maybe the problem.I still haven't finished the installation need some mods to add.



ERROR locating resource for 'COPY'

Resource [BH0200.ARE] not found in KEY file:

[./chitin.key]

Stopping installation because of error.

Somehow you woofed your chitin.key file or you are missing BH0200.are that your chitin.key file is looking for. Please verify you have a BGII-SOA/data/BH-REST.bif file



#458540 Randall issue causing stutter

Posted by erebusant on 09 August 2009 - 07:29 AM in Region of Terror

I have discovered a set of scripts that fire and cause stutter because they look for Randall to have a conversation while he is not in the party. I reproduce information from here:
http://www.shsforums...showtopic=41762

IF
Global("RandallJoin","GLOBAL",4)
THEN
RESPONSE #100
ActionOverride(Player1,DisplayString(Myself,327715)) // Running block 1554 of baldur.BCS
SetGlobal("RandallJoin","GLOBAL",5)
SetGlobalTimer("RandallQuest","GLOBAL",FIVE_DAYS)
END

IF
GlobalTimerExpired("RandallQuest","GLOBAL")
Global("RandallJoin","GLOBAL",5)
!Global("Chapter","GLOBAL",4)
!Global("Chapter","GLOBAL",5)
!Global("Chapter","GLOBAL",7)
!AreaType(CITY)
AreaType(OUTDOOR)
!AreaCheck("AR2500")
!AreaCheck("AR1901")
XPGT(Player1,250000)
THEN
RESPONSE #100
ActionOverride(Player1,DisplayString(Myself,327716)) // Running block 1555 of baldur.BCS
Wait(2)
SetGlobal("RandallJoin","GLOBAL",6)
CreateCreatureObjectOffScreen("RanNec1",Player1,0,0,0) // Necromancer
CreateCreatureObjectOffScreen("RanSke1",Player1,0,0,0) // Strong Skeleton
CreateCreatureObjectOffScreen("RanSke2",Player1,0,0,0) // Strong Skeleton
CreateCreatureObjectOffScreen("RanSke3",Player1,0,0,0) // Strong Skeleton
CreateCreatureObjectOffScreen("RanSke4",Player1,0,0,0) // Strong Skeleton
CreateCreatureObjectOffScreen("RanSke5",Player1,0,0,0) // Strong Skeleton
CreateCreatureObjectOffScreen("RanSke6",Player1,0,0,0) // Strong Skeleton
END

IF
Global("RandallJoin","GLOBAL",6)
!Dead("Randall")
Dead("RanNec1") // Necromancer
CombatCounter(0)
THEN
RESPONSE #100
ActionOverride(Player1,DisplayString(Myself,327717)) // Running block 1556 of baldur.BCS
SetGlobal("RandallJoin","GLOBAL",7)
END

IF
Global("RandallJoin","GLOBAL",7)
THEN
RESPONSE #100
ActionOverride(Player1,DisplayString(Myself,327718)) // Running block 1557 of baldur.BCS
ActionOverride("Randall",StartDialog("RandallJ",[PC]))
END

IF
Global("RandallJoin","GLOBAL", 8)
THEN
RESPONSE #100
ActionOverride(Player1,DisplayString(Myself,327719)) // Running block 1558 of baldur.BCS
SetGlobal("RandallJoin","GLOBAL",9)
SetGlobalTimer("RandallQuest2","GLOBAL",TEN_DAYS)
END


Somehow we got on this train while Randall was NOT in the party. I had dropped him off at some point I'm not sure of.
I do now recall that I have kept having necromancer encounters.
Attempting to initiate conversations with people who aren't there causes difficulties.
I went to see Randall and let 1557 fire, and now it has cleared.
I can't get randall to join me (he has nothing to say to me) but I'm sure that's not too hard to force an NPC into your party.
If not, I can always go back and see him in 10 days, or manipulate the variables. This is a bug for the RoT team.

Hope this is useful. My RoT version is 2.1.

Cheers
vandervecken

What happens if you add InParty("Randall") to the trigger section of the blocks?



#456839 problem with world map

Posted by erebusant on 23 July 2009 - 03:21 AM in Worldmap

...

I would suggest to use the BWS to standardize that install (but you might want to wait until the version 8 comes out)... cause I see many bad or worse things in your WeiDU.log's order, like the TS_BP after the BGT, BGT Tweaks before most of all mods, the A6XP patch just before the end and BG2 Tweaks etc.

There's nothing wrong with TS-BP being installed after BGT...



#481392 Part1

Posted by erebusant on 11 March 2010 - 04:21 AM in Secret of Bone Hill

I can't get oput from Restenford! I was everywhere:
[list=1]
[*]cleared Bonehill completely
[*]kill bandits on balhill
[*]meesage delivered to martin
[*]found the black opal
[*]killed 2nd wave of bandits
But still when I talk to Pelltar he asked if we find something. I think ther was a line about the gnome Boromac(?) who runs the lighthouse. I didn't know what happened to him or at least I can't dig up the new grave near the sewer entrance -although the cursor become 2 semicirle- it only say: It's a new grave. Nothing else. Isthere somethig tool needed to open the grave?


Did you get the cutscene where you search the library after showing Pelltar the note from the hand bandit leader? If so, you need to speak with the guards at the Hanging tree on the temple map near the gate on the road to garrotten.



#460982 Otho's nephew Tearlac quest (DSotSC)

Posted by erebusant on 02 September 2009 - 08:37 PM in DSotSC (BGT/EET)

DSHAMM01 should be the CULA code for it.

RE: the "Well that's how it's supposed to be..." That's horse****. That's not 'intended', because that's horrible quest design. So because I don't want to ditch one of my custom-tweaked characters so pick up a crappy dwarf fighter with the most horrible voice acting ever, I will never get to finish the quest.

Uh huh.


There's always the option of "just don't play the mod" as well. And kindly don't swear. It's not called for.



#477095 NTotSCv170a & v171 Bug Thread

Posted by erebusant on 26 January 2010 - 09:53 PM in NTotSC

Ntkrotan.dlg needs an action on Reply#1 to the following line:
"Then good indeed! I not need to find myself! Ah, Eldod. I should expect traitor to traitor me too. No matter. A useful tool you. A useful tool your skull be next!"
As it is Krotan and Hobgod won't turn hostile if this particular line of dialogue is triggered.

Putting these two as actions to the aforementioned Reply#1 fixed the problem.

ActionOverride("NTHOBGOD",Enemy())Enemy()


Fixed locally. Problem was NTKROTAN.dlg, but not the action issue described.



#462897 NTotSCv170a & v171 Bug Thread

Posted by erebusant on 18 September 2009 - 12:33 PM in NTotSC

Another strange bug was that both Natalka and Elka were assigned non-existing Class scripts.
This led them to do nothing but die quietly when they were attacked.
Change log looks like this:

[codebox]Mods affecting NATALK9.CRE:
00000: /* from game biffs */ ~SETUP-NTOTSC.TP2~ 0 0 // NTotSC for BGT-Weidu
00001: ~SETUP-SCS.TP2~ 0 5024 // Three quarters of the potions dropped by slain enemies break and are lost
00002: ~SETUP-BPV177.TP2~ 0 0 // Big Picture AI/Enhancement Mod, version 177 weidu (beta)
00003: ~SETUP-REVISEDBATTLES.TP2~ 0 27 // Modify .CRE Proficiencies, Abilities & Effects. This component MUST be installed.
00004: ~SETUP-BGTTWEAK.TP2~ 0 2400 // Enemy items shatter
00005: ~SETUP-XPMOD.TP2~ 0 1 // Reduce to 50%
00006: ~SETUP-BP-BALANCER.TP2~ 0 24 // Also randomly remove SOME overpowered custom items (will not affect quest relevanted items)
00007: ~AGPRICES/SETUP-AGPRICES.TP2~ 0 28 // Reduce to 25%[/codebox]

As I see it the problem could be either one of NTotSC, BP or Revisedbattles that causes this.

What do you think?

Edit: The name of the non-existing script is DWWTRSGT.bcs, and as far as I can see that is the standard script given to them by Ntotsc. In my game I changed this to _wtarsgt.bcs, which several of the other amazons uses. This worked much better.

Also repaired locally.



#462896 NTotSCv170a & v171 Bug Thread

Posted by erebusant on 18 September 2009 - 12:32 PM in NTotSC

In that case I have run into some bugs.

It's probably old news that there is an incompatibility between ScS and Ntotsc when it comes to the amazon assassins Natalka and Elka.
With ScS installed these two are left stranded because of an error in the ar3900.bcs code:

[codebox]IF
Global("NTotSCSpawn","AR3900",0)
THEN
RESPONSE #100
CreateCreature("NATALK9",[2248.240],3) // Natalka
CreateCreature("ELKA9",[2145.205],4) // Elka
SetGlobal("NTotSCSpawn","AR3900",1)
END

IF
Global("NTotSCspawn","AR3900",1)
OR(2)
GlobalGT("DMWWC3Assassin","GLOBAL",0)
!Exists("LAMALHA")
THEN
RESPONSE #100
ActionOverride("NATALK9",DestroySelf())
ActionOverride("ELKA9",DestroySelf())
SetGlobal("NTotSCSpawn","AR3900",2)
END[/codebox]

There are several problems with the last part. First of all it has to be "!Exists("LAMALH")" not LAMALHA (because lamalh is the death variable).
This also applies to NATALK9 and ELKA9 which should be NATALKA and NTELKA respectively.

I have an alternate solution though. It would be more neat to change all of the above code to just the following:

[codebox]IF
Global("NTotSCSpawn","AR3900",0)
Dead("Mulahey")
Exists("LAMALH")
THEN
RESPONSE #100
CreateCreature("NATALK9",[2248.240],3) // Natalka
CreateCreature("ELKA9",[2145.205],4) // Elka
SetGlobal("NTotSCSpawn","AR3900",1)
END[/codebox]

This basically does the same as the buggy code above but with less lines. Also the new code makes sure that the Amazons doesn't spawn if the player enters the area before Mulahey is dead.

I have asked DavidW to include these two amazons in ScS, so that they will appear together with the rest of the band of assassins.
The above code should make sure they don't spawn twice, if ScS is installed, and the code I suggested to DavidW makes sure they won't appear with ScS if Ntotsc is not installed.

This isn't a DavidW problem, so he needn't be bothered with it. I've already fixed this item locally by having Lamalha spawn Elka and Natalka via dialog.



#479328 NTotSCv170a & v171 Bug Thread

Posted by erebusant on 17 February 2010 - 09:49 PM in NTotSC

Book of Ignorance Quest:

Well, is it a bug or not but i must mention this. After getting the quest and finding Book of Ignorance a player would normally go talk to the person who gave you the quest (Brother Hasdar in this case)

When i do that i get 2 dialog options one about "let's get the promised reward" and the other about "let's kill and loot you for reward while keeping the book"

Either one end up Hasdar taking the book from you and walking free. If i can chase/find him anywhere else after this point it might be acceptable. But Heaball is still asking for the Book (thinking of Hasdar works for Heaball he should have it already).

As a player who wants to keep the Book i only have the option to "direct attack/kill without even talking to a person who gave the quest"

I have 2 suggestions here:

- Let people who chose the second dialoge option have their fight with Hasdar. (I assume this is not happening is a bug) Bug alright. Fixed dialog so Haeball goes enemy and doesn't take the book anymore.
- Modify the quest a bit for the people who chose first option. Either one might work after letting Hasdar walk free with the book:
Heaball doesnt ask for the Book anymore (still drop it on kill or locked away so you can understand Hasdar is his man) or a better one;
Heaball asks you for the book, you tell you found it already and gave to someone named Hasdar. Heaball gives a clue where to find "double betrayer" Hasdar and the book of course. Or a hard one;
Hasdar appears in Heaball's tower (Too small though)

Cheers

P.S.: Give experience for God's sake for people who is watching Hasdar walking away with the Book but have nothing extra in their purse.




#462811 NTotSCv170a & v171 Bug Thread

Posted by erebusant on 17 September 2009 - 05:10 PM in NTotSC

Are you still supporting Ntotsc Erebusant?

Yes



#485896 New NTotSC Release coming soon

Posted by erebusant on 24 April 2010 - 10:42 PM in Mega Mod Help

I'm working on a new release of NTotSC and still need a Polish and a Simplified Chinese translation of the dialog patch to be able to include those languages in the new release. If you are able to provide such a translation please download the attached .tra file and e-mail the translated file to erebusant@verizon.net.

Thanks!!



Bump... Still need translations



#486226 New NTotSC Release coming soon

Posted by erebusant on 29 April 2010 - 02:12 PM in Mega Mod Help

By the way, Northern Tales of Sword Coast was made by a polish chap-Aurelinus.It was released in polish originally, and then in english.Why would you need a translation for it??
I'm halfway there anyway so I should have it ready within next few days Posted Image


Cheers Posted Image



The file you are translating is a dialog update to the original. The "original" Polish version has never had the benefit of the dialog update, and now that I'm combining the dialog update with the original package into one release, that would cause me to have to drop the original polish, which is a non-starter. This let's the Polish and all the rest be updated.



#484364 New NTotSC Release coming soon

Posted by erebusant on 09 April 2010 - 05:01 PM in Mega Mod Help

I'm working on a new release of NTotSC and still need a Polish and a Simplified Chinese translation of the dialog patch to be able to include those languages in the new release. If you are able to provide such a translation please download the attached .tra file and e-mail the translated file to erebusant@verizon.net.

Thanks!!

Attached Files




#483799 Name of Stores in Restenford

Posted by erebusant on 04 April 2010 - 07:24 PM in Secret of Bone Hill

Hi Erebusant,

please may you let me know .sto files used in Restenford? I noticed that all the stores are all messed up in my install so some mods should have ruined them,

many thanks,

mm75


This may have been the problem where all the items were wiped out of the stores?



#474520 Munchmod - when Arkvisti supposed to show?

Posted by erebusant on 08 January 2010 - 05:40 AM in Mod Resurrections

Not sure if anybody knows, but figured it wouldn't hurt to ask: I have Munchmod installed, and haven't seen Arkvisti yet. I'm at the end of Chapter 2, having done just about every quest possible before moving to Chapter 3. I've traveled a lot, but haven't seen Arkvisti yet. Is there a chance he shows up in Chapter 2, or do I need to progress the story before he'll show? Anybody know?

Sockum



I believe you need to get out of Athkatla. Once you go out into the world he should appear pretty much any time you enter a new area that is Outdoor, and Non-City.



#460373 Missing Dawn Priest

Posted by erebusant on 28 August 2009 - 05:06 AM in DSotSC (BGT/EET)

please someone help,i'm going crazy :crying:

If you're playing a BGT game place this bcs file in your override directory.


OK, this thread explained why this issue occurred, where the BGAdventures mod has overwritten the AR3307.bcs file. According to this post, this is the file you use if you have BGT. My questions are 1) Is this also compatible with the regular BG1? and 2) the link just opens a text post; Do you copy this onto a notepad file, save it, change it into a .bcs file, and put it in your override folder? And finally, is there a way to keep Magus there as well as to write in Jarent as well?

Right-click and save as "all files" type to save as a bcs. If you use NI you can copy and paste the pertinant bcs blocks into the bcs file in your game so both contents occur.



#456741 Missing Dawn Priest

Posted by erebusant on 21 July 2009 - 06:57 PM in DSotSC (BGT/EET)

please someone help,i'm going crazy :crying:

If you're playing a BGT game place this bcs file in your override directory.

Attached Files




#460374 Megamod area question

Posted by erebusant on 28 August 2009 - 05:10 AM in Mega Mod Help

AzenMod adds a couple of areas in Chateau Irenicus. I'll need to get you the specific area names when I get home tonite. As I recall,
I think Domains of Dread adds an area you need to complete as well.

AzenMod - AR02JC & AR03JC
Domains of Dread - ARDEM & ARDEM1