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#478278 Vault v7 Released

Posted by erebusant on 07 February 2010 - 12:56 PM in Mod Resurrections

Last thing on this quest I swear. xD
I finished it right now and I had to move to the top-left corner to talk with the Narrator. I've checked his initdlg.bcs script, and it has a See([PC]) trigger in the block conditions so he won't start the dialogue without seeing one of the characters. I've checked if some mods modify the script, but only Rogue Rebalancing adds two blocks on top to handle pick pockets attempts. I don't think RR changes the last block too.
I'd suggest either to spawn the narrator near the main character, or change the script and make the main character "speak" with himself, using a script defined dialogue, thus not needing the narrator anymore.


Fixed.



#478277 Vault v7 Released

Posted by erebusant on 07 February 2010 - 12:55 PM in Mod Resurrections

Hey there Posted Image So, Vault\BAM contains some bams with a naming convention that causes them to not get biffed Posted Image (NO GUILSOP.BAM, NO IBOOTFOX.BAM, NO ICROWN.BAM, NO IHAT01.BAM) They get copied to the override nevertheless, I wonder if anything even uses them Posted Image


No. Removed.



#478189 Bonehill Part 1 Bug Reports

Posted by erebusant on 06 February 2010 - 09:28 PM in Secret of Bone Hill

When I give the Scrap paper to Pelltar, there's a strange billsticking in the window. I only see half the text:



This should be resolved for next release. "Player1" appears to work much better than "Myself" when displaying strings.



#478188 DSotSC v215 Bug Reports

Posted by erebusant on 06 February 2010 - 09:23 PM in DSotSC (BGT/EET)

Looks better.
The script you have might not prevent people pausing the game realy quick and dropping all the items. I would suggest not using the globals the item check blocks at all, and then replace:

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
THEN
RESPONSE #100
  SetGlobal("DROWITEMCHECKDONE","AR8700",1)
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",1)
THEN
RESPONSE #100
  ClearAllActions()
  SmallWait(1)
  StartCutSceneMode()
  FadeToColor([20.0],0)
  Wait(1)
  FadeFromColor([20.0],0)
  DisplayStringHead(Player1,180087) // As the refreshing air and "above world" light of the outside reaches the Drow items you carry, they crumble and fall as dust to the ground around you.
  ActionOverride(Player1,Wait(5))
  ActionOverride(Player1,MultiPlayerSync())
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
  EndCutSceneMode()
END

with:
IF
Dead("DSShar") // Shar Nadal
!PartyHasItem("DWCHAN01") // Drow Elven Chain +3
!PartyHasItem("DWCHAN02") // Drow Adamantine Chain +5
!PartyHasItem("DWSW1H01") // Drow Scimitar +3
!PartyHasItem("DWSW1H02") // Drow Long Sword +3
!PartyHasItem("DWBLUN01") // Drow Flail +3
!PartyHasItem("DWHALB01") // Drow Halberd +3
!PartyHasItem("DWSPER01") // Drow Lance +3
!PartyHasItem("DWXBOW01") // Drow Crossbow of Speed +3
!PartyHasItem("DWSHLD01") // Drow Shield +3
!PartyHasItem("DWCLCK01") // Drow Piwafwi Cloak
!PartyHasItem("DWBOLT01") // Drow Bolt of Sleep
!PartyHasItem("DWBOLT02") // Drow Bolt of Stunning
!PartyHasItem("DWBOLT03") // Drow Bolt +1
!PartyHasItem("DWPLAT01") // Drow Full Plate Mail +5
!PartyHasItem("MISC9W") // Drow Piwafwi Cloak
!PartyHasItem("DSDAGG03") // Drow Adamantite Dagger +3
!PartyHasItem("DSROBE05") // Drow Mage Robe
Global("DROWITEMCHECKDONE","AR8700",0)
THEN
RESPONSE #100
  ClearAllActions()
  SmallWait(1)
  StartCutSceneMode()
  FadeToColor([20.0],0)
  Wait(1)
  FadeFromColor([20.0],0)
  DisplayStringHead(Player1,180087) // As the refreshing air and "above world" light of the outside reaches the Drow items you carry, they crumble and fall as dust to the ground around you.
  ActionOverride(Player1,Wait(5))
  ActionOverride(Player1,MultiPlayerSync())
  SetGlobal("DROWITEMCHECKDONE","AR8700",1)
  EndCutSceneMode()
END

The string won't show a second time, but if there were items on the floor, when the player picks them up, they will disappear because the 'area' takes them. If you do want the string to show every time, you can make every item check script block:
IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DSDAGG03") // Drow Adamantite Dagger +3 or other item
THEN
RESPONSE #100
  TakePartyItemAll("DSDAGG03") // Drow Adamantite Dagger +3 or other time
  SetGlobal("DROWITEMCHECKDONE","AR8700",1)
END

and then:
IF
Dead("DSShar") // Shar Nadal
!PartyHasItem("DWCHAN01") // Drow Elven Chain +3
!PartyHasItem("DWCHAN02") // Drow Adamantine Chain +5
!PartyHasItem("DWSW1H01") // Drow Scimitar +3
!PartyHasItem("DWSW1H02") // Drow Long Sword +3
!PartyHasItem("DWBLUN01") // Drow Flail +3
!PartyHasItem("DWHALB01") // Drow Halberd +3
!PartyHasItem("DWSPER01") // Drow Lance +3
!PartyHasItem("DWXBOW01") // Drow Crossbow of Speed +3
!PartyHasItem("DWSHLD01") // Drow Shield +3
!PartyHasItem("DWCLCK01") // Drow Piwafwi Cloak
!PartyHasItem("DWBOLT01") // Drow Bolt of Sleep
!PartyHasItem("DWBOLT02") // Drow Bolt of Stunning
!PartyHasItem("DWBOLT03") // Drow Bolt +1
!PartyHasItem("DWPLAT01") // Drow Full Plate Mail +5
!PartyHasItem("MISC9W") // Drow Piwafwi Cloak
!PartyHasItem("DSDAGG03") // Drow Adamantite Dagger +3
!PartyHasItem("DSROBE05") // Drow Mage Robe
Global("DROWITEMCHECKDONE","AR8700",1) //use of 1 here
THEN
RESPONSE #100
  ClearAllActions()
  SmallWait(1)
  StartCutSceneMode()
  FadeToColor([20.0],0)
  Wait(1)
  FadeFromColor([20.0],0)
  DisplayStringHead(Player1,180087) // As the refreshing air and "above world" light of the outside reaches the Drow items you carry, they crumble and fall as dust to the ground around you.
  ActionOverride(Player1,Wait(5))
  ActionOverride(Player1,MultiPlayerSync())
  SetGlobal("DROWITEMCHECKDONE","AR8700",0) //reset to 0
  EndCutSceneMode()
END

I kept getting stuck in perpetual loops, and finally settled on this. I notice, even if you leave the items in the cave before entering AR8700 when you go back in and pick them up again, it immediately throws you into the cutscene even though you are in AR8703 and not AR8700. Is that due to MASTAREA?
IF
 Dead("DSShar") // Shar Nadal
 Global("DROWITEMCHECKDONE","AR8700",0)
 OR(17)
  PartyHasItem("DWCHAN01") // Drow Elven Chain +3
  PartyHasItem("DWCHAN02") // Drow Adamantine Chain +5
  PartyHasItem("DWSW1H01") // Drow Scimitar +3
  PartyHasItem("DWSW1H02") // Drow Long Sword +3
  PartyHasItem("DWBLUN01") // Drow Flail +3
  PartyHasItem("DWHALB01") // Drow Halberd +3
  PartyHasItem("DWSPER01") // Drow Lance +3
  PartyHasItem("DWXBOW01") // Drow Crossbow of Speed +3
  PartyHasItem("DWSHLD01") // Drow Shield +3
  PartyHasItem("DWCLCK01") // Drow Piwafwi Cloak
  PartyHasItem("DWBOLT01") // Drow Bolt of Sleep
  PartyHasItem("DWBOLT02") // Drow Bolt of Stunning
  PartyHasItem("DWBOLT03") // Drow Bolt +1
  PartyHasItem("DWPLAT01") // Drow Full Plate Mail +5
  PartyHasItem("MISC9W") // Drow Piwafwi Cloak
  PartyHasItem("DSDAGG03") // Drow Adamantite Dagger +3
  PartyHasItem("DSROBE05") // Drow Mage Robe
THEN
 RESPONSE #100
  ClearAllActions()
  SmallWait(1)
  StartCutSceneMode()
  FadeToColor([20.0],0)
  Wait(1)
  FadeFromColor([20.0],0)
  DisplayStringHead(Player1,180087) // As the refreshing air and "above world" light of the outside reaches the Drow items you carry, they crumble and fall as dust to the ground around you.
  ActionOverride(Player1,Wait(5))
  ActionOverride(Player1,MultiPlayerSync())
  SetGlobal("DROWITEMCHECKDONE","AR8700",1)
  EndCutSceneMode()
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWCHAN01") // Drow Elven Chain +3
THEN
 RESPONSE #100
  TakePartyItemAll("DWCHAN01") // Drow Elven Chain +3
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWCHAN02") // Drow Adamantine Chain +5
THEN
 RESPONSE #100
  TakePartyItemAll("DWCHAN02") // Drow Adamantine Chain +5
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWSW1H01") // Drow Scimitar +3
THEN
 RESPONSE #100
  TakePartyItemAll("DWSW1H01") // Drow Scimitar +3
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWSW1H02") // Drow Long Sword +3
THEN
 RESPONSE #100
  TakePartyItemAll("DWSW1H02") // Drow Long Sword +3
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWBLUN01") // Drow Flail +3
THEN
 RESPONSE #100
  TakePartyItemAll("DWBLUN01") // Drow Flail +3
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWHALB01") // Drow Halberd +3
THEN
 RESPONSE #100
  TakePartyItemAll("DWHALB01") // Drow Halberd +3
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWSPER01") // Drow Lance +3
THEN
 RESPONSE #100
  TakePartyItemAll("DWSPER01") // Drow Lance +3
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWXBOW01") // Drow Crossbow of Speed +3
THEN
 RESPONSE #100
  TakePartyItemAll("DWXBOW01") // Drow Crossbow of Speed +3
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWSHLD01") // Drow Shield +3
THEN
 RESPONSE #100
  TakePartyItemAll("DWSHLD01") // Drow Shield +3
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWCLCK01") // Drow Piwafwi Cloak
THEN
 RESPONSE #100
  TakePartyItemAll("DWCLCK01") // Drow Piwafwi Cloak
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWBOLT01") // Drow Bolt of Sleep
THEN
 RESPONSE #100
  TakePartyItemAll("DWBOLT01") // Drow Bolt of Sleep
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWBOLT02") // Drow Bolt of Stunning
THEN
 RESPONSE #100
  TakePartyItemAll("DWBOLT02") // Drow Bolt of Stunning
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWBOLT03") // Drow Bolt +1
THEN
 RESPONSE #100
  TakePartyItemAll("DWBOLT03") // Drow Bolt +1
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWPLAT01") // Drow Full Plate Mail +5
THEN
 RESPONSE #100
  TakePartyItemAll("DWPLAT01") // Drow Full Plate Mail +5
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("MISC9W") // Drow Piwafwi Cloak
THEN
 RESPONSE #100
  TakePartyItemAll("MISC9W") // Drow Piwafwi Cloak
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DSDAGG03") // Drow Adamantite Dagger +3
THEN
 RESPONSE #100
  TakePartyItemAll("DSDAGG03") // Drow Adamantite Dagger +3
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DSROBE05") // Drow Mage Robe
THEN
 RESPONSE #100
  TakePartyItemAll("DSROBE05") // Drow Mage Robe
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Dead("DSShar") // Shar Nadal
 Global("DROWITEMCHECKDONE","AR8700",2)
 OR(17)
  !PartyHasItem("DWCHAN01") // Drow Elven Chain +3
  !PartyHasItem("DWCHAN02") // Drow Adamantine Chain +5
  !PartyHasItem("DWSW1H01") // Drow Scimitar +3
  !PartyHasItem("DWSW1H02") // Drow Long Sword +3
  !PartyHasItem("DWBLUN01") // Drow Flail +3
  !PartyHasItem("DWHALB01") // Drow Halberd +3
  !PartyHasItem("DWSPER01") // Drow Lance +3
  !PartyHasItem("DWXBOW01") // Drow Crossbow of Speed +3
  !PartyHasItem("DWSHLD01") // Drow Shield +3
  !PartyHasItem("DWCLCK01") // Drow Piwafwi Cloak
  !PartyHasItem("DWBOLT01") // Drow Bolt of Sleep
  !PartyHasItem("DWBOLT02") // Drow Bolt of Stunning
  !PartyHasItem("DWBOLT03") // Drow Bolt +1
  !PartyHasItem("DWPLAT01") // Drow Full Plate Mail +5
  !PartyHasItem("MISC9W") // Drow Piwafwi Cloak
  !PartyHasItem("DSDAGG03") // Drow Adamantite Dagger +3
  !PartyHasItem("DSROBE05") // Drow Mage Robe
THEN
 RESPONSE #100
  DisplayStringHead(Player1,180087) // As the refreshing air and "above world" light of the outside reaches the Drow items you carry, they crumble and fall as dust to the ground around you.
  SetGlobal("DROWITEMCHECKDONE","AR8700",1)
END





#478149 DSotSC v215 Bug Reports

Posted by erebusant on 06 February 2010 - 12:52 PM in DSotSC (BGT/EET)

Would it possible to re-script the item checks so that they don't continuously fire?
For example,

IF
  PartyHasItem("SOMEDROW")
THEN
  RESPONSE #100
    TakePartyItemAll("SOMEDROW")
    DisplayString("Drow item goes kaboom!")
END

This seems to be functional now
IF
Global("EnteredBanditCamp","GLOBAL",0)
THEN
RESPONSE #100
  StartMovie("CAMP")
  SetGlobal("EnteredBanditCamp","GLOBAL",1)
  SetGlobal("TazokSays","GLOBAL",1)
END

IF
GlobalLT("Chapter","GLOBAL",6)
THEN
RESPONSE #100
  TriggerActivation("DoorAR1900",FALSE)
  Continue()
END

IF
GlobalGT("Chapter","GLOBAL",5)
Global("CearwinQuest","GLOBAL",4)
PartyHasItem("SOAITM31") // Talisman of Free Action
PartyHasItem("SOAITM32") // Talisman of Protection from Poison 
PartyHasItem("SOAITM33") // Talisman of Protection +1
PartyHasItem("SOAITM34") // Talisman of Fire Resistance
PartyHasItem("SOAITM35") // Talisman of Cold Resistance
THEN
RESPONSE #100
  TriggerActivation("DoorAR1900",TRUE)
  Continue()
END

IF
!Global("TheVaultPortal","GLOBAL",7)
THEN
RESPONSE #100
  SetGlobal("TheVaultPortal","GLOBAL",7)
END

IF
GlobalGT("Chapter","GLOBAL",5)
Global("AcceptedUBShiloQuest","GLOBAL",1)
Global("CreateUBOgreMagi","AR8700",0)
THEN
RESPONSE #100
  CreateCreature("UBOGMA01",[1736.2979],6) // Ogre Mage
  CreateCreature("UBOGMA02",[1754.2885],3) // Ogre Mage
  CreateCreature("OGREHA",[1605.2915],14) // Half Ogre
  CreateCreature("OGREHA",[1716.2970],12) // Half Ogre
  CreateCreature("OGREHA",[1722.2990],<img src='http://www.shsforums.net/public/style_emoticons/default/cool.gif' class='bbc_emoticon' alt='8)' /> // Half Ogre
  SetGlobal("CreateUBOgreMagi","AR8700",1)
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWCHAN01") // Drow Elven Chain +3
THEN
RESPONSE #100
  TakePartyItemAll("DWCHAN01") // Drow Elven Chain +3
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWCHAN02") // Drow Adamantine Chain +5
THEN
RESPONSE #100
  TakePartyItemAll("DWCHAN02") // Drow Adamantine Chain +5
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWSW1H01") // Drow Scimitar +3
THEN
RESPONSE #100
  TakePartyItemAll("DWSW1H01") // Drow Scimitar +3
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWSW1H02") // Drow Long Sword +3
THEN
RESPONSE #100
  TakePartyItemAll("DWSW1H02") // Drow Long Sword +3
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWBLUN01") // Drow Flail +3
THEN
RESPONSE #100
  TakePartyItemAll("DWBLUN01") // Drow Flail +3
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWHALB01") // Drow Halberd +3
THEN
RESPONSE #100
  TakePartyItemAll("DWHALB01") // Drow Halberd +3
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWSPER01") // Drow Lance +3
THEN
RESPONSE #100
  TakePartyItemAll("DWSPER01") // Drow Lance +3
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWXBOW01") // Drow Crossbow of Speed +3
THEN
RESPONSE #100
  TakePartyItemAll("DWXBOW01") // Drow Crossbow of Speed +3
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWSHLD01") // Drow Shield +3
THEN
RESPONSE #100
  TakePartyItemAll("DWSHLD01") // Drow Shield +3
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWCLCK01") // Drow Piwafwi Cloak
THEN
RESPONSE #100
  TakePartyItemAll("DWCLCK01") // Drow Piwafwi Cloak
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWBOLT01") // Drow Bolt of Sleep
THEN
RESPONSE #100
  TakePartyItemAll("DWBOLT01") // Drow Bolt of Sleep
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWBOLT02") // Drow Bolt of Stunning
THEN
RESPONSE #100
  TakePartyItemAll("DWBOLT02") // Drow Bolt of Stunning
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWBOLT03") // Drow Bolt +1
THEN
RESPONSE #100
  TakePartyItemAll("DWBOLT03") // Drow Bolt +1
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWPLAT01") // Drow Full Plate Mail +5
THEN
RESPONSE #100
  TakePartyItemAll("DWPLAT01") // Drow Full Plate Mail +5
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("MISC9W") // Drow Piwafwi Cloak
THEN
RESPONSE #100
  TakePartyItemAll("MISC9W") // Drow Piwafwi Cloak
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DSDAGG03") // Drow Adamantite Dagger +3
THEN
RESPONSE #100
  TakePartyItemAll("DSDAGG03") // Drow Adamantite Dagger +3
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DSROBE05") // Drow Mage Robe
THEN
RESPONSE #100
  TakePartyItemAll("DSROBE05") // Drow Mage Robe
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
THEN
RESPONSE #100
  SetGlobal("DROWITEMCHECKDONE","AR8700",1)
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",1)
THEN
RESPONSE #100
  ClearAllActions()
  SmallWait(1)
  StartCutSceneMode()
  FadeToColor([20.0],0)
  Wait(1)
  FadeFromColor([20.0],0)
  DisplayStringHead(Player1,180087) // As the refreshing air and "above world" light of the outside reaches the Drow items you carry, they crumble and fall as dust to the ground around you.
  ActionOverride(Player1,Wait(5))
  ActionOverride(Player1,MultiPlayerSync())
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
  EndCutSceneMode()
END

IF
GlobalGT("Chapter","GLOBAL",3)
Global("DMWWTazokTentLocked","GLOBAL",0)
InMyArea(Player1)
THEN
RESPONSE #100
  SetGlobal("DMWWTazokTentLocked","GLOBAL",1)
  TriggerActivation("DOOR8701",FALSE)
END

IF
Global("DMWWtentdisplay","GLOBAL",1)
THEN
RESPONSE #100
  SetGlobal("DMWWtentdisplay","GLOBAL",2)
  DisplayStringHead(Player1,162634) // With the bandits openly hostile and organised against you, it would be suicide to retreat back into Tazok's flammable wooden tent. You must fight or flee.
END

IF
Global("DMWWTazokTentLocked","GLOBAL",1)
Dead("ardenor")
Dead("taurgousz")
THEN
RESPONSE #100
  SetGlobal("DMWWTazokTentLocked","GLOBAL",2)
  TriggerActivation("DOOR8701",TRUE)
END

IF
Global("DMWWRaemonAlarm","GLOBAL",1)
!GlobalTimerNotExpired("DMWWRaemonTimer","GLOBAL")
Global("DMWWRaemonOutside","GLOBAL",0)
THEN
RESPONSE #100
  SetGlobal("DMWWRaemonOutside","GLOBAL",1)
  CreateCreature("dw#c3bt",[3758.979],13) // Black Talon Elite
  CreateCreature("dw#c3bt",[3720.1019],13) // Black Talon Elite
  CreateCreature("dw#c3bt",[3673.1032],13) // Black Talon Elite
  CreateCreature("dw#c3hb",[3781.958],13) // Hobgoblin Elite
  CreateCreature("dw#c3hb",[3646.1054],13) // Hobgoblin Elite
  CreateCreature("britik",[3785.1034],13) // Britik
  CreateCreature("raemon",[3744.1088],13) // Raemon
  CreateCreature("venkt",[3761.1105],13) // Venkt
  CreateCreature("hakt",[3832.1070],13) // Hakt
  ActionOverride("raemon",Enemy())
  ActionOverride("hakt",Enemy())
  ActionOverride("britik",Enemy())
  ActionOverride("venkt",Enemy())
  SetGlobal("DMWWC3TentHostile","GLOBAL",1)
END

IF
!Global("DMWWMoreBandits","GLOBAL",1)
THEN
RESPONSE #100
  SetGlobal("DMWWMoreBandits","GLOBAL",1)
  CreateCreature("dw#c3che",[1713.528],0) // Hobgoblin Elite
  CreateCreature("dw#c3che",[1789.723],0) // Hobgoblin Elite
  CreateCreature("dw#c3che",[2025.751],0) // Hobgoblin Elite
  CreateCreature("dw#c3che",[1833.841],0) // Hobgoblin Elite
  CreateCreature("dw#c3cbt",[1415.1053],0) // Black Talon Elite
  CreateCreature("dw#c3cbt",[1715.1214],0) // Black Talon Elite
  CreateCreature("dw#c3cbt",[2448.1102],0) // Black Talon Elite
  CreateCreature("dw#c3cbt",[2052.1185],0) // Black Talon Elite
END



#477995 DSotSC v215 Bug Reports

Posted by erebusant on 05 February 2010 - 04:25 AM in DSotSC (BGT/EET)

EXTEND_TOP in general has possible compatibility problems with OnCreation() script blocks.
Would it not be possible for DSotSC to ensure the drow check doesn't fire continuously? If not, DSotSC may cause compatibility problems with other mods that modify the area script using EXTEND_BOTTOM.


Let me see if I can get the script out of the area entirely. I imagine it would be possible for the "jail" cave entrance to be large enough that daylight would pour through the entrance causing the drow items to be destroyed in AR8703. It's not currently running any script there.



#477840 DSotSC v215 Bug Reports

Posted by erebusant on 03 February 2010 - 08:10 PM in DSotSC (BGT/EET)


Bug in conjunction with BG1UB Shilo Chen component. The drow equipment destruction script blocks prevent the execution of BG1UB's Ogre Mage spawn.

Is probably only relevant for those who haven't completed the last dungeon of DSotSC and left it with drow items in their inventory.

A more robust entry condition for DROWITEMCHECK should include the starting variable for Otho's nephew quest. This would enable everyone to complete BG1UB Shilo Chen if they haven't yet begun the Otho's nephew quest.

10th


I'll check it tonite since I'm right at that point in the game anyway. I can say right now, I've had script block both before and after the drow item checks in AR8700.bcs fire properly thus far in my game without issues, both before and after Otho Nephew Quest.

Found a couple problems with the script, actually. There is Chapter check for the Ogre-Magi to spawn of GT Chapter 6, so even if you get hte quest in Chapter 6, they won't spawn until Chapter 7. Also, the Drow check did hang there spawning too, so moving the drow check to an "EXTEND_BOTTOM" allows the spawn to occur properly, and allows for the drow item check in the script. I'd recommend making the Ogre Spawn script be made "EXTEND_TOP" to make certain it is always above the drow item check, however, along with making the chapter check GT Chapter 5.  {GlobalGT("Chapter","GLOBAL",%tutu_chapter_5%)} should be changed to 4 in the bg1UB.tp2 for this.



#477836 Bonehill Part 1 Bug Reports

Posted by erebusant on 03 February 2010 - 06:17 PM in Secret of Bone Hill

There is a string which seems not traified.
When I meet Martin in Reddy Forest, he gives me a message (ok) that I bring to Almax (ok). Then I return towards Martin who thanks me (ok), and when I try to talk again with him, the dialogue is this one:



"We are still fighting again..." is nowhere in .tra files. A search by NI shows that it's from BHMARTIN.DLG, but this string isn't in BHMARTIN.d or BHMARTIN.tra.

That string is from BHDialogfix.tra in Bonehill v2.45 dialog update.



#477779 DSotSC v215 Bug Reports

Posted by erebusant on 03 February 2010 - 04:14 AM in DSotSC (BGT/EET)

Bug in conjunction with BG1UB Shilo Chen component. The drow equipment destruction script blocks prevent the execution of BG1UB's Ogre Mage spawn.

Is probably only relevant for those who haven't completed the last dungeon of DSotSC and left it with drow items in their inventory.

A more robust entry condition for DROWITEMCHECK should include the starting variable for Otho's nephew quest. This would enable everyone to complete BG1UB Shilo Chen if they haven't yet begun the Otho's nephew quest.

10th


I'll check it tonite since I'm right at that point in the game anyway. I can say right now, I've had script block both before and after the drow item checks in AR8700.bcs fire properly thus far in my game without issues, both before and after Otho Nephew Quest.



#477576 SoBH batch

Posted by erebusant on 01 February 2010 - 04:21 AM in Secret of Bone Hill

SoBH uses the BHAreas.bat and opens with it the readme at the end of the installation:

pause

notepad BoneHill/Readme-BoneHill.txt

I think it is better to ask the gamer if he wants to read the readme and then before the installation and not after it. Therefore the notepad command in the BHAreas.bat should be deleted and the README command should be added in the TP2.

Greetings Leomar

Many times there is important information to be disseminated in the readme, and many times players overlook the information because they can't be bothered to read the readme. This is just a way to make certain they have the opportunity. :)



#477558 Bonehill Part 1 Bug Reports

Posted by erebusant on 31 January 2010 - 11:33 PM in Secret of Bone Hill

Also fixed for next release, the stupid "Fabio doesn't show up like he's supposed to when you return to Bonehill Part 2 breaking the dialog to reveal Garrotten because he wasn't in your party when you asked Pelltar to teleport you back to the Temple of Lathander the 1st time around" bug.



#477557 Bonehill Part 1 Bug Reports

Posted by erebusant on 31 January 2010 - 11:30 PM in Secret of Bone Hill

Nothing important but I guess there's a mistake in .d file for Zahrdahl (BHZAHR.d). Let's see:

IF ~True()~ THEN BEGIN 9
SAY @21
IF ~Global("BHGuardQuest","GLOBAL",3)
Global("BHRatProblemDone","GLOBAL",0)~ THEN REPLY @22 GOTO 10
IF ~~ THEN REPLY @23 GOTO 11
IF ~GlobalLT("BHGuardQuest","GLOBAL",2)~ THEN REPLY @24 GOTO 17
IF ~~ THEN REPLY @25 EXIT
IF ~~ THEN REPLY @26 GOTO 18
END

IF ~~ THEN BEGIN 10
SAY @27
IF ~~ THEN DO ~AddexperienceParty(600)
EraseJournalEntry(@17)
EraseJournalEntry(@48)
SetGlobal("BHRatProblemDone","GLOBAL",1)~ SOLVED_JOURNAL @28 EXIT
END

IF ~~ THEN BEGIN 11
SAY @29
IF ~~ THEN REPLY @30 DO ~SetGlobal("BHSpyQuest","GLOBAL",1)~ GOTO 12
IF ~Global("BHGnollQuest","GLOBAL",1)~ THEN REPLY @31 GOTO 13
IF ~Global("BHBanditQuest","GLOBAL",1)~ THEN REPLY @32 GOTO 15
END

IF ~~ THEN BEGIN 12
SAY @33
IF ~~ THEN REPLY @34 EXIT
END

IF ~~ THEN BEGIN 13
SAY @35
IF ~~ THEN REPLY @36 GOTO 14
IF ~~ THEN REPLY @37 GOTO 14
END

IF ~~ THEN BEGIN 14
SAY @38
IF ~~ THEN EXIT
END

IF ~~ THEN BEGIN 15
SAY @39
IF ~~ THEN REPLY @36 GOTO 16
IF ~~ THEN REPLY @40 GOTO 14
END

IF ~~ THEN BEGIN 16
SAY @36
IF ~~ THEN GOTO 14
END

IF ~~ THEN BEGIN 17
SAY @41
IF ~~ THEN EXIT
END


it's strange that @36 (said by the PC) is linked to @36 (said by Zahrdahl)... in game, it causes no crash and the dialogue finishes on the PC sentence.

I'm currently playing to SoBH in a mega-install, I will post bugs I'd find with saves just before.

This one also fixed for next release.



#477556 Bonehill Part 1 Bug Reports

Posted by erebusant on 31 January 2010 - 11:19 PM in Secret of Bone Hill

Again, nothing important as it causes no crash or bug, but I've got a "No Valid Replies or Links" when I talk to Almax after the bandits' quest is done - but I didn't do his quest yet. Here is a screenshot of the dialogue (since the begining):




This one is fixed for next release.



#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.



#474979 The Dragon Quest

Posted by erebusant on 11 January 2010 - 03:47 PM in DSotSC (BGT/EET)


Beregost:
Use the Beregost Crash Fixer. Unless you've got messed up creatures from another mod, this utility should fix your problems.

Dragon:
There are four inns in Beregost, you'll want to go into the Burning Wizard.

10th



So are you saying that the temple worker is walking around beregost?  I've teleported to the burning wizard inn without having to enter beregost and the cleric isnt there. I need to talk to that worker to initiate the quest but i dont know where he is.

After you speak with Jet'Laya's uncle in the Jovial Juggler, you take the letter he gives you to Taerom's Smithy to commision a nice weapon. As you leave the smithy, you are approached by Dawn Priest Blane....



#474726 DSotSC v215 Bug Reports

Posted by erebusant on 09 January 2010 - 08:56 PM in DSotSC (BGT/EET)

Bug in DSDUEGSK.bcs in combination with DSDUEGSK.dlg:
DSDUEGSK.dlg does SetGlobal("DSduegskel","GLOBAL",1), while DSDUEGSK.bcs checks for Global("duegskel","GLOBAL",1) and Global("duegskel","GLOBAL",0).
The results are:
If duegskel is 0 this creature will always try to initiate dialogue, unfortunately it already said its line.
If duegskel is 1 this creature won't cast its BP-Version of Animate Dead.
Either the variable in the dlg-file gets changed to duegskel, or the variable in the bcs-file get changed to DSduegskel.

10th


Simplest fix is to add the DS to the global name in the bcs file. I've added the 2 cre's and the baf to DS install package as well for the next release.



#474616 [Fixed] Problem in AR9000 and gnome slave

Posted by erebusant on 08 January 2010 - 10:15 PM in Aurora's Shoes

The area doesn't crash but if I restore a backup before the container is added and try to add the container myself with NI or DLTCEP, the whole area goes to s@#! and DLTCEP freaks out and crashes when I try to load the edit. To me something may have screwed it previously.

I wouldn't try to do it with NI, but I can add a container and vertices manually with DLTCEP, save it and load the file fine. I don't have exactly the same mods, but just about (BGT, NTotSC, BG2 Tweaks, BGT Music and BGSpawn). Even without Aurora (but with those other mods) DLTCEP does complain about "Trigger region #1 (FW29000 [718.859]) has invalid bounding box, possibly damaged polygon" which I think is part of the spawn system. And a bunch of invalid creature references (such as RDBG185) also for spawns, but BGT must be able to resolve those somehow... anyway they shouldn't really affect this issue, though invalid triggers might. Not sure how NTotSC patches the area, but the macro code looks like it may have come from Ascension64. Not that I'm blaming him, normally his code is fine, but it would be essentially the same code we use in Aurora to add the container.

EDIT2: I see what you are saying with the dialog but I noticed 2 triggers in the dialog for SEE and they never get used.

They (should) get used. The first block triggers if he still sees enemies (goblins) around, conditions under which he can't feasibly be set free. The second See() block triggers if there are no enemies (i.e. they're all dead, charmed, etc.). You're probably better off looking at the raw .d file than trying to look at the compiled .dlg with an editor.

The travel region code is solid. Same code used throughout Worldmap .tph's and every other mod I've worked with that adds travel regions. Here's some functional container adding code if your interested. I used it in my version of Domains of Dread
COPY_EXISTING ~ARDEM.ARE~ ~override~

READ_LONG 0x54 "actors_offset"

READ_SHORT 0x58 "actors_num"

READ_SHORT 0x5a "infotrig_num"

READ_LONG 0x5c "infotrig_offset"

READ_LONG 0x60 "spawns_offset"

READ_LONG 0x64 "spawns_num"

READ_LONG 0x68 "entrances_offset"

READ_LONG 0x6c "entrances_num"

READ_LONG 0x70 "cont_offset"

READ_SHORT 0x74 "cont_num"

READ_SHORT 0x76 "items_num"

READ_LONG 0x78 "items_offset"

READ_LONG 0x7c "vert_offset"

READ_SHORT 0x80 "vert_num"

READ_SHORT 0x82 "amb_num"

READ_LONG 0x84 "amb_offset"

READ_LONG 0x88 "vars_offset"

READ_LONG 0x8c "vars_num"

READ_LONG 0xa0 "expbmp_offset"

READ_LONG 0xa4 "doors_num"

READ_LONG 0xa8 "doors_offset"

READ_LONG 0xac "anim_num"

READ_LONG 0xb0 "anim_offset"

READ_LONG 0xb4 "tiled_num"

READ_LONG 0xb8 "tiled_offset"

READ_LONG 0xbc "songs_offset"

READ_LONG 0xc0 "rest_spawns_offset"

READ_LONG 0xc4 "automap_offset"

READ_LONG 0xc8 "automap_num"

SET info_1=1

FOR( cnt=0; cnt<"%cont_num%"; cnt=cnt+1 ) BEGIN //containers loop

READ_ASCII ("%cont_offset%"+0xc0*cnt) "cont_name" (16)

PATCH_IF (("%info_name%" STRING_COMPARE_CASE "Rillifane Statue")=0) BEGIN //if already exists

info_1=0

END

END

PATCH_IF (info_1=1) BEGIN //adding 1 new container***************************

SET offset = ("%cont_offset%"+0xc0*"%cont_num%") //adding 1 new container

INSERT_BYTES offset 0xc0

WRITE_ASCII offset ~Rillifane Statue~

WRITE_SHORT (offset+0x20) 375 //location X

WRITE_SHORT (offset+0x22) 518 //location Y

WRITE_SHORT (offset+0x24) 7 //altar

WRITE_SHORT (offset+0x38) 281 //bounding box left

WRITE_SHORT (offset+0x3a) 541 //bounding box top

WRITE_SHORT (offset+0x3c) 336 //bounding box right

WRITE_SHORT (offset+0x3e) 579 //bounding box bottom

WRITE_LONG (offset+0x40) "%items_num%" //1st item index

WRITE_LONG (offset+0x44) 0 //empty

WRITE_ASCII (offset+0x48) ~DEMOPORT~ //trap script

WRITE_LONG (offset+0x50) "%vert_num%" //1st vertex index

WRITE_SHORT (offset+0x54) 4 //vertices number

SET "cont_num" = "%cont_num%" + 1

WRITE_SHORT 0x74 "%cont_num%"

SET "info_ext"=0xc0

PATCH_IF ("%actors_offset%">="%cont_offset%") BEGIN

"actors_offset"="%actors_offset%"+"%info_ext%"

WRITE_LONG 0x54 "%actors_offset%"

END

PATCH_IF ("%spawns_offset%">="%cont_offset%") BEGIN

"spawns_offset"="%spawns_offset%"+"%info_ext%"

WRITE_LONG 0x60 "%spawns_offset%"

END

PATCH_IF ("%entrances_offset%">="%cont_offset%") BEGIN

"entrances_offset"="%entrances_offset%"+"%info_ext%"

WRITE_LONG 0x68 "%entrances_offset%"

END

PATCH_IF ("%infotrig_offset%">="%cont_offset%") BEGIN

"infotrig_offset"="%infotrig_offset%"+"%info_ext%"

WRITE_LONG 0x5c "%infotrig_offset%"

END

PATCH_IF ("%items_offset%">="%cont_offset%") BEGIN

"items_offset"="%items_offset%"+"%info_ext%"

WRITE_LONG 0x78 "%items_offset%"

END

PATCH_IF ("%vert_offset%">="%cont_offset%") BEGIN

"vert_offset"="%vert_offset%"+"%info_ext%"

WRITE_LONG 0x7c "%vert_offset%"

END

PATCH_IF ("%amb_offset%">="%cont_offset%") BEGIN

"amb_offset"="%amb_offset%"+"%info_ext%"

WRITE_LONG 0x84 "%amb_offset%"

END

PATCH_IF ("%vars_offset%">="%cont_offset%") BEGIN

"vars_offset"="%vars_offset%"+"%info_ext%"

WRITE_LONG 0x88 "%vars_offset%"

END

PATCH_IF ("%expbmp_offset%">="%cont_offset%") BEGIN

"expbmp_offset"="%expbmp_offset%"+"%info_ext%"

WRITE_LONG 0xa0 "%expbmp_offset%"

END

PATCH_IF ("%doors_offset%">="%cont_offset%") BEGIN

"doors_offset"="%doors_offset%"+"%info_ext%"

WRITE_LONG 0xa8 "%doors_offset%"

END

PATCH_IF ("%anim_offset%">="%cont_offset%") BEGIN

"anim_offset"="%anim_offset%"+"%info_ext%"

WRITE_LONG 0xb0 "%anim_offset%"

END

PATCH_IF ("%tiled_offset%">="%cont_offset%") BEGIN

"tiled_offset"="%tiled_offset%"+"%info_ext%"

WRITE_LONG 0xb8 "%tiled_offset%"

END

PATCH_IF ("%songs_offset%">="%cont_offset%") BEGIN

"songs_offset"="%songs_offset%"+"%info_ext%"

WRITE_LONG 0xbc "%songs_offset%"

END

PATCH_IF ("%rest_spawns_offset%">="%cont_offset%") BEGIN

"rest_spawns_offset"="%rest_spawns_offset%"+"%info_ext%"

WRITE_LONG 0xc0 "%rest_spawns_offset%"

END

PATCH_IF ("%automap_offset%">="%cont_offset%") BEGIN

"automap_offset"="%automap_offset%"+"%info_ext%"

WRITE_LONG 0xc4 "%automap_offset%"

END

//adding 4 new vertices for container

SET offset = ("%vert_offset%"+0x04*"%vert_num%")

INSERT_BYTES offset (0x04*4)

WRITE_SHORT offset 336

WRITE_SHORT (offset+2) 560

WRITE_SHORT (offset+4) 313

WRITE_SHORT (offset+6) 541

WRITE_SHORT (offset+<img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' /> 281

WRITE_SHORT (offset+10) 558

WRITE_SHORT (offset+12) 305

WRITE_SHORT (offset+14) 579

SET "vert_num"="%vert_num%"+4

WRITE_SHORT 0x80 "%vert_num%"

SET "info_ext"=0x04*4

PATCH_IF ("%actors_offset%">="%vert_offset%") BEGIN

"actors_offset"="%actors_offset%"+"%info_ext%"

WRITE_LONG 0x54 "%actors_offset%"

END

PATCH_IF ("%spawns_offset%">="%vert_offset%") BEGIN

"spawns_offset"="%spawns_offset%"+"%info_ext%"

WRITE_LONG 0x60 "%spawns_offset%"

END

PATCH_IF ("%entrances_offset%">="%vert_offset%") BEGIN

"entrances_offset"="%entrances_offset%"+"%info_ext%"

WRITE_LONG 0x68 "%entrances_offset%"

END

PATCH_IF ("%cont_offset%">="%vert_offset%") BEGIN

"cont_offset"="%cont_offset%"+"%info_ext%"

WRITE_LONG 0x70 "%cont_offset%"

END

PATCH_IF ("%items_offset%">="%vert_offset%") BEGIN

"items_offset"="%items_offset%"+"%info_ext%"

WRITE_LONG 0x78 "%items_offset%"

END

PATCH_IF ("%infotrig_offset%">="%vert_offset%") BEGIN

"infotrig_offset"="%infotrig_offset%"+"%info_ext%"

WRITE_LONG 0x5c "%infotrig_offset%"

END

PATCH_IF ("%amb_offset%">="%vert_offset%") BEGIN

"amb_offset"="%amb_offset%"+"%info_ext%"

WRITE_LONG 0x84 "%amb_offset%"

END

PATCH_IF ("%vars_offset%">="%vert_offset%") BEGIN

"vars_offset"="%vars_offset%"+"%info_ext%"

WRITE_LONG 0x88 "%vars_offset%"

END

PATCH_IF ("%expbmp_offset%">="%vert_offset%") BEGIN

"expbmp_offset"="%expbmp_offset%"+"%info_ext%"

WRITE_LONG 0xa0 "%expbmp_offset%"

END

PATCH_IF ("%doors_offset%">="%vert_offset%") BEGIN

"doors_offset"="%doors_offset%"+"%info_ext%"

WRITE_LONG 0xa8 "%doors_offset%"

END

PATCH_IF ("%anim_offset%">="%vert_offset%") BEGIN

"anim_offset"="%anim_offset%"+"%info_ext%"

WRITE_LONG 0xb0 "%anim_offset%"

END

PATCH_IF ("%tiled_offset%">="%vert_offset%") BEGIN

"tiled_offset"="%tiled_offset%"+"%info_ext%"

WRITE_LONG 0xb8 "%tiled_offset%"

END

PATCH_IF ("%songs_offset%">="%vert_offset%") BEGIN

"songs_offset"="%songs_offset%"+"%info_ext%"

WRITE_LONG 0xbc "%songs_offset%"

END

PATCH_IF ("%rest_spawns_offset%">="%vert_offset%") BEGIN

"rest_spawns_offset"="%rest_spawns_offset%"+"%info_ext%"

WRITE_LONG 0xc0 "%rest_spawns_offset%"

END

PATCH_IF ("%automap_offset%">="%vert_offset%") BEGIN

"automap_offset"="%automap_offset%"+"%info_ext%"

WRITE_LONG 0xc4 "%automap_offset%"

END

END //main info_1

BUT_ONLY_IF_IT_CHANGES //******************************************************** ~ARDEM.are~




#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.



#474519 Stuck in the wood of the dead (Tomb won't open)

Posted by erebusant on 08 January 2010 - 05:37 AM in NTotSC

Double check the readme that comes with the NTotSC package. I think the required artifacts are listed there. It should take the "Rusted Dagger" and the "Ring from the Grave" as I recall.



#474275 can viconia join in dsotsc bgt?

Posted by erebusant on 06 January 2010 - 11:36 AM in DSotSC (BGT/EET)

it still wasnt answered properly and now people can make use of the search function Posted Image.

Hey, so If it was not possible to take her the first time, is there a way to find her after the flaming fist encounter?
I am playing BGT with tons of mods, so she was actualy not in Peldvale but near Beregost. Where is she now though?


She bugged out. You'll find her in BGII now.



#474272 Bug on Isle of Balduran

Posted by erebusant on 06 January 2010 - 11:28 AM in Worldmap

What language are you installing the map with, and did you select Original or Revised travel times?



#474268 Imoen Translations Patch

Posted by erebusant on 06 January 2010 - 11:17 AM in Worldmap

Hi

I read through the files in the patch, and it seems to patch an issue in BG 1 only.
Will this patch be appropriate, needed, or damaging to a BGII - SoA - TDD installation ?
On the download page, the "Support Topic" link returns this: Sorry, the link that brought you to this page seems to be out of date or broken.
Is this forum closed to guests ? Is there somewhere to find enhanced documentation ?

Sorry to keep chewing this old bone, but...

Thanx

Dave


The patch is only used for the Revised Travel Times component of Worldmap while in BG1 portion of the game. You don't need it for BG2 and beyond.



#462899 Vault v7 Released

Posted by erebusant on 18 September 2009 - 12:36 PM in Mod Resurrections

Suggestion for the next version of this mod:

"Elven chainmail +2" (echan01.itm), sold by Talanthyr, should have the same class restrictions as original SoA and TOB Elven chainmail.

In other words. Unusable by Druid (any), Mages, Monks, Shapeshifter, Stalker, Beastmaster, Archer, Kensai, Dwarfs, Halflings, Gnomes and half-orcs.

I can fix that



#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.