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#488019 Version 4.11 of Fixpack released

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

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



#487437 Please report crashes here

Posted by lac on 14 May 2010 - 05:49 AM in PS:T Fixpack

@lac: But do you have AR0202.bif in your cache directory?


Yes. So whatever is causing it not to be unpacked properly isn't happening to me.



#487348 Please report crashes here

Posted by lac on 12 May 2010 - 10:28 PM in PS:T Fixpack

For what it is worth, I have the 2 cd version of PST, and having joined the Dustmen faction, I can get the guards to let me into the mortuary without crashing.



#487345 Where is lowden?

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

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

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



#487285 problem with installation v2.1

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

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

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

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



#487215 Error while installing UB

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

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



#487212 Error while installing UB

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

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

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

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

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



#487208 Error while installing UB

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

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


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

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



#487205 Error while installing UB

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

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

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


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

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

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

So this is very unlikely to be it.

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



#487132 pendant quest crashing

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

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

Qwinn


Aha, I misunderstood then. Thank you.



#487018 pendant quest crashing

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

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

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

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

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

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



#486974 How is one supposed to find out where Pharod is getting the bodies for

Posted by lac on 09 May 2010 - 11:12 AM in PS:T Tweaks

Thanks Markus! :)



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

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

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

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

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

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

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



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

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

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


And it just shows up normally as the conversation?

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


Where can I get one of these?

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

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


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

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



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

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

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

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

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

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

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

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

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

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



#486924 Known Issues v4.1 (post bug reports here)

Posted by lac on 08 May 2010 - 05:47 PM in PS:T Fixpack

If you have learned some of the Githerzerai language, but Dak'kon is not in your party (or is dead) when you try to speak with a Githzerai Townsperson, you only get the option to begin your conversation with 'Greetings' instead of with the phrases that you have learned.



#486912 Known Issues v4.1 (post bug reports here)

Posted by lac on 08 May 2010 - 11:11 AM in PS:T Fixpack

nevermind...



#486903 Known Issues v4.1 (post bug reports here)

Posted by lac on 08 May 2010 - 08:42 AM in PS:T Fixpack

Vaxis now checks if you are ugly enough to pass for a zombie, so you want low charisma for this. Shouldn't Pox's check for if you can pretend to be a zombie work the same way? I think he is checking for high charisma. I have charisma of 3, and am being told it won't work.



#486823 Version 4.1 of all 3 mods released!

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

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

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

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



#486822 A thank you, a comment, a question

Posted by lac on 07 May 2010 - 09:37 AM in PS:T UB

Many, many spells are missing linebreaks.  For instance, in Dak'kon's level 1 list, 'reign of anger' and 'scripture of steel' are misformatted, while 'submerge the will' and 'vilquar's eye' format properly. Is this a widescreen bug as well?



#486786 Version 4.1 of all 3 mods released!

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

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


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



#486772 Known Issues v4.1 (post bug reports here)

Posted by lac on 06 May 2010 - 01:42 PM in PS:T Fixpack

I'll make a note of spell stacking memorization as potential idea. But doing this will probably be just as difficult if not more so. Adding in functionality to IE at assembly level that doesn't exist in any of IE games is hard because you don't have example code to look at. There is spell stacking of memorized spells but porting that over to spell book I doubt is easy task. If I had source code that would be another story. Even importing features like Quick Load is pretty complex and as you can see there are plenty of issues which still need to be ironed out.


I understand. It was probably naive of me to hope that the engine issues were separate from the
how to display it issues.

Regarding crash, I take it that it's a crash to desktop versus PST popping up an error and closing. If you tell me what version of windows you're running I can try to help you navigate where crash logs are stored. Getting the offset that caused crash might be useful in identifying the issue.


I'm running windows XP, with, as far as I know all the latest fixpacks and updates from microsoft.
If you could teach me what to type to find out the definitive answer to 'what version of windows are you using' I would run it.



#486770 Known Issues v4.1 (post bug reports here)

Posted by lac on 06 May 2010 - 01:32 PM in PS:T Fixpack


re: crash to desktop

sorry to post in the 4.0 bugs note. I was reading it yesterdayt to see if this problem had been mentioned there, and then forgot what I was doing. I am trying to get a save that is right before a crash, because right now it is very flakey. It's only been happening to me at the Hive merchant store, so far, but I haven't made it through the Tenements yet, so my store selection is still quite limited. But Fell's shop and Mebbeth's hut have so far been immune to the problem, which is one reason I think that it may be related to the overhead comments -- at both Fell's and Mebbeth's, there aren't any.


do you have a Dr. Watson crashlog or Inspector IIXII one? It could help scient and paul to fix the problem. ;)


Definitely Dr Watson is talking with me about do I want to send things to Microsoft. So I assume there is one someplace, but my skills at using windows -- which I only use to play games with -- are so non-existant that I don't know how to find such a crashlog. I'd be happy to send one if somebody could explain to me how to do it, or point me at a url that explains the same.



#486740 Known Issues v4.1 (post bug reports here)

Posted by lac on 06 May 2010 - 07:52 AM in PS:T Fixpack

re: crash to desktop

sorry to post in the 4.0 bugs note. I was reading it yesterdayt to see if this problem had been mentioned there, and then forgot what I was doing. I am trying to get a save that is right before a crash, because right now it is very flakey. It's only been happening to me at the Hive merchant store, so far, but I haven't made it through the Tenements yet, so my store selection is still quite limited. But Fell's shop and Mebbeth's hut have so far been immune to the problem, which is one reason I think that it may be related to the overhead comments -- at both Fell's and Mebbeth's, there aren't any.

I should have more time to play over the weekend. This week I have been quite short of free time, which is why I haven't progressed very far.



#486733 Known Issues v4.1 (post bug reports here)

Posted by lac on 06 May 2010 - 07:09 AM in PS:T Fixpack

Ah ok. Once again PST devs make items that pushed boundaries of IE and it fails on them. I think BG1 has like 1-2 items that give one extra spell slot. With PST, easy to get over 12 with first couple levels because of items that double.

Since bonus spells don't have any restrictions, capping it at 12 would be lame and not justifiable nerf. I'll add to my know issues post to some how in spellbook display hidden bonus spells past 12. The engine handles extra spells correctly, so problem ends up being display. An idea would be to add scroll bar of sorts to display extra pages. But this is pretty low on priority scale since that kind of engine hack I imagine will be pretty difficult.


One thing that might be a lot easier to do is to change the display so that spells stack. Right now, if you want to memorise a spell 4 times, it takes up 4 graphical slots. If, instead, it took up one slot (with the number 4 written below it) then it might be that scrolling would be in practice unecessary. You would have to do something so that the number of free slots would decrease as you repeatedly learned the same spell, but to my completely inexperienced eye that sounds a whole lot easier than implementing a scroll bar. It would make for a much _nicer_ user interface as well, since scrolling is unpleasant.

According to http://shrines.rpgcl...ge.shtml#level1 there are 17 1st level spells, and 16 2nd level spells, (and fewer than 12 of all the rest). Some of these 1st and 2nd level spells are 'Dak'kon only' and 'Ignus only' and 'Ignus and TNO only' spells, but there are still enough of them that it may be possible to still overflow one screen with my proposed interface change if you decide to bring one of each. But how often would that happen in practice? For me, there are some on those lists whom I rarely, or never use, while others I always want multiple copies of.