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#71462 WeiDU 136 Problems

Posted by Bardan the Slayer on 19 September 2003 - 11:23 AM in IE Help

Just to add that little extra confirmation, it works fine on ME too (naturally).



#69280 Potential trouble for auto-update

Posted by Bardan the Slayer on 11 September 2003 - 04:08 PM in IE Help

Sorry, I was a little imprecise.

Now, when you run a 136 Setup-Foozle, it doesn't execute the TP2. It gives only the lines of code I quoted above, and then stops, forcing a manual exit from DOS.

Also, when it is run, it seems to pick one of the 125 setups, and says as the title of the dos window that pops up that it is running *that* 125 exe (however, this is purely cosmetic - the named v125 setup never actually runs either). If you delete said v125 setup exe (Ascension in the above example), then it simply picks another v125, and does exactly the same thing.

Nothing else happens. It doesn't 'retrodate' everything to 125 (thankfully), but just stops dead in it's tracks.

Running one of the v125 Setups works just fine, as expected. No update occurs, but the TP2 executes, and no mention is made of an update.

EDIT : just to add, if I manually go to my BG2 folder form the DOS prompt and run a setup with the command >weidu setup-foozle.tp2, it uses v136, but no update occurs either. Now, I have no idea whether any update is meant to occur in this fashion, but I thought I would mention it. The problem seems to be purely with v136 Setup-Foozle.exe's

What I *will* do now is see if a v136 Setup-Foozle exe works for me in the absence of any other setups of an earlier version.

EDIT2 - In the absence of any earlier versions of Weidu, a v136 Setup-Foozle.exe works just fine. Throw even a single v125 Setup-Foozle.exe into the same folder, and it doesn't work, as described above.



#69277 Potential trouble for auto-update

Posted by Bardan the Slayer on 11 September 2003 - 03:48 PM in IE Help

Nopey. Although I don't get any updating to old versions, now any mod that I try to install from the 136 exe simply states (in this case, I renamed 136 to Setup-Solaufein) :

[C:\Program Files\Black Isle\BG2 - SoA\Setup-Solaufein.exe} WeiDU version 136
(Setup-Ascension.exe) Queried (pid = 92) [WeiDU-Backup] WeiDU version 125
[./chitin.key] 179 BIFFs, 41639 resources
[./dialog.tlk] 76119 string entries

Also note that again, when running Solaufein, it states at the top of the DOS box that it is running Setup-Ascension.

Bummer.

Just in case it was something funky happening with Sola, I tried with another mod. no dice - same deal.



#69220 Potential trouble for auto-update

Posted by Bardan the Slayer on 11 September 2003 - 11:07 AM in IE Help

I'm getting the same problems as described above, on ME. Inexplicably, though I downloaded 136, renamed and ran, it somehow decided to update everything to 135 :(



#68556 WeiDU installation bug (v1.34)

Posted by Bardan the Slayer on 08 September 2003 - 11:01 AM in IE Help

135 works fine on my ME.



#68298 WeiDU installation bug (v1.34)

Posted by Bardan the Slayer on 07 September 2003 - 09:05 AM in IE Help

Yep, just to be the first ME voice to post here, I'm getting exactly the same thing.



#65630 Having a weird problem (ToB)

Posted by Bardan the Slayer on 24 August 2003 - 10:58 AM in IE Help

Also, if I'm not mistaken the name of the dialogue file (ADialog) must not be between ~~'s.

Nopey, I dind't change that, and it still worked, so I have managed to find at least one thing I wasn't doing wrong in there ;)



#65629 Having a weird problem (ToB)

Posted by Bardan the Slayer on 24 August 2003 - 10:57 AM in IE Help

Ah, it worked. Isn't it typical that by trying to save time by not bothering to code his full, proper dialog until I had the cutscene working, I actually ended up making sure nothing worked? Ah well, chalk another one up for 'Bardan's Intensly Stupid And Elementary Errors' file :)

Thanks for the prompt and accurate response, all :)



#65613 Having a weird problem (ToB)

Posted by Bardan the Slayer on 24 August 2003 - 10:26 AM in IE Help

Hey guys - having a very weird problem here.

I have a creature, called Thak, and as part of a cutscene, he is meant to appear, and initiate dialog.

Now, this has been driving me nuts. I've been creating the dialog with WeiDU (naturally), and using NI's CHR > CRE conversion tool (latest version) to make the CRE file.

Now, for the lonest time I thought it was just my scripting being crap, because Thak would appear, walk towards the party, but no dialog would initiate. If I summon him using the CLUA console and force-talk him, I get "Thak has nothign to say to you."

Thinking my conditions were messed up, I gave him a stripped-down dialog file where all he did was say one line, with no conditionals, no nothing. It still didn't work. I even tried giving him a dialog that I know works on another CRE. No dice.

Then, for the hell of it, I assigned him one of the useless leftover dialogs from BG1 that is still floating around in the ToB biffs, and it worked perfectly!

Next, i even took the time to create a one-liner dialog with IDU, and i get "Thak has nothing to say to you."

The summary :

Thak will not speak to me when assigned his own custom dialog compiled from .d format (Even when he's CLUA'd in).

Thak will not speak to me when assigned his own custom dialog made in IDU (Even when he's CLUA'd in).

Thak will not speak to me when assigned a custom dialog that works perfectly in the same game on another character (Even when CLUA'd in).

Thak *will* speak to me if assigned a dialog that is already present in the game (tried with quite a few of them), both when CLUA'd, *and* in the course of the cutscene.

Some other CRE assigned some dialog I've created in .d format works perfectly

Some other CRE (neeber) assigned the dialog file I've been creating in .d format gets the dreaded "Neeber will not talk to you"

So, in short, there seems to be some problem with the dialog I've been creating (even the little dummy one)

BEGIN ~ADialog~

IF ~~ THEN BEGIN Thak
  SAY ~I am Thak.~
  IF ~~ THEN REPLY ~Yes, you are.~ EXIT
END

That's the extent of it. Now, I get the feeling that either I am running into a bug with NI, WeiDU, or am (far more likely) simply doing something intensly stupid. Can anyone enlighten me?



#65410 Conditionals in MultiSay

Posted by Bardan the Slayer on 22 August 2003 - 02:12 PM in IE Help

Ah, good idea, and one my badly-organised mind would never have come up with.

Thanks :)



#65408 Conditionals in MultiSay

Posted by Bardan the Slayer on 22 August 2003 - 02:00 PM in IE Help

I don't think so. But why don't you just write the dialogue as a CHAIN with only one person?

Purely out of abject laziness because having the chains at the end of the .d file always offends my sense of aesthetics ;)

Seriously, that was exactly my solution. I just wondered if I was missing something easier, as I frequently do :)



#65405 Conditionals in MultiSay

Posted by Bardan the Slayer on 22 August 2003 - 01:55 PM in IE Help

Hey there. I noticed in the WeiDU readme that conditionals inside chains are possible, and I've got them to work on a few things I've done. From the readme :

    == IMOEN2J  IF ~!PartyHasItem("pepperoni")~ THEN
      ~I can't decide. Never mind, I'm just gonna have yogurt.~
    == BJKLSY IF ~!PartyHasItem("pepperoni")~ THEN
      ~(sigh)~
EXIT

I just wanted to know, is the same thing possible in a multisay? I mean, let's say I wanted a character to talk about wings. Would it be possible to do something in one multisay that would lead to the following dialog :

Foo : Hmm ... I like wings.
Foo : They remind me of chicken
Foo (but only if Aerie is in the party): Did you have wings like a chicken Aerie?
Foo : I like chickens too.

Ta



#63620 WeiDu doesn't work!(At least for me)

Posted by Bardan the Slayer on 10 August 2003 - 01:09 PM in IE Help

Actually you can run weidu from the .exe just fine. If you're not sure why you're not getting a result, try using the --log function.

I can't - no version has ever worked direct from the exe. I always have to go in via the DOS prompt. Maybe it's a WinME thing. Then again, maybe it's just a user-dumbness thing ;)



#14249 Imoen's sexuality

Posted by Bardan the Slayer on 16 December 2002 - 01:04 PM in Imoen Relationship

Hmm ... which way does Immy swing? Tough one.

From what I see of her character, Immy is rather playful and generally unhampered by pre-conceived notions of sexual 'morality'. This in itself is not to say "Oh, she's obviously bi/lesbo" (I know many women who are playful and cheerful and totally unfazed at the idea of lesbianism, but who want no part of it because it just isn't for them).

I see Immy as a person who has probably tried the odd girl once or twice. Maybe out of curiosity. Maybe she was drunk ;) Generally, though, I see her an a totally non-judgemental hetero who has had, or at least had notions of, lesbian encounters.