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#492034 Big World BGT install with issues

Posted by waargrin on 12 July 2010 - 06:53 PM in BGT Archive


1. Certain monsters do not attack. They are red, my characters attack them, but they just stand there and get killed, they dont attack me. For example, Black Talon Elites on the Cloakwood Mines map do not attack, although Bandits do attack. The Archdruid at the northwest corner of that map does not attack, but his bears do attack. The Shadow Druid Archdruid in Cloakwood 3 does not attack, but his generic druid cronies do attack. Gnolls in the northern Map of Bone Hill dont attack, but wild dogs on that map do attack.

This is a scripting issue with specific creatures. Look at the scripts of the creatures with an editor (Near Infinity or DLTCEP) or list them here. They are, in order: override, class, race, general and default scripts. The creatures you've mentioned are ironelit.cre, dsarchdr.cre, gnoll01.cre (possibly - there are several gnolls). I'm not sure which other archdruid you mean - could be Andarthe from BG1NPC (x#andart.cre), Amarande (amaran.cre) or perhaps Seniyad but he's on Cloakwood 1 (seniya.cre).

I'm not aware of any forthcoming patch for NTotSC (could be though) or why it needs BP AI, unless BP scripts are hardcoded on its cres. In any case, none of those are from NTotSC (dsarchdr is from DSotSC; most of the rest are vanilla creatures).



Jarno: the 3d acceleration tip did work, by the way, thanks!

cool. ok, that may be a bit over my head. i'll download the editor and see what i can do. where do i look for the scripts?

it has happened with a lot of different creatures, including some in the bone hill module.

the archdruid in the cloakwood map with the mines was a surprise to me too. he gets all uppity in conversation, then attacks me. he has a couple of bears with him. he says i must be iron throne because nobody else would be there. poor logic if you ask me...he is there after all.




#491986 Big World BGT install with issues

Posted by waargrin on 11 July 2010 - 09:07 PM in BGT Archive

1. Certain monsters do not attack. They are red, my characters attack them, but they just stand there and get killed, they dont attack me. For example, Black Talon Elites on the Cloakwood Mines map do not attack, although Bandits do attack. The Archdruid at the northwest corner of that map does not attack, but his bears do attack. The Shadow Druid Archdruid in Cloakwood 3 does not attack, but his generic druid cronies do attack. Gnolls in the northern Map of Bone Hill dont attack, but wild dogs on that map do attack.

This is a scripting issue with specific creatures. Look at the scripts of the creatures with an editor (Near Infinity or DLTCEP) or list them here. They are, in order: override, class, race, general and default scripts. The creatures you've mentioned are ironelit.cre, dsarchdr.cre, gnoll01.cre (possibly - there are several gnolls). I'm not sure which other archdruid you mean - could be Andarthe from BG1NPC (x#andart.cre), Amarande (amaran.cre) or perhaps Seniyad but he's on Cloakwood 1 (seniya.cre).

I'm not aware of any forthcoming patch for NTotSC (could be though) or why it needs BP AI, unless BP scripts are hardcoded on its cres. In any case, none of those are from NTotSC (dsarchdr is from DSotSC; most of the rest are vanilla creatures).



cool. ok, that may be a bit over my head. i'll download the editor and see what i can do. where do i look for the scripts?

it has happened with a lot of different creatures, including some in the bone hill module.

the archdruid in the cloakwood map with the mines was a surprise to me too. he gets all uppity in conversation, then attacks me. he has a couple of bears with him. he says i must be iron throne because nobody else would be there. poor logic if you ask me...he is there after all.



#491971 Big World BGT install with issues

Posted by waargrin on 11 July 2010 - 01:10 PM in BGT Archive

Will I have to reinstall all my mods in order to patch NTotSC?

thanks for your time Jarno!



#491936 Big World BGT install with issues

Posted by waargrin on 10 July 2010 - 02:39 PM in BGT Archive

1. Certain monsters do not attack. They are red, my characters attack them, but they just stand there and get killed, they dont attack me. For example, Black Talon Elites on the Cloakwood Mines map do not attack, although Bandits do attack. The Archdruid at the northwest corner of that map does not attack, but his bears do attack. The Shadow Druid Archdruid in Cloakwood 3 does not attack, but his generic druid cronies do attack. Gnolls in the northern Map of Bone Hill dont attack, but wild dogs on that map do attack.

The new NTotSC vession needs the BP AI enhancement to work properly.

2. What is the your Graphic card ? And when you run the BGConfig.exe, what's on the two Graphics sub-sections ? The currently active selected options...



1. so i need to reinstall the whole Big world project and all that? as i recall, the decision to use SCS instead of BPAI was made early on in the process.

2.
nvidia geforce 9500m
800 x 600
32 bit
full screen
3d animations checked, nothing else checked on second graphic page



#491912 Big World BGT install with issues

Posted by waargrin on 10 July 2010 - 10:42 AM in BGT Archive

I have attached my Weidu log.

I have successfully installed this whole thing and it seems to work fine, but, there are a couple of problems. The only one I really care about is the failure to attack problem, but, maybe the other problems are related and might help someone diagnose the problem:

1. Certain monsters do not attack. They are red, my characters attack them, but they just stand there and get killed, they dont attack me. For example, Black Talon Elites on the Cloakwood Mines map do not attack, although Bandits do attack. The Archdruid at the northwest corner of that map does not attack, but his bears do attack. The Shadow Druid Archdruid in Cloakwood 3 does not attack, but his generic druid cronies do attack. Gnolls in the northern Map of Bone Hill dont attack, but wild dogs on that map do attack.

Similar stuff throughout the game, certain things attack and others dont.

2. After i save the game, the area beyond my characters line of sight is completely blacked out, even if i have explored it. Also, the edges of the blacked out area are blocky instead of grainy. I can fix this by viewing the area map and then coming back to the game.

3. Sometimes the battle music does not shut off, i have to save the game to make it stop.

i only really care about the first one. its lame.

Any thoughts?

Attached Files




#491084 martin tells me to bugger off...cant do his quest

Posted by waargrin on 28 June 2010 - 11:20 PM in Secret of Bone Hill

title pretty much explains it...Martin just gives me some guff about upsetting the balance. no option to ask him about almax's issue.

went back to almax and he has nothing to say about it either, only option is to open his store.



#491077 Mobs not attacking

Posted by waargrin on 28 June 2010 - 10:16 PM in Big Picture

Sounds like most of the issues are actually in Bone Hill (probably not "Bald Hill" though :P).


Miloch:

No.

In fact, as i stated before, all of these issues are occurring in many of the non-mod maps as well. Clearly, it is not just related to Bonehill.

Furthermore, Bald Hill is a map in the Bone Hill mod, so your comment makes no sense.

Chevalier:
I will copy the relevant stuff to another board, but, do you have any suggestions as to how to fix the problem?



#490957 Mobs not attacking

Posted by waargrin on 26 June 2010 - 08:49 PM in Big Picture

I dont?

i thought I did. It was definitely on the list of things that BiG World Install found in my BGII - SoA folder. why would it not be installed?

more information:

specifically on the orc map (bald hill), orcs never agro, but their leaders did. also, i am pretty sure that orcs that turned yellow 9morale failure) and tried to run but couldnt get away, they would then attack.

on the thieves den map, bandits would attack, and spiders, but not guards.

on the tri top map wargs and wolves are attacking, but not gnolls. the gnolls in the middle of the m,ap (theres about 25 of them) move towards me like they are on some script, but they dont attack me when they see me, just keep on walking.

also, battle music wont stop until i either save, go to the area map, or somehting similar.



#490952 Mobs not attacking

Posted by waargrin on 26 June 2010 - 06:48 PM in Big Picture

Are we talking about the hostile targets, or neutral(blue circle) monsters? And are you in the BG1 part of the adventure or in the BG2 part(Amn et surroundings)?

And you have BWS game with the BP AI only game... OR the BP&SCSII AI ?


I am in BG1 part of the game

BiG World Install gave me three options: AI for both BP and SCS, B for just BP and just hit enter for SCS. i Hit enter.

I am certain that i chose the option that was just hit enter...I am not certain that was SCS...i think so.

Blues are not supposed to attack anyway...they'er not agro...though some come talk to you and then turn agro. the ones who do that, like the assassins who start blue and then talk to you and then attack, none of those have failed to turn agro.

however, some of the red circles, about 10% of them (a total guess), just dont attack.

so far i have seen this in several of the areas that were part of the vanilla game.

also, i am in bald hill right now, and so far all of the orcs in bald hill have failed to fight me(north of sir billybobs)

also, i have noticed several more oddities,

1. if i save before i see some reds, then go fight them, then reload and go fight them again, different, all, or none of them might fail to agro in the two cases. that is, it seems to be something that is random effect, not predetermined. if i save and rerun a fight, i might have to fight more, less, or the same number of the reds.

2. most (but not all!!) of the time when i quicksave, when i come back to the game, beyond my sight range is now blocky and blacked out entirely, instead of grainy at the edges and just darkened where i have revealed the map but its still beyond my line of sight.

3. i can make it look correct by viewing the map and then coming back to the game.

4. area maps are not behaving correctly, i have to take the green rectangle and drag it around the map to reveal the parts of the map that i have walked over. if i close the map and then reopen it, i have to do that again.

otherwise its running fine, no crashes, etc.



#490924 Mobs not attacking

Posted by waargrin on 26 June 2010 - 12:18 PM in Big Picture

I have noticed that about 10% of the mobs i run into just stand there and let me kill them without trying to fight me.

anyone seen that before?

Attached Files




#490747 I have all these mods in the BGII - SoA folder

Posted by waargrin on 24 June 2010 - 05:35 PM in Mega Mod Help

trying it



#490722 I have all these mods in the BGII - SoA folder

Posted by waargrin on 24 June 2010 - 03:06 PM in Mega Mod Help

yay!

that was it

thanks!



#490721 I have all these mods in the BGII - SoA folder

Posted by waargrin on 24 June 2010 - 03:03 PM in Mega Mod Help

ah...maybe this is it:

i unzipped that file and copied the contents into my BGII - SoA folder, but thats just a folder called WEIDU...the stuff that BWP needs to access is inside of it...so i copied all that into BGII_SoA and now trying it again



#490719 I have all these mods in the BGII - SoA folder

Posted by waargrin on 24 June 2010 - 02:59 PM in Mega Mod Help

hmmm,

thats exactly the same file i downloaded before, its already in my downloads folder...



#490715 I have all these mods in the BGII - SoA folder

Posted by waargrin on 24 June 2010 - 02:49 PM in Mega Mod Help

ok, running it again to fix 2162 problem

here's a screen shot of the thing where it wants me to hit enter...this is the first of, at a guess, several thousand times (I just held enter down before...)

http://img19.imagesh...nbwpinstall.jpg

does that work?



#490712 I have all these mods in the BGII - SoA folder

Posted by waargrin on 24 June 2010 - 02:36 PM in Mega Mod Help

oh...dang, gonna have problems with the BG proficiencies eh? ok...



#490711 I have all these mods in the BGII - SoA folder

Posted by waargrin on 24 June 2010 - 02:35 PM in Mega Mod Help

well, whatever, its done now.....at the end of the pdf it says to use TOBexLoader to start the game, but that file is where? not in my BGII - SoA folder...

how do i start the game?



#490709 I have all these mods in the BGII - SoA folder

Posted by waargrin on 24 June 2010 - 02:27 PM in Mega Mod Help

well, i am going ahead, i think my changes are going to be fine.

as i got going, the BWP installer says that it is going to be going for a while...but then it starts asking me to Press Enter to Continue. it looks like it is doing this about 3 or 4 times for every mod, it keeps telling me General Input Options, Log Options, Comparison Options and so on. i have to hit enter for every one for every mod...this seems clunky, especially since i dont know what its even talking about, so why do i care? did i do somehting wrong?



#490704 I have all these mods in the BGII - SoA folder

Posted by waargrin on 24 June 2010 - 01:43 PM in Mega Mod Help

how about:


%IFES%BG2_Tweaks%S%BG2_Tweaks%L%0%SK% 2300 3031 3050 3060 3121 3125 3160 --logapp | %M%

so it just affirms any number component that you mention?
if thats right, then:

%IFES%BG2_Tweaks%S%BG2_Tweaks%L%0%SK% 2300 3031 3050 3060 3125 3160 --logapp | %M%

removed 3121 now it doesnt install the thing where npcs cant leave when pissed at me.

also:

%IFES%BG2_Tweaks%S%BG2_Tweaks%L%0%SK% 1180 2040 2050 2090 2161 2192 --logapp | %M%

added 2161 because i want the old style weapon proficiencies

and:
%IFES%BG2_Tweaks%S%BG2_Tweaks%L%0%SK% 4000 4010 4031 4041 4050 4061 4071 4100 4110 --logapp | %M%
got rid of 3190 cause i dont think i should be able to rest in a store


maybe some more i might do



#490701 I have all these mods in the BGII - SoA folder

Posted by waargrin on 24 June 2010 - 01:17 PM in Mega Mod Help

so i just type in "3160" somewhere, that doesnt seem right. shouldnt i have to tell it what choice to make?



#490692 I have all these mods in the BGII - SoA folder

Posted by waargrin on 24 June 2010 - 12:24 PM in Mega Mod Help

OK, now i have a real question:

I plan on eventually playing an evil character through this, so i am thinking ahead and i want to be able to keep Drizzts items, not have Malchor come and take them. but BWP does not install this (per the pdf cqalled biG World v9.1).

i found the place in the BiG World Install.bat where this should be addressed, but it is not there. In the pdf, that is component 3160 and 3170 in the draw avatars in the underdark component. In the .bat, i can find 3170, but no mention of 3160.

How do i get it to install this component?



#490682 I have all these mods in the BGII - SoA folder

Posted by waargrin on 24 June 2010 - 11:10 AM in Mega Mod Help

oh fooey

i figured out the bdash one too.

i should just not post questions. instead i should write the question out on a peice of paper and then sit there and wait for a minute untilk i figure it out. sorry for wasting your time

if i come up with a real question, i'll be back :)

you guys rock by the way, this is impressive stuff



#490680 I have all these mods in the BGII - SoA folder

Posted by waargrin on 24 June 2010 - 11:06 AM in Mega Mod Help

ok, also figured out that some of these mods are defaulting to installing in a different folder, so that was causing BG1UB to not appear, and a couple others.

now i have

BDASH168.exe in BGII - SoA folder
I run it, make sure it is installing in the BGII - SoA folder, and it runs, but BWP does not recognize it as being there when I do the check again....still working on it, but my lack of experience with this stuff is telling me that i am probably missing something stupid, any hints?



#490674 I have all these mods in the BGII - SoA folder

Posted by waargrin on 24 June 2010 - 10:37 AM in Mega Mod Help

rawr!

that was a bad example! bad!

bonehill IS recognized: its called Secret of Bonehill...sneaky!

now i will go see if this is a typical problem!



#490673 I have all these mods in the BGII - SoA folder

Posted by waargrin on 24 June 2010 - 10:36 AM in Mega Mod Help

rawr!

that was a bad example! bad!

bonehill IS recognized: its called Secret of Bonehill...sneaky!

now i will go see if this is a typical problem!