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#313194 TDD class Anti-Paladin

Posted by seanas on 08 June 2007 - 07:10 AM in Mega Mod Help

it can't be done within the game engine: both the paladin and the ranger are hardcoded to Fall when their reputation falls. the only solution is TDD's workaround, which is to always reset yr reputation to be 10 whenever it diverges from 10. there is simply no other way around this limitation.



#313190 BP Install help

Posted by seanas on 08 June 2007 - 07:03 AM in Big Picture

it would seem as if teh Fixpack has altered a file that BP is looking for to patch (and BP is using a kludgy old weidu routine to do it too), so that when BP comes to look for it to patch, the file (as BP is expecting to find it) is not there. the long term solution, as in all such incompatibilities, is for BP to be updated to account for the Fixpack's changes.

the short-term solution is, as was said at G3, to comment out the offending lines in BP's tp2 file (and as for why the Fixpack is altering those files: i have no idea ^^ ). the functional effect of commenting out the BP lines is that the script is not patched... which is exactly what is happening at the moment with the warning notice. unless i'm mistaking something and the BP install is failing at that point, those warnings can be safely ignored.



#313189 Crappy Coronet

Posted by seanas on 08 June 2007 - 06:56 AM in Mega Mod Help

sorry, my BGII knowledge is a bit rusty at the minute, but isnt this:

~SETUP-NEJ2.TP2~ #0 #10 // Areas & Sounds
~SETUP-NEJGUI.TP2~ #0 #0 // GUI registrar for Never Ending Journey
~SETUP-NEJ2V602.TP2~ #0 #0 // Never Ending Journey v6.02 (cummulative patch)
~SETUP-BD-TOB.TP2~ #0 #0 // Baldurdash Fix Pack for ToB, v1.5 WeiDU
~SETUP-SOS.TP2~ #0 #0 // Shadows Over Soubar, v1.11
~SETUP-SOS.TP2~ #0 #1 // Remorhaz walking speed adjustment (for ENGLISH version .EXE ONLY!!!)
~SETUP-TDD.TP2~ #0 #0 // The Darkest Day,  v1.11
~SETUP-TDD.TP2~ #0 #1 // TDD Character Kits
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core 1.01
~SETUP-BGTNEJ2.TP2~ #0 #0 // BGT-NeJ2 Compatibility Patch

a disaster waiting to happen?

NEJ2 first (even installing NEJ2 with a mega install...) THEN an old BD THEN SoS and TDD and BGT AND THEN NEJ2 compatibility? isn't there an entire array of errors there? i would have thought the question was 'why have you had so few errors?'.



#299664 Tortured Souls Area TT0305 Causes Crash

Posted by seanas on 10 May 2007 - 02:04 AM in Mega Mod Help

merged as per request, and i'm glad to hear it was sorted. we don't necessarily need yr weidu log DogCavalry, but i'm curious to know the order you've got TS-BP, TDD, etc - i strongly suspect, as i said above, that TS-BP has to come after TDD (and any other mod that alters animations, altho there arent many of those) in order to avoid this crash.

on a lighter note: i will finally be able to get my stuff out of storage in about a month's time, so work will be able to recommence on a final BP release (and apologies for the absences). let's work on the end of June as a deadline; i'll update the workroom buglist in the middle of June with progress to date.



#299663 Stutter 2: The Stutter Returns

Posted by seanas on 10 May 2007 - 01:57 AM in Big Picture

Hmmm, i had started a new BG1 game, and could barely afford normal arrows/boots. The bags/scroll cases etc, had less than 20 items, i had no boots of speed/rings of regen, and i had sound turned off completely and graphics at a minimum, but nothing made a difference.

Once i dumped the bags/cases it went back to normal.

i doubt very much that i was trying to do too much, the problem happened when the bags/cases was in my invent, and stopped when they weren't.  That,  imho,  means the bags/cases are to blame.

there are some mods - and i can't remember which ones at the moment, i'm afraid - which continually check yr inventory, including containers, for specific items (to alter/remove/modify them), which when combined with the unlimited bags mods that everyone has installed, means that the script engine is perpetually checking yr bags on the off chance that item x is there when it wasn't 0.15 seconds previously. from memory, again, these mods dont typically show slowdowns on non-Mega Mod installs, which is all they were ever tested on. on Mega mods installs, however, they cause death by slowdown. as i said, i cant remember which mods these are, so i'm not of great help, but that's why some ppl get the bag-slowdown and others dont - you could always try removing the unlimited bag mods; altho this is drastic, it should offer a workaround - unless someone else cn identify the actual mod doing the constant inventory checking.



#298958 TDD, no bronze dragon!

Posted by seanas on 09 May 2007 - 06:39 AM in Mega Mod Help

Is there any provision for non-evil parties? My party is all LG and NG, and killing a bronze dragon isn't exactly a good action.


oh, the narrative in TDD is so weak that this is the least of yr worries - enjoy it as a decent dungeon romp; don't ask any questions about why yr doing what yr doing.

eh, that's what I figured. I had launced a cloudkill spell into the center of the room before doing anything else. The game must have registered it (the dragon) as a low HD monster and it croaked intantly. Opps!


heh. can't do much about metagaming :) (or rather, you can, but refer to the above answer re: the limitations of TDD)



#298956 Tortured Souls Area TT0305 Causes Crash

Posted by seanas on 09 May 2007 - 06:35 AM in Mega Mod Help

haha. things are going shit. trust me, you dont want to know.

on to the question of animations: the fact that erebusant's ic_histachii shows as a drider and doesn't crash points us in the right direction (and strongly implies it's an animation conflict). looking at DogCavalry's weidu.log, the only thing that jumps out at me is that TS-BP is installed before TDD - possibly there's an implicit ordering requirement here that is being broken. after all, TDD uses variants of the giant zombie, and TS-BP pulls some swift animation alterations to get around the inevitable animation conflicts (thus the zombie-that-looks-like-a-drider) - so concievably, having TDD installed after TS-BP breaks the animaiton workarounds used by TS-BP.

the workaround in this instance is the same: change the animation of GZOMBIE.cre from ic_histachii to ic_mummy using a game editor; the longterm solution is most likely to install TS-BP after TDD and SoS.



#298081 Tortured Souls Area TT0305 Causes Crash

Posted by seanas on 08 May 2007 - 03:43 AM in Mega Mod Help

as i posted on the other topic concerning this crash: it's almost certainly caused by GZOMBIE.cre using an incorrect animation. correcting this in the way i describe in the other post (and then re-entering TT0305, after clearing the cache and temp folders) will result in yr game playing normally.

the real question is 'what is causing the return of this bug', and i'd be a little surprised if it wasnt down to a TS instead of TS-BP install.



#298077 TDD, no bronze dragon!

Posted by seanas on 08 May 2007 - 03:39 AM in Mega Mod Help

unless i'm horribly mistaken: the gnoll is supposed to be there (SPOILER: it's the dragon in disguise and it will initiate a conversation leading to a fight if it can see you). the last time i played thru this quest, it gave the correct xp.



#298075 Tortured Souls Area TT0305 Causes Crash

Posted by seanas on 08 May 2007 - 03:36 AM in Mega Mod Help

this used to be a problem with older versions of BP and TS (ie, BP pre-v171). it was being caused by an animation incompatibility caused by TS. the specific creature was GZOMBIE.cre, using animation ic_histachii. changing this to another animation (eg: ic_mummy) fixed the problem. i would suggest this as the course of action for any player experiencing this issue (you'll need NI or DLTCEP to make these changes).

the real question, for my mind, is why is this problem reappearing now? to the best of my (admittedly outdated) knowledge, there hasnt been a new TS-BP released (but note that users installing TS will experience this crash: this is why TS-BP exists in the first place). if those ppl experiencing this are using TS-BP, then the question is which other mod is altering animations?



#295503 The Darkest Day ending/segway to ToB; can it be done?

Posted by seanas on 01 May 2007 - 01:44 AM in Mega Mod Help

Well I happened to notice that other users have been unable to to "end" the final quest in TDD. I am about to exit the underdark and tackle the other quests/new areas in this mod but now I have to wonder: will I be able to segway right into ToB with my party intact after defeating Irenicus if I want to/is there an option to decline the main TDD quest after Irenicus is defeated if you cannot segway into ToB afterwards? In otherwords, if you can't take that extra xp with you into ToB that you gather from doing the quests in TDD then what's the point of the mod other than just trying something different? :crying:

I currently have TDD, Tashia, and the Solufien mod installed and I would REALLY like to take Tashia and Sol with me into ToB again, romance and all.

sorry, im not understanding what is going on here.

no, you can't refuse the last TDD quest and transition to ToB - to get to ToB, you have to do the Rusted Scabbard quest. yes, this is a TDD design flaw, no it's not the only one.

but... what do you mean 'can you take the extra xp with you?' of course: the TDD-ToB transition was fixed a long time ago. you finish the Rusted Scabbard quest, you talk to Mary Magus in her house, you kick on to ToB without any restart and without alteration to yr party.

and as for HLAs - many dont start until Level 22 (not 18). some of this is due to TDD, some of this is BP rebalancing (from memory!); also, it's not inconceivable that TDD kits dont work properly and so dont grant HLAs as they should - you'd need to check the relevant .2da file to be sure.



#289196 Appology due to lifes BS

Posted by seanas on 28 March 2007 - 06:56 AM in Big Picture

haha - i haven't seen one of these posts in a while. i'll leave you to imagine my initial response :)

thanks ronin and chev for the defence, but it's hardly necessary: i'm well aware that v178 is horribly late; i'm equally aware that it will be finished when i've found the time to finish it, or when someone else has beaten me to it and finished it themselves.

we - the OP and myself - don't have a client-contractor relationship. we don't have mutually agreed SLAs against which my delivery of a project can be measured. we don't have a consumer-retailer relationship, where my lack of promised delivery can be actioned, or the misled consumer's rights asserted. we don't even have an author-reader relationship, where the reader can more-or-less-rightly rail against a breach of verisimilitude and the implied contract between author and reader. what we have is a collaborative relationship: anyone who downloads a mod is participating in a communal development process. (and yes: most communal development processes never finish, they just end).

that participation might not be very active - it might not extend beyond installing a mod once before immediately uninstalling and swearing never to go near it again, or it might go all the way to completing yr very own total conversion. in most cases, that participation involves playing a mod, and coming to a forum and describing the bugs/ incompatibilities/ conceptual difficulties/ alternative pathways you found whilst playing that mod. (nor does it matter that the author might reject any communal input that disagrees with their 'vision': as soon as you host a mod somewhere and allow feedback, yr part of the loop that feedback induces - all those bug reports from users you never meet in person have allowed yr mod to reach whatever level of quality it ends up reaching).

so: if you want a finished version of yr favourite mod - be it BP or whatever - then assist in whatever way you can, cos yr not buying a product, yr participating in a process. you dont have to learn to code or anything drastic, but you can at least provide feedback on what worked in yr game and what didnt. i play the game in one way, you might play it in another altogether: look at the recent discovery that the end of ToB in BP is horribly broken - proof, if it wasn't already obvious, that neither Horred nor i reach the end of the game with any regularity. that disovery might push back the eventual completion of v178, but an even later v178 that might actually be a final release beats the shit out of a v178 that requires an equally delayed v179 to fix the stuff we missed last time. if you want a faster completed version, then whatever help you can provide will speed up that process that much; if - as is yr right - you don't wish to help, then you also forgo yr right to whinge about completion delays.

executive summary: more feedback means faster completion; more foot-stamping means further derision.



#288826 Possible to have ALL areas from BGI+II on one map AND visit Beregost

Posted by seanas on 26 March 2007 - 05:18 AM in BGT Archive

Or does BGT only allow to play through BGI and when starting BGII all BGI areas are not visitable anymore? Which modification allows this? BGT? TuTu? The "Big Picture" modification kinda sounds like it. There is also a special world map for BP but I donīt know if this is what I am searching for.

no mod allows this, and it's extremely unlikely that one ever will. BGT certainly doesn't, nor does Tutu or the Big Picture. there's a partial exception with NEJ2, which allows travel back to Ulcaster - and only Ulcaster - but that's it. it makes no sense either in terms of storyline or in terms of gameplay for this to happen. nothing precludes you modifying the map file yrself, or using the CLUA console to get around, should you really desire this feature.



#284136 The biggest running Mega-WeiDU Install of all

Posted by seanas on 02 March 2007 - 01:48 AM in Mega Mod Help

Unfinished Business:
- The Suna Seni/Valygar Relationship
Can anyone confirm that this conflicts with NeJ? I vaguely remember someone/somewhere that there is not a conflict. I'ld like to know as I have it installed in my list.


just a quick comment about this, whilst i have a moment: the conflict was always a theoretical one between UB and TS (not NEJ) as TS added a Valygar proto-romance; specifically, the conflict would be between the way UB coded dialogue (the Bioware way) and the way TS coded dialogue (uniquely). note that i'm referring here to TS, not TS-BP, which may well have been cleaned up by KD; note too that on the UB side there was always significant scepticism regarding the possibility of this conflict actually existing in practice.

nevertheless, i've never experienced any conflict between the old BP and UB; TS and UB or TS-BP and UB. YMMV, of course, but i doubt it.



#282675 Dusting off old mods

Posted by seanas on 18 February 2007 - 04:28 AM in IE Modding Discussion

Modders can do what ever they want, but what they should do is work together. When a modder is no longer active and doesn't look like they are comming back, then we can't work with them. You might not like my way of thinking, but it is how I look at modding. What we (the community) should come to is an understanding about mods after the author has left the community.


yep, i agree. when someone makes it clear - either in the readme, in the their forum posting or via pm - that they don't want their mod modded, then it's off-limits, as far as i'm concerned: the recent case with aVENGER's Rogue Rebalancing Pack is a good example.

however, if such clarity hasn't been forthcoming, and the mod is abandonware, then it's effectively community property, and can be modded/re-released/whatever: the new version of the Planar Sphere is a good example of this position.

the debatable question (other than the philosophical question about not modding a mod, given that the original mod already alters someone else's IP without their express permission and usually, as ronin points out, in express contravention of the EULA) is 'when is abandonware abandonware?'

and the answer to that question can only be made on a ad-hoc basis: if someone tried to say 'Horred hasn't posted in a month, so i'm releasing 'The Big Picture Remixed', they might find some pushback from me; Vlad is continuing to release Baldurdash-weidu even tho KD didnt want him to - altho KD did give grudging permission; hlid resurrected, weidu'd and bug-fixed a whole range of mods, without anyone ever complaining. i dont know of any hard-n-fast rules - commonsense helps, but that's about all.

in this case, i agree with Azazello - MTS is talking about mods that haven't been touched in a long time, so i tihnk one month (with the caveat that the mod gets pulled/ work on it stops if the author turns up, a la aVENGER, and requests it stop) is more than sufficient. modding shares a lot of features with open source development, and one of those features is that yr never the sole authour of yr mod.



#282578 game does not run after install

Posted by seanas on 17 February 2007 - 08:06 AM in BGT Archive

from the Bioware list of assertion errors:

ChDimm.cpp at line number 805 or 834

BG2 failed to start up. Try to reinstall. Make sure that the baldur.ini file is NOT flagged read only and make sure that the [Alias] section is pointing to the correct directories of your install.

Here is a sample of what the [Alias] section should look like for a full install:

[Alias]
HD0:=D:\Games\Black Isle\BGII - SoA\
CD1:=D:\Games\Black Isle\BGII - SoA\CD1\
CD2:=D:\Games\Black Isle\BGII - SoA\CD2\
CD3:=D:\Games\Black Isle\BGII - SoA\CD3\
CD4:=D:\Games\Black Isle\BGII - SoA\CD4\

This should let you start the game.


check this stickied post about how and when to alter the baldur.ini file - hopefully, this should provide the solution you need.

on a slightly different note: don't install baldurdash v1.6 - it's not causing this crash, but it's likely to cause you other issues in-game. please use the BG2 Fixpack - it's the modern, up to date replacement version of baldurdash, and won't cause you in-game issues.



#282202 The biggest running Mega-WeiDU Install of all

Posted by seanas on 13 February 2007 - 01:10 PM in Mega Mod Help

good to know that someone has checked the TDD error and it can be ignored.

with regards to weidu warning about typos in globals: this is weidu being overly sensitive and can be ignored as well.



#282126 The biggest running Mega-WeiDU Install of all

Posted by seanas on 13 February 2007 - 03:09 AM in Mega Mod Help

no one needs permission for how they play a mod on their own install, or even how they share it amongst friends. if they wish to release modified versions (including translations): yes, permission is absolutely needed. but for their own installs? no extra permission after the original releasing of the mod is needed.



#281962 Hell trials: Test of Selfishness

Posted by seanas on 11 February 2007 - 02:47 PM in Mega Mod Help

but I didn't have Imoen in my party at that time

hang on, what? you didn't have Immy in yr party? what sort of inhuman monster are you, OV?

repressing my Immy fanboi for a bit, i'm glad we got this sorted. and apologies, Meira, for suggesting it was Amber at fault.

of course, we could avoid all this if LordM would only release Immy-TOB... (with the assumption that it'd fix the Immy-SOA bugs).



#281948 Hell trials: Test of Selfishness

Posted by seanas on 11 February 2007 - 01:20 PM in Mega Mod Help

that line of dialog: "How about you, Child of Bhaal. Yes, you would do nicely indeed. But here even your essence has power... power enough to prevent one such as I from taking you against your will." is from the Immy Romance (she's supposed to follow with a line along the lines of 'Oh no! <CHARNAME> you have to save <him/her>'.

possibly it's a conflict between Immy and Amber - if Amber is due to be taken, Immy obviously won't recognise her (Immy not having been re-written in over 3 years), and so there might be a missing/ incorrect dialog transition. she has a default dialog, for modded characters - so i'm guessing Amber adds dialogue states to this dialogue, and they're transitioning incorrectly from the Immy-added dialogue. (or somesuch... :) )

the quick and dirty way around it would be to kick Amber from the party and immediately re-join her - Selfish will take Player2 (unless that's Immy, in which case it's Player3), and the respective NPC party positions are based on current length of time in the party; so kicking and rejoining her just prior to meeting Selfish will make her Player6 - and thus not taken.



#281896 BPv177 bug reports

Posted by seanas on 11 February 2007 - 01:27 AM in Big Picture

Turmish leader is the only one turning hostile after the brief convo in the penultimate bard stronghold quest.
Illasera in ToB turns hostile after the convo but her minions do not...

caused by different things. the usual cause is bad Shouts: the Turmish Leader does a Shout(89); the Turmish Thugs are looking for a Shout(79) to turn hostile.

Illasera is different (but also BP caused): when she turns hostile, her dialogue explicitly lists the NPCs who turn hostile with her (instead of using a Shout). sadly, there are four different versions of that cutscene, depending on yr level and the number of NPCs in yr party, and she only calls her allies from one of those cutscenes hostile.



#281894 BPv177 bug reports

Posted by seanas on 11 February 2007 - 01:06 AM in Big Picture

cool, thanks for checking Lasaonar, pro5. wouldn't it be ironic if after all this time, it wasn't actually BP that was breaking that scene, but one of the other big mods?

as for EA.IDS - i'll have to check whether BP uses ANYONE as a target in any of it's scripts - i seem to recall that it does, and frequently, but it's been a while since i looked. if it does, there's a valid question as to whether i can be bothered re-writing them before, say v179 or later.



#281893 The biggest running Mega-WeiDU Install of all

Posted by seanas on 11 February 2007 - 01:01 AM in Mega Mod Help

WARNING: REPLACE ignoring specified WEIGHT for state 27 (8). Using weight from DLG (24). Use SET_WEIGHT if you want to change state weights. [31]

can be ignored as well. more advice from weidu to the mod authour: the dialogues in question still installed normally.

the Fixpack can in theory be installed anywhere; i wonder if installing it after NEJ2 is the solution to the compatiility problems between the two mods (well, the solution other than correcting the 6 script blocks in NEJ2 that it's looking for to replace).



#281717 A comprehensive Guide to BP-WeiDu Compatibility

Posted by seanas on 09 February 2007 - 04:56 PM in Big Picture

I read that BPSeries should be install after Big Picture. There is no info about this mod in sean's order list.
Btw. What should I install first: Divine Remix or BPSeries?

it needs to be after one of TDD or BP, as it makes use of TDD's spell list (and BP adds the TDD spells to SPELLS.IDS just in case); if you've got TDD installed, the BPSeries can go before BP; if not, then after BP. other than the BPSeries doesn't really care where it's installed - so before Divine Remix works fine.



#281708 BPv177 bug reports

Posted by seanas on 09 February 2007 - 03:11 PM in Big Picture

The "fix" for Lasaonar would be to remove all changes BP introduces to his script, because it already works fine the way it is.


actually, Lasaonar hasn't worked in any version of BP i've played - i first tried to fix it in version 3 of the s_and_h patch for BPv161G (that'd be october, 2004); the version that exists in BPv177 was added in v175 (i think) (and not by me, btw) in response to persistent reports from early beta testers about unaltered Lasaonar not working in BPv170 thru 175.

that said, i'm removing it from v178 - i figure we may as well start with the default code and work our way from there (and yes, i'm working on v178: i missed my end-of-jan deadline, and have been stuck in work hell ever since - which was why i was trying to finish it before the end of jan).