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#595187 BiG World Setup (an attempt to update the program)

Posted by Ciswind on 30 May 2017 - 09:11 AM in Mega Mod Help

I believe that design decision to auto-pull latest versions of the mods, made about 1 or 2 years ago, will be major factor in BWS deterioration speed once it lost its maintainers. If BWS kept using (as an example) mod version 2.3 until someone with the knowledge manually approves switching to 2.4 while doing all the necessary prep work, it could have remain stable, if not completely bug free, for eternity.

Agreed. It would be great if we can have the older versions of the BWS (from 1 or 2 years ago). 




#595180 BiG World Setup (an attempt to update the program)

Posted by Ciswind on 30 May 2017 - 02:57 AM in Mega Mod Help

Is BWS Original BG1+BG2 Trilogy playable anymore? 

 

In the last 2-3 weeks Ive done at least 5 installations of "Tactics" and there are game ending bugs.  I've tried a few posts and configurations but I cant seem to pin point why.  

 

I only play to the end of Chapter 3 each time, after that the game crashed whenever I try to enter Nashkel Carnival, wheather using map or Console.  The other two bugs are Death of Party game crashes before Hand Movie starts.  Duergar Bounty Hunters in the mines, the Rogue Duergar crashed game on his first action.  Each new install I checked these with a pre-gen character quickly skipping through the game to see if they are still present....when they are, I re-install.

 

Ive been using the Default Configuration of "Tactics" with only a couple of changes.  I get rid of Hard Times and I get rid of the the option that makes enemies +1 AC/Save/THAC0 and instead pick add more HPs.  The only conflict that shows is a Potrait Pack, "Drows" not being capatible with "BG Paint".  Ive tried installations getting rid of Drows and keeping it anyway, same bugs either way.

 

I read BWS isnt being updated anymore and since I read that, I was trying to get one last good install.   Am I too late?

 

Has anyone reciently used BWS on a Tactics install and played that far without this happening? or happening also?

 

update May 26th

 

Another install today, Ive attached a copy/paste log of almost everytime the BWS stopped and required a response.   Duergar Thief bug is no longer there and I am able to enter Nashkel Fair after completing the Mines.  But the Death Hand Movie still does not appear upon death of entire party and I simply crash to desktop.

 

Durring installation I had 13 Errors asking me if I wanted to patch a version of a mod that didnt match the current version.  In all cases it was because BW Fixer was using a outdated version of the Mod, no in other words choose "NOT TO PATCH". attachicon.gifBWS Error List BGT.txt

 

I have encountered the same problem of patching enquiries as well. 

On the other hand, I also have the problem on the lolfixer, "unborker" in particular. 

It can't be installed through BWS or manually. 

The error includes the line "Invalid_argument("String.sub")"

Here is the .debug and my weidu

Attached Files




#594967 Transition from SoA to ToB

Posted by Ciswind on 09 May 2017 - 06:46 PM in Mega Mod Help

The problem can be solved this way. 

Maybe we need a bugfix for the coming updates. 

 

Edit: 

Also, AR4000.bcs has a chance to stop after creating a mule (from pack-a-mule mod)

The mule entry is in every [area code .bcs] at last entry normally. 

In AR4000.bcs, it goes to the top however. 

The entry is as following: 

 

 

IF

Global("W_MuleToGAM","GLOBAL",0)
!Exists("W_MULE")
Global("W_PMULE_C","ar4000",0)
THEN
RESPONSE #100
SetGlobal("W_PackMuleWrangler","GLOBAL",9)
SetGlobal("W_MWAIT","GLOBAL",3)
SetGlobal("W_PMULE_C","ar4000",1)
CreateCreature("W_MULE",[1136.1727],0) // Pack mule
ApplySpellRES("W_MSHAD","W_MULE") // No such index
END

 

 
It needs a Continue() to allow the firing of the entries below. 
 

IF
Global("W_MuleToGAM","GLOBAL",0)
!Exists("W_MULE")
Global("W_PMULE_C","ar4000",0)
THEN
RESPONSE #100
SetGlobal("W_PackMuleWrangler","GLOBAL",9)
SetGlobal("W_MWAIT","GLOBAL",3)
SetGlobal("W_PMULE_C","ar4000",1)
CreateCreature("W_MULE",[1136.1727],0) // Pack mule
ApplySpellRES("W_MSHAD","W_MULE") // No such index
Continue()
END
 
Hope it helps others who have similar problem. 



#594965 Transition from SoA to ToB

Posted by Ciswind on 09 May 2017 - 05:39 PM in Mega Mod Help

Do You launch the game via the ToB button in the starting screen (Elminster with staff or something)?

 

No. There is a transition from SoA to ToB. The movie is played after the party defeats Irenicus. 

The party is transferred to AR4000 afterwards. 




#594961 Transition from SoA to ToB

Posted by Ciswind on 09 May 2017 - 02:06 PM in Mega Mod Help

I have noticed that all of my installations of BWS/BWP has this problem. 

 

baldur.bcs is still firing after entering ToB (the spirit head area AR4000) instead of baldur25.bcs

 

It has caused some clear roleplay disturbance (eg. Delon follows you all the way to ToB to ask for help in Umar Hills) and worst of all, the baldur25.bcs didn't fire at all. 

 

If I rest I can see Ellesime telling me to act faster on Jon Irenicus. 

 

What can I do to change the script firing from baldur.bcs to baldur25.bcs? 

 

Also, is there any solution in the coming installations of BWS/BWP

 

I can navigate Near Infinity fairly well. 




#589399 Avery and Asalie's scripts are not running as intended

Posted by Ciswind on 10 August 2016 - 01:45 AM in Nathaniel

What is your Global("NathRomanceActive","GLOBAL")?

 

This is not checked by the scripts, but just look at the additional triggers in FHAvery.dlg. You may have a condition that is not covered.

Sorry, that is not what I meant, there are globals like this

Global("FHBryceHere","GLOBAL") and

Global("FHTellAvery","GLOBAL") that are used by the quest and trigger Avery's responses.

All are not existed unless I CLUA them in. 

Hence I suspect if the IF script is running as intended. 




#589397 Avery and Asalie's scripts are not running as intended

Posted by Ciswind on 10 August 2016 - 01:10 AM in Nathaniel

What is your Global("NathRomanceActive","GLOBAL")?

 

This is not checked by the scripts, but just look at the additional triggers in FHAvery.dlg. You may have a condition that is not covered.

I remembered the RomanceActive global should be correct last trial. 

Avery's dialogue was fixed once I CLUAed in ("FHSeeNath","GLOBAL",1). 




#589395 Avery and Asalie's scripts are not running as intended

Posted by Ciswind on 09 August 2016 - 07:35 PM in Nathaniel

Does the above script not have an IF at the start, aka is it not:
IF
See("Nath")
InParty("Nath")
!StateCheck("Nath",CD_STATE_NOTVALID)
Global("TalkAvery","GLOBAL",0)
Global("FHSeeNath","GLOBAL",0)
CombatCounter(0)
THEN
RESPONSE #100
SetGlobal("FHSeeNath","GLOBAL",1)
StartDialogueNoSet(Player1)
END

The NPCs .cre should have "Nath" as it's death variable(the NI's .cre view'er refers to it as "script name")... offset 0x0280. To enable seeing the offsets, you just Go to Options -> Show Hex Offsets ..

 

You probably will want to check the save game, so open the Save -> it's a bit weirdly named save folders -> BALDUR.GAM -> Nath should be one of the Player character's and you open those with double click, then view the CRE tab instead/not of the "Game stats". And find what their script name's are. Player generated chars have "None" in that spot.

The "IF" is there (inside the spoiler tag)

Death variable is named as "Nath"; offset as "3e4c h"

 

For the save game, Nathaniel is named as [*ATH08] (PC as [*HARNAME])

My guess is that 08 stands for the version of Nathaniel to determine its level when joining the party. 

Still the death variable has no 08 behind "NATH". 




#589391 Avery and Asalie's scripts are not running as intended

Posted by Ciswind on 09 August 2016 - 05:16 PM in Nathaniel

This is my first time playing this mod so if I miss any details just tell me. 
Avery, an NPC (not joinable) in Nathaniel's romance, is supposed to initiate a conversation with PC. 
However, he keeps "has nothing to say" when met as this post mentioned. 
After checking with NI, the script of Avery [FHAvery.bcs] seems not running as intended: 
 
Spoiler
See("Nath")
InParty("Nath")
!StateCheck("Nath",CD_STATE_NOTVALID)
Global("TalkAvery","GLOBAL",0)
Global("FHSeeNath","GLOBAL",0)
CombatCounter(0)
THEN
RESPONSE #100
SetGlobal("FHSeeNath","GLOBAL",1)
StartDialogueNoSet(Player1)
END
 
In my game, all IF conditions are met but the SetGlobal("FHSeeNath","GLOBAL",1) doesn't run.
Hence no conversation can be fired as his dialogue requires the "FHSeeNath" global. 
Since I am not familiar with script language, can somebody tell me if there is any corrections needed on the IF conditions? 
Also, what quality should I look in NI to see if Nath08.cre is refered as "Nath" in the script?
The same situation goes for Asalie, another NPC of Nathaniel mod. The script doesn't work as intended so it's stuck. 
 
Any help/experience would be appreciated. 
 
Background: BG2 SOA+TOB, BGT (BiG World Setup), BG2 Fixpack installed, Nathaniel v4.3
 
Edit: Even the spoiler tags hate me. I suck at scripting.