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#581104 Dialog bug ??!

Posted by xagon on 22 September 2015 - 09:00 AM in Mega Mod Help

Yup, it says it's set to 1.




#581102 Dialog bug ??!

Posted by xagon on 22 September 2015 - 07:46 AM in Mega Mod Help

The problem was (for now?) solved by entering CLUAConsole:SetGlobal("ACBreImmyTalk","GLOBAL",2) in the console. A dialog triggered and the characters now behave normally.




#581095 Dialog bug ??!

Posted by xagon on 21 September 2015 - 08:43 AM in Mega Mod Help

Thank you. I found the Breagar release thread made by the guy who developed the mod and asked the question there. And thanks for helping and being patient with a noob like me. :-)




#581090 Dialog bug ??!

Posted by xagon on 20 September 2015 - 07:44 PM in Mega Mod Help

Thanks for the help everyone. Since the problem seems to be complicated to solve and I can't contribute anything, I will for the time being just go on adventuring without Breagar in my party. But I will keep my current save so if anyone has any further suggestions please post them.

I found some hints to the problem on the Kerzenburg forum (german for Candlekeep) where the Breagar mod is hosted. However, that is only of help if you speak German.

 

Can you give me the link to where you found the hints? I looked but didn't find anything specific about this bug.




#581085 Dialog bug ??!

Posted by xagon on 20 September 2015 - 09:51 AM in Mega Mod Help

Thanks for the help everyone. Since the problem seems to be complicated to solve and I can't contribute anything, I will for the time being just go on adventuring without Breagar in my party. But I will keep my current save so if anyone has any further suggestions please post them.

I found some hints to the problem on the Kerzenburg forum (german for Candlekeep) where the Breagar mod is hosted. However, that is only of help if you speak German.

 

I do speak German . :-)




#581068 Dialog bug ??!

Posted by xagon on 19 September 2015 - 10:38 PM in Mega Mod Help

Thanks for the help everyone. Since the problem seems to be complicated to solve and I can't contribute anything, I will for the time being just go on adventuring without Breagar in my party. But I will keep my current save so if anyone has any further suggestions please post them.




#581060 Dialog bug ??!

Posted by xagon on 19 September 2015 - 09:06 AM in Mega Mod Help

I feel dumb for having to ask but how do I make a change log?  :ermm:

As you can guess, the answer is in the same topic as the LStest is shown, but in this post. The technical term is --change-log ... cause that's the actual MSdos weidu command's structure name.

So essentially you just run a custom .bat file with this in it:

mkdir change-log
WeiDU.exe --log nul --change-log acbre.bcs >change-log/change-log.txt --out change-log

 

thanks.

Attached Files




#581058 Dialog bug ??!

Posted by xagon on 19 September 2015 - 08:24 AM in Mega Mod Help

player1 -> imoen2

...

ActionOverride("imoen2",StartDialogueNoSet("Imoen2"))

That's the part the LStest adds so the player notes that in the dialog box via the player1 as it's target, the rest of the script is what actually matter/is wrong in the original script... with the trigger, when it's running etc.
@Xanon, write the rest of the script's in question until you run to an END.

Aka, sequesne is from the IF ... THEN ... END . Not END ... IF ... THEN ..

What's likely the problem is that this is wrong:

IF
	GlobalGT("CHAPTER","GLOBAL",1)
	InParty(Myself)
	InParty("imoen2")
	OR(2)
		Global("ACBreImmyActive","GLOBAL",0)
		Global("ACBreImmyActive","GLOBAL",2)
THEN

As it's likey either needs to be:

IF
	GlobalGT("CHAPTER","GLOBAL",1)
	InParty(Myself)
	InParty("imoen2")
	Global("ACBreImmyActive","GLOBAL",0)
THEN

Or:

IF
	GlobalGT("CHAPTER","GLOBAL",1)
	InParty(Myself)
	InParty("imoen2")
	Global("ACBreImmyActive","GLOBAL",2)
THEN

But not, or both.

IF
	!Global("endofbg1","GLOBAL",2)
	InParty(Myself)
	InParty("imoen2")
	See("imoen2")
	RealGlobalTimerExpired("ACBreImmyTimer","GLOBAL")
	CombatCounter(0)
	!See([ENEMY])
	!StateCheck("ACBre",CD_STATE_NOTVALID)
	!StateCheck("imoen2",CD_STATE_NOTVALID)
	OR(4)
		Global("ACBreImmyTalk","GLOBAL",4)
		Global("ACBreImmyTalk","GLOBAL",6)
		Global("ACBreImmyTalk","GLOBAL",10)
		Global("ACBreImmyTalk","GLOBAL",16)
THEN
	RESPONSE #100
		ActionOverride(Player1,DisplayString(Myself,152001)) // Running block 48 of ACBRE.BCS
		PlaySong(115)
		ActionOverride("imoen2",StartDialogueNoSet("ACBRE"))
END



#581057 Dialog bug ??!

Posted by xagon on 19 September 2015 - 08:21 AM in Mega Mod Help

Thanks for making this topic and not to post mine. :cheers:

 

Your ACBRE.BCS is, how i put this nicely, totally f***ked up. :blink:

 

Could you post weidu.log and make change-log from ACBRE.BCS.

 

Hopely Imp and/or Lollorian help because they know much more than me.

 

I feel dumb for having to ask but how do I make a change log?  :ermm:

Attached Files




#581053 Dialog bug ??!

Posted by xagon on 19 September 2015 - 07:58 AM in Mega Mod Help

Suggest to change block 48 of ACBRE.BCS PlaySong(115) ActionOverride("imoen2",StartDialogueNoSet("ACBRE")) END

to

PlaySong(115)
		ActionOverride("imoen2",StartDialogueNoSet("Imoen2"))

 

The relevant dialogue to trigger is in Imoen2J not in Bregar's J file.

 

I did but the effect was that my main character now also stops moving.




#581049 Dialog bug ??!

Posted by xagon on 19 September 2015 - 07:03 AM in Mega Mod Help

I was asked to create a thread about this problem:

http://www.shsforums...-39#entry581038

 

Imoen and Breagar stop moving all the time and keep looking at each other as if they want to initiate a dialog.

 

I used LStest and this message keeps repeating: "Block 48 of ACBRE.BCS"

 

block 48 of ACBRE.BCS
		PlaySong(115)
		ActionOverride("imoen2",StartDialogueNoSet("ACBRE"))
END

IF
	GlobalGT("CHAPTER","GLOBAL",1)
	InParty(Myself)
	InParty("imoen2")
	OR(2)
		Global("ACBreImmyActive","GLOBAL",0)
		Global("ACBreImmyActive","GLOBAL",2)
THEN
	RESPONSE #100
		ActionOverride(Player1,DisplayString(Myself,152002)) // Running

 

Since my knowledge about modding is zero I would appreaciate it if anyone could help me find the solution.

Attached Files




#581046 Notes, Oddities and Possible Bugs in My BWP Game (Spoilers)

Posted by xagon on 19 September 2015 - 06:10 AM in Mega Mod Help

edit: They keep looking at each other as if they want to start a conversation, too.

Try and start up a conversation between the two. With the dialog button you have with only one of them selected, or with your main char with one and so forth.

To know what's really going on, you can try and use the LStest mod/tool, it's a little tricky, and the archive in the post is very old, so while you extract it to the game folder, do not overwrite the weidu.exe in there.

Yes, that's just the start ...next you need to know what's wrong with the script, how to fix it, remove the LStest mod, and recompile the script and then go on playing.

 

thanks. I did that and this message keeps repeating: "Block 48 of ACBRE.BCS" What do I do next to find out what's wrong with it?

 

edit: I found this:

block 48 of ACBRE.BCS
		PlaySong(115)
		ActionOverride("imoen2",StartDialogueNoSet("ACBRE"))
END

IF
	GlobalGT("CHAPTER","GLOBAL",1)
	InParty(Myself)
	InParty("imoen2")
	OR(2)
		Global("ACBreImmyActive","GLOBAL",0)
		Global("ACBreImmyActive","GLOBAL",2)
THEN
	RESPONSE #100
		ActionOverride(Player1,DisplayString(Myself,152002)) // Running



#581038 Notes, Oddities and Possible Bugs in My BWP Game (Spoilers)

Posted by xagon on 19 September 2015 - 12:26 AM in Mega Mod Help

Hi everyone. Just yesterday I installed BG1+2 with BWS. It's the first time I ever tried modding a game to this extent so I was very happy that everything worked. I started playing and everything worked just fine. Until Khaled and Jaheira joined the party. Now, Imoen and Bragar suddenly stop moving all the time. I googled for a solution to this "movement bug" but didn't find anything. Can you guys help me out? I reloaded but they still stop moving all the time. I'm a complete modding noob so I have no idea what to do. :D

 

edit: They keep looking at each other as if they want to start a conversation, too.