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#608655 BGT v1.21: Issues, Solutions and Suggestions

Posted by chuft on 26 February 2020 - 05:13 PM in BGT-WeiDU

Well this is interesting

 

ogGzpK2.png

 

LtwwOAE.png

 

jyST17F.png

 

7anzO9E.png

 

 

I wonder why these would suddenly trip an alarm in Webroot? 




#608466 BGT v1.21: Issues, Solutions and Suggestions

Posted by chuft on 16 January 2020 - 08:26 AM in BGT-WeiDU

When I tried to play BG1 using Tutu, I could not complete it due to bugs and crashes. I lost patience with it and havent gone back.



#607454 Sarevok battle - when was it changed?

Posted by chuft on 26 September 2019 - 03:40 AM in BGT-WeiDU

I think it was deliberate because of players reporting the change (and one said he stopped using BGT after it - he also said he wrote a number of threads about it at the time it happened, but this was on the old Bioware forums and they are very difficult to access now so I can't find those threads - it sounds like they are from 2010, he mentioned it in 2012 in the archive of part of those forums I linked to above,

http://blackstrider....ml#entry8180780

). 

 

The Tales of the Sword Coast manual does not include any sixth level spells like Flesh to Stone or Death Spell, nor would the XP cap allow a player to ever get to the level where they could use them.  So I am puzzled about your remark about them existing in TotSC, unless Flesh to Stone is how they implemented a basilisk's ability behind the scenes.

 

I wanted to have the same battle as I would have had at the end of BG1, but the enemies were so tough I just had to Ctrl-Y through the thing, and felt cheated of the climax of the campaign.  I have talked to another player who had to do the same (Ctrl-Y to get past it and on to BG2).

 

I think there aren't more complaints about this because a lot of experienced players use SCS which overwrites these files. so they never encounter this enhanced difficulty.

 

I definitely think it should be the same as in BG1.  SIxth level spells are not for sale in any of the stores in the BG1 area, even if a player somehow got to be an 11th level mage before this battle (not sure how this could be possible even in BGT) so I don't see any balance concerns.




#607448 Sarevok battle - when was it changed?

Posted by chuft on 25 September 2019 - 04:08 PM in BGT-WeiDU

If it does not happen when playing vanilla BG1, but does when playing BGT because BGT deliberately does not copy the BG1 script, then BGT definitely is responsible.

 

I am guessing the tougher Semaj script is in BG2 because of the Pocket Plane challenge involving him.  I don't see how it could be related to BG1 intent.

 

In any case as I demonstrated, other stuff (like Angelo's items) are definitely upgraded in BGT as well. And they're in the Override folder, BGT put them there.

 

This was definitely a change to BGT, as I have linked already to when people noticed it back around 2010 or whenever it was. I am wondering exactly when and why this undocumented change was made, but I guess I am not going to get an answer here.




#607416 Sarevok battle - when was it changed?

Posted by chuft on 15 September 2019 - 12:27 PM in BGT-WeiDU

Comparison of this BCS file:

 

BG1 version

 

8uuvdDF.jpg

 

 

 

BGT version

 

xyIMWLB.jpg




#607415 Sarevok battle - when was it changed?

Posted by chuft on 15 September 2019 - 12:20 PM in BGT-WeiDU

er0PqkS.jpg

 

Guns aren't any more smoking than this.




#607413 Sarevok battle - when was it changed?

Posted by chuft on 15 September 2019 - 07:36 AM in BGT-WeiDU

An example.  Angelo's necklace.

 

Version in BG1 folder

 

8NaxGWV.jpg

 

 

Version in BG2 overrride folder after running BGT

 

0GOdnDm.jpg




#607412 Sarevok battle - when was it changed?

Posted by chuft on 15 September 2019 - 06:32 AM in BGT-WeiDU

What BGT version are you even using? lol

 

1.20, but I have found lots and lots of posts on various forums with people complaining about this change since 2010, so it seems to have been around for awhile.

 

The fact SCS overwrites it could explain why some people haven't experienced it.




#607411 Sarevok battle - when was it changed?

Posted by chuft on 15 September 2019 - 06:30 AM in BGT-WeiDU

Was hoping to get some answers here, but instead, just the usual Jarno trolling.

 

For anyone else interested in the facts.

 


http://blackstrider....ml#entry8180780
(" I can confirm these are standard BGT changes and have been there for at least 2-3 years. I had at least two major rants on these forums about it since then, even went back to EasyTutu/vanilla for a while as a result.")

https://www.gog.com/...y_sarevok/post3
("It's Semaj casting Death Spell. He will only use this spell once at the beginning of the battle in BGT (in vanilla, Tutu or BG:EE he doesn't use this particular spell). )"

https://gamefaqs.gam...of-amn/67793181
post #7 ("BGT shenanigans")

https://gamefaqs.gam...of-amn/66570717
post #4 ("BGT dickery")

https://forums.beamd...3/#Comment_7603
("Semaj will start the battle with death spell (killing everything you summoned), greater malision, flesh to stone...i played my last sarevok battle in BGT")

 

 

 

From discussions elsewhere I have found out SCS overwrites these changes, and a lot of people using BGT also use SCS, which could explain why not everyone sees it.  Still doesn't explain why an extreme difficulty change is not shown in the options or ReadMe.

 

 




#607408 Sarevok battle - when was it changed?

Posted by chuft on 14 September 2019 - 10:59 PM in BGT-WeiDU

I am curious about something.  I just tried to play the Temple of Bhaal battle and found it challenging, to say the least.  Semaj fires off Death Spell and Flesh to Stone, Angelo seems to have a bottomless quiver of Arrows of Detonation, the enemies all seem to have immunity to a lot of spells and damage types...I looked at some of the files in the Override file with Near Infinity and can see the modifications to make Sarevok's group much tougher.  Angelo for example has a necklace making him immune to lots of spells. All the henchmen start off invisible.

 

When did this become a part of BGT?  I can find a lot of accounts in various forums of people saying this started around 2010 or so, but in another forum, people swear they have played  BGT often and never run into this. I don't see it anywhere in the BGT readme, nor have I seen it mentioned in release notes that I have read for the period 2012-2009.  But the timestamps of the files in my Override folder make it obvious BGT is the mod that made these changes.

 

It sounds like it should be an option during install, but I don't recall being asked for a tougher final battle or anything like that.

 

Any info would be appreciated.




#607299 BGT v1.21: Issues, Solutions and Suggestions

Posted by chuft on 07 August 2019 - 03:27 AM in BGT-WeiDU

Are there any other known bugs with TobEx? Like phantom keystrokes for example?




#607294 BGT v1.21: Issues, Solutions and Suggestions

Posted by chuft on 06 August 2019 - 07:16 PM in BGT-WeiDU

I continue to encounter strange bugs.  The first one was when I was talking to Prism for the first time; Kagain was down to 37 out of 75 hit points.  When the conversation ended and the fight with Greywolf began, Kagain suddenly was at full hit points.  I tried to reproduce this (the game had been saved right before the convo) but failed - it only happened one time out of four.  Still, odd.
 
After defeating Mulahey, I could not leave the Mines via the exit to the Valley of the Tombs.  The wheel icon appeared, but clicking on it just made the characters go to the spot I clicked.  I re-entered Mulahey's cave and came back out, and now the exit to the Valley worked.  Not sure why it wouldn't work the first time.
 
Most consistently, lots of saves seem to be listed when enemies save versus spells.  Casting Command for example will show the enemy saving at least twice if they succeed.  This seems peculiar.
 
In the assassin battle in the Valley for example, I often saw huge numbers of saves versus a spell.  Here is an example of Tiax casting a Silence.  It can't even fit all the saves, but each character not Silenced saved six times.  The same thing happened earlier when Viconia tried to Silence the group.  Tons of saves each against one spell.
 
 I do not know why this editor keeps right justifying this picture no matter what I do to change it.
 
14psFl6.png




#607262 General Attack script not working

Posted by chuft on 04 August 2019 - 01:20 PM in BGT-WeiDU

This is fascinating.  I complained here

 

https://www.gibberli...&comment=271586

 

about getting attacked by ogrillons and an ogre mage at the same time in Waylaid by Enemies at second level, and people seemed dubious that that could happen. Another mystery solved.




#607257 General Attack script not working

Posted by chuft on 04 August 2019 - 08:10 AM in BGT-WeiDU

Hi chuft,

 

Thanks for going through all the trouble. I've nailed it down to invalid line endings: compiled scripts (BS, BCS) need LF line endings, but the two BS files copied over from the BGT package had been incorrectly converted to CR LF by Ascension64's text editor or GitHub. This has nothing to do with ActionListEmpty().

 

Added to my unofficial fork.

 

Hello,

 

I figured the other possibility was that something went wrong with the compilation process and merely by recompiling it I was fixing the problem, but that seemed remote, since it would seem that if the script was corrupted, Near Infinity would have problems reading it, and it didn't.

 

I guess Near Infinity is less finicky about line endings than IE.

 

Thanks for confirming.  Now that I am messing around with Near Infinity, I decided to change the aGen to act like a ranged script that never runs away, since it does switch weapons, so some good came of this.




#607256 General Attack script not working

Posted by chuft on 04 August 2019 - 08:07 AM in BGT-WeiDU

I am very familiar with pause, interrupting orders etc.  Characters with the General script, if given no orders, just stand there, even if attacked in melee.  They do nothing at all.

 

I am not removing the ActionListEmpty().  I am moving it from the bottom to the top of the conditional code block where it is in every other script except the non-working ones.  And now it works.

 

In other words changing

 

IF
    AttackedBy([ANYONE],DEFAULT)
    ActionListEmpty()
THEN
 

to

 

IF

    ActionListEmpty()
    AttackedBy([ANYONE],DEFAULT)
THEN

 

fixed the script.

 

In general it seems IF (a=1) AND (b=1) should be the same as IF (b=1) AND (a=1). But in this case, for whatever reason, probably due to the ActionListEmpty() method doing something to a global variable, it is not equivalent. The ActionListEmpty() check always comes first in all the working scripts. I looked.

 

Now that I know what the problem is, I have decided to copy the Ranged script into the aGen script and remove the block for running away.  This should give the behavior I want from front line fighters - act like archers unless the enemy is close, then switch to melee and attack in melee.




#607253 General Attack script not working

Posted by chuft on 04 August 2019 - 06:58 AM in BGT-WeiDU

I decided to have a look at all the other scripts and noticed "ActionListEmpty()" is always the first condition in a condition block, except in scripts reported as not working such as aGen.bs and the apass.bs, and also Default which I seem to recall didn't work right either. I doubt this is a coincidence, the IE engine must want that check first for some reason.

 

I edited the script to put "ActionListEmpty()" as the first condition in each block instead of last, like all the other scripts, recompiled it and launched the game.  The aGen.bs script now works as intended.  So this seems to be a coding error.




#607252 General Attack script not working

Posted by chuft on 04 August 2019 - 06:39 AM in BGT-WeiDU

Thank for you reminding me about Near Infiity; I had it installed from years ago but didn't remember what it was for.

 

The script in the scripts folder and the script in the BGT backup folder have the same timestamp for Date Modified, which tells me nothing modified it after BGT. So the version in the scripts folder is the BGT version and nothing changed it after BGT install.

 

Backup version in BGT\Backup\0\:

 

IF
    AttackedBy([ANYONE],DEFAULT)
THEN
    RESPONSE #100
        AttackReevaluate(LastAttackerOf(Myself),30)
END

IF
    See(NearestEnemyOf(Myself))
THEN
    RESPONSE #100
        AttackReevaluate(NearestEnemyOf(Myself),30)
END

 

 

BGT installed version currently in Scripts:

 

IF
    AttackedBy([ANYONE],DEFAULT)
    ActionListEmpty()
THEN
    RESPONSE #100
        AttackReevaluate(LastAttackerOf(Myself),30)
END

IF
    See(NearestEnemyOf(Myself))
    ActionListEmpty()
THEN
    RESPONSE #100
        AttackReevaluate(NearestEnemyOf(Myself),30)
END

 

So the backup version matches what you say is the BGT version.  The BGT-installed version I have adds a condition for the script only firing if the character's action list is empty. So that seems odd, what you say is the BGT version is actually what it backed up for me and replaced.  Makes me wonder if you and I are using different versions of BGT-WeiDU.

 

Only the General Attack script becomes "None" on load, and it doesn't work even if newly assigned.  Same problem this person had with BGT:

 

https://www.gog.com/...tain_characters

 

The ranged script makes the character run away if enemies get close, which is not the behavior I want.

 

The new script BGT installed doesn't look obviously bad in its logic, but it doesn't work and is lost on load, so something must be wrong with the file.




#607248 General Attack script not working

Posted by chuft on 03 August 2019 - 02:43 PM in BGT-WeiDU

Hello, playing BGT-WiDU and I noticed the General Attack script does not seem to work.  And it resets to None after a load.

 

I have seen users in the past commenting about this, in 2013, they were going to report it as a bug since it seemed BGT was corrupting aGen.bs somehow.

 

In the SETUP-BGT.DEBUG file I notice

 

 

[bgt/base/bs/agen.bs] loaded, 583 bytes
scripts/agen.bs copied to bgt/backup/0/agen.bs, 417 bytes
Copied [bgt/base/bs/agen.bs] to [scripts/agen.bs]
 

 

This seems to indicate BGT is modifying this script somehow. I can't see what the script does with a text editor.

 

Does anyone know why BGT modifies it, and what it is doing?  Is it safe to replace the broken one I ended up with, with \bgt\backup\0\agen.bs?

 

Thanks for any insight!  I'd like to have a general attack script where the character attacks with whatever weapon they already have in hand, neither charging nor backing up if they have a ranged weapon equipped.  Basically a "stand and shoot till they reach me then switch to melee" standard front line script.

 




#607214 Question about installing

Posted by chuft on 27 July 2019 - 07:58 AM in Worldmap

Am I misunderstanding something about the PDF?

Worldmap is installed there ... but it can be installed after BGT too. Nothing special about it... but there could be a mod that is not in your list that NEEDS the Worldmap mod.

 

Yes I saw that in some mod descriptions, but they were still listed before the worldmap in the install order, unless the order of sections in the PDF is not the install order.

 

 

 And for that to actually work as intended, you need the BWP Fix and Install -packs too.

 

For what to work as intended? I saw no mention in Unfinished Business 1 or 2 that it needed a BWP fix or install pack.




#607198 Question about installing

Posted by chuft on 26 July 2019 - 05:37 PM in Worldmap

1) I guess I have no idea which ones are considered "tweaks" and go after BGT, and which ones are considered "non-tweaks" and go before BGT.

2) How to know which order to use....

1. Which is why I proposed to use the above .pdf for exact order. It's a very general advice for a 1000+ mod components, so it should be enough for a start.

2. The one you prefer. You don't know... either get to know, or don't care: but just, pick one.

 

Ok, I've been looking through that PDF, and it appears to recommend installing in this order:

 

- Games, patches

- Fixpack(23),

- BGT (31),

- content mods like Unfinished Business BG1 (61) and Unfinished Business (152),

- Tweaks Anthology (234),

- SCS (238),

- Worldmap (284)

- Widescreen mod (288)

 

This is quite different from the order you listed above?

 

"games-patches-BG2fixpack-everything else-BGT-worldmap-widescreen mod-tweak mods"

 

Am I misunderstanding something about the PDF?




#607163 Install order of mods and how it affects uninstalling

Posted by chuft on 23 July 2019 - 03:24 AM in IE Help

Thanks.  So it sounds like I don't have to remember the order they were installed in or manually uninstall the last ones first, but the auto-reinstall of them will still require my input and may result in incompatibility with saves.  Thank you.




#607155 Install order of mods and how it affects uninstalling

Posted by chuft on 22 July 2019 - 03:17 PM in IE Help

I have read an offhand reference or two in various places to install order for mods, and how installing something late in the order "made it easier to uninstall" or something along those lines.

 

I am wondering what this means.  As an example, I just did an install of BGT, and ran the music utility to change the music to BG1.  I then installed the tweak pack and SCS stratagems.

 

Assuming I get far enough in my game, at some point I will want to switch the music to BG2 music when the Shadow of Amn part starts.  Am I hosed in some way by running the music utility before doing the long, massive tweak installs?  Will I have to do them all over again if I want to change the music?

 

Just wondering what people mean by installing something late in the order makes it easier to remove later.

 

Thanks.




#607148 Question about installing

Posted by chuft on 22 July 2019 - 03:29 AM in Worldmap

Thanks




#607146 Question about installing

Posted by chuft on 21 July 2019 - 02:04 PM in Worldmap

1) Sounds like you think the other mods should go before BGT.

 

2) Only other mod I am thinking of at this point is Sword Coast Stratagems and Tweaks Anthology. 

1. Such as ? And the BGT-weidu's readme didn't say that it checks out if a lot of the older total conversion mod are installed before it and adjust a few things, not enough to work without anything else, but the checks are there.

 

When I look at the huge list of compatible mods here

 

http://www.shsforums...-compatibility/

 

I guess I have no idea which ones are considered "tweaks" and go after BGT, and which ones are considered "non-tweaks" and go before BGT.

 

 

2. Both of these are tweak mods, and if you want to, you should install them in any order you want to install these two, after BGT(-weidu)... as one option includes the Tweaked tables in to the SCS creatures, while the other doesn't. And so the result is a bit different.

 

Hmm so the order matters but neither order breaks anything, just makes the outcome different?  How to know which order to use....




#607139 Question about installing

Posted by chuft on 21 July 2019 - 08:44 AM in Worldmap

Huh, interesting.  The readme for BGT-WeiDU says "If you want to play BGT-WeiDU without the mega-modification but with other modifications, install Baldur's Gate 2 Fixpack first, followed by BGT-WeiDU, and then all other modifications on top."  Sounds like you think the other mods should go before BGT.

 

Only other mod I am thinking of at this point is Sword Coast Stratagems and Tweaks Anthology.