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#463221 More help with PlanarSphere

Posted by Duality on 21 September 2009 - 10:14 AM in Mod Resurrections

Yes I know, I'm useless with replies.

It's ARE0412 not AR0410 :P


I have NO idea why the door would disappear... It sounds like all the area's in the PS got messed up somehow; another mod conflicting or a double install or... I don't know... -.-



#463220 Planar Sphere Mod starting question

Posted by Duality on 21 September 2009 - 10:10 AM in Mod Resurrections

Two weeks late.... It starts after all the normal quests are finished.



#461691 More help with PlanarSphere

Posted by Duality on 08 September 2009 - 08:43 AM in Mod Resurrections

The door isn't selectable?

It should be already open.... (and I'm only partly alive, I tend to forget to check this forum :))

wth. Hrmm.....

A cutscene should trigger once you enter there.... Can you give me more information on what exactly happens?



#460769 More help with PlanarSphere

Posted by Duality on 31 August 2009 - 08:41 AM in Mod Resurrections

Um..... The Demi-Lich wont show up till you've gone to the Gov't District and retrieved the spell key, then gone back to Mystra and talked to her again. Then everything goes to hell and you get jumped by all sorts of really hostile individuals.


And wow this is an old thread, lol.



#457161 Planar Sphere Mod Review - Extremely Dissapointing

Posted by Duality on 27 July 2009 - 07:57 AM in Mod Resurrections

Urgh, sorry for the delay, I tend to forget about this forum on the weekend.

I have *NO* idea what that means...... Adding those two lines shouldn't cause ANY errors, let alone what you are seeing...

Blargh.

Honestly, at this point, it might be better to just reinstall your mods..... (assuming you have a backup of dialog.tlk and your override folder, I'm assuming you do) and install PS early....


I'm not being terribly helpful am I? -.-



#456852 Planar Sphere Mod Review - Extremely Dissapointing

Posted by Duality on 23 July 2009 - 08:52 AM in Mod Resurrections

Since I'm still a bit unclear on what the heck I was doing....

Anyway, the missing piece seems to be a simply check to make sure that the spawn/dialog doesn't happen in a different area then the one it's supposed to and two door closings. Why that's the case, I have no idea....


Anyway, to fix it, you *should* be able to do this:

IF
	Global("SpawnTeosAssasin","GLOBAL",1)
	!Dead("MGTEOS01")
**	AreaObjectCheck("ar0411", Player1)
THEN
	RESPONSE #100
		SetGlobal("SpawnTeosAssasin","GLOBAL",2)
		FadeToColor([30.0],0)
**		CloseDoor("DoorPool2")
**		CloseDoor("DoorTreasure2")
		Wait(1)
		CreateCreatureDoor("MGTEOS01",[2900.2580],0) // Teos

That's what you have now, add in the **'d lines in NI, just type them in and save.


Hopefully that will work. And nothing else will go wrong :)



#456791 Planar Sphere Mod Review - Extremely Dissapointing

Posted by Duality on 22 July 2009 - 09:29 AM in Mod Resurrections

Hm.... It probably means that something modified the AR0411 script before you installed the PSMod. Although, I have no idea which mod is doing that....

Hmm... looking at it now, I have no idea what I was doing with that replacement block. Something's dorked up. Since it looks like it's only adding a check in... what the...


If you have NearInfinity (or some other editor) check the AR0411.bcs script. Near the bottom, it should have this:

IF
Global("SpawnTeosAssasin","GLOBAL",1)
!Dead("MGTEOS01") // Teos
AreaCheckObject("ar0411", Player1)
THEN
RESPONSE #100
SetGlobal("SpawnTeosAssasin","GLOBAL",2)
FadeToColor([30.0],0)
CloseDoor("DoorPool2")
CloseDoor("DoorTreasure2")
Wait(1)
CreateCreatureDoor("MGTEOS01",[2900.2580],0) // Teos
MoveViewPoint([2995.2649],INSTANT)
ActionOverride(Player1,JumpToPoint([2995.2649]))
ActionOverride(Player2,JumpToPoint([2939.2667]))
ActionOverride(Player3,JumpToPoint([2869.2692]))
ActionOverride(Player4,JumpToPoint([3019.2720]))
ActionOverride(Player5,JumpToPoint([2961.2736]))
ActionOverride(Player6,JumpToPoint([2904.2751]))
FadeFromColor([30.0],0)
Wait(7)
ActionOverride("MGTEOS01",StartDialogueNoSet(Player1))
END


Assuming that it does have that, then everything should be fine.


ARGH! I hate not being able to remember why I did things.



#453597 Planar Sphere Mod Review - Extremely Dissapointing

Posted by Duality on 23 June 2009 - 07:29 AM in Mod Resurrections

:unsure:

How do these things even happen? :blink:

I'll see what's up with the psglobe thing, since you are correct, something is screwy there.


Could you explain the zeroed offsets thing, or point me to somewhere that explains it?


Unfortunately, it seems that they changed the DL manager, since I can no longer upload anything since Hlid originally uploaded the file.... I used to be able to upload a new version but now I can't for some reason......

Oh well, I'll ask whoever is in charge of the DL Manager...


Once I do, I'll put in your new cre file Leomar, thanks :)



#451896 Planar Sphere Mod - Problem with Lady of Pain Spawning

Posted by Duality on 08 June 2009 - 11:21 AM in Mod Resurrections

Urgh......

Hmm....

As long as;

SetGlobal("psRetrievedKeyTalkedToMysToggle","GLOBAL",1)
SetGlobal("psMelsFinalSpellSceneToggle","GLOBAL",0)

those two are set, it has to trigger the cutscene..... Unless it's somehow hanging on a previous script step in your game..... Or the constantly running override script is interfering.... (the name of which I can't remember at the moment)

But both of those seem highly unlikely...


For lack of something better to do you should be able to skip the entire cutscene/dialog sequence if you set all of these:
SetGlobal("psFinalPortalToggle","GLOBAL",1)
SetGlobal("psCreatePortalToMelsPrisonToggle","GLOBAL",0)
SetGlobal("psRetrievedKeyTalkedToMysToggle","GLOBAL",1)
SetGlobal("psFinalPortalToggle","GLOBAL",1)

(You can also try "1" and "0", though I don't think it matters)

That should open the Portal to Mel's prison, (and let it talk to you) thus bypassing that entire cutscene and at least letting you finish the quest.

If the portal doesn't appear, CreateCreature psPPort, and see if you can talk to him.

I hope. I wish I had a better solution but this is really weird....



#451746 Planar Sphere Mod - Problem with Lady of Pain Spawning

Posted by Duality on 07 June 2009 - 09:08 AM in Mod Resurrections

Hmm... Ok, then something is really dorked up.

Just as a test, I loaded a saved game that I had (never had started the PS Quest), moved to AR0412, and set the.... Oops, this might be an example of me being really dense.

SetGlobal("psRetrievedKeyTalkedToMysToggle","GLOBAL",1) is what you have to type into the CLUA, not just Global()


The other thing is, did you somehow not get the Spell Key? (ugly purpleish cake looking thing if I remember correctly) I thought I made it impossible to leave the Gov't District without it, since if you don't have it when the Lady spawns, you die :P



#451744 Planar Sphere Mod - Problem with Waukeen's Shop

Posted by Duality on 07 June 2009 - 08:47 AM in Mod Resurrections

Ah.... I forgot about the moose in the cage.

Thank you for point that out Yase :)

I assume it works now Lycein?



#451275 Planar Sphere Mod - Problem with Waukeen's Shop

Posted by Duality on 04 June 2009 - 11:12 AM in Mod Resurrections

So you talked to Averner (the moose) but he didn't say anything? What exactly happened? (and what did it say in the log?)

The Moose is the store, though he only exists for 7 days after you first end the Promenade...



#449861 Planar Sphere Mod - Problem with Lady of Pain Spawning

Posted by Duality on 28 May 2009 - 11:49 AM in Mod Resurrections

Apologies for the very late response.

I have no idea why she wouldn't be spawning.... You got the spell key from Mystra I'm assuming?

Try setting these in the console:
Global("psRetrievedKeyTalkedToMysToggle","GLOBAL",1)
Global("psMelsFinalSpellSceneToggle","GLOBAL",0)

Unless I'm staring at the wrong file (which is entirely likely), that *should* trigger the cut scene and The Lady's eventual spawn. I think. Been to long since I looked at this :P

If it doesn't work, let me know.



#438243 Planar Sphere Mod Review - Extremely Dissapointing

Posted by Duality on 16 February 2009 - 06:08 PM in Mod Resurrections

Yeah, ok, I'm confused.

Using 2.6c, NOTHING should happen. Unless I'm insane.

Your char doesn't take fire/magic damage does s/he? (It's been 2 years since I looked at this so... :) )

The reason I ask is because there's two spells tagged as sorcery, one should do nothing, since it's missing the dialog file that triggers the cut scene (and even if dialog file existed it wouldn't do anything, since the cut scenes is pointless) and the other causes fire/magic damage and modifies... fatigue. Oh, and kills ankhegs. Why, I have no idea.

Ergh. I never did understand what the ability was supposed to do... Maybe that's why I left it alone.... But either way, it shouldn't be creating summons like you have.......'

So, yeah, does your char take damage when you use sorcery?



#437751 Planar Sphere Mod Review - Extremely Dissapointing

Posted by Duality on 12 February 2009 - 11:27 AM in Mod Resurrections

I have won and killed the sorcerer, winning: "sorcery" in my special abilities (and not only mine (charname is a warrior / mage) but also viconia, keto (mod character)...).

I use it, for seeing, but this does noghing?

It seems to "create" some invisible thing, because when i select all people (touch: =) and move in formation, i have 9 "markers":
6 of my characters, 3 of the "3 invisibles created things by my 3 sorcerers"... but what? bug? no bug?

has somebody a little explanation? :D


I... Um... Have no freaking clue. It's been way too long since I looked at it and the Sorcery ability was a carry-over from Inferno's work.... I don't think I ever really messed with it.

After a quick look I couldn't figure out so I'll sort through it tonight when I get home and try to figure out what it's doing. Or rather, what it's supposed to be doing.

[EDIT] Ok, after looking it over.. I'm now even more confused. There's definitely a mistake in what I did, apparently when I was re-organizing all the files, I somehow lost the dialog file that's supposed to pop up when you use the Sorcery ability.... Now, this would be a bigger problem, except that the original dialog file did... nothing.

Absolutely nothing, it played a cut scene when you used the ability and that's it..... And it's a boring cut scene of the main char being struck by lightning.... It doesn't actually DO anything. Then it resets itself and you can do it over again.... Why, I don't know, it's possible that it was something Inferno never go around to implementing or something that got lost when it was transfered to a weidu setup, though that's extremely unlikely since I'm staring at the scripts and they wouldn't have been changed.

If I actually had the patience, I'd make it do SOMETHING but I'm feeling lazy so for the moment it's just going to do nothing....


Though, for further oddness, it shouldn't be creating the invis guys since it's not calling the dialog file, what version are you using?



#426990 D's Enemy Upgrade

Posted by Duality on 25 November 2008 - 06:07 PM in Miscellaneous Released Mods

All right, well, I finally quite playing Oblivion for long enough to put the finishing touches on the new version and upload it :P

Charbase is no longer modified, you can no longer end up with totally immune creatures and Icendoan's "Choose Yourself" setup option is now included.

Thanks again Icen :)

[EDIT]
Oops, missed the whole second page of this thread. Uh, the ~charbase~ source_res thing DOESN'T work at all, it should, but it doesn't. EVERYTHING gets modified if that code is in place, which is *hopefully* the reason the NPC's were being modified. If it still happens (and it should only happen if a join-able NPC didn't have a bio, in which case there's nothing I can really do since there aren't any unique tags to differentiate join-able NPC's from normal creatures) then let me know.

And the REZ thing was your fault Icen :P I noticed it in the code you sent me :P
[/EDIT]



#426240 D's Enemy Upgrade

Posted by Duality on 19 November 2008 - 09:25 AM in Miscellaneous Released Mods

Got it Icen, thanks again. It really has been too long since I did any of this stuff :)

New chars *may* not be getting the thaco etc bonuses, IF thaco etc are calculated upon creation and aren't based off the charbase file. I'd have to mess around with it to really make sure but I'm not sure it matters.

Well, the good news Viper is that if you want the res's, you can always edit the charbase file :)

When I get home tonight I'll upload the new version, I already have the checks in there to make sure that any creature that starts out with all res's over 100 doesn't get modified and that any creature that ends up with all res's over 100 gets crushing set to 90%. (stupid golems anyway)



#426163 Exclude Specific file name from patch_if statement?

Posted by Duality on 18 November 2008 - 05:01 PM in IE Help

*grumbles* Been too long since I actually did anything with weidu. How do you exclude a specific file name from a patch_if statement in a tp2 file? Is it even possible? Should I do it while using COPY_EXISTING_REGEXP? (and if so, how :P)

I need to exclude the charbase.cre file from being patched and I can't figure out how.



#426159 D's Enemy Upgrade

Posted by Duality on 18 November 2008 - 03:50 PM in Miscellaneous Released Mods

Heh, I did miss your post viper, sorry about that.
Er.... Crap. No, that shouldn't be happening, but it is, and yes, you also get the other bonuses apparently. Note that this doesn't apply if you create a character and export it (say using the MP pre-gen function) THEN install the enemy upgrade.


Hmmm.... Is there a .cre file that acts as a template for newly created characters... or... something? It doesn't seem like there would be any other way for a newly created char to end up with the upgrades.... wth. Is there a way to search and see which .cre file has the exact same stat setup?

Grr.... Alright, I'll look into this since I'm bored at the moment and see if I can't figure out what the problem is.


[EDIT] Nevermind, found it. charbase.cre. I guess that should have been self-explanatory. I'll fix this little issue and add in Icen's code so you can choose either the presets or make up your own and upload it later. Thanks guys :) Er.... At least once I figure out how to exclude a specific file name from a patch_if statement. It's apparently been too freaking long since I used weidu....



#426150 D's Enemy Upgrade

Posted by Duality on 18 November 2008 - 02:12 PM in Miscellaneous Released Mods

Hmm.... That's a nicer setup, when I originally wrote that I was too lazy to make it user input, I might go ahead and add that though. It should be a fairly simple check to make sure that there is at least one type of damage that isn't above 100%, and since it's primarily for golems, just setting crushing to 90% for any monster that has 100+ in all res should be easy.... I might get around to fixing that tonight if I'm not lazy. (which means not likely :P)

Anyway, thanks for the post Icen :)



#425367 D's Enemy Upgrade

Posted by Duality on 12 November 2008 - 09:12 AM in Miscellaneous Released Mods

Unfortunately, not really. The only way to do it would be to have it exclude specific file names, which is do-able if you there's only a couple you want to exclude but if there is a bunch..... The only way I could figure out to get it to exclude join-able NPC's was to check for a bio. What exactly do you want to exclude?



#425122 Planar Sphere Mod Review - Extremely Dissapointing

Posted by Duality on 10 November 2008 - 11:53 AM in Mod Resurrections

Are people still arguing over how little sense this mod makes? :P It's not supposed to make sense, just go with it ^_^



#425119 D's Enemy Upgrade

Posted by Duality on 10 November 2008 - 11:48 AM in Miscellaneous Released Mods

It upgrades ALL creatures, with the exception of party members, so that includes summons and Kitthix. :)

There is however, a small problem that I recently found but have yet to get around to fixing. If you choose the middle or highest difficulty level, there is the possibility that certain enemies, (primarily Adamantium Golems) can end up being immune to ALL damage. I may get around to fixing this at some point, but just so you know. Of course, playing on anything but the lowest difficulty level is freaking hard so.... :P



#421864 Vault_BGT_v6 Released

Posted by Duality on 14 October 2008 - 03:49 PM in Mod Resurrections

This is a pretty quiet (read dead :P) forum so people don't check it often. Which is why I don't mind moderating it. :P

I don't have a BG1 install on this comp, so I can't really check to see what the actual problem is. You can however bypass the problem, though I have never played this mod so I have NO idea what sort of problems this might cause but....

Look for this block in the TP2 file and delete it:

COPY_EXISTING ~dsarchdr.cre~ ~override~
PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN // protects against invalid files
WRITE_LONG 0x1c 12 // GP
WRITE_SHORT 0x24 190 // Current HP
WRITE_SHORT 0x26 190 // Max HP
WRITE_BYTE 0x52 ~13~ // THAC0
WRITE_BYTE 0x6e 0 // Large Sword Proficiency
WRITE_BYTE 0x234 12 // Level First Class
WRITE_BYTE 0x23b 19 // Wisdom
WRITE_BYTE 0x0242 0 // Morale Recovery
ADD_CRE_ITEM ~POTN38~ #1 #0 #0 ~NONE~ ~QItem1~ // Put potions in Quick Slot 1
ADD_CRE_ITEM ~POTN42~ #2 #0 #0 ~NONE~ ~QItem2~ // Put Potions in Quick Slot 2
ADD_CRE_ITEM ~potngr8r~ #2 #0 #0 ~NONE~ ~QItem3~ // Put Potions in Quick Slot 3
END
BUT_ONLY_IF_IT_CHANGES

That should remove the error you are getting and let you install the mod, but again, since I've never played it and I can't check to see what exactly that creature is/does, I can't guarantee what will happen. Hopefully someone who has played this mod will come along and give a better answer.



#420538 Spell50 version 8

Posted by Duality on 03 October 2008 - 08:07 AM in Mod Resurrections

:blink:
kovarex, why don't you post your version of the mod here so people can test it. Since it's so hard to find all the bugs yourself, it can't hurt to have other people take a look at it. Start a new thread and post the link there.

On an unrelated note, is there any information on TBH? :D