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#462899 Vault v7 Released

Posted by erebusant on 18 September 2009 - 12:36 PM in Mod Resurrections

Suggestion for the next version of this mod:

"Elven chainmail +2" (echan01.itm), sold by Talanthyr, should have the same class restrictions as original SoA and TOB Elven chainmail.

In other words. Unusable by Druid (any), Mages, Monks, Shapeshifter, Stalker, Beastmaster, Archer, Kensai, Dwarfs, Halflings, Gnomes and half-orcs.

I can fix that



#460424 Vault v7 Released

Posted by erebusant on 28 August 2009 - 02:53 PM in Mod Resurrections

Hi there,
I also got the bug with Zhurlong and I think it would be fixed if the following block (in vault.d) will be changed:

APPEND ~ZHURLO~

IF ~True() Global("HelpZhurlong","GLOBAL",1) Global("ReturnNashQuest","GLOBAL",6) Global("ReturnNashQuestZhurlo","GLOBAL",0)~ THEN BEGIN VLT69
SAY @167
IF ~~ THEN REPLY @168 DO ~TakePartyGold(10)~ GOTO VLT70 END

IF ~~ THEN BEGIN VLT70
SAY @169
IF ~~ THEN DO ~TakePartyGold(10) SetGlobal("ReturnNashQuestZhurlo","GLOBAL",1)~ JOURNAL @170 EXIT END
END


into:

ADD_TRANS_TRIGGER ~ZHURLO~ 5 ~!Global("ReturnNashQuest","GLOBAL",6)~ DO 0

EXTEND_BOTTOM ~ZHURLO~ 5
IF ~Global("HelpZhurlong","GLOBAL",1) Global("ReturnNashQuest","GLOBAL",6) Global("ReturnNashQuestZhurlo","GLOBAL",0)~ THEN REPLY @168 DO ~TakePartyGold(10)~ GOTO VLT70
END

APPEND ~ZHURLO~
IF ~~ THEN BEGIN VLT70
SAY @169
IF ~~ THEN DO ~TakePartyGold(10) SetGlobal("ReturnNashQuestZhurlo","GLOBAL",1)~ JOURNAL @170 EXIT END
END

I'll double-check the globals, but they are set up for intended behavior. There is probably some other part of the quest that needs clarification.


Hmm, there's only a True() Trigger in the 5th state of ZHURLO.dlg and when the first quest of Zhurlong isn't done before then the problem appears...
I've checked the problem and it worked perfectly how I've described it in my last post...

The problem isn't the Global("ReturnNashQuest","GLOBAL",6)... As I stated, when I get to that point and go over the issue in game, I will alter the dialogue as needed to make it fire properly. In the meantime, you don't want to break something else in the hope of fixing an isolated, localized problem...



#478286 Vault v7 Released

Posted by erebusant on 07 February 2010 - 01:20 PM in Mod Resurrections

Hi there,
I also got the bug with Zhurlong and I think it would be fixed if the following block (in vault.d) will be changed:

APPEND ~ZHURLO~

IF ~True() Global("HelpZhurlong","GLOBAL",1) Global("ReturnNashQuest","GLOBAL",6) Global("ReturnNashQuestZhurlo","GLOBAL",0)~ THEN BEGIN VLT69
SAY @167
IF ~~ THEN REPLY @168 DO ~TakePartyGold(10)~ GOTO VLT70 END

IF ~~ THEN BEGIN VLT70
SAY @169
IF ~~ THEN DO ~TakePartyGold(10) SetGlobal("ReturnNashQuestZhurlo","GLOBAL",1)~ JOURNAL @170 EXIT END
END


into:

ADD_TRANS_TRIGGER ~ZHURLO~ 5 ~!Global("ReturnNashQuest","GLOBAL",6)~ DO 0

EXTEND_BOTTOM ~ZHURLO~ 5
IF ~Global("HelpZhurlong","GLOBAL",1) Global("ReturnNashQuest","GLOBAL",6) Global("ReturnNashQuestZhurlo","GLOBAL",0)~ THEN REPLY @168 DO ~TakePartyGold(10)~ GOTO VLT70
END

APPEND ~ZHURLO~
IF ~~ THEN BEGIN VLT70
SAY @169
IF ~~ THEN DO ~TakePartyGold(10) SetGlobal("ReturnNashQuestZhurlo","GLOBAL",1)~ JOURNAL @170 EXIT END
END

I'll double-check the globals, but they are set up for intended behavior. There is probably some other part of the quest that needs clarification.


Hmm, there's only a True() Trigger in the 5th state of ZHURLO.dlg and when the first quest of Zhurlong isn't done before then the problem appears...
I've checked the problem and it worked perfectly how I've described it in my last post...

The problem isn't the Global("ReturnNashQuest","GLOBAL",6)... As I stated, when I get to that point and go over the issue in game, I will alter the dialogue as needed to make it fire properly. In the meantime, you don't want to break something else in the hope of fixing an isolated, localized problem...


Oh, now I think I got it, you will add a new dialog, right?


ADD_STATE_TRIGGER ZHURLO 4 ~GlobalLT("HelpZhurlong","GLOBAL",1)~




#478287 Vault v7 Released

Posted by erebusant on 07 February 2010 - 01:24 PM in Mod Resurrections

Heya there Posted Image

The Vault seems to overwrite the Bandit Camp Hobgob Archer, Hakt's inventory and replace his LongBow of Marksmanship to a Bastard Sword +1. Not a problem by itself but within the BWP, it causes an incompatibility of sorts with the Thalantyr's item upgrade mod which needs the Bow for a recipe. I dunno if the Bow can be found somewhere else in BGI though Posted Image

But since Hakt's Weapon2 slot contains a Bastard Sword already, it seems a waste to give him another +1 sword in Weapon1, so I proposed a temporary change in the .tp2 here to preserve the bow AND give him something to become tougher Posted Image Hope this gets sorted out Posted Image

Thanks,
Lol

Commented out.



#483643 Vault v7 Released

Posted by erebusant on 03 April 2010 - 09:08 AM in Mod Resurrections

are the items from this mod supposed to be using the old BG1 proficiencies?


The original mod was built for BG1 & Tutu. I only ported it over for use with BGT. I didn't do a lot of work on the items in the course of doing so.



#478278 Vault v7 Released

Posted by erebusant on 07 February 2010 - 12:56 PM in Mod Resurrections

Last thing on this quest I swear. xD
I finished it right now and I had to move to the top-left corner to talk with the Narrator. I've checked his initdlg.bcs script, and it has a See([PC]) trigger in the block conditions so he won't start the dialogue without seeing one of the characters. I've checked if some mods modify the script, but only Rogue Rebalancing adds two blocks on top to handle pick pockets attempts. I don't think RR changes the last block too.
I'd suggest either to spawn the narrator near the main character, or change the script and make the main character "speak" with himself, using a script defined dialogue, thus not needing the narrator anymore.


Fixed.



#490880 Vault v7 Released

Posted by erebusant on 26 June 2010 - 05:38 AM in Mod Resurrections

Hello Erebusant,

I played to the Vault and finish 3 quests without a bug: the vault's quest, the vestibule's quest and the return to nashkel's quest.
In Gullykin's quest, I met Kharaz after visiting Gullykin's village. I've got the dialogue with Kharaz, but no dialogue with Gullykin's mayor; actually I didn't see him. I think I visited all the map, but he's nowhere.
But we know that there's some dialogues with him in the french translation:

@39 = ~<CHARNAME>! It is a terrible time for Gullykin! We are beset by a tribe of vicious ogres under the command of one ogre magi called Kharaz! They demand that the village be vacated as it will be the site of their new encampment! Already we have sent two couriers to seek help but they have been intercepted and murdered. Please, you must help us! They continue to pour in numbers, maiming the people and destroying our property...~

@41 = ~The village of Gullykin is under siege from a band of ogres led by a magi called Kharaz. The ogres seem to number in the hundreds, with waves and waves and waves of raiding parties laying waste to the village and its inhabitants, but I have told Gandolar that I will see what I can do to remedy the situation.~

@45 = ~This Kharaz you mentioned, Gandolar. Have you seen him?~

Even Kharaz has a special dialogue about this:

@0 = ~So, the halflings will not bow to my will and have decided to send you, have they? Haha! It matters little for I will crush you cattle and claim Gullykin as my own!~


Do you know how and when does this quest begin ?


There is an issue between BGT and Vault where after you have completed the Firewine ruins Gandolar Luckyfoot uses an EscapeAreaDestroy(90). I probably need to alter the dialog so Gandolar goes to "RandomWalk" instead of escaping. This is a known bug I am aware of.



#478277 Vault v7 Released

Posted by erebusant on 07 February 2010 - 12:55 PM in Mod Resurrections

Hey there Posted Image So, Vault\BAM contains some bams with a naming convention that causes them to not get biffed Posted Image (NO GUILSOP.BAM, NO IBOOTFOX.BAM, NO ICROWN.BAM, NO IHAT01.BAM) They get copied to the override nevertheless, I wonder if anything even uses them Posted Image


No. Removed.



#478279 Vault v7 Released

Posted by erebusant on 07 February 2010 - 12:57 PM in Mod Resurrections

About the traps my thief isn't able to detect: I've encountered other traps which I can detect but can't disarm. I've checked with NI, and no trap should be undetectable and/or permanent. My thief is an illusionist 8/thief 8 with 80 skill points in disarm traps, plus some items that bring that value up to 135. Still, I get the "trap not disarmed" string and the trap fires. I've tried using Imoen's Artifact (from BG1NPC) to give her +1 dexterity, and using a potion of perception (for a grand total of another 25 points of disarm trap if I remember right the bonus from high dexterity), and again I get the "trap not disarmed" string. NearInfinity says that the trap in that area varies from 90 to be detected and 90 to be disarmed, to 100 to be detected and 100 to be disarmed so I can't explain that behavior.
Also, one of the traps I couldn't disarm started triggering every 30 seconds or so, firing a fireball on the trap, while there was no one on there.

Fixed.



#478281 Vault v7 Released

Posted by erebusant on 07 February 2010 - 01:01 PM in Mod Resurrections

Hi there! Posted Image
As of v7.1 for BGT, the Vault can cause CTDs in the Bandit Camp area since it adds stackable items (potions, darts, arrows, etc) with 0 charges to some enemies. When the enemies tries to use those items the game freezes.
I've written a quick fix for an on-going game, can be found (along with the discussion of the problem) here: http://www.shsforums...showtopic=42751
I think for safety reasons it would be best to change all ADD_CRE_ITEM and REPLACE_CRE_ITEM (or similar? don't remember the exact command!) so that the items, if stackable, have at least one charge.

Cheers. Posted Image

You're going to need to be more specific as to what items, and what CRE files.



#478283 Vault v7 Released

Posted by erebusant on 07 February 2010 - 01:06 PM in Mod Resurrections

Currently The Vault installs a Level 50 ruleset which causes issues for sorcerer (wrong thac0 and spell tables), i would comment out that component Posted Image

mm75


Fixed



#460375 Vault v7 Released

Posted by erebusant on 28 August 2009 - 05:19 AM in Mod Resurrections

Hi there,
I also got the bug with Zhurlong and I think it would be fixed if the following block (in vault.d) will be changed:

APPEND ~ZHURLO~

IF ~True() Global("HelpZhurlong","GLOBAL",1) Global("ReturnNashQuest","GLOBAL",6) Global("ReturnNashQuestZhurlo","GLOBAL",0)~ THEN BEGIN VLT69
SAY @167
IF ~~ THEN REPLY @168 DO ~TakePartyGold(10)~ GOTO VLT70 END

IF ~~ THEN BEGIN VLT70
SAY @169
IF ~~ THEN DO ~TakePartyGold(10) SetGlobal("ReturnNashQuestZhurlo","GLOBAL",1)~ JOURNAL @170 EXIT END
END


into:

ADD_TRANS_TRIGGER ~ZHURLO~ 5 ~!Global("ReturnNashQuest","GLOBAL",6)~ DO 0

EXTEND_BOTTOM ~ZHURLO~ 5
IF ~Global("HelpZhurlong","GLOBAL",1) Global("ReturnNashQuest","GLOBAL",6) Global("ReturnNashQuestZhurlo","GLOBAL",0)~ THEN REPLY @168 DO ~TakePartyGold(10)~ GOTO VLT70
END

APPEND ~ZHURLO~
IF ~~ THEN BEGIN VLT70
SAY @169
IF ~~ THEN DO ~TakePartyGold(10) SetGlobal("ReturnNashQuestZhurlo","GLOBAL",1)~ JOURNAL @170 EXIT END
END

I'll double-check the globals, but they are set up for intended behavior. There is probably some other part of the quest that needs clarification.



#488676 Vault v7 Released

Posted by erebusant on 30 May 2010 - 07:43 AM in Mod Resurrections

Two things. First, is this mod still compatible with a vanilla BG1 game?

***Possible spoiler***







Secondly, I too always wind up not getting my book back. I get to the Nashkel Mines after Zernan and the Mysterious Man encounters and wipeout all of the enemies at the mines only to find the final level/Mulahay's room empty and no book to be found anywhere. Ive searched the forums for an answer to this problem but I cannot find a solution to the problem. (This includes a "walkthrough" linked in the forum but did not state how to fix this or what I may have done wrong).
Ive run this mod as the only add-on to my BG1 game and still run into the problem with no indication of a problem from WeiDu or error reports.

Thanks.

To answer question #1 - No. The BGT compatible version is compatible with BGT only.
To address question #2, I've completed a run-through for bug-fixing and will be releasing a updated version of the Vault for BGT once I get the other Major Mod updates released. Not sure of a timetable, but most likely sometime this summer.



#484363 Translations Requested

Posted by erebusant on 09 April 2010 - 04:59 PM in DSotSC (BGT/EET)

I'm working on a new release of NTotSC and still need a Polish and a Simplified Chinese translation of the dialog patch to be able to include those languages in the new release. If you are able to provide such a translation please download the attached .tra file and e-mail the translated file to erebusant@verizon.net.

Thanks!!

Attached Files




#474979 The Dragon Quest

Posted by erebusant on 11 January 2010 - 03:47 PM in DSotSC (BGT/EET)


Beregost:
Use the Beregost Crash Fixer. Unless you've got messed up creatures from another mod, this utility should fix your problems.

Dragon:
There are four inns in Beregost, you'll want to go into the Burning Wizard.

10th



So are you saying that the temple worker is walking around beregost?  I've teleported to the burning wizard inn without having to enter beregost and the cleric isnt there. I need to talk to that worker to initiate the quest but i dont know where he is.

After you speak with Jet'Laya's uncle in the Jovial Juggler, you take the letter he gives you to Taerom's Smithy to commision a nice weapon. As you leave the smithy, you are approached by Dawn Priest Blane....



#484844 TDD towns don't appear on World Map

Posted by erebusant on 14 April 2010 - 09:11 PM in Mega Mod Help

Hello, this is Vail.
First, Thanks so much for all your help. Now that my flight Nurse duties all winding down I have got back to gaming.
I did the new install and have the Big World Map.(This I installed Last)I converted my saved games as per Wiedu instructions.
Now, I have a new problem, I omitted SOS from the install, and just went the TDD. Now When: 'In the Five Flagons Inn when I speak to the Paranoid Salesman..or get the map for Eshpurta at the city gate' I get a message that the World map has been updated. But when Vail and her team go to junp. There is no target Purskal,Eshpurta don't appear on the map,Small Teeth Pass, Watchers Keep (ie) Umber hills,ect"if talked to". All show up as reachable in blue, but they are in the Sea of swords or in the water regions. Should they be there,or is something not right?
Possiblies:
Start a New Game:
Start the TDD quest in chapter six
Vail started hers after talking to Galen,(to sort of raise the money)
In short I can't get any of the TDD areas to show up on my map;
My Character Vail is 13th Level{GOOD) Banshee KIT selfmade, of neurtal
alingment
I have TDD 1.12
Any help would be greatful
here my Weidu:
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1 // BG2 Fixpack - Game Text Update: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #2 // Super Happy Fun Lucky Modder Pack: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon behavior: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v8
~MOINESSEAVATARS/MOINESSEAVATARS.TP2~ #0 #0 // Install Longhaired Female Elven Mage Avatars
~MOINESSEAVATARS/MOINESSEAVATARS.TP2~ #0 #1 // Install Female Cleric and Druid Avatars
~MOINESSEAVATARS/MOINESSEAVATARS.TP2~ #0 #2 // Install Male Half-Orc Paperdoll
~MOINESSEAVATARS/MOINESSEAVATARS.TP2~ #0 #3 // Install Longhaired Female Human Fighter Avatars in Full Plate Armor
~MOINESSEAVATARS/MOINESSEAVATARS.TP2~ #0 #4 // Install Male Human Barbarian Avatars
~MOINESSEAVATARS/MOINESSEAVATARS.TP2~ #0 #5 // Install Male Human Mage Avatars
~MOINESSEAVATARS/MOINESSEAVATARS.TP2~ #0 #6 // Install Female Human Mage Avatars
~MOINESSEAVATARS/MOINESSEAVATARS.TP2~ #0 #7 // Install Ninja Avatars (replaces Male Monk)
~MOINESSEAVATARS/MOINESSEAVATARS.TP2~ #0 #8 // Install Ninja Avatars (replaces Female Monk)
~MOINESSEAVATARS/MOINESSEAVATARS.TP2~ #0 #9 // Install Female Human Rogue Avatars
~MOINESSEAVATARS/MOINESSEAVATARS.TP2~ #0 #10 // Install Male Vampire Avatars
~MOINESSEAVATARS/MOINESSEAVATARS.TP2~ #0 #11 // Install Female Vampire Avatars
~MOINESSEAVATARS/MOINESSEAVATARS.TP2~ #0 #12 // Use Male Vampire Avatars for Human Male Thieves
~SETUP-TDD.TP2~ #0 #0 // The Darkest Day, v1.12
~SETUP-TDD.TP2~ #0 #1 // TDD Character Kits
~SETUP-AJOCMOD.TP2~ #0 #0 // AjocMod Weidu v1.5
~TOD/SETUP-TOD.TP2~ #0 #0 // Tower Of Deception Mod (Requires Throne Of Bhaal)
~TOD/SETUP-TOD.TP2~ #0 #2 // Encounter with Ustrain
~CHLOE.TP2~ #0 #0 // Chloe NPC mod v1.2
~SETUP-EXNEM.TP2~ #0 #0 // Exnem Vault v5, Install Items
~SETUP-EXNEM.TP2~ #0 #1 // Add items to creatures
~SETUP-EXNEM.TP2~ #0 #2 // Add items to areas (affects SOA areas only - not BGT, TDD, CtB, etc. areas)
~TELEPORT/TELEPORT.TP2~ #1 #0 // Teleport spell for BG2:SoA
~TELEPORT/TELEPORT.TP2~ #1 #1 // Teleport spell for BG2:ToB
~TELEPORT/TELEPORT.TP2~ #1 #2 // Modification of NPCs and strongholds quests.
~SETUP-ITEMUPGRADE.TP2~ #0 #0 // Shadows Of Amn Item Upgrades
~SETUP-ITEMUPGRADE.TP2~ #0 #1 // Throne Of Bhaal Item Upgrades
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate v7.1 - including colored Baldur's Gate map icons -> New Worldmap for use with Mega Modification...: v7.1
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #2 // Worldmap for Throne of Bhall -> Use new Worldmap for Throne of Bhaal as well: v7.1
~SC#INTJLISTER/SC#INTJLISTER.TP2~ #0 #0 // Interjection lister


Assuming you started a new game, would you be so kind as to zip your SETUP-BP-BGT-WORLDMAP.DEBUG file and post it here please?



#474519 Stuck in the wood of the dead (Tomb won't open)

Posted by erebusant on 08 January 2010 - 05:37 AM in NTotSC

Double check the readme that comes with the NTotSC package. I think the required artifacts are listed there. It should take the "Rusted Dagger" and the "Ring from the Grave" as I recall.



#477576 SoBH batch

Posted by erebusant on 01 February 2010 - 04:21 AM in Secret of Bone Hill

SoBH uses the BHAreas.bat and opens with it the readme at the end of the installation:

pause

notepad BoneHill/Readme-BoneHill.txt

I think it is better to ask the gamer if he wants to read the readme and then before the installation and not after it. Therefore the notepad command in the BHAreas.bat should be deleted and the README command should be added in the TP2.

Greetings Leomar

Many times there is important information to be disseminated in the readme, and many times players overlook the information because they can't be bothered to read the readme. This is just a way to make certain they have the opportunity. :)



#483798 SoBH batch

Posted by erebusant on 04 April 2010 - 07:22 PM in Secret of Bone Hill


SoBH uses the BHAreas.bat and opens with it the readme at the end of the installation:

pause

notepad BoneHill/Readme-BoneHill.txt

I think it is better to ask the gamer if he wants to read the readme and then before the installation and not after it. Therefore the notepad command in the BHAreas.bat should be deleted and the README command should be added in the TP2.

Greetings Leomar

Many times there is important information to be disseminated in the readme, and many times players overlook the information because they can't be bothered to read the readme. This is just a way to make certain they have the opportunity. Posted Image


With v275 the readme will display in a separate window and the install should continue on now.



#488132 Secret of Bonehill v275 Bug Reports

Posted by erebusant on 23 May 2010 - 10:22 AM in Secret of Bone Hill

Hi... I'd like to tell you about a typo. I'm spanish speaker.

In file bhyalta.tra there is a error at @50, there isn't "~" at the end of the line. And the installation fails for that.

Thanks


Fixed locally.



#491057 Secret of Bonehill v275 Bug Reports

Posted by erebusant on 28 June 2010 - 01:10 PM in Secret of Bone Hill

I'm playing with v245, and I almost finished the 2nd part: I only must find Pelltar to report what I've found.

Well, there was some bugs during my play, I don't know if they were fixed in v275, so I report its.

1) When the mayor is dead, all the orcs attack us. Except in the towers outside of the castle: archers attack us, but not the orc lieutenant - we must talk to each if we want they turned red.




2) there were some bugs in reward's dialog in Garrotten: Harper didn't want to talk to me, Abraham played again the dialogue with "Baron Grellus were murdered...", Ascue teleported in the house of Abraham to notify that Abraham were arrested.
But the quest is finished, as I killed the mayor and find the documents.

3) I would like to know if it's possible to find Wilbur who goes away with Holga?Posted Image

All these bugs should be fixed in the v275 release.

Wilbur and Holga eloped, apparently. They did a good job and there is no finding them.



#485095 Secret of Bonehill v275 Bug Reports

Posted by erebusant on 17 April 2010 - 05:42 AM in Secret of Bone Hill

Heya Posted Image

In the v275a .tp2, lines 1708-1715:

ACTION_IF FILE_EXISTS ~data/BG1ARE.bif~
THEN BEGIN
  COPY	~Bonehillv275/creatures/spawns~	~BH-REST~
  COMPILE	~Bonehillv275/BGT/spawns~
END ELSE BEGIN
  COPY	~Bonehillv275/creatures/spawns~	~BH-REST~
  COMPILE	~Bonehillv275/Tutu/spawns~
END
is it possible that the scripts inside the folder might not make it into the game?? Posted Image Should the COMPILE be before the COPY??

Depends on what type of game you're playing. COPY command is making certain the creatures you need for the spawns are in your game, while the COMPILE command compiles the bafs from an entirely different location in the folder. There's one set of bafs for BGT and one set of bafs for Tutu.



#484655 Secret of Bonehill v275 Bug Reports

Posted by erebusant on 13 April 2010 - 05:09 AM in Secret of Bone Hill

Hello, yesterday I installed Baldur's Gate 1&2 and then Big World Project 9.0.3 which installed Secret of Bonehill mod amongst other. I decided to try if SoBH works and I edited my saved game with ShadowKeeper to advance my new character at chapter 4 in order to be able to take the quest from Pellvar. When he teleported me to Restenford, I went to south/west and when I chose from the world map to go to the temple area the game started loading but stopped in the middle and crashed to desktop. I tried many times but the game kept crashing, then I tried to go to other places, every other area I tried to go to loads fine. Then I decided to spend another day reinstalling Big World Project v9.0.3, but it seems I did it in vain, because the problem wasn't solved. Can someone please help me play this great mod? Am I able to go through most of SoBH without visiting the temple area? I found Bonehill_v245.rar and Bonehillv275.rar at my downloaded mods folder.
Here is my weidu.log: I hope it helps

Thanks in advance and thank you for making this great mod, ChiXiStigma


You'll need to post this problem in the Big World forum. This issue doesn't occur with a normal installation, and I've no idea what they've modified in the mod.



#485032 Secret of Bonehill v275 Bug Reports

Posted by erebusant on 16 April 2010 - 04:42 PM in Secret of Bone Hill


Hello, yesterday I installed Baldur's Gate 1&2 and then Big World Project 9.0.3 which installed Secret of Bonehill mod amongst other. I decided to try if SoBH works and I edited my saved game with ShadowKeeper to advance my new character at chapter 4 in order to be able to take the quest from Pellvar. When he teleported me to Restenford, I went to south/west and when I chose from the world map to go to the temple area the game started loading but stopped in the middle and crashed to desktop. I tried many times but the game kept crashing, then I tried to go to other places, every other area I tried to go to loads fine. Then I decided to spend another day reinstalling Big World Project v9.0.3, but it seems I did it in vain, because the problem wasn't solved. Can someone please help me play this great mod? Am I able to go through most of SoBH without visiting the temple area? I found Bonehill_v245.rar and Bonehillv275.rar at my downloaded mods folder.
Here is my weidu.log: I hope it helps

Thanks in advance and thank you for making this great mod, ChiXiStigma


I have exactly the same problem, mod is looking very interesting, so its sad i have to skip it for now.
Is there in BG2 folder any error log? So i could at least check what's the reason of this error?
Thanks for responding.


Found the source of this problem. I will be uploading a new package to the download center shortly. Look for v275a



#474616 [Fixed] Problem in AR9000 and gnome slave

Posted by erebusant on 08 January 2010 - 10:15 PM in Aurora's Shoes

The area doesn't crash but if I restore a backup before the container is added and try to add the container myself with NI or DLTCEP, the whole area goes to s@#! and DLTCEP freaks out and crashes when I try to load the edit. To me something may have screwed it previously.

I wouldn't try to do it with NI, but I can add a container and vertices manually with DLTCEP, save it and load the file fine. I don't have exactly the same mods, but just about (BGT, NTotSC, BG2 Tweaks, BGT Music and BGSpawn). Even without Aurora (but with those other mods) DLTCEP does complain about "Trigger region #1 (FW29000 [718.859]) has invalid bounding box, possibly damaged polygon" which I think is part of the spawn system. And a bunch of invalid creature references (such as RDBG185) also for spawns, but BGT must be able to resolve those somehow... anyway they shouldn't really affect this issue, though invalid triggers might. Not sure how NTotSC patches the area, but the macro code looks like it may have come from Ascension64. Not that I'm blaming him, normally his code is fine, but it would be essentially the same code we use in Aurora to add the container.

EDIT2: I see what you are saying with the dialog but I noticed 2 triggers in the dialog for SEE and they never get used.

They (should) get used. The first block triggers if he still sees enemies (goblins) around, conditions under which he can't feasibly be set free. The second See() block triggers if there are no enemies (i.e. they're all dead, charmed, etc.). You're probably better off looking at the raw .d file than trying to look at the compiled .dlg with an editor.

The travel region code is solid. Same code used throughout Worldmap .tph's and every other mod I've worked with that adds travel regions. Here's some functional container adding code if your interested. I used it in my version of Domains of Dread
COPY_EXISTING ~ARDEM.ARE~ ~override~

READ_LONG 0x54 "actors_offset"

READ_SHORT 0x58 "actors_num"

READ_SHORT 0x5a "infotrig_num"

READ_LONG 0x5c "infotrig_offset"

READ_LONG 0x60 "spawns_offset"

READ_LONG 0x64 "spawns_num"

READ_LONG 0x68 "entrances_offset"

READ_LONG 0x6c "entrances_num"

READ_LONG 0x70 "cont_offset"

READ_SHORT 0x74 "cont_num"

READ_SHORT 0x76 "items_num"

READ_LONG 0x78 "items_offset"

READ_LONG 0x7c "vert_offset"

READ_SHORT 0x80 "vert_num"

READ_SHORT 0x82 "amb_num"

READ_LONG 0x84 "amb_offset"

READ_LONG 0x88 "vars_offset"

READ_LONG 0x8c "vars_num"

READ_LONG 0xa0 "expbmp_offset"

READ_LONG 0xa4 "doors_num"

READ_LONG 0xa8 "doors_offset"

READ_LONG 0xac "anim_num"

READ_LONG 0xb0 "anim_offset"

READ_LONG 0xb4 "tiled_num"

READ_LONG 0xb8 "tiled_offset"

READ_LONG 0xbc "songs_offset"

READ_LONG 0xc0 "rest_spawns_offset"

READ_LONG 0xc4 "automap_offset"

READ_LONG 0xc8 "automap_num"

SET info_1=1

FOR( cnt=0; cnt<"%cont_num%"; cnt=cnt+1 ) BEGIN //containers loop

READ_ASCII ("%cont_offset%"+0xc0*cnt) "cont_name" (16)

PATCH_IF (("%info_name%" STRING_COMPARE_CASE "Rillifane Statue")=0) BEGIN //if already exists

info_1=0

END

END

PATCH_IF (info_1=1) BEGIN //adding 1 new container***************************

SET offset = ("%cont_offset%"+0xc0*"%cont_num%") //adding 1 new container

INSERT_BYTES offset 0xc0

WRITE_ASCII offset ~Rillifane Statue~

WRITE_SHORT (offset+0x20) 375 //location X

WRITE_SHORT (offset+0x22) 518 //location Y

WRITE_SHORT (offset+0x24) 7 //altar

WRITE_SHORT (offset+0x38) 281 //bounding box left

WRITE_SHORT (offset+0x3a) 541 //bounding box top

WRITE_SHORT (offset+0x3c) 336 //bounding box right

WRITE_SHORT (offset+0x3e) 579 //bounding box bottom

WRITE_LONG (offset+0x40) "%items_num%" //1st item index

WRITE_LONG (offset+0x44) 0 //empty

WRITE_ASCII (offset+0x48) ~DEMOPORT~ //trap script

WRITE_LONG (offset+0x50) "%vert_num%" //1st vertex index

WRITE_SHORT (offset+0x54) 4 //vertices number

SET "cont_num" = "%cont_num%" + 1

WRITE_SHORT 0x74 "%cont_num%"

SET "info_ext"=0xc0

PATCH_IF ("%actors_offset%">="%cont_offset%") BEGIN

"actors_offset"="%actors_offset%"+"%info_ext%"

WRITE_LONG 0x54 "%actors_offset%"

END

PATCH_IF ("%spawns_offset%">="%cont_offset%") BEGIN

"spawns_offset"="%spawns_offset%"+"%info_ext%"

WRITE_LONG 0x60 "%spawns_offset%"

END

PATCH_IF ("%entrances_offset%">="%cont_offset%") BEGIN

"entrances_offset"="%entrances_offset%"+"%info_ext%"

WRITE_LONG 0x68 "%entrances_offset%"

END

PATCH_IF ("%infotrig_offset%">="%cont_offset%") BEGIN

"infotrig_offset"="%infotrig_offset%"+"%info_ext%"

WRITE_LONG 0x5c "%infotrig_offset%"

END

PATCH_IF ("%items_offset%">="%cont_offset%") BEGIN

"items_offset"="%items_offset%"+"%info_ext%"

WRITE_LONG 0x78 "%items_offset%"

END

PATCH_IF ("%vert_offset%">="%cont_offset%") BEGIN

"vert_offset"="%vert_offset%"+"%info_ext%"

WRITE_LONG 0x7c "%vert_offset%"

END

PATCH_IF ("%amb_offset%">="%cont_offset%") BEGIN

"amb_offset"="%amb_offset%"+"%info_ext%"

WRITE_LONG 0x84 "%amb_offset%"

END

PATCH_IF ("%vars_offset%">="%cont_offset%") BEGIN

"vars_offset"="%vars_offset%"+"%info_ext%"

WRITE_LONG 0x88 "%vars_offset%"

END

PATCH_IF ("%expbmp_offset%">="%cont_offset%") BEGIN

"expbmp_offset"="%expbmp_offset%"+"%info_ext%"

WRITE_LONG 0xa0 "%expbmp_offset%"

END

PATCH_IF ("%doors_offset%">="%cont_offset%") BEGIN

"doors_offset"="%doors_offset%"+"%info_ext%"

WRITE_LONG 0xa8 "%doors_offset%"

END

PATCH_IF ("%anim_offset%">="%cont_offset%") BEGIN

"anim_offset"="%anim_offset%"+"%info_ext%"

WRITE_LONG 0xb0 "%anim_offset%"

END

PATCH_IF ("%tiled_offset%">="%cont_offset%") BEGIN

"tiled_offset"="%tiled_offset%"+"%info_ext%"

WRITE_LONG 0xb8 "%tiled_offset%"

END

PATCH_IF ("%songs_offset%">="%cont_offset%") BEGIN

"songs_offset"="%songs_offset%"+"%info_ext%"

WRITE_LONG 0xbc "%songs_offset%"

END

PATCH_IF ("%rest_spawns_offset%">="%cont_offset%") BEGIN

"rest_spawns_offset"="%rest_spawns_offset%"+"%info_ext%"

WRITE_LONG 0xc0 "%rest_spawns_offset%"

END

PATCH_IF ("%automap_offset%">="%cont_offset%") BEGIN

"automap_offset"="%automap_offset%"+"%info_ext%"

WRITE_LONG 0xc4 "%automap_offset%"

END

//adding 4 new vertices for container

SET offset = ("%vert_offset%"+0x04*"%vert_num%")

INSERT_BYTES offset (0x04*4)

WRITE_SHORT offset 336

WRITE_SHORT (offset+2) 560

WRITE_SHORT (offset+4) 313

WRITE_SHORT (offset+6) 541

WRITE_SHORT (offset+<img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' /> 281

WRITE_SHORT (offset+10) 558

WRITE_SHORT (offset+12) 305

WRITE_SHORT (offset+14) 579

SET "vert_num"="%vert_num%"+4

WRITE_SHORT 0x80 "%vert_num%"

SET "info_ext"=0x04*4

PATCH_IF ("%actors_offset%">="%vert_offset%") BEGIN

"actors_offset"="%actors_offset%"+"%info_ext%"

WRITE_LONG 0x54 "%actors_offset%"

END

PATCH_IF ("%spawns_offset%">="%vert_offset%") BEGIN

"spawns_offset"="%spawns_offset%"+"%info_ext%"

WRITE_LONG 0x60 "%spawns_offset%"

END

PATCH_IF ("%entrances_offset%">="%vert_offset%") BEGIN

"entrances_offset"="%entrances_offset%"+"%info_ext%"

WRITE_LONG 0x68 "%entrances_offset%"

END

PATCH_IF ("%cont_offset%">="%vert_offset%") BEGIN

"cont_offset"="%cont_offset%"+"%info_ext%"

WRITE_LONG 0x70 "%cont_offset%"

END

PATCH_IF ("%items_offset%">="%vert_offset%") BEGIN

"items_offset"="%items_offset%"+"%info_ext%"

WRITE_LONG 0x78 "%items_offset%"

END

PATCH_IF ("%infotrig_offset%">="%vert_offset%") BEGIN

"infotrig_offset"="%infotrig_offset%"+"%info_ext%"

WRITE_LONG 0x5c "%infotrig_offset%"

END

PATCH_IF ("%amb_offset%">="%vert_offset%") BEGIN

"amb_offset"="%amb_offset%"+"%info_ext%"

WRITE_LONG 0x84 "%amb_offset%"

END

PATCH_IF ("%vars_offset%">="%vert_offset%") BEGIN

"vars_offset"="%vars_offset%"+"%info_ext%"

WRITE_LONG 0x88 "%vars_offset%"

END

PATCH_IF ("%expbmp_offset%">="%vert_offset%") BEGIN

"expbmp_offset"="%expbmp_offset%"+"%info_ext%"

WRITE_LONG 0xa0 "%expbmp_offset%"

END

PATCH_IF ("%doors_offset%">="%vert_offset%") BEGIN

"doors_offset"="%doors_offset%"+"%info_ext%"

WRITE_LONG 0xa8 "%doors_offset%"

END

PATCH_IF ("%anim_offset%">="%vert_offset%") BEGIN

"anim_offset"="%anim_offset%"+"%info_ext%"

WRITE_LONG 0xb0 "%anim_offset%"

END

PATCH_IF ("%tiled_offset%">="%vert_offset%") BEGIN

"tiled_offset"="%tiled_offset%"+"%info_ext%"

WRITE_LONG 0xb8 "%tiled_offset%"

END

PATCH_IF ("%songs_offset%">="%vert_offset%") BEGIN

"songs_offset"="%songs_offset%"+"%info_ext%"

WRITE_LONG 0xbc "%songs_offset%"

END

PATCH_IF ("%rest_spawns_offset%">="%vert_offset%") BEGIN

"rest_spawns_offset"="%rest_spawns_offset%"+"%info_ext%"

WRITE_LONG 0xc0 "%rest_spawns_offset%"

END

PATCH_IF ("%automap_offset%">="%vert_offset%") BEGIN

"automap_offset"="%automap_offset%"+"%info_ext%"

WRITE_LONG 0xc4 "%automap_offset%"

END

END //main info_1

BUT_ONLY_IF_IT_CHANGES //******************************************************** ~ARDEM.are~