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#1 Hoppy

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Posted 09 December 2008 - 10:43 AM

Hello megamodders!

Here is a juicy treat for those that are playing BGT along with TDD and want the most out of the imported NPC's from TDD.


NOTE: This is not including installs that have the BGT TWEAK to import BG1 NPC's from the transition.

TDD imports its own versions of Yeslick, Kagain, SharTeel, Xzar and Monty. Oh yeah and Kivan. For Yeslick, Kagain, and this version of Kivan, one needs to change the GLOBAL for each by using Shadowkeeper (you will see something like KAGAIN 1283947 or something similar and change that # to 0 for him to spawn in the City Gates)

Follow the same setting of Yeslick and Kivan to 0 if you want them.

CLUAConsole:SetGlobal("______","GLOBAL",0) and fill the blank with KAGAIN, YESLICK or KIVAN works as well.



More difficulties are with SharTeel's little quest and Xzar ressurecting Montaron. Basically the problem lies with the checks in the BCS for the actual CRE. TDD uses the death variables in the decompiled BAFs which is the final solution but when they get compiled at installation, the death variable check does not get acknowledged. This is in a TDD before BGT order. Maybe TDD needs to come after BGT for the distinguishing of the different creatures via their death variables.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#2 Hoppy

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Posted 09 December 2008 - 10:53 AM

More to come on this with actual BCS edits for Shar and Xzar and their quests.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#3 Azazello

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Posted 09 December 2008 - 03:33 PM

I'm following this with interest.

Just to be clear...

In current BGT-->TDD installation, TDD already has coding to use the BGT-style NPCs

You want to ensure that in a TDD-->BGT installation, BGT transfers the BGT-style NPCs to BG2

Is this correct?

#4 Hoppy

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Posted 09 December 2008 - 09:58 PM

I'm following this with interest.

Just to be clear...

In current BGT-->TDD installation, TDD already has coding to use the BGT-style NPCs

You want to ensure that in a TDD-->BGT installation, BGT transfers the BGT-style NPCs to BG2

Is this correct?


Yes, although I am not positive if switching orders of installation will help.


The Darkest Day still uses its own variation of importing the BG1 NPC's in their respective spawn points. For example from AR0900 BCS (Temple Dist), this will spawn Yeslick (TDD version with different DLG and BCS).
IF
	Global("Yeslick","GLOBAL",0)
THEN
	RESPONSE #100
		SetGlobal("Yeslick","GLOBAL",1)
		CreateCreature("YESLIC9",[3445.1896],4) // Yeslick
END

However if any of the BG1 Yeslicks were in the party, say even picking him up in Cloakwood mines and letting him go after flooding the mines, his GLOBAL will never be 0 in BG2 so he will never spawn. Maybe becausee of his diloag running from that same GLOBAL timer.

Just as a reminder, I want all TDD NPC's to spawn whether they are imported or not, regardless of tweaks. So there may have to be a modification to above code for a case where the BGT TWEAK is installed. Otherwise we get the imported Yeslick (from tweak) and then the one with the generic GLOBAL "0" above.

TDD could change above to:

IF
	Global("TDDYeslick","GLOBAL",0)
THEN
	RESPONSE #100
		SetGlobal("TDDYeslick","GLOBAL",1)
		CreateCreature("YESLIC9",[3445.1896],4) // Yeslick
END

Then he will spawn no matter what. Same solution for KAGAIN and KIVAN (TDD) Now I will have to work on the case with the importing TWEAK which is still in AR0900 BCS but prevent the same spawn happening twice...if Yeslick is imported.



SharTeel is imported fine and doesn't have the conflicting GLOBAL issue. Nor with Xzar and monty. That issue is the next bit.

Edited by Hoppy, 09 December 2008 - 09:59 PM.

?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#5 Hoppy

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Posted 09 December 2008 - 10:23 PM

SharTeel's mini quest via TDD was not happening for me in AR0400 (slums). Nor was Xzar and Monty and the resurrection cutscene.

Death variables were not implemented.


TDD BAF for SharT quest in the slums:

IF
	Global("sharplot","GLOBAL",2)
	InParty("shartedd")
	!Dead("shartedd")
THEN
	RESPONSE #100
		CreateCreature("sharfit1",[1599.503],4) // Half Quallian Warrior
		CreateCreature("sharfit2",[1683.456],4) // Tribal Warrior
		CreateCreature("sharfit3",[1767.445],4) // Half Quallian Warrior
		CreateCreature("sharfit4",[1889.452],4) // Tribal Shaman
		SetGlobal("sharplot","GLOBAL",3)
END

IF
	Global("sharplot","GLOBAL",4)
	InParty("shartedd")
	!Dead("shartedd")
	Dead("sharfit1") // Half Quallian Warrior
	Dead("sharfit2") // Tribal Warrior
	Dead("sharfit3") // Half Quallian Warrior
	Dead("sharfit4") // Tribal Shaman
THEN
	RESPONSE #100
		SetGlobal("sharplot","GLOBAL",6)
		Wait(2)
		ActionOverride("shartedd",StartDialog("sharwins",Player1))
END


Note the death variables for the CRE checks. In my install, the AR0400 BCS looked like this:

IF
	Global("sharplot","GLOBAL",2)
	InParty("Sharteel")
	!Dead("Sharteel")
THEN
	RESPONSE #100
		CreateCreature("sharfit1",[1599.503],4) // Half Quallian Warrior
		CreateCreature("sharfit2",[1683.456],4) // Tribal Warrior
		CreateCreature("sharfit3",[1767.445],4) // Half Quallian Warrior
		CreateCreature("sharfit4",[1889.452],4) // Tribal Shaman
		SetGlobal("sharplot","GLOBAL",3)
END

IF
	Global("sharplot","GLOBAL",4)
	InParty("Sharteel")
	!Dead("Sharteel")
	Dead("sharfit1")
	Dead("sharfit2")
	Dead("sharfit3")
	Dead("sharfit4")
THEN
	RESPONSE #100
		SetGlobal("sharplot","GLOBAL",6)
		Wait(2)
		ActionOverride("Sharteel",StartDialog("sharwins",Player1))
END

Now note the different CRE checks and it never worked. If I copied the TDD BAF and paste over those script blocks in the AR0400 BCS, it works perfectly. TDD incorporated everything fine but it is not getting compiled the way it should read the block unless the BG1 SharTeel is in the party.


It is minor but really intrigued me as to why the death variables did not copy over exactly. Was it because I have TDD installed before BGT? Should it come after BGT or shouldn't it matter?

Xzar and Monty was a must have for me in BG2 for TDD quests and I sweat over it trying to figure it out. There were a lot more BAF copying and replacing in BCS for them but they work with an awesome resurrection scene. The reason was the same, death variables did not copy over exactly.

So I think for the correct DV to copy over correctly, BGT comes before TDD. It still will leave the GLOBAL "0" problem for the 3:
Yeslick, Kivan, Kagain, only if they were not in the party at all in the BG1 segment.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#6 Chevalier

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Posted 10 December 2008 - 03:42 AM

horred had the TDD NPCs from BG1 the same as you left them in BG1 with BP-BGT non-WieDU and their quests worked. This included stats, inventory & things and was for NPCS you had in your party for along time not just picked up and then dropped fast. It is easier to code for BP-BGT non-WieDU because there was only way to install the mod.

I Ride for the King!


a.k.a. Chev


#7 Hoppy

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Posted 10 December 2008 - 10:51 AM

Thanks Chev!

I kind of like the sound of that old approach. Maybe there could be a way to reproduce it again in TDD or a BGT TWEAK. Or maybe a new treat in BP 178 and >? For now I will have to assume that BGT should come before TDD for these DV's to get recognized.

I have seen many Weidu logs with TDD before BGT (aka BWP and the followers of that guide). I looked at Azazello's install thread and it looked like TDD was before BGT. Erebusant's has BGT before TDD which may be better if it has all of the correct checks in the compiled BCS.

Just to reiterate, what is coded in TDD 1.12 works fine decompiled but the compiled result is totally different with BGT.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#8 Leomar

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Posted 12 December 2008 - 12:57 AM

This you can read in the "COMPATIBILITY LIST FOR BGT-WeiDU" at the beginning:

Installation tips
-if you want to play a mega-modification containing BGT-WeiDU, it is recommended that you install the other modifications first (The Darkest Day, Shadows Over Soubar, Tortured Souls, Check the Bodies, Region of Terror, Never Ending Journey, The Big Picture), then BGT-WeiDU, but you can actually install all the related modifications in any order
-if you want to play the mega-modification with BGT-WeiDU and other modifications, follow the tip above, and then install other modifications on top
-if you want to play BGT-WeiDU without the mega-modification but with other modifications, install BGT-WeiDU first before installing other modifications on top (unless otherwise stated)

That is the reason, why we install TDD before BGT, because it is recommended. Besides, BGT takes corrections in the mods NeJ, CtB, TDD, SOS and TS. In the BGT folder exist a folder \compat\TDD with replace area and NPC files. It would be better, if you check this first before install BGT before TDD. :)

FYI At the moment I've heard from this NPC problems you described, the first time. But that means nothing. :D

Greetings Leomar

Edited by Leomar, 12 December 2008 - 01:01 AM.

A Megamod does not mean that you can play all of the mods or all of their content,
but you have more choices or paths through the game.
- Chevalier

BiG World Project - Big Baldur's Gate World

#9 Hoppy

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Posted 13 December 2008 - 09:13 PM

It makes sense like you say Leomar. I had just noticed that in the particular BAFS for TDD, that they use the deathvariables and do not get compiled that way. This is what leads to the incompatibility I believe. Maybe, the only reason I notice it is that I use every NPC (BIOWARE) during BG1 to get the most out of that and maybe some new mod NPCs. That explains the GLOBALs for Yeslick, Kagain and Kivan. For SharTeel, Xzar and Montaron, the death variables are needed for them to work properly.

Also regarding the death variables, these scripts would not work also if I started a ganm from BG2 without going through BG1. Weird.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#10 Azazello

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Posted 14 December 2008 - 12:12 PM

Hoppy, it's been :gulp: years since the encounters in my old (but current) megainstall, but I do remember that Yeslick, Kagain, SharTeel, and Monty did not appear as designed. (Xzar appeared, and he was BGT version. I do remember Kivam appeared but can't remember if he was the BGT or TDD version.) I had to fiddle with variables & NI to get them to appear. I hadn't seen any other complaints from players in all this time, so I figured that it was my game at fault.

So maybe you've found that TDD needs some revision.

I have older saved games so if you want me to check variable settings before meeting each NPC, let me know.

#11 Hoppy

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Posted 14 December 2008 - 11:04 PM

@ Azazello,

That would be great for your help! :Bow:
Can you do some minor detective work for me in your game regarding these TDD NPCs? Can you try SharTeel's quest (where you get her in the prison in BG2) and go to the docks to visit the Half Quallian (sp?) warriors for her quest. Also can you copy paste the block in AR0400 BCS that pertains to the create creatures for them. I want to see the InParty check.

I think for Kagain, Yeslick, Kivan Globals we could do a minor script change to their CreateCreature block to get them to show up no matter what. I don't have the BGT TWEAK import BG1 NPC's installed so maybe we can add something else in the case of importing them from BG1.

If you want to check the above guys out in your save games their globals will be high like in a dialog counter (it makes sense for their BG1 vanilla quests) and only if they were in your party in BG1. The area scripts where they spawn in BG2 require their globals to be 0. If they weren't in the party than they will be 0 anyway.


For Xzar and Monty we have more script blocks in different BCS(s) which is more difficult but I have figured it out. If you can detail what happens after Lyros is killed by Lucette and Xzar reappears (XZAR13) and for the sake of time, the code for Monty's body is MISC5U. Xzar should immediately go into the resurrection dialog with the body in the party inventory.

No hurry and thanks for believing me! :cheers:
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant