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#41 Yovaneth

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Posted 09 June 2009 - 09:48 AM

Yeah I know, which is why I tried Rest() and ApplySpell() instead. But the main problem with the script is the PartyRested() i.e. getting a non-party member to recognise the party has rested.

Easy - sort of :P.

In any script that recognises the party has rested:

SetGlobal("haiass_has_rested","GLOBAL",1)

In Haiass' script:

if
Global("haiass_has_rested","GLOBAL",1)
then
do_something
SetGlobal("haiass_has_rested","GLOBAL",0)
end


-Y-

#42 Miloch

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Posted 09 June 2009 - 03:50 PM

I've checked this and the BWS downloaded and extracted the correct version of Haiass.

I'm not so sure about that, as I mentioned here (BWS appeared to get either 2.0 or 1.2 if you didn't have the latest patch). In any case, it doesn't matter, because as I said there (and am explaining here again) the BW Fixpack overwrites setup-haiass.tp2 with an old version of the tp2. This is probably worse than installing an old version, if you use an old tp2 with new resources.

(And we thought you would see this in the BWP thread first, but perhaps it is getting too long even for you to keep up with <_< - it got too long for me to follow a while ago.)

@Yovaneth - it turned out the undroppable slow regeneration item was a lot more sensible than trying to account for any scripts like that (including mod-added ones), or heavens forbid, putting more chunks in the mega-modders' baldur.bcs.

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#43 Leomar

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Posted 11 June 2009 - 05:20 AM

I'm not so sure about that, as I mentioned here (BWS appeared to get either 2.0 or 1.2 if you didn't have the latest patch). In any case, it doesn't matter, because as I said there (and am explaining here again) the BW Fixpack overwrites setup-haiass.tp2 with an old version of the tp2. This is probably worse than installing an old version, if you use an old tp2 with new resources.

You're right about the BW Fixpack, so I'll post here again my EDIT from the last post:


The BWS downloads the correct v2.1, but you must do the following for yourself if you want to use the new version with the current BWP version:


1.) edit the Install.bat to add one of the both new components of Haiass

%IFES%Haiass%S%Haiass%L%0%SK% 0 10 | %M%
%IFGS%Haiass%S%Haiass%L%2%SK% 0 10 | %M%


2.) move in the Install.bat the line of Haiass at the end of chapter 21

%IFGS%ACBre_V4%S%ACBre_V4%L%0%SK% 2 --logapp | %M%
%IFXES%ACBre_V4%S%ACBre_V4%L%0%SK% 2 --logapp | %M%
%IFES%Haiass%S%Haiass%L%0%SK% 0 10 | %M%
%IFGS%Haiass%S%Haiass%L%2%SK% 0 10 | %M%


3.) delete the whole folder Haiass in the "BiG World Fixpack" directory


Greetings Leomar
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#44 dreamer2007

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Posted 11 June 2009 - 07:39 AM

I'm not so sure about that, as I mentioned here (BWS appeared to get either 2.0 or 1.2 if you didn't have the latest patch). In any case, it doesn't matter, because as I said there (and am explaining here again) the BW Fixpack overwrites setup-haiass.tp2 with an old version of the tp2. This is probably worse than installing an old version, if you use an old tp2 with new resources.

You're right about the BW Fixpack, so I'll post here again my EDIT from the last post:


The BWS downloads the correct v2.1, but you must do the following for yourself if you want to use the new version with the current BWP version:


1.) edit the Install.bat to add one of the both new components of Haiass

%IFES%Haiass%S%Haiass%L%0%SK% 0 10 | %M%
%IFGS%Haiass%S%Haiass%L%2%SK% 0 10 | %M%


2.) move in the Install.bat the line of Haiass at the end of chapter 21

%IFGS%ACBre_V4%S%ACBre_V4%L%0%SK% 2 --logapp | %M%
%IFXES%ACBre_V4%S%ACBre_V4%L%0%SK% 2 --logapp | %M%
%IFES%Haiass%S%Haiass%L%0%SK% 0 10 | %M%
%IFGS%Haiass%S%Haiass%L%2%SK% 0 10 | %M%


3.) delete the whole folder Haiass in the "BiG World Fixpack" directory


Greetings Leomar



Thank you Leomar for the info on how to make the necessary changes for the install bat, but I guess I, personally, will wait for the next BWP version :)

Edited by dreamer2007, 11 June 2009 - 07:48 AM.


#45 Miloch

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Posted 12 June 2009 - 02:10 AM

Thank you Leomar for the info on how to make the necessary changes for the install bat, but I guess I, personally, will wait for the next BWP version

You might want to just test Haiass by itself on regular BG2 or BGT before (re)installing the whole BWP, just to make sure the new features work for you, dreamer2007 (resurrection, healing, the wolf follows you, etc.). Because otherwise, especially if you biff your game again after BWP, you'll have the same issue if something doesn't work out.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#46 dreamer2007

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Posted 14 June 2009 - 07:09 AM

Thank you Leomar for the info on how to make the necessary changes for the install bat, but I guess I, personally, will wait for the next BWP version

You might want to just test Haiass by itself on regular BG2 or BGT before (re)installing the whole BWP, just to make sure the new features work for you, dreamer2007 (resurrection, healing, the wolf follows you, etc.). Because otherwise, especially if you biff your game again after BWP, you'll have the same issue if something doesn't work out.


Okay I installed only BGT and Haiass, and he seems to function correctly, he follows me, when he dies he drops the bone, also he heals himself when resting :) . Sorry it took so long to make the test but I had to leave town for a few days.

#47 danemanuelk

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Posted 08 September 2009 - 02:54 AM

I have a question. I start Bone Hill mod and in Restenford (first area), in every shop, I found 4 Glabrezu :blink: with red circles. What is that ? Is normal ? My party is just LVL 3 everybody, from what mod are Glabrezu because in older BWP I don't find them here?

#48 Jarno Mikkola

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Posted 08 September 2009 - 03:21 AM

I have a question. I start Bone Hill mod and in Restenford (first area), in every shop, I found 4 Glabrezu :blink: with red circles. What is that ? Is normal ?

No.

What kind of install did you do?(WeiDU.log) Was is Expert, Tactical or Standard BiG Wiorld Install, and what about the BWS?

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#49 danemanuelk

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Posted 08 September 2009 - 03:43 AM

I install Tactics version

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  • Attached File  Weidu.7z   18.37K   390 downloads


#50 Lollorian

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Posted 08 September 2009 - 03:46 AM

This seems to be another major problem :blink:

Note for those with demons in normal areas:

1. When you see the demons (Glabrezu, Cornugon etc), press X and note down the "Area: XXX".
2. Now do a change-log (point #5) of XXX.are (edit: AND XXX.bcs)
3. Post contents of changelog here

Hopefully, we should be able to find this out today itself if someone posts a changelog :unsure: (afraid again :crying:)

Cheers,
Lol

Edited by Lollorian, 08 September 2009 - 04:42 AM.

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#51 dreamer2007

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Posted 08 September 2009 - 04:09 AM

I have a question. I start Bone Hill mod and in Restenford (first area), in every shop, I found 4 Glabrezu :blink: with red circles. What is that ? Is normal ? My party is just LVL 3 everybody, from what mod are Glabrezu because in older BWP I don't find them here?


I went in Bonehill to test if this is the case in my install also, and yes it is, I have four demons in each of the three stores...

This is the changelog of one of the stores, the rest are the same :

Mods affecting BH0108.ARE:
00000: /* from game biffs */ ~SETUP-BONEHILL.TP2~ 0 0 // Bone Hill Mod (Requires BGT-Weidu or Tutu)
00001: /* from game biffs */ ~HAIASS/SETUP-HAIASS.TP2~ 0 0 // Haiass the Wolf
00002: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ 0 3190 // Rest Anywhere (Japheth)

I uploaded the big world debug also:

Attached Files


Edited by dreamer2007, 08 September 2009 - 04:20 AM.


#52 Lollorian

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Posted 08 September 2009 - 04:25 AM

And we (don't) have it ;) (way to jump to conclusions :doh:)

00001: /* from game biffs */ ~HAIASS/SETUP-HAIASS.TP2~ 0 0 // Haiass the Wolf

I wonder what Haiass needs to do in the bonehill areas :ph34r:


Apparently, that script lets you take Haiass to those areas :rolleyes:

Cheers,
Lol

Edited by Lollorian, 08 September 2009 - 04:28 AM.

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#53 dreamer2007

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Posted 08 September 2009 - 04:27 AM

And we have it ;)

00001: /* from game biffs */ ~HAIASS/SETUP-HAIASS.TP2~ 0 0 // Haiass the Wolf

I wonder what Haiass needs to do in the bonehill areas :ph34r:

Cheers,
Lol


I know that Haiass has entries in most areas, so that he can travel to those areas, I don't know how it could trigger the spawn of demons in those areas with a fixed number, because there are exactly four demons of the same type in every store...

#54 Lollorian

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Posted 08 September 2009 - 04:40 AM

Yeah, my bad ... maybe a changelog of bh0108.bcs might help, since those demons seems to "spawn" :D

For those who're interested, Darpaek reported this problem here. Apparently, only mod areas are affected and only demons are spawned. AND only 4 are spawned each time :o

Cheers,
Lol

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#55 dreamer2007

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Posted 08 September 2009 - 04:50 AM

Yeah, my bad ... maybe a changelog of bh0108.bcs might help, since those demons seems to "spawn" :D


That yields nothing, but when I looked at the area information using near infinity, I found that the script that the area relies on is named haiare.bcs and here it is:

Attached Files



#56 Lollorian

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Posted 08 September 2009 - 05:02 AM

Could you please changelog that?? Seems like we've finally found it, just to see which mod does that :cheers:

There're many references to DMMWDemons and stuff :o

Cheers,
Lol

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#57 dreamer2007

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Posted 08 September 2009 - 05:10 AM

This is the change-log:

Mods affecting HAIARE.BCS:
00000: /* from game biffs */ ~HAIASS/SETUP-HAIASS.TP2~ 0 0 // Haiass the Wolf
00001: ~SCSII/SETUP-SCSII.TP2~ 0 6151 // Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC
00002: ~SCSII/SETUP-SCSII.TP2~ 0 7120 // Slightly Improved Watcher's Keep

It seems SCSII is to blame, but why does it change an area in BG1?

Edited by dreamer2007, 08 September 2009 - 05:14 AM.


#58 Lollorian

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Posted 08 September 2009 - 05:20 AM

Yep, all those new DMWWDemon references are from SCSII. Here's the block that modifies it: (FINALLY ISOLATED!!! :D)

(from scsii\wk\wk.tph :D)

///// Demonic random encounters

COPY_EXISTING
~ar3005.are~ ~override~
~ar3006.are~ ~override~
~ar3007.are~ ~override~
~ar3008.are~ ~override~
~ar3009.are~ ~override~
~ar3010.are~ ~override~
~ar3014.are~ ~override~
READ_ASCII 0x94 ~areascript~
PATCH_IF ~%areascript%~ STRING_EQUAL_CASE ~~ OR ~%areascript%~ STRING_EQUAL_CASE ~NONE~ THEN BEGIN
SPRINT ~areascript~ ~%SOURCE_RES%~
WRITE_EVALUATED_ASCII 0x94 ~%areascript%~
END
INNER_ACTION BEGIN
ACTION_IF FILE_EXISTS_IN_GAME ~%areascript%.bcs~ THEN BEGIN
EXTEND_TOP ~%areascript%.bcs~ ~scsii/wk/demwand.baf~
END ELSE BEGIN
COPY ~scsii/wk/demwand.baf~ ~scsii/workspace/%areascript%.baf~
COMPILE ~scsii/workspace/%areascript%.baf~
END
END
BUT_ONLY_IF_IT_CHANGES

And demwand.baf has those DMWW thingies that you see in the attached .baf :o

Thanx dreamer2007 :cheers:

Cheers,
Lol

Edited by Lollorian, 08 September 2009 - 05:23 AM.

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#59 dreamer2007

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Posted 08 September 2009 - 05:28 AM

Okay, but now that we found the problem where should we change the script to stop the spawns? Have any idea Lollorian?

#60 Lollorian

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Posted 08 September 2009 - 05:34 AM

Now, if I see it right, the problem lies in this chain of events: <mystery music>

1. The Haiass mod replaces the area scripts of some areas (that didn't have any scripts) into haiare.bcs to allow Haiass to follow the PC in every area
2. This apparently includes one of those Watcher's keep areas that had its script replaced to haiare.bca
3. Since SCSII tries to append the Demonic random encounters to Watcher's Keep (aka its script), it indirectly modifies the haiare.bcs to include the encounter thing.
4. So, final result is, that every area that uses haiare.bcs gets new (and supposedly improved :P) random Watcher's keep demon encounters.
5. YAY!!! FREE XP!!!

</mystery music>

Cheers,
Lol

Edited by Lollorian, 08 September 2009 - 05:35 AM.

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod