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Known Issues v4.0 (post bug reports here)


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#41 -devSin-

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Posted 17 January 2010 - 08:44 PM

L276: I actually approve of the change to only recognize and address Nameless... if you ran a PC by her never having seen Nameless at all, it makes no sense.

To note, I'm speaking to "SKARD noticed I didn't also change the FaceObject()" to Nameless. I'm saying that should be left at See([PC]) FaceObject([PC]) so that she'll face the nearest PC (she has lines for when she sees just a normal PC, but she won't turn to face them anymore). The change to only have the floats if she sees TNO is good, of course.

L50: The script does return them to their saved location once they stray too far... or it does if it has a saved location to return them to, which is why I add that.

I was looking at it over the summer, and it looked like Near and Return don't run when AI idles (the NPC gets offscreen for too long). So they'll just bunch up in the northwest, flee back to start when the party gets near, and then start heading back when you move away.

Stored locations in PST look to simply be the location (one of the two; I never looked to see which is really current and which is "home") in the ARE actor struct (in IWD, they altered the CRE struct to store the location data there), but you're right it shouldn't be much of a deal (although it could lead to a mass migration northwest if the OnCreation() fires too often and updates their stored locs while the buggers move ever closer to the phantom point). (I couldn't find a decent way to correct this, so it's not like I have any idea of something "better" to be done here, in any case.)

In the newer builds of NI, you might try setting the "Wander distance" value for the actor to some nonzero value; in some engines, this will instruct the RandomWalk() code to discard points that are outside that range (I believe it already existed in BG/TotSC, so it may work), as an experiment. But I wouldn't count on nor rely on it.

L2885: Bleah, you're right... I'll extend the fix to those as well.

Also the thief Anarchist is Curst male, like Blackrose.

L3165: Ah, okay, interesting... never ran into an instance where it worked. I think my changes are still appropriate, yes?

Yours will never fail (whereas "script name" can be made to work only in limited scenarios). I just point it out so you know it's not entirely hopeless (as for instance, I don't have to do all that legwork for Giltspur's customers, because I can just exchange their Enemy()s and Help()s and call it fixed well enough for my purposes).

L3271: If you look, most of the rail critters in that area do odd paths like that, it didn't seem any worse (or better) than the other paths. Though I think at the end of this path, the "north wall of the blacksmith" is close enough to the door that I think it's implied he's headed there, just mostly out of sight.

Yeah, I had a hard enough time finding them when I looked because their start is obscured way up there. I'm not really familiar with PST, so that was more a question as to whether they were odd or not (all the work I did with this was over the summer, and I tore through it a single time, so I couldn't decide if their path was too funky having never actually played the game) since it looked like the others were at least disappearing at the weird town edges (whereas the castle and gate to Carceri are supposed to be closed).

L3470: Huh! I didn't notice the CGAMESPRITE state in the original CRE, I thought it was getting set to that in the save game -because- of the negative hp. Unfortunately in my own test game, by the time I discovered and fixed this problem they'd already "died" in my test game and I would've had to backtrack WAY too far to test my fix all the way till the endgame. I'll change the state as well for the next version, but maybe the low hp was causing him to die again or something? Hopefully if someone sees them disappear in their game, they'll mention it, then we'll know going forward (not that there's any other graphic that's a CRE, to my knowledge).

I think it maybe has to be dead (the animation is just the body or something, or maybe you could talk to it if it was alive)? It could just be a general graphics bug (maybe widescreen or newer GPUs), like having it try to draw with a huge widescreen resolution... it seems to work fine as-is in vanilla with normal 640x and a crappy Intel IGP, though.

L3498: Well, depends on what you mean by spells.

For this, the definition is entirely in the implementation. (Quint's poison charm, all those effects can be applied directly to the user (kind of like drinking a potion item); so it's more indicative of "apply all these to me." Cast spell isn't like that, though (especially in cases like TTShadow, where you also need to pick a target)--the effect isn't something you're going to want to "apply" to the actor. Locally, aside from the BladeIm, the cube, and the entropic blades, this flag is only needed for Maslow, MirImag, PCheese (once you fix it up), TTCutPur, and TTSource (and it shouldn't be set for all Ingress' teeth items).

L135: I don't think I ever had those traps crash my game, so I couldn't really evaluate the worth of this fix. Have you had those crashes?

Yes, and I was unable to find any solution. It doesn't always crash, but if you're running around with invincible TNO with a legion of shadows following you while testing the game, it can die trying to shoot the Blacksphere (it's something to do with this dumb spell).

L166: I'll have to investigate this one more as well. Have I ever mentioned how much I hate the Warrens of Thought? I really really do.

So do I. I bypassed all your grief by making the jail door not set guards hostile (so shad and raimon don't have to deaggro) and then switching all MAOs _WARN sets (so 2 is "don't come back or else" and 1 is "die now"). And then I got to ignore all the deaggro by just deciding that MAO yielding is allowing to leave that legion of rats in the immediate nest rather than frying your brain and not the wererats outside. Less heartache and headache for me than to look at all the changes you had to sort through. :-)

Lucky for you, though, this is just the catacombs. There's a rat (spawn controlled by 1400_Area_A) who leads you to another group of rats with a spell rat (spawn control 1400_Area_B). In vanilla (and v4), if you don't kill all the rats (I hope that was intent, although using !Exists() so they all have to be dead isn't done in any of the other spawn toggles), then any missing ones in the ambush will respawn (you have to wipe them all out to turn off the rat ambush in this area). In v4, however, the little bait rat who leads you to the ambush won't respawn, even if the ambushers are dead (and in vanilla, although the spell rat should turn them all off when it dies, it doesn't seem to ever run its Die() right, so the little turd would *always* respawn). (Fixpack appends a !Exists([Specifics(BaitRat)]) 1400_Area_A = 0 block.)

What I'm suggesting is to turn it off when the ambush group has been wiped out (the check already to toggle 1400_Area_B) since he no longer has a purpose (before then, why wouldn't they send another rat to lead the looters to the ambush?). Note also that the block to deactivate 1400_Area_B is missing one of its rats (Specifics 93), although this would never have any appreciable effect.

Thankfully, this is a *lot* easier than anything even remotely related to the Warrens of Thought teams. ;-)

L1114: Hmmm, weird, that sound file sounds awfully familiar. Maybe I -should- activate it?

Yeah, it's obviously the CRE script for the gears, but since there are already gear and machine sounds in the area's ambients, I never tried hooking it up (certainly, it looks like it might lead to some excessive sound-playing, although it's nice they had the foresight to turn it off when the gears stop).

Really grateful for the help, you gave me lots of good stuff, in fact I may do a 4.1 for it (luckily, none of these should invalidate save games from 4.0).

Yeah, these were the differences I recall from the various v3 TP2s (I trolled them over the summer to look for bugs, since I compulsively code my own fixes). I have original as-yet-unfixed stuff to throw out, but that just takes me walking through my local TP2 and posting the changes, so won't take too long.

I -would- appreciate your at least coming up with -some- way to identify you when you post though :P Register or fill in devSin as your guest name or -something-, it was like 30 posts before I figured out who you were and I *still* have to guess more often than not :P

Yeah, sometimes I see guest posts and I'm like, "Doh, I hope they don't think that one was me!" ;)

I only did the bodice posts last summer, the 2DAs, pimp NI, and maybe a couple other notes. I'll sign the important ones "devSin" when I remember.

#42 Qwinn

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Posted 17 January 2010 - 08:45 PM

L323: Hmmm, I'm actually thinking this actually -caused- the problem I just fixed in v4.0... see QwinnFix.tph, line 3170. I'll review what you're saying and maybe I can come up with a simpler way to resolve all the issues. The best option probably is to, yes, set them to THUGP instead of THUG in Skardfix.tph, then I can get rid of my v4 fix.


I was wrong here, the two problems are totally unrelated. Yes, I'll switch the Porphiron thugs to team THUGP because that -is- what they're set up as in their CREs, and it has less chance of conflict with other thugs, but my version 4 fix still looks necessary.

And I meant line 3120, not 3170.

Qwinn

#43 Qwinn

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Posted 17 January 2010 - 09:14 PM

To note, I'm speaking to "SKARD noticed I didn't also change the FaceObject()" to Nameless. I'm saying that should be left at See([PC]) FaceObject([PC]) so that she'll face the nearest PC (she has lines for when she sees just a normal PC, but she won't turn to face them anymore). The change to only have the floats if she sees TNO is good, of course.


Eh, nah, I still disagree. Why would she turn to face Dak'kon or Morte for her "Ah, slow Sigil day it is" lines? That's just muttering to herself, I'd say... there's no in-character reason for her to turn and face them for those lines. Why would Dak'kon be any different or more worth addressing directly than any other githzerai she seeks walking through the Hive at that point? At least before she actually joins you.

(I couldn't find a decent way to correct this, so it's not like I have any idea of something "better" to be done here, in any case.)


*nod* I'll leave it the way it is... I think it does help somewhat, I haven't noticed them bunch up as ridiculously as they used to before I made this fix, so unless we can come up with a better solution, might as well leave it.

Also the thief Anarchist is Curst male, like Blackrose.


FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU...

(Sorry, it's just, these fixes are a -real- pain in the ass. I hope I have enough animation slots for this.

Yours will never fail (whereas "script name" can be made to work only in limited scenarios).


That's good enough for me, will leave as is.

I'm not really familiar with PST, so that was more a question as to whether they were odd or not


It isn't for -that- area, at least... I looked at the other rails in that area and they all seem to end up in odd places on at least one end of their walk (probably because that area only has one proper exit). So I doubt that would've been a reason to intentionally disable that particular rail, I'll leave the restoration in.

I think it maybe has to be dead (the animation is just the body or something, or maybe you could talk to it if it was alive)?


That's a -very- good point. Okay, I'll leave my fix as it is in v4.0. (I do recall checking to make sure my changing the hit points didn't make it conversable, and it didn't.) If anyone else is reading this, if you notice the gears disappear, please -do- let me know. For the record, the gears showed up fine the first couple times I went into the Foundry, but when I left for a while and came back, they were gone. Also, I do -believe- I recall seeing bug reports about those gears disappear before I ever did my mods, so I do think it can happen in the vanilla game.

Yes, and I was unable to find any solution. It doesn't always crash, but if you're running around with invincible TNO with a legion of shadows following you while testing the game, it can die trying to shoot the Blacksphere (it's something to do with this dumb spell).


Hmmm. If you have a save game where it happens, save it, please. Maybe it's something scient can look into once he gets into debugging-spells mode.

So do I. I bypassed all your grief by making the jail door not set guards hostile (so shad and raimon don't have to deaggro)


Actually, I do this too, since it doesn't make sense that they should.

What I'm suggesting is to turn it off when the ambush group has been wiped out (the check already to toggle 1400_Area_B) since he no longer has a purpose (before then, why wouldn't they send another rat to lead the looters to the ambush?). Note also that the block to deactivate 1400_Area_B is missing one of its rats (Specifics 93), although this would never have any appreciable effect.


Okay, if I can ever motivate to worry about the blasted rats again, I'll do this. I just do hate them so much though.

Yeah, it's obviously the CRE script for the gears, but since there are already gear and machine sounds in the area's ambients, I never tried hooking it up (certainly, it looks like it might lead to some excessive sound-playing, although it's nice they had the foresight to turn it off when the gears stop).


Yah, you're right, the ambient sounds seem to have the sound covered. I'll leave the correction to the sound file name in since it doesn't hurt and it at least indicates what file was *supposed* to play when you look at it.

I have original as-yet-unfixed stuff to throw out, but that just takes me walking through my local TP2 and posting the changes, so won't take too long.


You mean you have more bugs to report? Awesome, I'll hold off on v4.1 until you tell me you've given me everything you're willing/able to.

Qwinn

#44 -devSin-

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Posted 18 January 2010 - 12:14 AM

I was wrong here, the two problems are totally unrelated. Yes, I'll switch the Porphiron thugs to team THUGP because that -is- what they're set up as in their CREs, and it has less chance of conflict with other thugs, but my version 4 fix still looks necessary.

Yeah, I just made Porphiron check ThugP2 instead (since only his goons have that name) so I wouldn't have to copy all those CREs, but it is a necessary fix.

Eh, nah, I still disagree. Why would she turn to face Dak'kon or Morte for her "Ah, slow Sigil day it is" lines? That's just muttering to herself, I'd say... there's no in-character reason for her to turn and face them for those lines. Why would Dak'kon be any different or more worth addressing directly than any other githzerai she seeks walking through the Hive at that point? At least before she actually joins you.

Cool; your decision. (The original behavior didn't bother me when I looked at the script, which is why I didn't change it, but it's not bad changing it either.)

FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU...

Yeah, I just made Blackrose a normal thug (his color scheme actually works better with that animation), Xanthia a UC townie, the two Anarchists LC townies. I haven't touched the market ladies yet (I was hoping they were unused, but no such luck).

The Sensate aasimar were fine to me because I simply wouldn't get through there without having spotted Nemelle first. Less work, more play!

That's a -very- good point. Okay, I'll leave my fix as it is in v4.0. (I do recall checking to make sure my changing the hit points didn't make it conversable, and it didn't.) If anyone else is reading this, if you notice the gears disappear, please -do- let me know. For the record, the gears showed up fine the first couple times I went into the Foundry, but when I left for a while and came back, they were gone. Also, I do -believe- I recall seeing bug reports about those gears disappear before I ever did my mods, so I do think it can happen in the vanilla game.

Oh, the engine may be "cleaning" up the "corpse" if it only happened after a length of time away from the Foundry (ground piles and bodies get purged in IE after a time check for when the area was last dumped--the Last saved value in NI--depending on how deviant PST really is). If PST CREs use the same "permanent corpse" flag, you may want to try (I know the current CRE flags make no sense, sorry, but I lack the fortitude to try to decipher what they do in PST). (My only save was from this summer's power-run, and I only have one at the end of the Foundry plot, and the other applicable save is from the Lower Ward but without access to the Foundry, so it's too much effort to check anything in there).

Hmmm. If you have a save game where it happens, save it, please. Maybe it's something scient can look into once he gets into debugging-spells mode.

There won't be corruption in here (it exits out when firing off the spell). You could save and reload and not have it trigger, or have a save where it never occurred and have it bail after stepping on the trap (it's something to do with the spell's projectile). You could attach the script to a re-firing trigger somewhere for easier access to see if you can get TNO to crash it while sprinting over it.

You mean you have more bugs to report? Awesome, I'll hold off on v4.1 until you tell me you've given me everything you're willing/able to.

Not bugs in your code, sorry. Pending anything in the dialogues, there's nothing I can think of worthy of suspicion in the current v4 (nothing major in the dialogues).

#45 -devSin-

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Posted 18 January 2010 - 12:25 AM

Quick run through, but I skipped some of the more tedious and subjective "nit-picky" stuff:

- Conall.sto probably shouldn't sell unlimited Stinger Earrings, and the one he does sell should be identified.
- Emoric.sto should sell Bone Dagger identified.
- Mebbeth.sto and Splinter.sto should offer SpPr307 cure (SpWi409 doesn't have a description; from SpelDesc.2da)
- Vris.sto sells unlimited everything (she'll sell you one knot charm, but any number of Teeth of the Fire Drake)? Lame.

- Ar0103c - incorrectly suggests you need permission to rest (should be Type 2)
- Ar0107 - doesn't report you can seek permission to rest from Marta (should be Type 6)
- Ar0108 - "Container 5" trap detected bit should be off (this messes with Find Traps thief skill highlight)
- Ar0201 - the second Lady curtain uses the wrong string (Drape 3 should use #5184)
- Ar0304 - "chest" and "dresser" should be 100% trap and detect (they're not player traps)
- Ar0403 - "Crate 1" trap detected bit should be off (this container will never work well, though)
- Ar0700 - "info kiosk 6" "Curst Gate" "Guard tower" info points should use cursor 22 (there were others, but yawn for now)
- Ar0702 - "Barrel 1 (Trap)" "Crate 1" trap detected bit should be off
- Ar0706b - got Curst battle music in Sigil! Watch out!
- Ar0903 - too dangerous to rest? Look! It's a PEASANT! RUN! (should be Type 2)
- Ar1303 - needs Rubikon area type
- Ar13Wz - needs Rubikon area type; too dangerous to rest (Type 4)
- Ar1800 - "Trap 3" should be 100 difficulty
- Ar3004a - I think this area script should be nulled; it's not fair (and Ar3005a and the catacombs' rats don't increment the RatWarren count)

When a creature has slot selected -1, the engine spawns them wielding fists. Punch me, Trias! Punch me! Agril, Anizius, Barse, Berrog, BPatron1-5, Dolora, Ecco, Hezobol, Incar1-3, Jasilya, Kitla, Mantuok, Nabat, Quisho, Siabha, Skatch, ThkSlav, ThkSlav2-3, Thokola, Thorp, TriasA-C, and Zerb should have slot selected as 0, and Gort and SensF2 should have it set to 1. (Hopefully you'll be unable to confirm this, but I tested it in the summer by making Thorp's weapon magical with +1000 damage, and set at -1, he still couldn't hit the abishai, and set to 0, he smacked it to Elysium; this is how it works in all the other IEs).

- Aola.cre - this guy shouldn't increment Lady on death, just because you can

- Baria.cre and Barih.cre shouldn't have abishai battle and death cries, and you may as well make them chaotic good (canon) while here
Similarly, Bedai.cre, HBdyGrd.cre, Keldor.cre, Miccah.cre, QuiSaiF.cre, Sarossa.cre, and Xander.cre need not scream like demons in the fighting and dying (all have bad abishai sounds, but Miccah); you may want to leave Miccah (she has a ghoulish temper, so maybe it's by design) :)

Most Jumble's spells are spent (I can't tell if he got hit with the nerf bat, though; does it make Spell() fail in PST even)?

- Kiln.cre, Pestle.cre - these guys need script names ("Kiln" and "Pestle" and corresponding KAPUTZs); see Ar0612.bcs

- AdRing.itm - Ability location should be Item slots (again, not tested since last summer, but I believe it can jumble PSTs quick menu when these are wrong)
- AMace.itm - Attack speed should be 5; acid damage should be 2d4
- AnEar2.itm - Cast spell effect should allow *no* save (this can lead to people saving against the casting of the spell and has nothing to do with saving against the spell itself)
- Bod_GP.itm, Bod_PQ.itm, Jer_BR.itm, Jer_FS.itm - these should probably be marked droppable so you can get them back when she dies (Morte doesn't hoard his teeth upgrades, for instance)
- The timing mode for the global THAC0 bonus should be 2 (although, I don't know the engine ever considers these equipped, 4 is definitely wrong)
- CFAxe.itm, CFClub.itm - Speed factor should be 3
- CFHammer.itm - is supposed to be worth 10K (not 1K)
- Chastity.itm - Lore should be 0 (why won't you tell me about your clothes, Grace?) and AC bonus mode should be 2 (but with Grace, no difference)
- EAxe.itm, EDag.itm, EFist.itm, EHam.itm, EMace.itm - I disagree with some of the fixpack changes, actually; it looks clear these are meant to all be aspects of the same weapon, with the same efficacy, but the descriptions were just lazy cuts and have some statistics for the base weapon types (axe, hammer, etc.); meaning the only changes is that all would need +2 THAC0 (instead of +3, but doesn't really matter), and EDag.itm should do piercing damage (optional again; I also make EFist do slashing, on the premise that it's a bladed gauntlet, but more because there's already two crushing weapons and only one slashing if the dagger is changed); the fixpack currently makes changes to match the description, which ends up giving some of the weapons base (unenchanted) statistics.
- FangMirr.itm - Play sound effect (target self) shouldn't allow resistance (this can lead to a PC resisting the sound, which has no bearing on what the preset target hostile effect does)
- GSDagger.itm - Speed should be 1
- Jester.itm - this item sucks; the designer clearly though this was probability per effect, but the game will only give you one random number (so if the AC +2 fires, the AC -3 *will* fire, and the axe will only ever give you -1 AC). Later versions of the engine allowed definining probability ranges (with upper and lower bounds, by separating this field into two bytes), but we don't get that here. Locally, I change the probability for AC -3 to 25 (so you can get AC +2, AC -3, or AC -1), Intelligence -1 to 17, and Wisdom +1 to 17. For the ability effects, I set the last two color glows to 15% (they're not hooked up to anything, and currently, all four will always run 25% of the time).
- KKnife.itm - should be 1d3 damage, cheaters
- KYName.itm - this item surely can't do anything (Protection from creature type is evil in other IEs!), but those saves can't be legit
- Lens01.itm - this shouldn't be marked undroppable (see Annah's default vest or Grace's bodice)
- M1PTeeth.itm - Ingress, pray grant me Teeth of Piercing that do crushing damage! Useful! (both the ability and bonus damage should be piercing)
- OgrGaunt.itm, Rending.itm, UhrKnf.itm - these shouldn't be usable by Annah
- PCheese.itm - Number of global effects should be zero, number of effects for the magical ability should be 1, and charges should be 1. Now you too may eat poison cheese and, like, be poisoned and stuff. :)
- Plus1Im.itm, Plus2Im.itm, Plus3Im.itm, Plus6Im.itm - the immunity effect should be Mode 2 (no practical effect, but the engine will attach a new "Immunity to weapons" effect to creatures with these items equipped every time effects are applied, meaning they all walk around with tons of duplicate effects after surviving through several game saves)
- PSCharm.itm - (optionally) this should be marked magical, and the stack size should be 1 since it's unique (also should require identify before use, but I'm skipping those for now)
- SpkGaunt.itm - shouldn't be usable by Vhailor
- SpPr304.itm - Ability range should be 50
- SpWi103.itm - Cast spell ability should be external target (2)
- Tail.itm - Ability location should be Item slots (3); why did they make all the crap items able to go into the quick slots?
- TTAnarch.itm - Type should be Tattoos (39) so you can put it on and stuff
- TTChr2.itm, TTDex1.itm, TTDV.itm, TTInt1.itm, - I bet you can guess, Ability location should be 3
- WidMkr.itm - should be doing +2 slashing damage, not no damage (Ability "Damage" effect, "Amount" should be 2)

- SpIn107.spl - could also do with no casting effects (she's kissing, not krumping, so enough with the swirlies and swooshes)
- SpPr103.spl - Play sound effect shouldn't bypass resistance (even resisting all the effects, you get the "Oh noes, you been cursed!" sound)
- SpPr105.spl - Both effects should bypass resistance (otherwise, Grace can resist the green discs; everything the spell does is all handled with the projectile in hardcode, so it's not affecting anything but the pretty visuals)
- SpPr307.spl - the Play BAM file effect also needs to bypass resistance
- SpWi107.spl - the Shake Screen effects at the four highest levels shouldn't bypass resistance (wow, look at the screen tremble; terrible, terrible damage... oh, wait: Spell Failed: Magic Resistance)
- SpWi108.spl - the first Play BAM file effect should bypass resistance (a heavily resistant caster could resist their own spell launch visual)
- SpWi115.spl - the Play Sound effect for all levels shouldn't bypass resistance, and the Play BAM and Play Sound effects should probably allow the same save as the actual blindness
- SpWi120.spl - same as above, with both save and save penalties
- SpWi202.spl - the Play BAM effect *could* be made to bypass resistance (I chose this route instead of making the the "crunch" sound that's supposed to synch with the animation resistible)
- SpWi207.spl - the initial Play BAM effect should bypass resistance (else the caster is resisting their own launch spray)
- SpWi215.spl - the Knock effect should bypass resistance (seriously, it doesn't even effect creatures, but the projectile will still shoot at them and they all get a chance to throw up dumb resistance messages)
- SpWi219.spl - since the global sound is corrected in the fixpack, the duplicate casting sound at 0x10 should be nulled (otherwise, it's "can I get an encore? wot!"
- SpWi305.spl - the initial Play BAM effect should bypass resistance (otherwise you can resist the beam to the heavens visuals)
- SpWi308.spl - the obnoxious laughter Play Sound shouldn't bypass resistance (I couldn't figure out all the effects to this spell, so screw the saves for now)
- SpWi310.spl - the Play BAM effect should bypass resistance (you can't resist the axe, so you shouldn't be able to resist its cheap finale visual)
- SpWi405.spl - all the target self Play BAM effects should bypass resistance
- SpWi409.spl - the flash screen and Play BAM effects should also bypass resistance (and the powers should be 4, but it doesn't matter in PST)
- SpWi502.spl - the two Play BAM effects for the first ability shouldn't bypass resistance (the second ability already respects resistances)
- SpWi504.spl - all of the effects should bypass resistance (buff)
- SpWi705.spl - the two Play BAM effects, the Shake Screen effect, and the Play Sound effect should bypass resistance (since the spell stops action and has a ton other visuals, this supporting feedback shouldn't get blocked when the paralyze or damage are resisted)
- SpWi802.spl - the Damage effect shouldn't bypass resistance
- SpWi807.spl - Mechanus' Cannon shouldn't allow a save, but it also shouldn't bypass resistance
- SpWi905.spl - Damage shouldn't bypass resistance (these three optional, of course, but none of the lower level damages bypass, nor do Deathbolt, Celestial Host, Power Word, Kill, or Rune of Torment (Abyssal Fury is all hardcoded, so I'm not sure about it))

- SpWi902.spl - are you sure BIS didn't want it Casting Time 0 since TO is the only one who gets it (it'd be the only spell "accidentally" set to 0)? I also let it bypass resistance (as it does by default) since it's his right-out-the-gate spell, where I normally wouldn't

(0, 90, 91) Abishai+
- Abishai don't have their fidget sounds (should have 'sf1sound=abish10' & 'sf1frame=2')
(2) Annah
- Ana141a is an invalid resource (should be 'hitsound=ana141b' only)
- Ana138c and Ana138d are invalid (could be 'dfbsound=ana138f' after listen in game)
(13) Dak'kon
- Dak016b and Dak016c are invalid (should be just 'dfbsound=dak016a')
(30) Glabrezu
- Hit frame specifier is missing '=' (should 'hitframe=0'); default is probably already 0, but still
(31) Godsman
- God_03 is invalid (should be 'at2sound=god03' after checking since it's also impact sound)
(32) Godsman, Guard
- Swi_005 is invalid (should 'at1sound=swi_05,swi_05a,swi_05b')
(52) Nordom
- Bad '-' in place of '=' (should 'hitframe=0')
(84) Large Thug
- Death07 is invalid (should 'dfbsound=thugld01,thugld02,thugld03')
(89) Aasimar, Female
- AssifD02 is invalid (should 'dfbsound=aasifd01,aasifd02,aasifd03')

This doesn't include script or dialogue edits. Most of it should be in the fixpack, but it's really hard to go through those, so I can't get a list. Off the top of my head, I remember that Aelwyn will fail to unleash holy justice if attacked because she's too busy setting Nemelle's variable. :) "Aelwyn became angered, and they fled in terror at the sound of her voice." And when she caught up with them, they trembled in fear: "I, Aelwyn, cross paths once more with the stranger. What is it you want?"

They soon died from the shock of such a mighty blow.

#46 Qwinn

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Posted 18 January 2010 - 01:43 AM

Holy crap, that's an -awesome- list, thanks! Man, wish I'd had that before I released v4.0.

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#47 Qwinn

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Posted 18 January 2010 - 02:08 AM

I'm in agreement with most of it, but I'll note any I disagree with in this post:

Bod_GP.itm, Bod_PQ.itm, Jer_BR.itm, Jer_FS.itm - these should probably be marked droppable so you can get them back when she dies (Morte doesn't hoard his teeth upgrades, for instance)


And then you could rez them naked. That definitely wasn't intended (and I doubt it even has an animation).

Lens01.itm - this shouldn't be marked undroppable (see Annah's default vest or Grace's bodice)


As far as I can tell, Lens01.itm -isn't- marked undroppable. None of the lenses are.

Aola.cre - this guy shouldn't increment Lady on death, just because you can


Eh. Nah. I think the Lady leaves him alive for a reason, so he can pull in and identify her potential enemies. I can see her being (mildly) annoyed if you murder him.

Qwinn

Edited by Qwinn, 18 January 2010 - 06:53 AM.


#48 Qwinn

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Posted 18 January 2010 - 03:21 AM

- AdRing.itm - Ability location should be Item slots (again, not tested since last summer, but I believe it can jumble PSTs quick menu when these are wrong)


This is Adahn's ring... as far as I can tell, it doesn't -have- any ability. Do you know that it does anything? I'm also not sure what it is you're saying should be changed.

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Edited by Qwinn, 18 January 2010 - 03:21 AM.


#49 Qwinn

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Posted 18 January 2010 - 03:30 AM

Ar1800 - "Trap 3" should be 100 difficulty


I agree. Do you agree that it, as well as Trap 6, should get the "Trap Resets" flag turned on as well?

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#50 Qwinn

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Posted 18 January 2010 - 04:26 AM

- Ar0108 - "Container 5" trap detected bit should be off (this messes with Find Traps thief skill highlight)
- Ar0403 - "Crate 1" trap detected bit should be off (this container will never work well, though)
- Ar0702 - "Barrel 1 (Trap)" "Crate 1" trap detected bit should be off


I found the same deal on 1 container in AR0708 (Curst Underground area with Tek'elach and Hermit) and 4 containers in AR0901 (Trias area). Any reason you didn't mention these, or just didn't notice them? I'm guessing they should have it turned off too, and that field is only ever meant to be turned on in save game's clones of area files.

Interestingly, I note one container with "Is Trapped?" set to No and "Trap Detected" set to Yes, heh. AR0605, Container 9. Guessing it probably doesn't do anything.

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#51 Qwinn

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Posted 18 January 2010 - 04:50 AM

When a creature has slot selected -1, the engine spawns them wielding fists. Punch me, Trias! Punch me! Agril, Anizius, Barse, Berrog, BPatron1-5, Dolora, Ecco, Hezobol, Incar1-3, Jasilya, Kitla, Mantuok, Nabat, Quisho, Siabha, Skatch, ThkSlav, ThkSlav2-3, Thokola, Thorp, TriasA-C, and Zerb should have slot selected as 0, and Gort and SensF2 should have it set to 1. (Hopefully you'll be unable to confirm this, but I tested it in the summer by making Thorp's weapon magical with +1000 damage, and set at -1, he still couldn't hit the abishai, and set to 0, he smacked it to Elysium; this is how it works in all the other IEs).


Holy shit, this is huge. Trias has never actually wielded Celestial Fire?

Actually, I think most of these should be set to 1, no? I don't think there -is- a "Weapon Slot 0". At least, there isn't one labeled as such in Near Infinity.

EDIT: Hmmm, before version 4.0, Trias had CELESTI3 in one of his quick slots, which is why it was pickpocketable. I stopped that by clearing it from the quick slot. Is it possible that they will equip weapons if they are in a quickslot?

EDIT 2: You missed a few. Dallan's girlfriend in the Curst bar, for example. (Dallan himself has a Battle Axe of Quality, but his class is thief, so I guess he can't equip it). And a few that I restore in my UB mod, like Ulthera and Murk (restored merchant in Curst).

Qwinn

Edited by Qwinn, 18 January 2010 - 05:26 AM.


#52 Qwinn

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Posted 18 January 2010 - 06:41 AM

- Ar0700 - "info kiosk 6" "Curst Gate" "Guard tower" info points should use cursor 22 (there were others, but yawn for now)


I did an analysis of every info point in the game. The ones that are missing a cursor and look fixable are the three you mentioned, plus:

1. One of the tables on 2nd floor of mortuary (trivial, tons like it)
2. The furnace on 3rd floor of Mortuary. (cool)
3. Nozzle of the weapon cannon in Foundry. (cool)
4. One of the pickpocket training dummies in Festhall. (trivial, 5 others like it)

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#53 Qwinn

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Posted 18 January 2010 - 07:35 AM

Okay, I applied and tested fixes for all the area bugs you identified, plus the trap reset flags on traps 3 and 6 in AR1800. And yes, I agree about the rat warren variable update in the Ragpicker's rat hut. No other group of rats outside the Trash Warrens updates it, including groups much closer to the Warrens of Thought. Nixing the script.

I'm testing what happens in the various CRE files now if you have the weapon in a quick slot.

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#54 nevill

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Posted 18 January 2010 - 07:42 AM

Is there a reason the harlot at (1960,1800) in the Hive's Market has a green skin?

You might want to add Mar (the one who is supposed to give you Moridor's Box) to the list of critters whose dialogues need the same treatment as Roberta's did. I chose not to speak with him, but he recognized me on my second try. Setting 'NumTimesTalkedTo' to 0 if you decide to ignore him in your very first conversation should fix the problem.

Edited by nevill, 18 January 2010 - 07:52 AM.


#55 Qwinn

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Posted 18 January 2010 - 07:48 AM

Is there a reason the harlots at (1960,1800) in the Hive's Market has a green skin?


Maybe James Kirk dumps his women into a portal when he's through with 'em.

No, there's no obvious reason why she should have green skin, but considering the nature of Sigil, no reason she shouldn't either.

You might want to add Mar (the one who is supposed to give you Moridor's Box) to the list of critters whose dialogues need the same treatment as Roberta's did. I chose not to speak with him, but he recognized me on my second try. Setting 'NumTimesTalkedTo' to 0 if you decide to ignore him in your very first conversation should fix the problem.


Mmm, I checked it out... not a lot of point on this one cause the very first time you talk to him, you magically know his name already. "Your first impression of Mar is that he needs a long bath...". Plus, sure he recognizes you, he's frantically waving you over from the first moment he sees you. Also, you can't set NumTimesTalkedTo to a value, it's not a variable, it's a function. I have to create new variables whenever I want to do this.

Some more examples of where I think doing it is worthwhile is DANZE and DAALEK (two merchants in the Lower Ward market).

Qwinn

Edited by Qwinn, 18 January 2010 - 08:02 AM.


#56 nevill

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Posted 18 January 2010 - 08:04 AM

Well, I haven't seen anyone but ghouls and tieflings with such an odd skin color, that's why I'm asking. And that harlot is definitely human. As far as I can remember, there in no humans in PST with skin colors substantially different from what we used to see around us.

On the other hand, I seem to remember that Candlestick quest had some problems with colors back when it wasn't even WEIDU-compatible, setting forgot-her-name's skin and cloth colors to something most inappropriate. Maybe there is a similar mistake here?

Also, you can't set NumTimesTalkedTo to a value, it's not a variable, it's a function. I have to create new variables whenever I want to do this.

I'm pretty sure there was a 'SetNumTimesTalkedTo()' command in some IE games. I'll check ACTIONS.IDS for that one.

Yes, it's there. No need for a variable.

Edited by nevill, 18 January 2010 - 08:10 AM.


#57 Qwinn

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Posted 18 January 2010 - 08:07 AM

I think you mean Platter's version of the candlestick quest, and yeah, she had some freaky coloration going on, something about using a bad animation. It's not the same issue here, her CRE file specifically sets her as having green skin (and green hair, too).

I really *don't* have a problem with a single person in the Hive having green skin and hair. Even if it lists her race as human. Sigil ain't New Hampshire.

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#58 Qwinn

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Posted 18 January 2010 - 08:14 AM

I'm pretty sure there was a 'SetNumTimesTalkedTo()' command in some IE games. I'll check ACTIONS.IDS for that one.

Yes, it's there. No need for a variable.


Oh, wow, nice find, thanks! That'll make that project a -whole- lot easier.

Qwinn

#59 -devSin-

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Posted 18 January 2010 - 08:47 AM

Bod_GP.itm, Bod_PQ.itm, Jer_BR.itm, Jer_FS.itm - these should probably be marked droppable so you can get them back when she dies (Morte doesn't hoard his teeth upgrades, for instance)

Their armor doesn't change animation, but I can see your reasoning (I make their default items value 0 so you can't sell their personal gear, so they would still have their default jackets in their inventories in my game, not being able to pawn them).

As far as I can tell, Lens01.itm -isn't- marked undroppable. None of the lenses are.

Shouldn't be droppable, I meant. I prefer his un-uprgraded lens stay on when he dies.

This is Adahn's ring... as far as I can tell, it doesn't -have- any ability. Do you know that it does anything? I'm also not sure what it is you're saying should be changed.

But the abilities mean that all these can actually be put into quick slots, and the incorrect location can confuse the game when it assembles the icons to show in the quick menu. IIRC, you can mess it up by having this in the quick slot and opening the menu, then replacing it with another item (or replacing another item with this); if you mess around with it enough, there should be cosmetic issues with displaying the item in the slots.

I agree. Do you agree that it, as well as Trap 6, should get the "Trap Resets" flag turned on as well?

If you can test it in-game and can't see any reason why these two would be different, then it looks like they should. But I don't know if the flags in NI are even correct for PST, so I wouldn't recommend blindly changing it (I don't currently just because it's a pain to hack to AR1800, and then my saves have invincible Nameless, which requires more editing so he can progress through the tomb, bleh).

I found the same deal on 1 container in AR0708 (Curst Underground area with Tek'elach and Hermit) and 4 containers in AR0901 (Trias area). Any reason you didn't mention these, or just didn't notice them? I'm guessing they should have it turned off too, and that field is only ever meant to be turned on in save game's clones of area files.

It's not an exhaustive list. For instance, my code for a slice of areas is as below... so when I went to get you the list, I had to map those to the right containers, and after a while, I just start skipping to the obvious stuff. I also had to skip a lot of stuff with the music (I make a lot of changes to ensure that the songs are set consistently, for instance, but this isn't necessarily a fix and doesn't have much an impact in many places).
COPY_EXISTING AR0509.ARE OVERRIDE
READ_LONG 0xBC so
WRITE_LONG so + 0xC 0x1B

COPY_EXISTING AR0511.ARE OVERRIDE
WRITE_BYTE 0x94 0x0
READ_LONG 0xA8 do
WRITE_BYTE do + 0x80 0x0

COPY_EXISTING AR0512.ARE OVERRIDE
READ_LONG 0x5C to
WRITE_LONG to + 0x280 0x16

COPY_EXISTING AR0601.ARE OVERRIDE
READ_LONG 0x5C to
WRITE_LONG to + 0x14E0 0x16

COPY_EXISTING AR0602.ARE OVERRIDE
READ_LONG 0xA8 do
WRITE_BYTE do + 0x140 0x0
WRITE_BYTE do + 0x208 0x0

COPY_EXISTING AR0700.ARE OVERRIDE
READ_LONG 0x5C to
WRITE_LONG to + 0xD38 0x16
WRITE_LONG to + 0xDFC 0x16
WRITE_LONG to + 0xF84 0x16
WRITE_SHORT to + 0xAD8 0x0

COPY_EXISTING AR0702.ARE OVERRIDE
READ_LONG 0x5C to
WRITE_LONG to + 0x43C 0x640064
READ_LONG 0x70 co
WRITE_LONG co + 0x30 0x0
WRITE_LONG co + 0xF0 0x0

COPY_EXISTING AR0704.ARE OVERRIDE
READ_LONG 0xA8 do
READ_BYTE do + 0xF0 f
WRITE_BYTE do + 0xF0 f & `0x2

COPY_EXISTING AR0705.ARE OVERRIDE
READ_LONG 0x5C to
WRITE_LONG to + 0x280 0x2E
WRITE_LONG to + 0x2B0 0x8537
READ_LONG 0xBC so
WRITE_LONG so 0x0
WRITE_LONG so + 0x4 0x0

Interestingly, I note one container with "Is Trapped?" set to No and "Trap Detected" set to Yes, heh. AR0605, Container 9. Guessing it probably doesn't do anything.

Yeah, this does nothing (I tested this one specifically, and the highlight will never display since the trap is considered "disarmed"). For general modding, note that the Is trapped? bit controls detectability and the firing of Entered() and Opened() events. If the bit is not set, the scripts will still run (and I believe PST's Harmless() events will still fire), but it won't be a detectable trap (from skills or spells) and Opened() and Entered() will never return true. (For normal scripts that don't rely on these, it's never necessary.)

Holy shit, this is huge. Trias has never actually wielded Celestial Fire?

Actually, I think most of these should be set to 1, no? I don't think there -is- a "Weapon Slot 0". At least, there isn't one labeled as such in Near Infinity.

As far as I'm aware, this is correct. He has been unarmed (neither getting the weapon attack nor benefiting from the on-equip effects). It's hard to tell in PST because their animations and sounds are the same regardless of weapon wielded (Trias looks like he's wielding his sword, so why would anyone suspect that he really isn't?).

The Weapon slot selected field is an index into the weapon slot subgroup; 0 corresponds to Weapon 1, and 3 corresponds to Weapon 4. (There are other values when a CRE has been loaded and saved, but 0-3 are the only important ones for patching.)

EDIT: Hmmm, before version 4.0, Trias had CELESTI3 in one of his quick slots, which is why it was pickpocketable. I stopped that by clearing it from the quick slot. Is it possible that they will equip weapons if they are in a quickslot?

This should be the player CELESTI2 (the one he drops instead of the fake uber sword he wields, which is undroppable). As far as I'm aware, PST never scripts weapon-switching logic, so the weapon they start out with is the only one they'll use.

Locally, I simply move CELESTI2 to his hand slot (it should be an un-pickpocketable slot) to prevent it being stolen (requiring no extra scripting).

EDIT 2: You missed a few. Dallan's girlfriend in the Curst bar, for example. (Dallan himself has a Battle Axe of Quality, but his class is thief, so I guess he can't equip it). And a few that I restore in my UB mod, like Ulthera and Murk (restored merchant in Curst).

Yeah, I generated lists of vanilla unused resources (taking into account the INIs and such), so I don't touch any of those locally, even though some may be restored in fixpack or UB/tweaks.

I also really only got through all the resources except for CREs, since a lot of the CRE values (pretty much all the CRE values) are completely useless in PST (simply because nothing is dependent on them, unlike other IE games where they have at least marginal impact) and I would have to walk through all 1,000 (I can automate a lot of the stuff, sure, but at the end of the day, I'm not satisfied unless I've had a chance to look through each one).

Oh, wow, nice find, thanks! That'll make that project a -whole- lot easier.

Yeah, it was on my list to test for the v4 Soego/Adahn thing I didn't want to make a variable for. (It's never used in PST, but it exists and works even in BG/TotSC, so it's likely functional here too.)

#60 Qwinn

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Posted 18 January 2010 - 09:01 AM

- Baria.cre and Barih.cre shouldn't have abishai battle and death cries, and you may as well make them chaotic good (canon) while here
Similarly, Bedai.cre, HBdyGrd.cre, Keldor.cre, Miccah.cre, QuiSaiF.cre, Sarossa.cre, and Xander.cre need not scream like demons in the fighting and dying (all have bad abishai sounds, but Miccah); you may want to leave Miccah (she has a ghoulish temper, so maybe it's by design)


Fixed. Good stuff. Can't believe I never noticed it before. (Then again, I rarely go on rampages in the Foundry... but I -have- killed Quisai often enough.)

Something else that may come out of this... I -think- I found some wav files (staring with MALE and FEM) that would work quite well as dying sounds for normal humans, and there's enough of them that it won't be the same sound every time you kill something. Possibly something for the Restored Sounds and Banters component in the future :)

EDIT: Good ones starting with THUG and WHORE too! None of these, as far as I can tell, is used.

EDIT 2: Or wait, are these all in game via their animations and RESDATA.INI? Yeah, looking like it.

Qwinn

Edited by Qwinn, 18 January 2010 - 09:10 AM.