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BP 181 bugs?


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#41 horred the plague

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Posted 14 October 2013 - 07:40 AM

Hi Horred :)
and about that: Also relevant re: BP Orcus vs CtB spwi540.spl can you do anything???
Thanks!!!

This was sort-of fixed already. The nice weidu ADD_SPELL for this was included, but it had the name of WIZARD_DARKNESS_15_RADIUS. But, the script called for WIZARD_DARKNESS_30_FOOT_RADIUS and thus it was included in its raw (old) form also. Should be fine in the next BP; I'll test and make sure it installs properly.

#42 horred the plague

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Posted 14 October 2013 - 08:23 AM

The "invisible creature" created in the center of cloud-type spells is targetable by party AI, which leads to very weird behaviour (they attack air). It also prevents from moving around, and AI doesn't handle it nicely for example, spiders won't enter their own webs, but run away from trapped characters within them.
NPCs sometimes trigger random protections even  if they are neutral, which looks odd.
Formerly I was handling this by effects on the creature, but Miloch had warned me that this could be buggy and he was right. I just added a new ring w/ the same effects on it, plus a ProtectionFromOpcode(193--Invisible Dection via Script) effect. Hopefully this will stop the targetting. It will require some extensive field testing, because even the former system worked most of the time (every time, in my own tests).

For the spiders and ettercaps, I added a line to the conditional blocks for the web/entangle/grease cloud detection blocks. Actually 2 lines, but 1 is more a placeholder for the Driders I never got around to adding to BP (but might some day, ye never know...):
!HasItemEquiped("ANTIWEB",Myself) // All spiders have this item, not the free action effect  !Race(Myself,161) // Drider Race, not currently used but kept just in case
This should keep them from being afraid of a web (etc) spell, and especially their own webbing. :)



AFTERNOTE: Detection of the invisible creatures cannot be entirely taken out in this instance. Nor can these creatures have any spell immunity. It's essential to the cloud detection system that:
1) the inviso guy is affected by the spell (he has high hit pts, and lousy saves)
2) the pc/npc/creatures can detect 'exactly' where the inviso creature is, so they know exactly which point to RunAwayFrom (the spell's epicenter).

Thus, I also have included checks for them in the targetting blocks, to avoid targetting them w/ attacks. They have very unique identifiers (IDS entries) so you know exactly when you're looking at one. If this sort of behavior is observed still, it's 99.5% likely that the creature is using a script that lacks this check. So, in reporting this in the future--please give me exactly what creature is attacking mr. inviso. If you cannot give me the creature file name, at least describe it in as much detail as possible (e.g., "it's the goblins that you meet right after passing through the genie room in Irenicus' dungeon, level one"). Thanks in advance...

Edited by horred the plague, 14 October 2013 - 03:58 PM.


#43 kreso

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Posted 14 October 2013 - 08:45 AM

So, next release is up soon?



#44 horred the plague

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Posted 14 October 2013 - 09:01 AM

Dunno if it's still relevant:
My installed BP is v181-b3001 according to tp2
The Crypt King just stands around doing nothing, due to the problem of there being no bpcrypt.bcs, no bpmag14m.bcs and no bpwtsigt.bcs.

BPDRPR18.cre, script bppri18a doesn't exist.
BPTREBOS.cre, script bpdru14t doesn't exist.
BPTREELD.cre, same as above.

Simply compiling these scripts doesn't help, as in the case of bpwtsigt, it contains references to INNATE_GLOBE_OF_DARKNESS, INNATE_IMPROVED_GLOBE_OF_DARKNESS, INNATE_FAERIE_FIRE, INNATE_DANCING_LIGHTS, SPECTATOR_SUGGESTION and ENEMY_SUMMON_GHAST. Which means improved crypt king would require drows, beholders and undead?

Additionally, bpmag14t requires sumshad.spl and bpmisled.bcs.

BPDRU14T.bcs contains the following line See(NearestEnemyOfType("COPY")). COPY doesn't exist in my install.


10th

 

 

All of these have been addressed for the next version of BP...

 

I don't see any "COPY" in BPDRU14t script, so couldn't fix that.

 

I moved the crypt king over from BPWTSIGT to BPUNDEAD (a script I made since original 181 release)--this only requires the new "undead_rules" function (added).



#45 horred the plague

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Posted 14 October 2013 - 09:03 AM

So, next release is up soon?

 

Soon, perhaps...I've not done any testing with any of these fixes, outside of seeing if they install properly or not. I just missed the bus this morning, so I had a few extra hours in my day and little constructive to do.



#46 horred the plague

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Posted 14 October 2013 - 10:06 AM

 

IF
	Global("D0RandEncRuneRevenge","GLOBAL",1)
	GlobalTimerExpired("D0RuneReinforce","MYAREA")
THEN
	RESPONSE #100
		SetGlobal("D0RandEncRuneRevenge","GLOBAL",2)
		CreateCreatureObjectDoor("TANTHF01",Player1,0,0,0)
		CreateCreatureObjectDoor("TANTHF01",[PC],0,0,0)
END

before doing an E_B in order to ensure compatibility.

 

Another thing is vampsttp.bcs

Unfinished business adds a Bodhi encounter, which sets vampshadwar to 7. Which means that generic vampire(/shadow thieves?) attacks will never happen.


10th

 

You were correct in assuming that all of these worked in "vanilla" BP.

 

I have it on good word, that BG2EE will be adding some code of its own into this encounter system, so at least until that's cemented I'd like to keep the tinkering to a minimum. After all, this might need re-tinkering in entirety, as a result (doubtful, but possible). Despite all that, I did what I could do....

 

I've fixed the UB compatability part w/ a 'once only" global and changing the other check to >4 instead of =5. I don't think this will cause problems w/ either (hopefully).

 

 

None such luck on SimDing0's addition. I'd have to change his script from w/in my install, just to add my own little bit. To be precise, I think questpack needs to use EXTEND_TOP instead of EXTEND_BOTTOM. It's questpack that won't fire in this case, not BP's additions. Or, install JUST THIS component of Questpack before BP's encounters, perhaps? Could that solve the problem as well?

 

Besides, the Tanners component of BP already has a custom additional encounter made for it by modder Jacky-O years ago. From a lore perspective, having both is a redundancy (or, they're just insanely persistent?). Jacky-O's mod does not use the generic encounter setup to activate, so it can't be broken so easily.



#47 kreso

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Posted 14 October 2013 - 11:37 AM

And, please, make neutral mages not triggering their protective buffs on sight - it's very odd to see Ribald firing off Fireshield:Red when he sees you
(or at least keep it optional).

#48 Nopon

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Posted 14 October 2013 - 02:19 PM


I had to pick BPILYICH.BAF from an older BP (I took BP v181 alpha 2002) and makes a mini mod to install the script. This fixed it.

 
Would it be possible for you to post this fix publicly? I am having the same problem with Ilyich and I'm not sure i trust my plebian skillset to do as you described.
I just found the 'real' cause of this. I was baffled at first, because I had done away with BPILYICH.bcs intentionally. But after a bunch of tracing down, I spotted it in the GENERIC CREATURES component (of all places!). There's still an entry in BPSCRIPTS.2da that improperly changes the ILYICH override script slot into BPILYICH. Proper fix is to delete this line from the 2da, which I've done for the next version. Another quicker workaround for now is to open DUECLA01.cre in an editor and change BPILYICH to ILYICH.

Thank you for the concise explanation and shall do :).



#49 horred the plague

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Posted 14 October 2013 - 03:45 PM

And, please, make neutral mages not triggering their protective buffs on sight - it's very odd to see Ribald firing off Fireshield:Red when he sees you
(or at least keep it optional).

Not as easy to accomplish, as to request, I promise you. This isn't SCS. BP doesn't have its own custom script-building language to automate all these sorts of things into neat little optional packages at the drop of a hat. This is old-school file editting, at its ugliest...

At any rate, I think I have the generic mages and priests now checking for Detect(NearestEnemyOf(Myself)) before they fire off their self-buffing blocks. Perhaps not all you were after, but seems logical enough I guess. Best I can do with limited time available, esp since my goal was to fix bugs not add features.

#50 kreso

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Posted 15 October 2013 - 02:25 AM

Exellent!

#51 Anomaly

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Posted 15 October 2013 - 06:21 AM

In Bodhi's Lair (chapter 3), many creatures (I don't know which ones) are dropping a Key of Cloudkill (like the one in Hotel Irenicus). I don't know if the guilty mod is BP or TDD.


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#52 ilot

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Posted 16 October 2013 - 03:39 AM

Hi Horred :)
and about that: Also relevant re: BP Orcus vs CtB spwi540.spl can you do anything???
Thanks!!!

This was sort-of fixed already. The nice weidu ADD_SPELL for this was included, but it had the name of WIZARD_DARKNESS_15_RADIUS. But, the script called for WIZARD_DARKNESS_30_FOOT_RADIUS and thus it was included in its raw (old) form also. Should be fine in the next BP; I'll test and make sure it installs properly.

Thanks a lot for the answer!!


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#53 Anomaly

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Posted 21 October 2013 - 10:47 PM

If you choose Desharik's way to enter Spellhold, party's items are not taken.

 

Weidu.log

Spoiler


French translator of: BG2 FixPack, BG2 Tweaks, Baldur's Gate Trilogy-WeiDU, BGT-Tweaks and some minor mods.

#54 horred the plague

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Posted 22 October 2013 - 11:14 AM

If you choose Desharik's way to enter Spellhold, party's items are not taken.

 

I was one step from removing this option entirely from BP. This might be the official "last straw". Even though BP was the original source for the idea, SCSII does it better and fixing something inherently broken is a fruitless pursuit. So would be copying code directly from SCSII--why not just use SCSII for this idea instead?



#55 Anomaly

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Posted 23 October 2013 - 04:56 AM

I'll be honest with you, I don't like this component at all. But since I wanted to try again the full BP experience (and chase all remaining bugs that may have escaped me while in alpha), I installed it anyway. I will not cry if this component is removed in future version, that's for sure ! :)


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#56 Anomaly

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Posted 02 November 2013 - 03:28 AM

1) Since item taking did not seem to work correctly, I replaced "Spellhold full package with Item taking" with "Spellhold full package" but I did not notice any increase in difficulty in all that part of the game. Is this supposed to happen? (since I did that in mid game, I don't exclude a WeiDU glitch).

 

2) In the Sahuagin City, there is a ordinary Shauagin in the center fight that can be brought to near death, but is unkillable, even with Ctrl-Y.

 

Edit: With some research it is SAHSPY04.CRE, it's the only Shauagin with a MINHP1 item. While looking at its scripts, the only part that will remove the item is this one (in SAHSPY04.BCS) :

 

IF
    Global("BP_Wimpout","LOCALS",0)
    DifficultyLT(NORMAL)
THEN
    RESPONSE #100
        SetGlobal("BP_Wimpout","LOCALS",1)
        SetGlobal("BP_Stooges2300","LOCALS",8)
        DestroyItem("MINHP1") // Amulette
END

 

What am I understanding is that if you play in Core difficulty or harder, this creature will be unkillable. From a player perspective, a fix is to lower difficulty temporary in order to kill this Sahuagin


Edited by Anomaly, 02 November 2013 - 03:54 AM.

French translator of: BG2 FixPack, BG2 Tweaks, Baldur's Gate Trilogy-WeiDU, BGT-Tweaks and some minor mods.

#57 horred the plague

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Posted 08 November 2013 - 08:13 AM

1) Since item taking did not seem to work correctly, I replaced "Spellhold full package with Item taking" with "Spellhold full package" but I did not notice any increase in difficulty in all that part of the game. Is this supposed to happen? (since I did that in mid game, I don't exclude a WeiDU glitch).
 
2) In the Sahuagin City, there is a ordinary Shauagin in the center fight that can be brought to near death, but is unkillable, even with Ctrl-Y.
 
Edit: With some research it is SAHSPY04.CRE, it's the only Shauagin with a MINHP1 item. While looking at its scripts, the only part that will remove the item is this one (in SAHSPY04.BCS) :
 
IF    Global("BP_Wimpout","LOCALS",0)    DifficultyLT(NORMAL)THEN    RESPONSE #100        SetGlobal("BP_Wimpout","LOCALS",1)        SetGlobal("BP_Stooges2300","LOCALS",8)        DestroyItem("MINHP1") // AmuletteEND
 
What am I understanding is that if you play in Core difficulty or harder, this creature will be unkillable. From a player perspective, a fix is to lower difficulty temporary in order to kill this Sahuagin

My guess is he's missing a script that he formerly had, that would do the killing job once he was brought to 1HP. It's been so long, I can't remember the exact scenario but I had coordinated movements of the guards at one time. Of course, coordinated movement requires certain members being alive for that movement.

Anyways, if I can't figure it out I'll just remove that option and make him slay-worthy wherever he stands.

#58 -Rellin-

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Posted 08 November 2013 - 03:18 PM

Does this mod work with 1.2?



#59 -Mikael-

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Posted 01 December 2013 - 04:39 AM

Hello

I have a installation problem on BG2. Two components don't want to install: Red Badge Poison-Based Encounter and The Ritual:

 

Installing [Czerwone Znamie, spotkanie bazujace na truciznie, Westleya Weimera] [v181-b4602 BWP Fix]
Copying 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying 1 file ...
Copying 1 file ...
Copying 1 file ...
Copying and patching 1 file ...
Compiling 1 dialogue file and 5 scripts ...
Extending game scripts ...

[BP/REDB/tAR3000.BAF] PARSE ERROR at line 54 column 16-83
Near Text: )
	Type mismatch in "Face" argument of [LeaveAreaLUAPanic].
	Expecting type "integer".

[BP/REDB/tAR3000.BAF]  ERROR at line 54 column 16-83
Near Text: )
	Parsing.Parse_error
ERROR: parsing [BP/REDB/tAR3000.BAF]: Parsing.Parse_error
Stopping installation because of error.
Stopping installation because of error.

ERROR Installing [Czerwone Znamie, spotkanie bazujace na truciznie, Westleya Weimera], rolling back to previous state
Will uninstall  20 files for [BP/SETUP-BP.TP2] component 1425.
Uninstalled     20 files for [BP/SETUP-BP.TP2] component 1425.
ERROR: Parsing.Parse_error
PLEASE email the file SETUP-BP.DEBUG to www.shsforums.net/forum/192-big-picture/
Automatically Skipping [Czerwone Znamie, spotkanie bazujace na truciznie, Westleya Weimera] because of error.
Using Language [English]

Installing [Rytual Westleya Weimera] [v181-b4602 BWP Fix]
Copying 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying 1 file ...
Copying 1 file ...
Copying 1 file ...
Copying 1 file ...
Copying and patching 1 file ...
Copying and patching 3 files ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying 1 file ...
Compiling 3 dialogue files ...
Compiling 15 scripts ...
Compiling 1 script ...
Extending game scripts ...

[BP/RITUAL/tAR3000.BAF] PARSE ERROR at line 7 column 16-54
Near Text: )
	Type mismatch in "Face" argument of [CreateCreature].
	Expecting type "integer".

[BP/RITUAL/tAR3000.BAF]  ERROR at line 7 column 16-54
Near Text: )
	Parsing.Parse_error
ERROR: parsing [BP/RITUAL/tAR3000.BAF]: Parsing.Parse_error
Stopping installation because of error.
Stopping installation because of error.

ERROR Installing [Rytual Westleya Weimera], rolling back to previous state
Will uninstall  55 files for [BP/SETUP-BP.TP2] component 1450.
Uninstalled     55 files for [BP/SETUP-BP.TP2] component 1450.
ERROR: Parsing.Parse_error
PLEASE email the file SETUP-BP.DEBUG to www.shsforums.net/forum/192-big-picture/
Automatically Skipping [Rytual Westleya Weimera] because of error.
Using Language [English]

Can you help me with this?



#60 -Mikael-

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Posted 01 December 2013 - 09:24 AM

I understand. I've read your comment in: http://www.shsforums...s-critical-bug/

 

I've forgot to mention that version BPv181-4503 is OK, the problems are in 4600,4601 and 4602. In old version there is no such file like tAR3000.BAF. How can I install BP v181-4602 with old versions of Red Badge and The Ritual?  

Or should install them from grandpa Tactics?