BG NPC Project v14 issues on BGT installations
#21
Posted 08 December 2007 - 09:31 PM
It takes a village...
#22
Posted 09 December 2007 - 08:40 AM
Both of these are on the list for January; these two items and the last of the moves away from unneded ICT2s are on the docket for winter/spring.
#23
Posted 09 December 2007 - 10:25 AM
X#SHROM.tra suggested changes:
@81 - Change "mated" to "matted"
@1051 - Change "She was" to "It was"
Edited by erebusant, 09 December 2007 - 11:57 AM.
It takes a village...
#24
Posted 09 December 2007 - 10:33 AM
Attached Files
Edited by erebusant, 09 December 2007 - 10:35 AM.
It takes a village...
#25
Posted 09 December 2007 - 11:35 AM
#26 -Guest-
#27
Posted 11 December 2007 - 08:29 AM
#28
Posted 13 December 2007 - 10:17 AM
I don't see anything relevant to a super secret component... I must not be getting something.Thank you for pointing it out! reply:
http://www.shsforums...&...st&p=365523
,
Manwe
#29
Posted 13 December 2007 - 01:02 PM
#30
Posted 13 December 2007 - 04:24 PM
We do destructively rebuild Alora's joining dialogue for the case where she is moved to Gullykin. This is unavoidable. Can't we detect for mods that do add to Alora's dialogue and not permit that component if those mods are present already? I'm thinking about NEJ, but there might be other mods, like TGC1e.
Granted, this will only apply to mods that add to her pre-joining dialogue, so it's unlikely that there are going to be too many.
"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde
berelinde's mods
TolkienAcrossTheWater website
TolkienAcrossTheWater Forum
#31
Posted 13 December 2007 - 04:33 PM
If compatibility is worried about state-specific modifications (where the state numbers might not match real numbers), you should be able to prevent things breaking if you 'destructively deactivated' Alora's dialogue and EXTERN'ed everything on top of it. This saves mods doing checks on each other.Some fatigue-driven ruminations on BG1 NPC:
We do destructively rebuild Alora's joining dialogue for the case where she is moved to Gullykin. This is unavoidable. Can't we detect for mods that do add to Alora's dialogue and not permit that component if those mods are present already? I'm thinking about NEJ, but there might be other mods, like TGC1e.
Granted, this will only apply to mods that add to her pre-joining dialogue, so it's unlikely that there are going to be too many.
--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.
Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)
Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
#32
Posted 13 December 2007 - 09:09 PM
I know pro5 felt it was a great deal of work for very little gain, but I really want to get the last of the code to install comfortably with everyone. I don;t know of anyone using that dialogue, but someday someone will.
I need to raid BanterPack tech and berelinde's brain to try some STATE_WHICH_SAYS patching, and play with some A_S_T and E_B calls. I just haven't gotten to it yet. There has to be a good, non-destructive way to keep the original dialogue, and redirect it out of the original sequence only if she is poicked up in Gullykin, tying it all back in so that mods that want to use her and extend her pre-joining dialogue in the HoW can do so without distraction. I think I just need a mini-Iron Modder with berelinde and anyone else who wants to participate, trying to put this one to bed.
As a side note, we may want to ask folks who are playing with mega-installs to put BG1NPC directly after BGT; it looks from manwe858's decompiled VICONIJ that something is adding some stuff to the top of at least Viconia'sVICONIJ dialogue, so that we end up patching the wrong BGT state. The problem is, the folks taht want to use those other mods need to have them before BG1NPC, because they use destructive overwriting... More STATE_WHICH_SAYS tech, perhaps? I am sure there is an answer.
Edited by cmorgan, 13 December 2007 - 09:13 PM.
#33
Posted 27 December 2007 - 05:32 PM
--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.
Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)
Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
#34
Posted 09 January 2008 - 07:41 AM
#35
Posted 21 January 2008 - 12:03 PM
Attached Files
It takes a village...
#36
Posted 21 January 2008 - 12:15 PM
Sorry - the only stuff I find for Imoen si pretty strange... what adds "VP_SharT_VsPomab"?
Because there are a bunch of blocks with duplicate entries, like
IF ~~ THEN BEGIN 4 // from:
SAY @5 /* ~(*Drawing her sword*)... Then it?ll be my pleasure to leave the dogs on the floor lapping up their own blood!~ [mute] #93797 */
IF ~InParty("Imoen2")
~ THEN EXTERN ~IMOEN2J~ 262
IF ~InParty("Imoen")
~ THEN EXTERN ~IMOENJ~ 213
END
which looks like a big problem... in BGT, Imoen in BG and BG2 content uses "Imoen2" as the DV, and IMOEN2J as the joined file. So it is entirely possible that something is really, really mismatching on your install...
#37
Posted 21 January 2008 - 04:03 PM
The VP blocks are ones added by NEJ2 (VP = Vlad Papper) I believe Vlad is accounting for the possibility of either having BGT installed or not by appending both sets of dialogs.Hey erebusant - can you send the dreamscript .bafs and the banters, too?
Sorry - the only stuff I find for Imoen si pretty strange... what adds "VP_SharT_VsPomab"?
Because there are a bunch of blocks with duplicate entries, like
IF ~~ THEN BEGIN 4 // from:
SAY @5 /* ~(*Drawing her sword*)... Then it'll be my pleasure to leave the dogs on the floor lapping up their own blood!~ [mute] #93797 */
IF ~InParty("Imoen2")
~ THEN EXTERN ~IMOEN2J~ 262
IF ~InParty("Imoen")
~ THEN EXTERN ~IMOENJ~ 213
END
which looks like a big problem... in BGT, Imoen in BG and BG2 content uses "Imoen2" as the DV, and IMOEN2J as the joined file. So it is entirely possible that something is really, really mismatching on your install...
Which specific dreamscript bafs and banter dialogs do you want to see, and i'll convert them and attach them.
Edited by erebusant, 21 January 2008 - 04:13 PM.
It takes a village...
#38
Posted 21 January 2008 - 06:20 PM
Just in case your eyes are better than mine, skip this next bit down to the end of this post, and there is the banter - what you describe is a situation where the engine evaluates the top block true, when Imoen is actually not recognized.
This would lead to a crash. But I can't see where the darned block is going wrong
/* morning after */ IF %BGT_VAR% Global("X#ShartSex","GLOBAL",1) Global("X#SharMorning1","GLOBAL",0) InParty(Myself) CombatCounter(0) !See([ENEMY]) See(Player1) !StateCheck(Myself,CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) THEN RESPONSE #100 SetGlobal("X#SharMorning1","GLOBAL",1) RealSetGlobalTimer("X#DreamTalk","GLOBAL",180) END IF %BGT_VAR% Global("X#SharMorning1","GLOBAL",1) InParty(Myself) CombatCounter(0) !See([ENEMY]) See(Player1) !StateCheck(Myself,CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) THEN RESPONSE #100 PlaySong(0) PlaySound("shart99") StartDialogueNoSet(Player1) ENDtriggering
/////* morning after */ IF WEIGHT #-2 ~%BGT_VAR% Global("X#SharMorning1","GLOBAL",1)~ THEN BEGIN SHPC5 SAY @77 IF ~~ THEN REPLY @78 DO ~SetGlobal("X#SharMorning1","GLOBAL",2)~ GOTO SHPC5.1 IF ~~ THEN REPLY @79 DO ~SetGlobal("X#SharMorning1","GLOBAL",2)~GOTO SHPC5.1 IF ~~ THEN REPLY @80 DO ~SetGlobal("X#SharMorning1","GLOBAL",2)~ GOTO SHPC5.2 END
Looking for anything of Shatreels which tosses back and forth with Imoen, to see if there is something not lining up in terms of logic... here is the only Sharteel started banter that includes Imoen, as far as I can tell:
CHAIN IF WEIGHT #-1 ~CombatCounter(0) %BGT_VAR% << this will be the EndOfBG check on your install<< InParty("%IMOEN_DV%") Global("X#SHIM1","LOCALS",0) !See([ENEMY]) InParty(Myself) See("%IMOEN_DV%") !StateCheck("%IMOEN_DV%",CD_STATE_NOTVALID) !StateCheck(Myself,CD_STATE_NOTVALID)~ THEN ~%SHARTEEL_BANTER%~ SHIM1 @208 // @208 = ~Must you continue this infernal racket?!~ DO ~SetGlobal("X#SHIM1","LOCALS",1)~ == ~%IMOEN_BANTER%~ @209 [url=""]//@209[/url] = ~*happily humming* Huh? What racket?~ == ~%SHARTEEL_BANTER%~ @210 == ~%IMOEN_BANTER%~ @211 == ~%SHARTEEL_BANTER%~ @212 == ~%IMOEN_BANTER%~ @213 EXIT
Can you check/send your BSHART and BIMOEN2 decompiled?
Edited by cmorgan, 21 January 2008 - 06:37 PM.
#39
Posted 21 January 2008 - 07:46 PM
I just took a look at BSHART.dlg & BIMOEN2.dlg files. It looks like in my install, that banter is STATE 191 for BSHART and the response is looking for STATE 331 in BIMOEN2. Unfortunately my BIMOEN2 only has 26 STATES in it and they all have to do with talking with Kachiko, so obviously it was overwritten. I'm guessing that it was TS-BP that overwrote it since my BIMOEN2.dlg resides in the TS-DLG.bif. I'll need to do some more looking and see exactly what occured, but that would explain the "NO VALID REPLIES OR LINKS" indication.HOLD ON... found the offending spot. But I don't know what is going wrong...
Well if I understand correctly, it is Sharteel kicking off a waking banter, or possibly a resting banter -so SHARTD.BCS.
Just in case your eyes are better than mine, skip this next bit down to the end of this post, and there is the banter - what you describe is a situation where the engine evaluates the top block true, when Imoen is actually not recognized.
This would lead to a crash. But I can't see where the darned block is going wronghere is the only waking talk I can find for SharTeel, and it doesn't include Imoen at all... and it is triggered off of her regular BCS, and it has the words you describe:/* morning after */ IF %BGT_VAR% Global("X#ShartSex","GLOBAL",1) Global("X#SharMorning1","GLOBAL",0) InParty(Myself) CombatCounter(0) !See([ENEMY]) See(Player1) !StateCheck(Myself,CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) THEN RESPONSE #100 SetGlobal("X#SharMorning1","GLOBAL",1) RealSetGlobalTimer("X#DreamTalk","GLOBAL",180) END IF %BGT_VAR% Global("X#SharMorning1","GLOBAL",1) InParty(Myself) CombatCounter(0) !See([ENEMY]) See(Player1) !StateCheck(Myself,CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) THEN RESPONSE #100 PlaySong(0) PlaySound("shart99") StartDialogueNoSet(Player1) ENDtriggering/////* morning after */ IF WEIGHT #-2 ~%BGT_VAR% Global("X#SharMorning1","GLOBAL",1)~ THEN BEGIN SHPC5 SAY @77 IF ~~ THEN REPLY @78 DO ~SetGlobal("X#SharMorning1","GLOBAL",2)~ GOTO SHPC5.1 IF ~~ THEN REPLY @79 DO ~SetGlobal("X#SharMorning1","GLOBAL",2)~GOTO SHPC5.1 IF ~~ THEN REPLY @80 DO ~SetGlobal("X#SharMorning1","GLOBAL",2)~ GOTO SHPC5.2 END
Looking for anything of Shatreels which tosses back and forth with Imoen, to see if there is something not lining up in terms of logic... here is the only Sharteel started banter that includes Imoen, as far as I can tell:CHAIN IF WEIGHT #-1 ~CombatCounter(0) %BGT_VAR% << this will be the EndOfBG check on your install<< InParty("%IMOEN_DV%") Global("X#SHIM1","LOCALS",0) !See([ENEMY]) InParty(Myself) See("%IMOEN_DV%") !StateCheck("%IMOEN_DV%",CD_STATE_NOTVALID) !StateCheck(Myself,CD_STATE_NOTVALID)~ THEN ~%SHARTEEL_BANTER%~ SHIM1 @208 // @208 = ~Must you continue this infernal racket?!~ DO ~SetGlobal("X#SHIM1","LOCALS",1)~ == ~%IMOEN_BANTER%~ @209 [url=""]//@209[/url] = ~*happily humming* Huh? What racket?~ == ~%SHARTEEL_BANTER%~ @210 == ~%IMOEN_BANTER%~ @211 == ~%SHARTEEL_BANTER%~ @212 == ~%IMOEN_BANTER%~ @213 EXIT
Can you check/send your BSHART and BIMOEN2 decompiled?
Attached is the BIMOEN2.d from the TS-BP/dlg install folder. I assume that it should have begun with APPEND ~BIMOEN2~ instead of BEGIN ~BIMOEN2~ ???
Attached Files
Edited by erebusant, 21 January 2008 - 07:52 PM.
It takes a village...
#40
Posted 21 January 2008 - 08:11 PM
"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde
berelinde's mods
TolkienAcrossTheWater website
TolkienAcrossTheWater Forum