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BP Fixpack


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#1 seanas

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Posted 15 September 2004 - 07:32 AM

BP Fixpack

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current version: v2
last updates: 15 Sept 2004
available from: http://uk.geocities....ain/bpmods.html

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BP Fixpack v2 ReadMe


* TDD NPC Fix


This component corrects the dialogue references for Yeslick, Shar-teel and Kagain which otherwise prevented these three NPCs form being used in the Big Picture. It also includes the updated Shar-teel fix, which corrects her death variable and allows her quest to be completed. This component also patches the Docks area script AR0300.bcs without which the Jaheira romance will stall and includes a version of Lyros.cre (which will fix Xzar for BP-BGT and BP-BGT-NEJ installs).

* Robillard Fix

This fix, included as part of the TDD NPC Fix, corrects a script reference that caused Robillard's dialogues to get stuck in a loop after the first assassination attempt on him.

* Charlotte Tweak

This component removes the combat routines from Charlotte's character scripts. Installing this component, Charlotte will obey instructions she is given, whether issued by the player or by an assigned character script. Without it, she will both charge into every combat, even if without weapons, and will turn hostile if she or her familiar takes damage (from an area effect spell, for example).

* Revised BP Nerfs

This component is a revised version of Hlidskialf's BP Nerfs. It pulls some of the teeth from the Shadows, Spirit Trolls and Mists that can make some BP battles so 'interesting'. The Spirit Troll fix is unchanged from Hlid's fix: it removes the tedious attribute draining and slowing features of their attacks; the level-draining power is unchanged. The Shadow and Mist scripts are rather different from Hlid's versions: rather than simply removing the annoying combat features (improved invisibility + protection from magic weapons + spell protection cast as buffs, for example, or the liberal use of Mislead), I have either reduced the frequency with which these script blocks occur or changed the specific spells to less powerful versions. If you are travelling through the Vale of Shadows in NEJ, you may still wish to install Hlid's version.....

* Riatavin Fix

This component, created by Horred the Plague, corrects a crash to desktop which can occur during the Orgroth's Tower quest when the party returns to Riatavin. It might be necessary to do a

CLUAConsole:SetGlobal("riatriat","GLOBAL",1)

*before* your party returns to Riatavin in order to spawn the encounter successfully if the CTD has already occurred in-game.

* TOB Pocketplane Challenge

This component, provided by Revan, fixes a noted bug in the TOB portion of BP which caused a crash to desktop during the second pocketplane challenge.


*****

Version History:

v2 Corrected script error preventing Robillard fix installing
Changed to integer version numbering

1.1 Added Robillard Fix to the TDD-NPC-Fix component.

1.0.1 Cosmetic changes to .tp2 to make it more elegant

1.0.0 Weidu'd previously existing fixes.


*****

To do:
  • Kiser Jhaeri fix. Some BP users have reported that entering Kiser Jhaeri's cellar in Saradush (AR5014) causes a CTD. if someone could send me a saved game where this has occurred, i can make a fix for it.
  • Purskal nerf. The respawning undead in the tomb under Purskal are a feature not a flaw, i reckon, but i guess an optional component for those users who don't want the undead to respawn whenever you re-enter an area might be a useful component....
*****

suggestions, advice, comments, etc welcomed....

"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||


#2 -Juttering-

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Posted 15 September 2004 - 09:16 AM

Hi, the worst thing about BG2 is the gittering/chutting/stuttering.

I've heard this is because of too many things in a conainer.
Can it be because of lots of arrows/potions in a stack (from ease of use)?
Are there other reasons (frame rate?)



Well, would it be wise to patch the container so that they hold only a maximum number of items so that jittering becomes a thing of the past, and we dont have to take a trip to a store.








2. Werewolf's .... are they too power to play now? Can it be fixed?

#3 seanas

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Posted 15 September 2004 - 09:54 AM

stuttering is usually caused by NPCs, not by containers (although in rare cases having tens of thousands of items in a container can make the game stutter - in which case get rid of some of those arrows!).

there are two types of NPC stuttering, neither of which i can solve. 1: stuttering with original NPCs. solution: install the most recent patch - it fixes this. 2: stuttering with mod NPCs. solution: the mod writer needs to recode some part of their mod - and usually have, so update any NPC mods you've got, and check the forum for that NPC.

re: werewolves. i've not used the werewolf rebalancing that ease-of-use adds; ppl have said it is overpowered, in which case don't use it. there is a werewolf re-balancing - i think - as part of the Refinements mod, which (if i'm not hallucinating it) would be better balanced than the ease-of-use one.

"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||


#4 -Shiva-

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Posted 15 September 2004 - 10:02 AM

As far as I am aware, refinement is incomapitable with BP, isn't it?

If not, where does one get it.


And sorry for filling this tweaks section with such a request, :huh:

#5 Chevalier

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Posted 15 September 2004 - 10:12 AM

What about an Imoen Diolog fix? I know it can be done by hand, but a patch would be cool. I think BGT patch 114 had one. What about making a compatibile 114 patch for BP? Anyone heard form Bardez about a mk 4 distro?

I know this is the BP forum, not BP/BGT, but we are on the topic of Fix patches.

Edited by Chevalier, 15 September 2004 - 10:15 AM.

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#6 seanas

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Posted 15 September 2004 - 01:20 PM

@Shiva: yeah, yr right: refinements *is* incompatible. hmmm. but the werewolf component *might not* be. refinements is largely listed as incompatible cos it adds a kit and the way it handles HLAs; the werewolf isn't necessarily incompatible. you could give it a try and report back.... otherwise i'll try and get some time to look at it in the next few days and see if you could use it by itself.

@Chev: i'm happy to include an imoen fix, but i have to confess i've never installed BGT (i'm so bad, i know - i need a new laptop with a bigger HDD before i can fit a BP-BGT- NEJ install in) so i've got no idea what the problem is. i recall hlid mentioned on plaguezone it'd be really simple to do, so if you want to make it and forward it to me, i'll include it. otherwise, try leaning on SirBB or hlid to see if they'll do it, and i'll include it.

"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||


#7 hlidskialf

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Posted 15 September 2004 - 05:10 PM

I'll throw something together when I have time. (Depends on my work schedule the next few days.) I've got the proper streff listed on my laptop somewhere.

The great wolf Fenrir gapes ever at the dwelling of the gods.


#8 Sir BillyBob

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Posted 15 September 2004 - 05:14 PM

* leans back* Hlid's recommendation was to copy the Imoen1 over top of the Imoen2 creature files (I think I got the order right). Make sure the file is still called Imoen2.CRE and it should fix the problem. By the way, this won't help if you are already in a game, you need to start over.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#9 hlidskialf

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Posted 15 September 2004 - 05:40 PM

* leans back* Hlid's recommendation was to copy the Imoen1 over top of the Imoen2 creature files (I think I got the order right). Make sure the file is still called Imoen2.CRE and it should fix the problem. By the way, this won't help if you are already in a game, you need to start over.

Ya' got it ass-backwards. The problem is on the Imoen1.cre. :P

The great wolf Fenrir gapes ever at the dwelling of the gods.


#10 mildImp

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Posted 16 September 2004 - 07:39 AM

I seemed to remember running into some issues in the underdark the last time I played. Admittedly that was 9 months ago, but was wondering if those had been addressed. Anyone know?

#11 hlidskialf

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Posted 16 September 2004 - 09:44 AM

Some bugs in the underdark were addressed by Horred in the v3.13 patch. Other than that you'd have to be more specific.

The great wolf Fenrir gapes ever at the dwelling of the gods.


#12 seanas

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Posted 16 September 2004 - 10:16 AM

i think i've got enough actual fixes to make a legitimate BPFixpack v3.

forthcoming components:
  • revised BP nerfs
    having actually played through the Vale of Shaodws for the first time (and then the second and third times...) last night, i've altered the way the wandering horror script works: instead of casting the unstoppable, item-dropping 'panic' spell (6th level! against a party straight out of the cells in CI!), they now cast the resistable, non-item-dropping, shorter lasting 'horror' (2nd level, much more plausible for the level of the party). my party still spent most of their combats running round like headless chickens, and two of them died, but it's better than the whole party dying faster than i could ctrl-r.

  • Hrothgar tweak.
    i'm awaiting permission from vlad, but i've got a fix for hrothgar so that he wont go hostile when attacked by a party member (say, a confused party member in the vale of shadows... :angry: ) unless it's part of the plot (ie, you act all evil in Easthaven).

  • Imoen BGT fix.
    or at least, i'll have this when someone sends it to me :P .
if there are any others (i'm still waiting for a Kiser Jhaeri CTD example so i can patch it) i'll add them as well. i've also got a rolf sureblade fix as well (his weapon isnt nearly so powerful!) but this is a bit of a hackjob, so i'd need to do some work to it to make it worth distributing.

Edited by seanas, 16 September 2004 - 10:45 AM.

"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||


#13 Radagast-The-Brown

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Posted 17 September 2004 - 06:49 PM

Has anyone noticed a bug with firkraag?? at least to me after sending me upstairs to kill the wizard he went straight right and stopped when he couldnt go further...later when i battled him he seemed to take dmg by himself!! once in a while i read at the console : Firkraag (dmg taken 10) or so....so he died by himself (at least 1/2 of his hit points) which made me sick of the battle......
(The shadow dragon also never used his breath weapon correctly meaning noone felt it)

Just for the record I did the full bp installation correctly added bp fixpack, reign of virtue, valen, sola mods, item upgrade, ease of use (correct components), planar sphere return.

(Also by the way firkraag was far easier than in tactics mod, he only cast remove magic once and only in one character and all he did was chase one character after the other after buffeting them...too easy...)

PS1: oh and by the way the unlimited bag of holding(EOU component) is NOT compatible with bp or ascension since when u lose the items in asylum, when u get them back MANY MANY items are missing...looks like the game cant remember what u have in containers correctly....only what u wear or have in inventory....

PS2:Also the guy with the acidik katana is full of bugs, he almost never attacked me he just cast protection from magic weapons he was too silly, i had to chase him to kill him all he did was run away....and enter buildings!!!

Edited by Radagast-The-Brown, 17 September 2004 - 06:51 PM.

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#14 seanas

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Posted 17 September 2004 - 07:30 PM

PS1: oh and by the way the unlimited bag of holding(EOU component) is NOT compatible with bp or ascension since when u lose the items in asylum, when u get them back MANY MANY items are missing...looks like the game cant remember what u have in containers correctly....only what u wear or have in inventory....

PS2:Also the guy with the acidik katana is full of bugs, he almost never attacked me he just cast protection from magic weapons he was too silly, i had to chase him to kill him all he did was run away....and enter buildings!!!

nice to see you made it to the new forums, radagast.

i've never had those problems with either dragon, so can't help there. firkraag's breath weapon is pretty impressive if you have the misfortune of being caught in it, however.

the bag of holding/ spellhold is not a problem with the ease-of-use unlimited bag component, which is fully compatible. it's due to the difficulty of scripting the 'take all items' command, which requires all possible items be listed - so if you're using items which come from uncommon mods, or which were just forgotten by the script-writer, you wont get them back again. the solution is to bag *all* yr items up yourself just after you enter spellhold. leave them on one of the tables at the entrance, and they'll be there when you get back. it breaks gameplay a little, but it is a more elegant solution than trying to keep up with the never-ending supply of new items.

kuroisan, the acid katana, has had all of his cheesy scripts removed: so instead of casting his protections instanteously when he sees you, he now takes as long to cast them as your party would.... so he runs away to buy himself some time whilst he gets his protections up. easier than the tactics version, yes, but that's because he doesnt cheat any more. he's also harder/ easier depending upon your level when you find him: the higher level, the harder he is.

"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||


#15 Radagast-The-Brown

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Posted 17 September 2004 - 07:47 PM

nice to see you made it to the new forums, radagast.

i've never had those problems with either dragon, so can't help there. firkraag's breath weapon is pretty impressive if you have the misfortune of being caught in it, however.

the bag of holding/ spellhold is not a problem with the ease-of-use unlimited bag component, which is fully compatible. it's due to the difficulty of scripting the 'take all items' command, which requires all possible items be listed - so if you're using items which come from uncommon mods, or which were just forgotten by the script-writer, you wont get them back again. the solution is to bag *all* yr items up yourself just after you enter spellhold. leave them on one of the tables at the entrance, and they'll be there when you get back. it breaks gameplay a little, but it is a more elegant solution than trying to keep up with the never-ending supply of new items.

kuroisan, the acid katana, has had all of his cheesy scripts removed: so instead of casting his protections instanteously when he sees you, he now takes as long to cast them as your party would.... so he runs away to buy himself some time whilst he gets his protections up. easier than the tactics version, yes, but that's because he doesnt cheat any more. he's also harder/ easier depending upon your level when you find him: the higher level, the harder he is.

thanks i guess it was just a plagueforum problem the register part...
yes i know firkraags breath is good but no good if u have protection from fire... :(
he should dispel more often...
anyway about the bag of holding i knew what to do...i left my items in the planar sphere and got them afterwards...i guess the item upgrade or the huge amount of items i had, crushed the game in the asylum and i lost so many items....who knows?
what u didnt understand about the acidik katana guy is that he hardly ever attacked me....all he did was cast protection from magic weapons and run run run like hell....i hardly could attack him in melee...he was maniac and he runned like jumping no ordinary run...buggy jumping...(and enter buildings lol-if i followed him he got out of building in and out)
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#16 Radagast-The-Brown

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Posted 19 September 2004 - 01:12 PM

I believe i've found a bug...actually its not a bug exactly but a mistake in the game....
As far as i know from ad&d, dragons have their spells as innate abilities and hardly need any components..this means that u can NEVER disrupt a spell it casts...of course in the game the dragons have spellcasting failure like any mage.... i think (im not sure) that in the original game a dragon could never be disrupted from casting a spell...if this is the case i think that in BP something must be done because with the new scripts it seems that the dragon is not what it should be...
(yes the dragons are improved but not their spellcasting)

By the way nice job on the silver dragon...i just wish i couldn't disrupt its spells...

I think a fix should be made that gives this ability (which they deserve) to these extraordinary magical creatures...

PS: i simply request that if its easy to do it, it should be done...for the sake of realism at least...
Ignorance Is Bliss