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Bug Report: BGT-WeiDU


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#1 Ascension64

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Posted 11 March 2005 - 07:21 PM

I am starting this thread for BGT-WeiDU bugs to make things more organised (the other thread is 10 pages!). I will still make announcements on the other thread. Please follow the template below to make this thread less cluttered.

As I read each, I will post a noted/fixed post depending on what happens. Please post INSTALLATION errors on the original BGT-WeiDU thread. If I cannot reproduce the error, I will probably PM you. Finally, please check for whether the bug you found has been posted already. If you have more information regarding a bug someone else posted, then put [Posted Before] then add what you found in the Description of Bug field.

N.B. You can get area numbers by pressing x in game.



BGT-WeiDU Version:

Other Mods Installed (with versions):

Area (number or screen) where bug occurred:

Description of Bug (as detailed as you can):

Possible source:



Example 1. This is a known bug.

BGT-WeiDU Version: 0.9b

Other Mods Installed: TDD-WeiDU 2.0, SoS-WeiDU 2.0, TSv600, NeJ2 2.1b, BP v170

Area (number or screen) where bug occurred: AR0602, Irenicus' Dungeon

Description of Bug: Minsc's initial dialogue (starting 'AH, Minsc will be free...') is not triggered when a PC approaches and when forced to initiate (by clicking on Minsc)terminates prematurely (after 'They killed her...'). Continuing to click on Minsc allows the dialogue to continue with several more premature terminations, but he is able to join (or leave the player) at the end of his dialogue.

Possible source: 1. Imoen may note be interjecting correctly. 2. EXTEND_TOP of MINSC.BCS of NeJ2 (Minsc's Familiar component) may have a loop that prevents the rest of MINSC.BCS being read by the engine.



Example 2. This is also a known bug.

BGT-WeiDU Version: 0.9b

Other Mods Installed: None

Area (number or screen) where bug occurred: Multiple, Beregost areas (AR67xx)

Description of Bug: Random crashing straight after loading a Beregost area.

Possible source: Absolutely no idea.

Edited by Ascension64, 11 March 2005 - 07:22 PM.

--------------
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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)


#2 King Diamond

King Diamond

    Give Me Your Soul...Please

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Posted 12 March 2005 - 03:32 AM

So, I'm first here... :D

[EDIT] Fixed

Edited by King Diamond, 15 March 2005 - 09:48 AM.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#3 Ascension64

Ascension64
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Posted 12 March 2005 - 05:10 AM

So, I'm first here... :D

I tried to install it on the plain ToB, without any other mods.

1)

Patching compatibility scripts...
Compiling 1 script ...
[TRIGGER.IDS] parsed
[ACTION.IDS] parsed
[OBJECT.IDS] parsed

[BGT/Compat/BGT/AR0602.BAF] PARSE ERROR at line 929 column 42-42
Near Text: )
	[ReallyForceSpellRES] not found in ACTION.IDS

[BGT/Compat/BGT/AR0602.BAF]  ERROR at line 929 column 42-42
Near Text: )
	Parsing.Parse_error
ERROR: parsing [BGT/Compat/BGT/AR0602.BAF]: Parsing.Parse_error
ERROR: error compiling [BGT/Compat/BGT/AR0602.BAF]: Parsing.Parse_error
ERROR: compiling [BGT/Compat/BGT/AR0602.BAF]!
Stopping installation because of error.


This means you have an empty override directory due to previous failure of install. It is also notified me of a bug in the Setup-BGT-Prep.tp2. Fixed.

2)BGT-PreSetup.bat.
BG1 path must be provided WITHOUT trailing backslash. Otherwise - WeiDU won't extract anything....
-  original .bat doesn't work for me at all - something wrong with () in IF construction. So I had to edit it to make it run.


DOS suddenly decided it would not let me nest IF statements. Thanks for the fix. I cleaned it up better though I think. :P
With the trailing backslash, people should know it from Bardez's original install, but thanks for bringing this up. I will make the installer get rid of the final character of 'Input' if it detects the backslash.

3) .tp2. I corrected only CRE section: unnecessary [] tags in strings and leading spaces removed to save some .tlk size.


Thanks.


So, the first patch is already here. Extract and overwrite in BGII install directory.

UPDATE: Several changes already -- includes previous patch. The trailing backslash detection is now implemented (as well as a totally new BG1 path impelementation system). Also, if you accidentally use more than one trailing backslash, then the install will treat the path as invalid. Finally, the internal dialogue label errors to EDWINJ have been fixed.

Edited by Ascension64, 12 March 2005 - 07:29 AM.

--------------
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)


#4 King Diamond

King Diamond

    Give Me Your Soul...Please

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Posted 12 March 2005 - 09:32 AM

Here we go...

1) I'd recommend to Baldurdash BG1 installation before BGT installation.

2)2DA quick check.

--INTERDIA.2DA--
- tp2 contains all-in-one-row update. Shouldn't it be formatted in multiple rows? (i guess so...).
- there's no BDYNA.DLG or DYNA25.DLG in game (as new entry says) - only BDYNAH.DLG


--MASTAREA.2DA--
I would remove extra empty rows betwen entries


--NPCLEVEL.2DA--
- entries for Kagain and Dyneheir taken from NPCLVL25.2DA of old BGT package that is wrong. There're not neither Kagain11.cre nor Dynaheir.cre. They appear only in BP (I guess those files is a part of some 'side' mod that already somehow integrated in old BP) and start from 11th and 12th levels that is too much IMHO for BGT part for the first meeting.
I think it should be:
Kagain      Kagain2     Kagain4     Kagain4     Kagain6     Kagain6     Kagain6    Kagain6  Kagain6     Kagain6     Kagain6    Kagain6    Kagain6    Kagain6    Kagain6    Kagain6    Kagain6   Kagain6 Kagain6 Kagain6  Kagain6 Kagain6  Kagain6 Kagain6

Dynaheir    Dynahe2     Dynahe4     Dynahe4     Dynahe6     Dynahe6     Dynahe6    Dynahe6  Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6    

-- many other NPC's entries refer to non-existing CREs that appear only in BP (??):
Kivan12, Sharte12, Yeslic9, Xzar13, Montar13, Coran08, Coran09. So they will probably be screwed if you meet them in BG1 part.

--
and of course all other NPC's are simply forgotten there....
Alora       ****        ****        ****        Alora6      Alora6      Alora6     Alora6   Alora6      Alora6      Alora6      Alora6      Alora6      Alora6      Alora6      Alora6      Alora6     Alora6   Alora6   Alora6    Alora6   Alora6    Alora6   Alora6

Ajantis     ****        Ajanti4     Ajanti4     Ajanti6     Ajanti6     Ajanti6    Ajanti6  Ajanti6     Ajanti6     Ajanti6     Ajanti6     Ajanti6     Ajanti6     Ajanti6     Ajanti6     Ajanti6    Ajanti6  Ajanti6  Ajanti6   Ajanti6  Ajanti6   Ajanti6  Ajanti6

Khalid      Khalid2     Khalid4     Khalid4     Khalid6     Khalid6     Khalid6    Khalid6  Khalid6     Khalid6     Khalid6     Khalid6     Khalid6     Khalid6     Khalid6     Khalid6     Khalid6    Khalid6  Khalid6  Khalid6   Khalid6  Khalid6   Khalid6  Khalid6

Garrick     Garric2     Garric4     Garric4     Garric6     Garric6     Garric6    Garric6  Garric6     Garric6     Garric6     Garric6     Garric6     Garric6     Garric6     Garric6     Garric6    Garric6  Garric6  Garric6   Garric6  Garric6   Garric6  Garric6

Safana      ****        Safana4     Safana4     Safana6     Safana6     Safana6    Safana6  Safana6     Safana6     Safana6     Safana6     Safana6     Safana6     Safana6     Safana6     Safana6    Safana6  Safana6  Safana6   Safana6  Safana6   Safana6  Safana6

Faldorn     ****        ****        Faldor5     Faldor5     Faldor5     Faldor5    Faldor5  Faldor5     Faldor5     Faldor5     Faldor5     Faldor5     Faldor5     Faldor5     Faldor5     Faldor5    Faldor5  Faldor5  Faldor5   Faldor5  Faldor5   Faldor5  Faldor5

Branwen     ****        ****        Branwe5     Branwe5     Branwe5     Branwe5    Branwe5  Branwe5     Branwe5     Branwe5     Branwe5     Branwe5     Branwe5     Branwe5     Branwe5     Branwe5    Branwe5  Branwe5  Branwe5   Branwe5  Branwe5   Branwe5  Branwe5

Quayle      ****        Quayle4     Quayle4     Quayle6     Quayle6     Quayle6    Quayle6  Quayle6     Quayle6     Quayle6     Quayle6     Quayle6     Quayle6     Quayle6     Quayle6     Quayle6    Quayle6  Quayle6  Quayle6   Quayle6  Quayle6   Quayle6  Quayle6

Xan         ****        Xan4        Xan4        Xan6        Xan6        Xan6       Xan6     Xan6        Xan6        Xan6        Xan6        Xan6        Xan6        Xan6        Xan6        Xan6       Xan6     Xan6     Xan6      Xan6     Xan6      Xan6     Xan6 

Skie        ****        ****        ****        Skie6       Skie6       Skie6      Skie6    Skie6       Skie6       Skie6       Skie6       Skie6       Skie6       Skie6       Skie6       Skie6      Skie6    Skie6    Skie6     Skie6    Skie6     Skie6    Skie6

Eldoth      ****        ****        Eldoth5     Eldoth5     Eldoth5     Eldoth5    Eldoth5  Eldoth5     Eldoth5     Eldoth5     Eldoth5     Eldoth5     Eldoth5     Eldoth5     Eldoth5     Eldoth5    Eldoth5  Eldoth5  Eldoth5   Eldoth5  Eldoth5   Eldoth5  Eldoth5

Tiax        ****        Tiax4       Tiax4       Tiax6       Tiax6       Tiax6      Tiax6    Tiax6       Tiax6       Tiax6       Tiax6       Tiax6       Tiax6       Tiax6       Tiax6       Tiax6      Tiax6    Tiax6    Tiax6     Tiax6    Tiax6     Tiax6    Tiax6


--PDIALOG.2DA--

- what is SHARTEDD entry for (without BP installed)? there's no creature with such death variable at all (but some of mentioned dialogs exist....)

- TIAX is forgotten
TIAX       TIAXP            TIAXJ            ***               TIAXP              TIAXJ              ***                 ***


-- once again - referrences to some unexisting prior to BP resources: CORAN25P, DYNA25P, CORAN25J, DYNA25J,....

-- 4th and 6th column refers to a SCRIPT, not a dialog file, so it would be better to left it empty (***) IMHO.


Following entries should be added to MOVIDESC.2DA to allow to replay BG1 movies:
BEREGOST  19659
BGENTER  19660
BHAAL           19661
CAMP            19662
CNDLKEEP        19663
DUNGEON         19664
ELDRCITY        19665
ENDMOVIE        19666
FRARMINN        19667
GNOLL           19668
BGINTRO         19669
IRONTHRN        19670
MINEFLOD        19671
NASHKELL        19672
PALACE          19673
SEWER           19674
TAVERN          19675
WYVERN          19676
DURLAG  22854
WRECK  22838


I think there're 2 options about those above-bg1 level NPC's: to provide necessary CREs and other resources (that is the best one IMHO) or just correct everything to a working level.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#5 King Diamond

King Diamond

    Give Me Your Soul...Please

  • Modder
  • 1430 posts

Posted 12 March 2005 - 10:23 AM

[EDIT] Fixed

Edited by King Diamond, 15 March 2005 - 09:49 AM.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#6 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 12 March 2005 - 04:29 PM

Here we go...

1) I'd recommend to Baldurdash BG1 installation before BGT installation.

2)2DA quick check.

--INTERDIA.2DA--
- tp2 contains all-in-one-row update. Shouldn't it be formatted in multiple rows? (i guess so...).
- there's no BDYNA.DLG or DYNA25.DLG in game (as new entry says) - only BDYNAH.DLG


OK, I have checked TS (the one that adds Dynaheir to BG2) and it does not have a BDYNA, so I will rename BDYNAH.DLG to BDYNA.DLG since BMINSC and BEDWIN reference BDYNA not DYNAH (saves work). The 25s have been removed.

--MASTAREA.2DA--
I would remove extra empty rows betwen entries


Done.

--NPCLEVEL.2DA--
- entries for Kagain and Dyneheir taken from NPCLVL25.2DA of old BGT package that is wrong. There're not neither Kagain11.cre nor Dynaheir.cre. They appear only in BP (I guess those files is a part of some 'side' mod that already somehow integrated in old BP) and start from 11th and 12th levels that is too much IMHO for BGT part for the first meeting.
I think it should be:

Kagain      Kagain2     Kagain4     Kagain4     Kagain6     Kagain6     Kagain6    Kagain6  Kagain6     Kagain6     Kagain6    Kagain6    Kagain6    Kagain6    Kagain6    Kagain6    Kagain6   Kagain6 Kagain6 Kagain6  Kagain6 Kagain6  Kagain6 Kagain6

Dynaheir    Dynahe2     Dynahe4     Dynahe4     Dynahe6     Dynahe6     Dynahe6    Dynahe6  Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6     Dynahe6    

-- many other NPC's entries refer to non-existing CREs that appear only in BP (??):
Kivan12, Sharte12, Yeslic9, Xzar13, Montar13, Coran08, Coran09. So they will probably be screwed if you meet them in BG1 part.

--
and of course all other NPC's are simply forgotten there....
Alora       ****        ****        ****        Alora6      Alora6      Alora6     Alora6   Alora6      Alora6      Alora6      Alora6      Alora6      Alora6      Alora6      Alora6      Alora6     Alora6   Alora6   Alora6    Alora6   Alora6    Alora6   Alora6

Ajantis     ****        Ajanti4     Ajanti4     Ajanti6     Ajanti6     Ajanti6    Ajanti6  Ajanti6     Ajanti6     Ajanti6     Ajanti6     Ajanti6     Ajanti6     Ajanti6     Ajanti6     Ajanti6    Ajanti6  Ajanti6  Ajanti6   Ajanti6  Ajanti6   Ajanti6  Ajanti6

Khalid      Khalid2     Khalid4     Khalid4     Khalid6     Khalid6     Khalid6    Khalid6  Khalid6     Khalid6     Khalid6     Khalid6     Khalid6     Khalid6     Khalid6     Khalid6     Khalid6    Khalid6  Khalid6  Khalid6   Khalid6  Khalid6   Khalid6  Khalid6

Garrick     Garric2     Garric4     Garric4     Garric6     Garric6     Garric6    Garric6  Garric6     Garric6     Garric6     Garric6     Garric6     Garric6     Garric6     Garric6     Garric6    Garric6  Garric6  Garric6   Garric6  Garric6   Garric6  Garric6

Safana      ****        Safana4     Safana4     Safana6     Safana6     Safana6    Safana6  Safana6     Safana6     Safana6     Safana6     Safana6     Safana6     Safana6     Safana6     Safana6    Safana6  Safana6  Safana6   Safana6  Safana6   Safana6  Safana6

Faldorn     ****        ****        Faldor5     Faldor5     Faldor5     Faldor5    Faldor5  Faldor5     Faldor5     Faldor5     Faldor5     Faldor5     Faldor5     Faldor5     Faldor5     Faldor5    Faldor5  Faldor5  Faldor5   Faldor5  Faldor5   Faldor5  Faldor5

Branwen     ****        ****        Branwe5     Branwe5     Branwe5     Branwe5    Branwe5  Branwe5     Branwe5     Branwe5     Branwe5     Branwe5     Branwe5     Branwe5     Branwe5     Branwe5    Branwe5  Branwe5  Branwe5   Branwe5  Branwe5   Branwe5  Branwe5

Quayle      ****        Quayle4     Quayle4     Quayle6     Quayle6     Quayle6    Quayle6  Quayle6     Quayle6     Quayle6     Quayle6     Quayle6     Quayle6     Quayle6     Quayle6     Quayle6    Quayle6  Quayle6  Quayle6   Quayle6  Quayle6   Quayle6  Quayle6

Xan         ****        Xan4        Xan4        Xan6        Xan6        Xan6       Xan6     Xan6        Xan6        Xan6        Xan6        Xan6        Xan6        Xan6        Xan6        Xan6       Xan6     Xan6     Xan6      Xan6     Xan6      Xan6     Xan6 

Skie        ****        ****        ****        Skie6       Skie6       Skie6      Skie6    Skie6       Skie6       Skie6       Skie6       Skie6       Skie6       Skie6       Skie6       Skie6      Skie6    Skie6    Skie6     Skie6    Skie6     Skie6    Skie6

Eldoth      ****        ****        Eldoth5     Eldoth5     Eldoth5     Eldoth5    Eldoth5  Eldoth5     Eldoth5     Eldoth5     Eldoth5     Eldoth5     Eldoth5     Eldoth5     Eldoth5     Eldoth5    Eldoth5  Eldoth5  Eldoth5   Eldoth5  Eldoth5   Eldoth5  Eldoth5

Tiax        ****        Tiax4       Tiax4       Tiax6       Tiax6       Tiax6      Tiax6    Tiax6       Tiax6       Tiax6       Tiax6       Tiax6       Tiax6       Tiax6       Tiax6       Tiax6      Tiax6    Tiax6    Tiax6     Tiax6    Tiax6     Tiax6    Tiax6


I don't think any of these are needed at all because the levels are script-based. Am I correct?


--PDIALOG.2DA--

- what is SHARTEDD entry for (without BP installed)? there's no creature with such death variable at all (but some of mentioned dialogs exist....)

- TIAX is forgotten

TIAX       TIAXP            TIAXJ            ***               TIAXP              TIAXJ              ***                 ***


-- once again - referrences to some unexisting prior to BP resources: CORAN25P, DYNA25P, CORAN25J, DYNA25J,....

-- 4th and 6th column refers to a SCRIPT, not a dialog file, so it would be better to left it empty (***) IMHO.


Done. CORAN25s and DYNA25s come from TS, so since TS will install before BGT, I will just to an APPEND...UNLESS. SHARTEDD is part of TDD, so I will make a condition APPEND. I have also optimised APPEND of MONTARON since the entry appears in TDD but has different dialogue files.

Following entries should be added to MOVIDESC.2DA to allow to replay BG1 movies:

BEREGOST  19659
BGENTER  19660
BHAAL           19661
CAMP            19662
CNDLKEEP        19663
DUNGEON         19664
ELDRCITY        19665
ENDMOVIE        19666
FRARMINN        19667
GNOLL           19668
BGINTRO         19669
IRONTHRN        19670
MINEFLOD        19671
NASHKELL        19672
PALACE          19673
SEWER           19674
TAVERN          19675
WYVERN          19676
DURLAG  22854
WRECK  22838


Done.

2) Area 6543 (tutorial fight with monsters summoned by Obe).

Related resources: OBE.DLG, IGIBBER.CRE

ToB version of IGIBBER.CRE (summoned by Aataqah jinny in Irenicus dungeon) is much different from BG1 one - those gibberlings DO damage, so you won't stand too long against 6 of them at the very beginning of the game.

For Obe's summoning BG1 version must be taken, saved under a different name (IGIBBG1 for example), Obe's dialog script should be altered correspondingly (to summon the new version).


IGIBBER is now taken from the BG1 version and renamed to BGIGIBB. OBE.D has been adjusted accordingly.

1)Oopss... It seems that we forgot about all area notes and signs. None of them are valid for now....


Thanks, I'll do that.

Edited by Ascension64, 12 March 2005 - 04:37 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)


#7 King Diamond

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Posted 15 March 2005 - 12:42 AM

I don't think any of these are needed at all because the levels are script-based.  Am I correct?


I don't know for sure... Do you? Plz check this once again and calm me down 'coz this is important.... :rolleyes:

1)Oopss... It seems that we forgot about all area notes and signs. None of them are valid for now....


Thanks, I'll do that.


So I couldn't post anything yesterday because of forum problems, so I'm posting it right now. See attachment.

1) I've updated every .are-related strings (automap notes, door names, info triggers messages and rest interrupting strings) (TP2 and setup.tra, but I didn't add every strings to .tra - only those that are in multiple use).
2) All above mentioned updates (that you've done possibly as well) are there (BGIGIBB, 2da's).
3) Creature RAT2 made damage as well so the very first rats-cleaning quest went too challenging sometimes too (although they couldn't kill you they could chew you out 1HP till death). There's a small update - number of attacks set to 0.
4) A MAJOR FIX (.bat). All files now are being gathered in \override\ directory and only then getting moved to their corresponding directories for biffing. Otherwise the original ones stay in \override\ despite all installation patching and the new ones from biff won't be used in game (!).
In the end you'll have almost empty \override\.
5) AR7500 was missed. Included now.

This is not a public update 'coz that all should be verified and posted as a next update from the mod author. :)

---------------------------------

To do:
1) All journal entries/chapter/dream texts strrefs should be validated - many of them are broken. (I'll try to do this in some 'non-manual' way....)
This could affect many of scripts and dialogs as well...

2) All Imoen CRE's are of 113 kit ID (that was a Charming rogue). It must be set to 0 (NO_KIT). Otherwise Imoen won't be able to use any item with any using restriction 'coz game won't recognize that 113.

Edited by King Diamond, 15 March 2005 - 01:03 AM.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
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#8 Ascension64

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Posted 15 March 2005 - 03:52 AM

I don't think any of these are needed at all because the levels are script-based.  Am I correct?

I don't know for sure... Do you? Plz check this once again and calm me down 'coz this is important....  :rolleyes:


Unless some mastermind like horred can tell me, I'll try it out. I am quite busy with RL at the moment so I will do what I can.

1)Oopss... It seems that we forgot about all area notes and signs. None of them are valid for now....


Thanks, I'll do that.


:lol: what happened to 'I'll do that'?

So I couldn't post anything yesterday because of forum problems, so I'm posting it right now. See attachment.

1) I've updated every .are-related strings (automap notes, door names, info triggers messages and rest interrupting strings) (TP2 and setup.tra, but I didn't add every strings to .tra - only those that are in multiple use).
2) All above mentioned updates (that you've done possibly as well) are there (BGIGIBB, 2da's).
3) Creature RAT2 made damage as well so the very first rats-cleaning quest went too challenging sometimes too (although they couldn't kill you they could chew you out 1HP till death). There's a small update - number of attacks set to 0.
4) A MAJOR FIX (.bat). All files now are being gathered in \override\ directory and only then getting moved to their corresponding directories for biffing. Otherwise the original ones stay in \override\ despite all installation patching and the new ones from biff won't be used in game (!).
In the end you'll have almost empty \override\.
5) AR7500 was missed. Included now.


1. It is very interesting with the .are because every single map note StrRef has a homologue in the BG2 dialog.tlk but since you were the one to update all of the .are's in the first place, I guess they got reverted to the BP StrRefs. I'll do a manual change of all of them to save the setup.tra and .tp2 mess.

2. Yeah, OK. Done that already, but I suppose you changed these before you posted the errors up, so thanks.

3. Hmm...interesting. I'm not sure exactly what is supposed to happen here because I got hit by the rats when I played BP-BGT, and it hurt. Does RAT2 occur anywhere else? :ermm:

UPDATE: RAT2 doesn't appear in BG2, so fix added. Thanks.

4. I know about this and deliberately tried to avoid it, one reason being the NeJ factor. This means that BIFFs can get VERY BIG and this tends to crash the game. So, I am going to make the installer BIFF the NeJ stuff IF it detects it at the very start -- until someone called Vlad decides to give the go for a simple BIFFing program. When I asked that he just allow someone to make a BIFFer just so the override can become less cluttered of 1.11 GB, he didn't seem to respond.

5. You are up to there already? Just kidding. Thanks. :P

1) All journal entries/chapter/dream texts strrefs should be validated - many of them are broken. (I'll try to do this in some 'non-manual' way....)
This could affect many of scripts and dialogs as well...


Are you VERY SURE about this? I myself verified ALL chapter and dream texts. Also, ALL DIALOG FILES (which includes the journal entries) insert new StrRefs, so that shouldn't be a problem.

2) All Imoen CRE's are of 113 kit ID (that was a Charming rogue). It must be set to 0 (NO_KIT). Otherwise Imoen won't be able to use any item with any using restriction 'coz game won't recognize that 113.


OK, no probs. Don't bother sending a fix for this one. Its too easy to fix.


Finally, the manual fix is the better way (and I do not mind doing that) because it makes things cleaner and reduces file size overall. That is why I am trying to reduce the number extra strings that will be added to the game by using existing StrRefs wherever it is possible. But thanks for the help though -- seems like no one else except you is game to try this yet, probably with good reason too.

Edited by Ascension64, 15 March 2005 - 04:14 AM.

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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)


#9 CamDawg

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Posted 15 March 2005 - 04:30 AM

1)Oopss... It seems that we forgot about all area notes and signs. None of them are valid for now....


Thanks, I'll do that.


:lol: what happened to 'I'll do that'?

View Post

Feel free to raid Tutu Tweaks for map notes--all you would need to do is change the area references. It covers anything that has an info point or is a large terrain feature (i.e. cave).

Why is this Hypnotoad video so popu... ALL GLORY TO THE HYPNOTOAD.
____
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The BG2 Fixpack - All the fixes of Baldurdash, plus a few hundred more. Now available, with more fixes being added in every release.


#10 King Diamond

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Posted 15 March 2005 - 04:45 AM

:lol: what happened to 'I'll do that'?

1. It is very interesting with the .are because every single map note StrRef has a homologue in the BG2 dialog.tlk but since you were the one to update all of the .are's in the first place, I guess they got reverted to the BP StrRefs.  I'll do a manual change of all of them to save the setup.tra and .tp2 mess.


I've done it yesterday when was unable to read the forum.... :)

Have you checked my TP2? And you still want to write ~6000 strings manually? :rolleyes:
Plz note that it's not only info triggers and automap notes that should be checked, but some doors and area rest-interruptions have strrefs too.....

It's all done, m8 - just use it. 100% automatically built and error free.... :P

Are you VERY SURE about this? I myself verified ALL chapter and dream texts. Also, ALL DIALOG FILES (which includes the journal entries) insert new StrRefs, so that shouldn't be a problem.


There's an empty journal entry for Chapter 2 start (for example).... Just meet Imoen and read it...It's empty. So I'm not sure about every other....

[EDIT]
CHPTXT-2.2da is reffering to 16204 and 15836 that are "Chapter Two" and empty string.... (I guess it's Ch3 that should start).....

[EDIT2]
All scripts and dialogs that use AddJournalEntry(<strref>) function should be checked as well 'coz WeiDU doesn't insert a real text instead of those strrefs when decompile them.... There are not too many of them btw....

AR1803, ENDCH4, DAVCUT01, AR1901, AR2626, AR4800, AR4900, AR5405, CH1CUT04 - all BCS

That's the full list......

[EDIT3]
ACTIONS.IDS
173 AddJournalEntry(I:Entry*,I:Type*JourType)

should be replaced by

173 AddJournalEntry(I:StrRef*,I:Type*JourType)

;)

Edited by King Diamond, 15 March 2005 - 05:41 AM.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#11 King Diamond

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Posted 15 March 2005 - 07:16 AM

So, some words about NPCs...
Yes, it seems that their creation is script based (at least for Imoen, Xzar and Monty), BUT....
They still must be created according to attached .2da.

Example:
 SetGlobal("BP_BG1NPC6600","GLOBAL",1)
  CreateCreature("BGXZAR",[4581.2694],0) // Xzar
  CreateCreature("MONTAR",[4514.2705],0) // Montaron
  CreateCreature("IMOEN1",[3140.3681],12) // Imoen

BGXZAR, MONTAR & IMOEN1 creatures are absolutely incomplete and dumb...
BGXZAR doesn't have even a single soundslot filled in. I think the same is for any other "NPC-starters"...
So, according to 2DA, a starting Xzar should be Xzar2.cre that is solid and complete one.
IMHO every NPC's creating script should be checked to avoid their imbecile-version creation... :)

(last update: 02-12-2008)
----------------------------------------------
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TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
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#12 King Diamond

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Posted 15 March 2005 - 07:36 AM

A long time thought....

IMHO every EscapeArea() should be replaced with EscapeAreaDestroy(..) (of course if it doesn't break any of the special game plots... is there any?).
All that immediate characters disappearances after dialog closing look ugly a little....

(last update: 02-12-2008)
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SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
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#13 King Diamond

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Posted 15 March 2005 - 09:47 AM

Here we go again....

1) See that:
// Compatibility with TDD
ACTION_IF
  FILE_EXISTS ~data/TDD-RULE.BIF~
THEN BEGIN
  ...
  COMPILE ~BGT/Compat/TDD/XZARP.D~
END
ELSE BEGIN
  ...
  COMPILE ~BGT/Compat/BGT/XZARP.D~
END

...

COMPILE ~BGT/Base/D~
The problem is that BGT/Base/D contains XZARP.D as well so that final step ruins every specific compatibility patch. XZARP.D should be removed from \Base\ directory.

2) I'm very very sorry but it seems that my BG1NPC update that I posted here some time ago is absolutely messed up in dialogs part. So if you incorporated it in this package - it won't work at all...

There's a WORKING update in the attachment. This time - for Xzar and Monty only:
- invalid chapter reference in XZAR.BCS fixed (must be 2, not 1, to initiate a Nashkell talking);
- leaving/joining dialogs fixed for every compatibility variation.

+ AR6600.bcs fixed for mentioned above NPC-starters .cre problem.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
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#14 King Diamond

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Posted 15 March 2005 - 10:27 AM

1) Biographies of Xzar and Montaron are empty. This is may be the same for other NPCs....

2) ACTTELAN, ACTBOUN, ACTFLAM, ACTNESTO.BCS - (should be taken from original BGT)

This doesn't work (exists already in ToB):
IF
	Delay(10)
	Entered([ANYONE])
	ReputationLT(LastTrigger,4)
	!StateCheck(LastTrigger,STATE_INVISIBLE)
	!StateCheck(LastTrigger,STATE_IMPROVEDINVISIBILITY)
THEN


This works (should be taken from original BGT):
IF
	Entered([ANYONE])
	!StateCheck(LastTrigger,STATE_INVISIBLE)
	!StateCheck(LastTrigger,STATE_IMPROVEDINVISIBILITY)
	OR(6)
  ReputationLT(Player1,4)
  ReputationLT(Player2,4)
  ReputationLT(Player3,4)
  ReputationLT(Player4,4)
  ReputationLT(Player5,4)
  ReputationLT(Player6,4)

Otherwise, when you will attack any of other hostile creatures in area of proximity trigger based on reputation check those check on LastTrigger will pass and a pack of Flaming Fist's cops will be summoned.

Edited by King Diamond, 15 March 2005 - 11:22 AM.

(last update: 02-12-2008)
----------------------------------------------
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TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
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#15 King Diamond

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Posted 16 March 2005 - 03:13 AM

1) Biographies of Xzar and Montaron are empty. This is may be the same for other NPCs....


I found out the problem: NPC's CREs have been copied directly without strrefs patching, so many their strings are broken. Working on fix now.... It'll be another TP2 patch....

Found several unused CREs, DLGs....

I fixed Jaheira/Khalid scripts/leaving dlgs now as well so I'll post it later all together.

(last update: 02-12-2008)
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SoS, v1.13
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CtB, v1.11
RoT, v2.1
----------------------------------------------
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#16 Ascension64

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Posted 16 March 2005 - 04:09 AM

You have given me too much to reply to one by one, so I am just going to say that pretty much all of them are fixed.

How is MONTAR.CRE and IMOEN1.CRE 'imbecilic'? I can understand why BGXZAR is and instead of patching AR6600 I just fixed BGXZAR instead to make it more consistent with the original BG1. I have checked all other NPCs and they don't seem imbecilic to me at all. Can you be specific and try NOT to generalise at all?

If the level 1 creatures get created, then NPCLEVEL.2DA should not come into it because you said the first level was level 2.

With the EscapeArea(), what do the NPCs do exactly when they finish dialogue? They dont just disappear do they? In my experiences, they walked off the screen then disappeared just like EscapeAreaDestroy()

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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)


#17 King Diamond

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Posted 16 March 2005 - 07:07 AM

Can you be specific and try NOT to generalise at all?


Firstly, non of the 1st lvl NPC is in use in BG1 itself. I think they exist just for some 'placeholder' or sampling purposes.
2nd, 1st lvl NPC uses different from all other levels scripts in most cases that is much simplier as well....

With the EscapeArea(), what do the NPCs do exactly when they finish dialogue?  They dont just disappear do they?  In my experiences, they walked off the screen then disappeared just like EscapeAreaDestroy()

View Post


Yes. But
108 EscapeArea()
Causes the object running the script to leave the area, either by walking, or if the path is blocked, he simply [B]disappears[/B].
A have 50% of immediate disappearances... But that is not so critical at the moment....

(last update: 02-12-2008)
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CtB, v1.11
RoT, v2.1
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#18 King Diamond

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Posted 16 March 2005 - 08:59 AM

1) QUAYLE4,6 .CRE - wrong dialog is in use. Should be BGQUAYLE.DLG instead of QUAYLE (that is BG2 creature dialog and has nothing to do with bg1 part).

2) Khalid/Jaheira dialogs fixed (in attachment)

3) YESLIC, YESLIC5 CREs have 'Permanent Corpse' flag set. :D

4) GARRICK.CRE should be removed from the package 'coz it is a part of BG2 and already exists there.

5) Found a bunch of unused files:
AJANTD, ELDOTD, SHARTD, TIAXD, YESLID, STATOS - all CRE. A lot of corresponding dialogs and scripts. Althought they're present in BG1 I can't find where they are being used.

IMTEST.CRE, IMTEST.BCS, E31-E36.CRE, JAHEIP.DLG, JAHEIJ.DLG,
LSABER1-3.ITM

(last update: 02-12-2008)
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CtB, v1.11
RoT, v2.1
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#19 King Diamond

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Posted 16 March 2005 - 10:24 AM

STRING_SET ~4102~ ~Squeaky wheel gets the kick.~ [BGMNSC21]
STRING_SET ~4105~ ~When the going gets tough, someone hold my rodent.~ [BGMNSC24]

2 more Minsc sounds should be updated

@541 = ~~ [BIMOEN1]

There's no such sound

Edited by King Diamond, 16 March 2005 - 10:37 AM.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#20 Ascension64

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Posted 18 March 2005 - 02:59 AM

Firstly, non of the 1st lvl NPC is in use in BG1 itself. I think they exist just for some 'placeholder' or sampling purposes.
2nd, 1st lvl NPC uses different from all other levels scripts in most cases that is much simplier as well....


No, Baldur's Gate does not have a level 1 column in NPCLEVEL.2DA. This means that if the PC is level one, then BG1 will use the character from BALDUR.GAM. I painstakingly decided to run BG1 and check this out, and of all the joinable NPCs I met, they were all level 1 and matched exactly the CRE file corresponding to the level 1 version of the NPC. So, for consistency sake I am going to keep it this way.

1) QUAYLE4,6 .CRE - wrong dialog is in use. Should be BGQUAYLE.DLG instead of QUAYLE (that is BG2 creature dialog and has nothing to do with bg1 part).

2) Khalid/Jaheira dialogs fixed (in attachment)

3) YESLIC, YESLIC5 CREs have 'Permanent Corpse' flag set. 

4) GARRICK.CRE should be removed from the package 'coz it is a part of BG2 and already exists there.

5) Found a bunch of unused files:
AJANTD, ELDOTD, SHARTD, TIAXD, YESLID, STATOS - all CRE. A lot of corresponding dialogs and scripts. Althought they're present in BG1 I can't find where they are being used.

IMTEST.CRE, IMTEST.BCS, E31-E36.CRE, JAHEIP.DLG, JAHEIJ.DLG,
LSABER1-3.ITM


1) Fixed. 2) Fixed. 3) Fixed. 4) The BG2 GARRICK.CRE is a homolog of the BG1 GARRIC6.CRE but several things are missing, such as portrait. So I will ignore this one. Thanks for making me aware of it though. 5) Yeah, the lightsabres seem so out of place, unless someone can tell me where they are from. However, I am going to resist deleting until we are 100% certain that they are not used and that they shouldn't be used either.

CODE
STRING_SET ~4102~ ~Squeaky wheel gets the kick.~ [BGMNSC21]
STRING_SET ~4105~ ~When the going gets tough, someone hold my rodent.~ [BGMNSC24]

2 more Minsc sounds should be updated


Fixed. 4103 also needed a sound patch of the BG2 dialog.tlk string entry, so I got that one too. I must have missed them when I went through them the first time. Oops. :mellow:

@541 = ~~ [BIMOEN1]
There's no such sound


Fixed. It is a typo. It should be BIMOEN01.WAV, since IMOEN01.WAV exists in BG1 and BGT-WeiDU extracts and converts it to BIMOEN01.WAV. The soundset of Imoen is changed from BG1 to BGT so I kept that change. This sound is used in SELECT_RARE2 and just to clear it up, it is string entry 4329. I've added the string text to clarify.


Your help has been monumental, KD. I really appreciate your work, even though I don't agree with some of them sometimes. :thumb: :thumb: :thumb:

Edited by Ascension64, 18 March 2005 - 03:04 AM.

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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)