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BPv177 bug reports


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#121 Miloch

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Posted 04 January 2008 - 03:50 PM

With hardcoded I mean if you simply could create an mxsplint.2da which would grant bonusspells based on intelligence for wizards.

In that sense, then yeah, that's probably beyond even hacking the .exe, since you'd have to tell the engine what to do with your new table. Maybe you could do it with some ugly scripting or something, I dunno.

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#122 SirLancelot

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Posted 11 February 2008 - 03:16 AM

Welcome back, Horred ;) I think i understand how you feel, but, as everybody said, those who respect you and your work are many more than those who brutally despise it without any consideration or argumentation. But please, don't take the latter seriously. They are just people who need to practique meditation and learn how to make constructive criticism properly.

And of course, i suscribe Graoumf words. Furthermore, i'm specially pleased for the BP upgrades you made in order to respond to my nonconformity about the managment of some cloud/area effects by the AI. Oh, and for the orignal solution to try to counter the "cast of area spells out of sight" trick.

Overall, i'm sure you did your best, and you did a lot.

Best wishes :)

Edited by SirLancelot, 05 November 2008 - 06:31 AM.

Where men gather, a bustle of chaos ensues. I would save them all, if I could.

#123 Devlinor

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Posted 11 February 2008 - 10:14 AM

Horred, I am happy to see you here. Don't let one or two dip-***** turn you away from your wonderful work. I know many here are thankful and have a great deal of respect for you, as I do. I started with the Mega-Mod mainly due to you and your work. Don't let the dips in the road get to you. There are more of us who respect and praise you. I wanted to say thank you for all the work that you did in this project, and hope to see much more of you and it.

And to the dips that slam or slur you, I say keep your opinions to yourself. Many of us here rely on folk like Horred, Acension64, Salk, Miloch, King Diamond, and the such for these mods. They put into them all the time that they can spare from real life, and you want more? Each and every mod has a bit of the life of somebody in it. The time that was invested, the sore fingers and wrists from typing, the sweat and soul of the modders are in it. If somebody does a huge amount of work on something and doesn't have a chance to finish it, then somebody else takes up the slack a bit. But don't sit there and say that the original person was lax, or bored, and doesn't finish things for those reasons. Take into account that they have another, sometimes more pressing, life outside the community. When I was into modding MOO3 and working with some of the folk there on a few mods, there were times that I had to drop the modding to deal with things like a son, or a wife that was sick. But all in all, I did not get slammed for it. People there actually offered words of support. And when I just got overloaded with all of it, they all said thanks for the help, we will carry on and you can pick it up shen you get back. Try using some compassion, and understanding.

Horred, I hope that you are here to stay. I, for one, think that any work that you do on these projects is helpful, and downright generous, considering you are giving the only commodity that is unrenewable to each. Time. Thank you and I hope to see more of you.

To all the rest, I apologize for the long ramble-thon.

Devlinor
Do not meddle in the affairs of dragons, for they are quick to anger and you are good to eat.

Sherman - The Half-Orc Cleric/Fighter NPC for BGT(currently in dialog and scripting ALPHA phase, still due to Comp crash)

To say thanks to the modders that worked on this and other mods check this link and add your thanks to it.

Check this link for a thank you to the modders

#124 Marvin

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Posted 11 February 2008 - 10:45 AM

Horred's back? Well that's great new :cheers:

But to be honest, I knew it. You wanna know why? Because I've just felt it in my blood :devil:
Great news, in fact!

Marvin

#125 --Bereth Darkides--

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Posted 13 February 2008 - 01:47 PM

In essence, he knows plenty about programming but NOTHING about D&D or game balance.
He never liked that kind of scrutiny!


Hmm...why wouldn't he like that insulting kind of scrutiny, I wonder...maybe cause he started throwing dice way back in 1979. Were you even born then?

Don't like it? Don't play it. Nobody twisted any arms, and/or forced any fingers on the downloads button.

You know---I actually came here to look into bug reports, and to try and help---for the first time in well over a year. Haven't even had BG2 installed for well over a year, cause I got so sick of snivelling, non-productive crap like this one, that I lost the desire to even play the game I once loved so much. Nice to see things haven't changed.

Think I'll stick with NWN modding, where people are mostly civil, and/or at least attempt to act like adults--even when reporting issues they experience, however dismal. Even when they don't like your ideas. Sorry I wasted 5 minutes even taking a look. Sorry I wasted years of my life, making myself miserable in trying to make people happy, that are incapable of such emotions. I'll be sure not to make that mistake again.

Now, I'm going to attempt to play my first game in many many months. Unless somebody wishes to spoil the fun of that, for me as well? If you try hard enough, I'm sure you can find a way.

P.S: Sorry to those that actually do care about this, and have helped out over the years--even those that offered constructive criticism. This was not intended with you in mind. You guys were great. Couldn't thank you enough for all the kind words and assistance. But you can thank ones like *points above*, and their ilk, for my departure from this scene. Things like that just break my heart--and heart was the only thing pushing me to perservere, for many of the latter years I was involved in this.

:cheers:

-- An ex-BG2 modder, now fully retired


Horred ... i know u can't be serious ... just some words from an unknown guy cannot touch you.
U have (and WILL have) always respect by all of us, thanks to your hard (and great) work. Your departure from modding community was a big hit indeed ... and still the community suffers and miss you.

I really hope u're gonna having your BG game now ... enjoy it! And if ever u want to come back to BG community ... u know, u're MORE than welcome. (Honestly ... u're back would be needed, but i say it just in my mind ;-) )

Respect and hat for all your work,

mm75



#126 --Bereth Darkides--

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Posted 13 February 2008 - 02:10 PM

As a matter of fact, I'm 39 and have followed D&D throughout the years. I also have well over 20 hardcore years experience as a DM, and have even submitted and have some of my material published through TSR itself AND, personaly know Gary G. !

I am happy that Horred is back, so that maybe things will finally get done, but, regardless what is thought of me won't change the obvious.
We all love and have loved the game for years and as such have waited VERY patiently for something to be finaly finished.
In comparison with other games, moders have finished projects from games released much later than SOA.
Understanding my frustration, is also respective of how many active members take the time to come back here to see if anything has been done! Would you care to look at my first post made back in 2000 at the teambg board. Easy to find in there archive because I haven't changed my name at all!

I started playing this game when I was 8 years old, (thats 31 years for the DMF's).

Respect? I have more respect for Horred than most a** kis***** here could possibly fathom, and even more than Horred realizes. My point is and has Always been, love ya, but by god will you finish this thing please!

Critcism in any context here has been viewed as hateful spam of the ignorant, but little do you know how long I have followed this game and those responsible for the moding.
I Beta'd this game and was one of the first owners of this game in canada. So trust me when I say, I know Exactly what I am talking about.

I played Czar, in fact I DM'd it.

I'm also the 3rd largest collector/owner of TSR's game "Spellfire" in Ontario.

What else do you want me to say?

I'll wait for another 3 years?

Pretty soon our OS's won't even be able to "run" the game, so I'd say it's more than High time to finish it!

Don't you? Lets get real here!

#127 Taimon

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Posted 05 April 2008 - 12:32 AM

I took a look at the corrupted c6bodhi.cre issue. The error is caused by first reading some offsets from the cre (like effects offset) [lines 8842-8852], then doing some ADD_KNOWN_SPELLs [8882-8908] and then using the saved offsets to patch some things. ADD_KNOWN_SPELL can modify those offsets in the cre file, so the saved offsets may point to some invalid location after doing ADD_KNOWN_SPELL. To fix this, simply move the READ_LONGs after the ADD_KNOWN_SPELLs. (I put them on line 8939, just before the "SET found = 0".)

#128 Leomar

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Posted 03 May 2008 - 08:38 AM

I want to list only a problem with trolls which was invulnerable.
10th said it belongs tp BP, so I will let you know.

BP. They streamlined the Trolls and everyone of them got a minhp item and a script to remove it. Unfortunately that doesn't work for Torgal or the troll which is attacked by two De'Arnise Guards inside the keep after you lowered the drawbridge. The reason is that both of them have custom scripts attached which don't contain the required code.

http://www.shsforums...showtopic=32224

Greetings Leomar

Edited by Leomar, 03 May 2008 - 08:38 AM.

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but you have more choices or paths through the game.
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#129 Leomar

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Posted 03 May 2008 - 09:02 AM

Now follows our mentioned things in our guide.
So you have the informations on the right place.

Here follows the description of the fixes in our guide:

20.2.2 Replace the files oAR1002.bcs, nAR1002.bcs, oAR2601.bcs, nAR2601.bcs, ODEMNAB1.bcs,
NDEMNAB1.bcs, ODEMNAB2.bcs, oAMNTRP1.bcs. nAMNTRP1.bcs, OVAMPIR1.bcs, NVAMPIR1.
bcs in your directory ...\BPv177\SNIP with this ones of the same name from the folder BiG
World Fixpack.
20.2.3 Replace the files wa2dak.itm, wa2dak2.itm, wa2dak3.itm, wa2dak4.itm in your directory
...\BPv177\ITM with this ones of the same name from the folder BiG World Fixpack.
20.2.4. Replace the file OVAMPIR1.bcs in your directory ...\BPv177\SNIP with this one of the same name
from the folder BiG World Fixpack, but only, if DoS is installed before.


Here follows the fix descriptions:

BPv177

oAR2601.BCS


IF
	OnCreation()
	Global("DrizztEncounter","GLOBAL",0)
THEN
	RESPONSE #100
		Explore()
		SetEncounterProbability("AR2500","AR0020",0)		<-- this line was added
		SetEncounterProbability("AR2500","AR1300",0)		<-- this line was added
		SetEncounterProbability("AR2500","AR1304",0)		<-- this line was added
		SetEncounterProbability("AR2500","AR1700",0)		<-- this line was added
		SetGlobal("DrizztEncounter","GLOBAL",1)
		CreateCreature("c6drizz",[692.332],2) // Drizzt
		CreateCreature("c6wulf",[673.256],2) // Wulfgar
		CreateCreature("c6catti",[752.294],2) // Catti-Brie
		CreateCreature("c6bruen",[790.337],2) // Bruenor
		CreateCreature("c6regis",[741.225],2) // Regis
END


nAR2601.BCS


IF
	OnCreation()
	Global("DrizztEncounter","AR2601",0)
	Global("MetDrizztInForest","GLOBAL",0)
THEN
	RESPONSE #100
		Explore()
		SetEncounterProbability("AR2500","AR0020",0)		<-- this line was added
		SetEncounterProbability("AR2500","AR1300",0)		<-- this line was added
		SetEncounterProbability("AR2500","AR1304",0)		<-- this line was added
		SetEncounterProbability("AR2500","AR1700",0)		<-- this line was added
		SetGlobal("DrizztEncounter","AR2601",1)
		SetGlobal("MetDrizztInForest","GLOBAL",1)
		CreateCreature("c6drizz",[692.332],2) // Drizzt
		CreateCreature("c6wulf",[673.256],2) // Wulfgar
		CreateCreature("c6catti",[752.294],2) // Catti-Brie
		CreateCreature("c6bruen",[790.337],2) // Bruenor
		CreateCreature("c6regis",[741.225],2) // Regis
END

IF
	OnCreation()
	Global("MetDrizztInForest","GLOBAL",1)
THEN
	RESPONSE #100
		CreateCreature("RERAK01",[488.558],10) // Reisender
		CreateCreature("RERAK02",[500.454],10) // Reisender
		CreateCreature("RERAK03",[552.476],10) // Reisender
		CreateCreature("RERAK04",[427.548],10) // Reisender
		CreateCreature("RERAK05",[525.591],10) // Reisender
		CreateCreature("RERAK06",[585.542],10) // Reisender
END


ODEMNAB1

IF
	See([GOODCUTOFF])
THEN
	RESPONSE #60
		AttackOneRound(LastSeenBy(Myself))
		AttackOneRound(LastSeenBy(Myself))
	RESPONSE #20
		ForceSpell(LastSeenBy(Myself),TANARI_VAMPIRIC_TOUCH)
		AttackOneRound(LastSeenBy(Myself))
	RESPONSE #15
		ForceSpell(LastSeenBy(Myself),TANARI_PARALYZE)
		AttackOneRound(LastSeenBy(Myself))
	RESPONSE #5
		ForceSpell(LastSeenBy(Myself),TANARI_DEATH_GAZE)
		AttackOneRound(LastSeenBy(Myself))
END


was changed to

IF
	OR(4)
		See([GOODCUTOFF])
		See([GOODCUTOFF.0.DEMONIC.0.0.0.LAWFUL_EVIL])
		See([GOODCUTOFF.0.0.TANARI.0.0.LAWFUL_EVIL])
		See([GOODCUTOFF.0.0.0.0.SUMMONED_DEMON.LAWFUL_EVIL])
	OR(2)
		!See([0.0.DEMONIC.0.0.0.LAWFUL_EVIL])
		See([GOODCUTOFF.0.DEMONIC.0.0.0.LAWFUL_EVIL])
	OR(2)
		!See([0.0.0.TANARI.0.0.LAWFUL_EVIL])
		See([GOODCUTOFF.0.0.TANARI.0.0.LAWFUL_EVIL])
	OR(2)
		!See([0.0.0.0.0.SUMMONED_DEMON.LAWFUL_EVIL])
		See([GOODCUTOFF.0.0.0.0.SUMMONED_DEMON.LAWFUL_EVIL])
THEN
	RESPONSE #60
		AttackOneRound(LastSeenBy(Myself))
		AttackOneRound(LastSeenBy(Myself))
	RESPONSE #20
		ForceSpell(LastSeenBy(Myself),TANARI_VAMPIRIC_TOUCH)
		AttackOneRound(LastSeenBy(Myself))
	RESPONSE #15
		ForceSpell(LastSeenBy(Myself),TANARI_PARALYZE)
		AttackOneRound(LastSeenBy(Myself))
	RESPONSE #5
		ForceSpell(LastSeenBy(Myself),TANARI_DEATH_GAZE)
		AttackOneRound(LastSeenBy(Myself))
END


NDEMNAB1

IF
	See([GOODCUTOFF])
	!GlobalTimerNotExpired("MAULER","LOCALS")
THEN
	RESPONSE #60
		SetGlobalTimer("MAULER","LOCALS",0)
		SetGlobalTimer("BPT","LOCALS",0)
		AttackOneRound(LastSeenBy(Myself))
		AttackOneRound(LastSeenBy(Myself))
	RESPONSE #20
		SetGlobalTimer("MAULER","LOCALS",THREE_MINUTES)
		ForceSpell(LastSeenBy(Myself),TANARI_VAMPIRIC_TOUCH)
		AttackOneRound(LastSeenBy(Myself))
	RESPONSE #15
		SetGlobalTimer("MAULER","LOCALS",THREE_MINUTES)
		ForceSpell(LastSeenBy(Myself),TANARI_PARALYZE)
		AttackOneRound(LastSeenBy(Myself))
	RESPONSE #5
		SetGlobalTimer("MAULER","LOCALS",THREE_MINUTES)
		ForceSpell(LastSeenBy(Myself),TANARI_DEATH_GAZE)
		AttackOneRound(LastSeenBy(Myself))
END

was changed to:

IF
	OR(4)
		See([GOODCUTOFF])
		See([GOODCUTOFF.0.DEMONIC.0.0.0.LAWFUL_EVIL])
		See([GOODCUTOFF.0.0.TANARI.0.0.LAWFUL_EVIL])
		See([GOODCUTOFF.0.0.0.0.SUMMONED_DEMON.LAWFUL_EVIL])
	!GlobalTimerNotExpired("MAULER","LOCALS")				<-- I'm unsure about this position
	OR(2)
		!See([0.0.DEMONIC.0.0.0.LAWFUL_EVIL])
		See([GOODCUTOFF.0.DEMONIC.0.0.0.LAWFUL_EVIL])
	OR(2)
		!See([0.0.0.TANARI.0.0.LAWFUL_EVIL])
		See([GOODCUTOFF.0.0.TANARI.0.0.LAWFUL_EVIL])
	OR(2)
		!See([0.0.0.0.0.SUMMONED_DEMON.LAWFUL_EVIL])
		See([GOODCUTOFF.0.0.0.0.SUMMONED_DEMON.LAWFUL_EVIL])
THEN
	RESPONSE #60
		SetGlobalTimer("MAULER","LOCALS",0)
		SetGlobalTimer("BPT","LOCALS",0)
		AttackOneRound(LastSeenBy(Myself))
		AttackOneRound(LastSeenBy(Myself))
	RESPONSE #20
		SetGlobalTimer("MAULER","LOCALS",THREE_MINUTES)
		ForceSpell(LastSeenBy(Myself),TANARI_VAMPIRIC_TOUCH)
		AttackOneRound(LastSeenBy(Myself))
	RESPONSE #15
		SetGlobalTimer("MAULER","LOCALS",THREE_MINUTES)
		ForceSpell(LastSeenBy(Myself),TANARI_PARALYZE)
		AttackOneRound(LastSeenBy(Myself))
	RESPONSE #5
		SetGlobalTimer("MAULER","LOCALS",THREE_MINUTES)
		ForceSpell(LastSeenBy(Myself),TANARI_DEATH_GAZE)
		AttackOneRound(LastSeenBy(Myself))
END


ODEMNAB2


IF
	See([ANYONE])
THEN
	RESPONSE #70
		AttackReevaluate(LastSeenBy(Myself),30)
	RESPONSE #15
		ForceSpell(LastSeenBy(Myself),TANARI_VAMPIRIC_TOUCH)
		Wait(2)
	RESPONSE #10
		ForceSpell(LastSeenBy(Myself),TANARI_PARALYZE)
		Wait(2)
	RESPONSE #5
		ForceSpell(LastSeenBy(Myself),0)
		Wait(2)
END


was changed to


IF
	OR(4)
		See([ANYONE])
		See([0.0.DEMONIC.0.0.0.LAWFUL_EVIL])
		See([0.0.0.TANARI.0.0.LAWFUL_EVIL])
		See([0.0.0.0.0.SUMMONED_DEMON])
THEN
	RESPONSE #70
		AttackReevaluate(LastSeenBy(Myself),30)
	RESPONSE #15
		ForceSpell(LastSeenBy(Myself),TANARI_VAMPIRIC_TOUCH)
		Wait(2)
	RESPONSE #10
		ForceSpell(LastSeenBy(Myself),TANARI_PARALYZE)
		Wait(2)
	RESPONSE #5
		ForceSpell(LastSeenBy(Myself),TANARI_SILENCE)
		Wait(2)
END


NDEMNAB2
is an empty file; no change, but I'm unsure about this


oAMNTRP1, nAMNTRP1 
in this files "MostNobleOrder" was changed to "CDMostNobleOrder"

------

c6vampir.bcs

oVAMPIR1.bcs


IF
	See([PC])
	Delay(12)
	Allegiance(Myself,ENEMY)
THEN
	RESPONSE #100
		ForceSpell([PC],VAMPIRE_DOMINATION)
END


was changed to:


IF
	Die()
THEN
	RESPONSE #100
		ReallyForceSpellDead(Myself,VAMPIRE_GAS_FORM_CHANGE)
END

IF
	See([PC])
	Delay(12)
	Allegiance(Myself,ENEMY)
THEN
	RESPONSE #100
		ForceSpell([PC],VAMPIRE_DOMINATION)
END


nVAMPIR1.bcs

was an empty file, was changed to:

IF
	Die()
THEN
	RESPONSE #100
		ReallyForceSpellDead(Myself,VAMPIRE_GAS_FORM_CHANGE)
END

but I'm unsure about this

------

BPTGMG1A.BCS edited by Jack Nader

AR0412 has a very nasty bug involving Tolgerias and his female Mage companion. I've examined the script and BP appears to have given both Tolgerias and the Mage a ring entitled "SUREHP1." The ring ensures that Tolgerias and the Mage's hit points never drop below 1. When you enter the Fire lab the script destroys Tolgerias's "SUREHP1" ring but does not destroy the Mage's "SUREHP1" ring. This bug is caused by a simple typo in the script. To resolve this bug open up BPTGMG1A.BCS and using Near Infinity editor, locate the entry "DestroyItem("MINHP1") // No such index" and change it to "DestroyItem("SUREHP1") // No such index." Compile and save and that should take care of the bug

------

STAF15.ITM fixed (edited code from the tp2) by Ascension64 

COPY_EXISTING ~STAF15.ITM~ ~override~
READ_LONG 0x64 "ability_offset"
READ_SHORT 0x68 "abil_cnt"
READ_LONG 0x6a "eff_offset"
SET found = 0
SET offset = 0			//	<-- this lie was added
SET extra_effects = 0
FOR( cnt=0; cnt<"%abil_cnt%"; cnt=cnt+1 ) BEGIN
READ_BYTE ("%ability_offset%"+cnt*0x38) "type"

------

This code is blocked 

/*
APPEND ~EA.IDS~ ~0 ANYONE~ UNLESS ~0 ANYONE~
COPY_EXISTING ~EA.ids~  ~override~
 REPLACE_TEXTUALLY ~10~  ~18~ UNLESS ~18~
BUT_ONLY_IF_IT_CHANGES
*/

because it causes errors like this:

[BPTGRDR1.BCS.BAF] PARSE ERROR at line 6 column 23-28
Near Text: ANYONE
syntax error

You can get these fixes from our Fixpack.

At last here some notices from our guide.

Install Component [Ascension for BP]? [N]ot Install
Avoid installation of Big Picture 177's Ascension because it contains critical bugs not yet addressed.


The following error is not repaired yet:
[./override/KUOMON01.CRE] loaded, 1420 bytes
WARNING: ADD_CRE_ITEM: Unknown slot FIST. Default to INV15 for placement.


Don't worry about this message:
WARNING: cannot find block matching [BPv177/SNIP/oFLAYUN.BCS]
The mindflayers are already changed by questpack in a cleverly worked out way


Greetings Leomar
A Megamod does not mean that you can play all of the mods or all of their content,
but you have more choices or paths through the game.
- Chevalier

BiG World Project - Big Baldur's Gate World

#130 Taimon

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  • Member
  • 387 posts

Posted 05 July 2008 - 10:58 AM

When adding proficiency, BPv177 currently sets the effects offset of the CRE to after the spell memorization info, if the number of effects is zero.
I find this unnecessary and it causes problem with mods, who don't expect the effects between the spell related stuff (SCSII v7 for example).
My advice is, to also check if the offset is valid. And why not put it after the memorized spells (which would be expected)?
So instead of
PATCH_IF( "%effects_num%"=0 ) BEGIN
			"effects_offset" = "%spell_memorization_offset%"+"%spell_memorization_num%"*0x10
			 WRITE_LONG  0x2c4 "%effects_offset%"
		  END
do something like
PATCH_IF (("%effects_num%" == 0)
				AND (("%effects_offset%" < 0x2d4)
				  OR ("%effects_offset%" > BUFFER_LENGTH))) BEGIN
			"effects_offset" = "%spell_memorized_offset%"+"%spell_memorized_num%"*0x10
			 WRITE_LONG  0x2c4 "%effects_offset%"
		  END
(Should be around line 25350.)

#131 Miloch

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    Barbarian

  • Modder
  • 6538 posts

Posted 05 July 2008 - 09:30 PM

When adding proficiency, BPv177 currently sets the effects offset of the CRE to after the spell memorization info, if the number of effects is zero.

Why not just use SET_BG2_PROFICIENCY?

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#132 Taimon

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  • Member
  • 387 posts

Posted 05 July 2008 - 10:15 PM

Sure, the cre module from WeiDU will take care of most pitfalls.
But I wanted to stick with the existing code. :)

#133 10th

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  • Member
  • 621 posts

Posted 24 August 2008 - 10:54 AM

Just a "minor" request, as it's the first time I've run into that particular problem (probably due to the fact that I've never before installed BP without its Ai Enhancement component):

All those additional components which add creatures depend on the AI Enhancement, without it those creatures do squat, as they don't have any working scripts except a reference to a non-existent BP-whatever script.

Wouldn't it be better compatibilitywise to assign them some standard scripts and only assign them BP-related scripts if that component has been installed?

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#134 mouser

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Posted 02 November 2008 - 05:18 AM

Minor bug, but figured I'd mention it.

When in Gullykin - if you're caught stealing, you are given the guards reply (ie: you can choose, well, we'll let this one slide, or whatever the exact line is)

Attached my weidu log

Attached Files



#135 Hoppy

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Posted 02 November 2008 - 10:06 PM

Minor bug, but figured I'd mention it.

When in Gullykin - if you're caught stealing, you are given the guards reply (ie: you can choose, well, we'll let this one slide, or whatever the exact line is)

Attached my weidu log


I think it is a known issue with BG1 Unfinished Business which you have installed as well. BP doesn't touch a lot in BG1 with BGT except for the Xvart village.

Edited by Hoppy, 02 November 2008 - 10:06 PM.

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#136 Leomar

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Posted 04 November 2008 - 03:24 AM

Yes, it is a BG1UB thing. We have a fix for that in our BW Fixpack named halfenfix.

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#137 Steve

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Posted 13 November 2008 - 04:57 PM

There's a .CRE destroying bug in the BPv177a .TP2 file. Whenever an entry is deleted in the variable-length fields (known spells, memorized spells, items or effects), it can incorrectly move the other fields. As an example, deleting an effect runs this to decide if it should change the known_spells_offset:
PATCH_IF ("%known_spells_offset%">="%effects_offset%") BEGIN

It should be:
PATCH_IF ("%known_spells_offset%">"%effects_offset%") BEGIN

I put the patched up .TP2 file in a separate post: http://www.shsforums...showtopic=37667

I also changed most of the ADD_CRE_ITEM lines to REPLACE_CRE_ITEM. This will hopefully address the "multiple suits of armor" bug.

Edited by Steve, 13 November 2008 - 04:59 PM.


#138 Azazello

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Posted 14 November 2008 - 05:47 PM

There's a .CRE destroying bug in the BPv177a .TP2 file. Whenever an entry is deleted in the variable-length fields (known spells, memorized spells, items or effects), it can incorrectly move the other fields. As an example, deleting an effect runs this to decide if it should change the known_spells_offset:
PATCH_IF ("%known_spells_offset%">="%effects_offset%") BEGIN

It should be:
PATCH_IF ("%known_spells_offset%">"%effects_offset%") BEGIN

I put the patched up .TP2 file in a separate post: http://www.shsforums...showtopic=37667

I also changed most of the ADD_CRE_ITEM lines to REPLACE_CRE_ITEM. This will hopefully address the "multiple suits of armor" bug.

Thank you.

#139 -Guest-

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Posted 31 December 2008 - 08:28 AM

The two map notes in AR8050 (custom area from BP that lead to Horred's lair) have incorrect string references.

#140 -Guest-

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Posted 02 January 2009 - 06:49 PM

JOLUS.CRE has a bow and shield equipped at the same time causing game to crash.

The line "REPLACE_CRE_ITEM ~BOW04~ #0 #0 #0 ~NONE~ ~WEAPON2~ EQUIP" should probably be changed to:

REPLACE_CRE_ITEM ~BOW04~ #0 #0 #0 ~NONE~ ~WEAPON2~ EQUIP TWOHANDED

The keyword 'TWOHANDED' automatically removes the shield before adding the bow.


Or simply:

REPLACE_CRE_ITEM ~BOW04~ #0 #0 #0 ~NONE~ ~WEAPON2~

Bow is added, shield is not removed; but the engine doesn't seem to care as long as the bow is not EQUIP-ped. Not sure if this might lead to problems once the creature's AI tries to re-equip...