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#1 Meira

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Posted 29 January 2007 - 02:34 PM

I see that Amber is listed a 'compatible' with BGT. Since the mod adds an entry to the songlist.2da, it should probably be under 'partially compatible'. I have a bug report saying that Amber's music playing on some areas on Amber + BGT install. To me that doesn't seem that dangerous, maybe just a bit odd. :rolleyes: I thought I should mention it anyways.

While I'm here I might as well ask if BGT (being a fairly large mod that touches many features of the game) does anything that might make the game crash on the areas introduced by Amber.

Reportedly the game crashes after the area loads and if the player pauses the game it won't crash before unpausing. That sounds like a script issue (rather than a missing tileset for example). To me it seems unlikely that this would be caused by BGT, but it does not hurt to ask. :) Amber should work just fine with on her own and with all other mods listed on the weidu.log of player that reported crashing.
Ihmeellinen meri

Kummalliset kalat liukuvat syvyydessä,
tuntemattomat kukat loistavat rannalla;
olen nähnyt punaista ja keltaista ja kaikki toiset värit -
mutta ihana meri on vaarallista nähdä,
se herättää tulevien seikkailujen janon:
mitä on tapahtunut sadussa, on tapahtuva minullekin.

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#2 Ascension64

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Posted 30 January 2007 - 03:24 AM

I could list a possible SONGLIST.2DA compatibility for the mod, but since the optional GUI component of BGT-WeiDU now replaces SONGLIST.2DA when it is installed, it eliminates those possible SONGLIST.2DA compatibilities. I haven't been sure what to do with that at the moment, but thanks for reporting about the funny music.

As for the crashing, I am not aware of anything that BGT-WeiDU may do to crash Amber. What is the area number where the crashing occurs? I'm happy to check over any items, creatures, spells, scripts used by that area and indicate if BGT-WeiDU modifies any of those.

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#3 Meira

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Posted 30 January 2007 - 04:29 AM

The area is m#ar02. I *think* I'm using only my own creature's there, but do recycle thug scripts and generic items.
Ihmeellinen meri

Kummalliset kalat liukuvat syvyydessä,
tuntemattomat kukat loistavat rannalla;
olen nähnyt punaista ja keltaista ja kaikki toiset värit -
mutta ihana meri on vaarallista nähdä,
se herättää tulevien seikkailujen janon:
mitä on tapahtunut sadussa, on tapahtuva minullekin.

- Edith Södergran


Amber - The BG2 NPC Mod Project Now released!
Amber's discussion forum at Gibberlings 3

#4 OldVeteran

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Posted 30 January 2007 - 06:24 AM

I sent you a PM about the issue. Kudos goes to senas for investigating ;)
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#5 Ascension64

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Posted 31 January 2007 - 04:23 AM

The only ResRefs in M#AR02.ARE whose resources BGT-WeiDU changes are some common items like Spear, Long Sword, and Dagger, only patched to account for Iron Shortage (active only in BG1). I don't believe they will ever crash the game though.

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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)


#6 Meira

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Posted 01 February 2007 - 02:40 AM

Just dropped by to say that I think that I have solved the crashing mystery. Like I suspected, it had nothing to do with BP, BGT or any other mods. Thank for your help, Ascension64 and seanas. I don't think that I would have been able to pinpoint the cause without you pointing out the problems in the script. :hug:
Ihmeellinen meri

Kummalliset kalat liukuvat syvyydessä,
tuntemattomat kukat loistavat rannalla;
olen nähnyt punaista ja keltaista ja kaikki toiset värit -
mutta ihana meri on vaarallista nähdä,
se herättää tulevien seikkailujen janon:
mitä on tapahtunut sadussa, on tapahtuva minullekin.

- Edith Södergran


Amber - The BG2 NPC Mod Project Now released!
Amber's discussion forum at Gibberlings 3

#7 Kulyok

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Posted 13 February 2007 - 12:06 AM

One more question about compatibility:

BGT-WeiDU is compatible with:
...
- Kivan and Deheriana Companions for BG2 v6 or above
...
- Xan for BG2 v1 or above (no continuity present or supported)


I played both mods ( imagine that, aye? :) ), and to me, the level of continuity, if I may say so, is the same in both mods. So I wonder, why the first one doesn't have a "no continuity" warning, and the second one does.

(Same could be said about Coran and Dynaheir in TS, I believe, or the TDD characters, but since they're essentially silent, I don't care :) ).

#8 Chevalier

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Posted 13 February 2007 - 03:30 AM

Kivan and Deheriana Companions for BG2 v6 or above

- Xan for BG2 v1 or above (no continuity present or supported)


I know TDD continuity is supported and I think TS is also. I think the Kivan mod should also have a warning too. I really wish both Mods had some level of continuity support.

Kulyok, you do understand you are not talking about story line or dialogue, but bringing them over as we last had in BG1 (stats, items, known spells) and not having BG2 dialogue in BG1 and BG1 dialogue in BG2?

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#9 Kulyok

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Posted 13 February 2007 - 03:44 AM

Kulyok, you do understand you are not talking about story line or dialogue, but bringing them over as we last had in BG1 (stats, items, known spells)


Yes, I see what you mean. I am not averse to introducing this change, if there's a demand for it AND preferably if someone tests it for me, for I don't have BGT. Okay, I'll look into this.

and not having BG2 dialogue in BG1 and BG1 dialogue in BG2?


This will never be the case with Kivan and Xan: they use unique prefixes, so nothing of the sort will happen. This I can safely promise. :)


For the time being, though, I'd appreciate something done about the warning: either using it on both mods and mentioning that it is about stats and items and spells only, or deleting it.

Edited by Kulyok, 13 February 2007 - 03:53 AM.


#10 Kulyok

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Posted 13 February 2007 - 06:02 AM

Yes, I see what you mean. I am not averse to introducing this change, if there's a demand for it AND preferably if someone tests it for me, for I don't have BGT. Okay, I'll look into this.


Right. So: from what I see, it is only possible to preserve full continuity for Xan, if I somehow take "Xan" object(not a cre, but a death variable) from the beginning of BG2, and assign him Xan's dialogue(possible) and "O#Xan" death variable, which is - alas! - impossible ingame.

Of course, I could decompile all my scripts and change all occurrences of "O#Xan" to "Xan" in my .tp2 upon BGT detection, add ENDOFBG1 checks and whatnot, but I don't see much sense in introducing such a drastic and potentially damaging change for the sake of keeping... well, practically nothing, because

1) most players use the tomes for themselves, so Xan's stats with high probability remain unchanged(in BG2, his default stats equal those of BG1);

2) Xan'll be stripped of his items anyway - see his BG2 story. Besides, Viconia and others lose their items, too, for the story demands it;

3) the spellbook changes, true - but I don't see it as a big problem, since lady Yuth and other traders are abound in Athkatla. Besides, having only five/six spells per level helps preserve the game balance.

So, it is not going to happen. Sorry.

#11 Ascension64

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Posted 13 February 2007 - 11:51 PM

Well, it isn't too difficult to WeiDU a global change to the DV, either BGT->Xan or even Xan->BGT, and update all scripts to reflect correctly. It's a bit of work, and fair enough, if you don't want to do it.

As for the continuity warning: just an oversight. Should be fixed now.

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#12 Kulyok

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Posted 14 February 2007 - 06:52 AM

Thank you. :)

Actually, I've had some continuity with BG1 until now: if BG1 NPC romance variable was set to 1 or 2, a respective romance path was automatically opened in BG2, and other such things. But upon thinking, I've decided to remove it, too, as well as any death checks:
- first, it wouldn't make any sense if Xan(or any other BG1 NPC, really) wasn't available in BG2 game just because he or she fell in the final battle/was turned to stone in the Baldur's Gate storehouse, and the lazy PC had no time to bring them to life;
- and second, it would give the player more freedom, if, say, she romanced Xan in the first game, but wishes to choose friendship in the second one.

... and after all, whatever we do, Imoen is still a thief-mage, and Jaheira still occupies that cage in the upper left corner. Sigh.

#13 Ascension64

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Posted 14 February 2007 - 10:38 PM

Heh, well in BG2, the player believes that joinable NPCs such as Xzar, Edwin (and a few others) died...so really, if it isn't the lamest excuse in the world to make them alive again, there are some interesting gaps that can be filled.

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#14 Kulyok

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Posted 14 February 2007 - 10:48 PM

Heh, well in BG2, the player believes that joinable NPCs such as Xzar, Edwin (and a few others) died...so really, if it isn't the lamest excuse in the world to make them alive again, there are some interesting gaps that can be filled.


Ah, Mequel project, right? :) Yeah, could be interesting. For the time being, I guess the variety of replies, from "Hey, you died!" to "Who are you?" and "Welcome back, buddy!", regardless of what happened in BG1, is the best - gives more choice to the player.

#15 Ascension64

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Posted 15 February 2007 - 01:13 AM

Heh, well in BG2, the player believes that joinable NPCs such as Xzar, Edwin (and a few others) died...so really, if it isn't the lamest excuse in the world to make them alive again, there are some interesting gaps that can be filled.


Ah, Mequel project, right? :) Yeah, could be interesting. For the time being, I guess the variety of replies, from "Hey, you died!" to "Who are you?" and "Welcome back, buddy!", regardless of what happened in BG1, is the best - gives more choice to the player.

ROFL. It sounds so absurd. If I ever get around to thinking about the Mequel project, I had better make it better than that. :P

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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
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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)


#16 Kulyok

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Posted 15 February 2007 - 01:22 AM

ROFL. It sounds so absurd. If I ever get around to thinking about the Mequel project, I had better make it better than that.


You mean, the other guy will be in the guild instead of Edwin, if Edwin is dead, Imoen will remain dead, if she was killed in BG1, or dumped, if she was dumped in BG1, and the whole plot branch would go differently, "right" NPCs will be with the PC in the beginning of BG2, with full dialogue, not as silent shadows, there will be a compelling reason for PC to follow Irenicus in chapter 2, and it all will be relatively bug-free and compatible with most other mods?

#17 berelinde

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Posted 15 February 2007 - 02:42 AM

You mean, the other guy will be in the guild instead of Edwin, if Edwin is dead, Imoen will remain dead, if she was killed in BG1, or dumped, if she was dumped in BG1, and the whole plot branch would go differently, "right" NPCs will be with the PC in the beginning of BG2, with full dialogue, not as silent shadows, there will be a compelling reason for PC to follow Irenicus in chapter 2, and it all will be relatively bug-free and compatible with most other mods?


Whatever you're taking to create this vision, do you think it could be imported legally into the US? We could make a fortune off it. ;)

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#18 Kulyok

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Posted 15 February 2007 - 02:50 AM

Whatever you're taking to create this vision, do you think it could be imported legally into the US? We could make a fortune off it. ;)


Too bad my US visa expires somewhere in March... ahem. :)

(Seriously, I'm just annoyed that BGT introduces no real continuity, and yet the pinned thread claims Xan and Kivan don't have any. Pfft. :P )

#19 Miloch

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Posted 15 February 2007 - 05:03 AM

Whatever you're taking to create this vision, do you think it could be imported legally into the US?

I dunno what this 'Mequel' is but it does sound a bit like a drug, or a cold remedy at least (e.g. Nyquil).

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#20 Salk

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Posted 15 February 2007 - 05:17 AM

Whatever you're taking to create this vision, do you think it could be imported legally into the US?

I dunno what this 'Mequel' is but it does sound a bit like a drug, or a cold remedy at least (e.g. Nyquil).


Check here: http://www.shsforums...showtopic=18559 :cheers: