
Where's Imoen?
#1
-DBear-
Posted 07 April 2008 - 02:00 PM
#2
Posted 07 April 2008 - 07:27 PM
Ok, I just finished Sarevok. Ran into the transfer bug, used the 1.05b patch to get around that. Now I'm stuck in Irenicus' cell and Imoen never shows up. Now what?
please post your weidu log
It takes a village...
#3
-DBear-
Posted 07 April 2008 - 08:52 PM
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core 1.05b
~SETUP-BGTMUSIC.TP2~ #0 #0 // Baldur's Gate Trilogy - Music -> Full Baldur's Gate and Tales of the Sword Coast Music
~SETUP-BGT105BPATCH.TP2~ #0 #0 // BGT v105b: transition patch v1
vanilla BGT
#4
Posted 08 April 2008 - 07:22 PM
Could it be the problem?
Greetings Leomar
but you have more choices or paths through the game.
- Chevalier
BiG World Project - Big Baldur's Gate World
#5
Posted 08 April 2008 - 08:44 PM
Could you post your AR0602.bcs file please?// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core 1.05b
~SETUP-BGTMUSIC.TP2~ #0 #0 // Baldur's Gate Trilogy - Music -> Full Baldur's Gate and Tales of the Sword Coast Music
~SETUP-BGT105BPATCH.TP2~ #0 #0 // BGT v105b: transition patch v1
vanilla BGT
It takes a village...
#6
Posted 08 April 2008 - 09:25 PM
erebusant: See attachment below, AR0602.bcs is far too long to post here
Attached Files
#7
Posted 08 April 2008 - 09:57 PM
And do you remember if Imoen was in some special state?
Attached Files
#8
Posted 08 April 2008 - 10:14 PM
Was the engine autosaving at some point?
And do you remember if Imoen was in some special state?
The game had just autosaved, going to the Ducal Palace. Then I talk to Belt and go thru the teleport sequence which the 1.05b patch fix, thanx for that.
Imoen had swallowed a potion of master thievery before the Sarevok battle and it is still active. I tried resting at the Three Old Kegs until the potion expired, then talking to Belt. Still no Imoen.
#9
Posted 08 April 2008 - 10:59 PM
Sorry for asking so many questions, but this is really odd.
Could you quickly describe what happens after the SoA Intro plays?
#10
Posted 08 April 2008 - 11:15 PM
I was referring to the autosave in Irenicus' Dungeon.
Sorry for asking so many questions, but this is really odd.
Could you quickly describe what happens after the SoA Intro plays?
There is no autosave in Irenicus' dungeon.
After I get the cutscene with the Shadow Thieves incapacitating the party, I get a black screen for about three seconds, then my PC wakes up in Irenicus' cage. Jaheira and Minsc are nearby (I used Minsc, not Jaheira in BG1). Imoen is nowhere to be found. I do not get any scene with Irenicus.
Edited by DBear, 08 April 2008 - 11:48 PM.
#11
Posted 09 April 2008 - 12:20 AM
I don't believe I can help you here, sorry.
If you are familiar with the CLUAConsole you can try to SetGlobal("TakeImportItems","AR0602",2) but this will probably screw things up.
#12
Posted 09 April 2008 - 05:13 AM
I was referring to the autosave in Irenicus' Dungeon.
Sorry for asking so many questions, but this is really odd.
Could you quickly describe what happens after the SoA Intro plays?
There is no autosave in Irenicus' dungeon.
After I get the cutscene with the Shadow Thieves incapacitating the party, I get a black screen for about three seconds, then my PC wakes up in Irenicus' cage. Jaheira and Minsc are nearby (I used Minsc, not Jaheira in BG1). Imoen is nowhere to be found. I do not get any scene with Irenicus.
Make the 2nd and 3rd blocks in your AR0602.bcs look like so and give it a try:
IF OnCreation() Global("NewGame","AR0602",0) THEN RESPONSE #100 SetMasterArea("AR0602") HideGUI() FadeToColor([1.0],0) SetGlobal("NewGame","AR0602",1) SetGlobal("ENDOFBG1","GLOBAL",2) SetGlobal("AMBUSHBG15","GLOBAL",0) StartMovie("INTRO15F") Continue() <----- Add this END IF Global("FORCETOBPARTYMOVE0602","GLOBAL",0) THEN RESPONSE #100 StartCutSceneMode() ActionOverride(Player6,LeaveAreaLUA("AR0602","",[3889.2479],12)) ActionOverride(Player5,LeaveAreaLUA("AR0602","",[3824.2447],12)) ActionOverride(Player4,LeaveAreaLUA("AR0602","",[3374.3068],12)) ActionOverride(Player3,LeaveAreaLUA("AR0602","",[3532.2956],12)) ActionOverride(Player2,LeaveAreaLUA("AR0602","",[3585.2917],12)) ActionOverride(Player1,LeaveAreaLUA("AR0602","",[3744.2805],12)) LeaveAreaLUAPanic("AR0602","",[3744.2805],12) SetGlobal("FORCETOBPARTYMOVE0602","GLOBAL",1) EndCutSceneMode() Continue() <----- Add this END
Edited by erebusant, 09 April 2008 - 05:14 AM.
It takes a village...
#13
Posted 09 April 2008 - 06:08 AM
Make the 2nd and 3rd blocks in your AR0602.bcs look like so and give it a try:
IF OnCreation() Global("NewGame","AR0602",0) THEN RESPONSE #100 SetMasterArea("AR0602") HideGUI() FadeToColor([1.0],0) SetGlobal("NewGame","AR0602",1) SetGlobal("ENDOFBG1","GLOBAL",2) SetGlobal("AMBUSHBG15","GLOBAL",0) StartMovie("INTRO15F") Continue() <----- Add this END IF Global("FORCETOBPARTYMOVE0602","GLOBAL",0) THEN RESPONSE #100 StartCutSceneMode() ActionOverride(Player6,LeaveAreaLUA("AR0602","",[3889.2479],12)) ActionOverride(Player5,LeaveAreaLUA("AR0602","",[3824.2447],12)) ActionOverride(Player4,LeaveAreaLUA("AR0602","",[3374.3068],12)) ActionOverride(Player3,LeaveAreaLUA("AR0602","",[3532.2956],12)) ActionOverride(Player2,LeaveAreaLUA("AR0602","",[3585.2917],12)) ActionOverride(Player1,LeaveAreaLUA("AR0602","",[3744.2805],12)) LeaveAreaLUAPanic("AR0602","",[3744.2805],12) SetGlobal("FORCETOBPARTYMOVE0602","GLOBAL",1) EndCutSceneMode() Continue() <----- Add this END
Ok, now I'm confused. My BCS files don't have anything that looks like programming commands, only a list of variables and numerical values.
#14
Posted 09 April 2008 - 07:47 AM
You'll need to use Near Infinity to edit your file. If you can't get it today, I'll fix your file and upload it when I get home tonight.Make the 2nd and 3rd blocks in your AR0602.bcs look like so and give it a try:
IF OnCreation() Global("NewGame","AR0602",0) THEN RESPONSE #100 SetMasterArea("AR0602") HideGUI() FadeToColor([1.0],0) SetGlobal("NewGame","AR0602",1) SetGlobal("ENDOFBG1","GLOBAL",2) SetGlobal("AMBUSHBG15","GLOBAL",0) StartMovie("INTRO15F") Continue() <----- Add this END IF Global("FORCETOBPARTYMOVE0602","GLOBAL",0) THEN RESPONSE #100 StartCutSceneMode() ActionOverride(Player6,LeaveAreaLUA("AR0602","",[3889.2479],12)) ActionOverride(Player5,LeaveAreaLUA("AR0602","",[3824.2447],12)) ActionOverride(Player4,LeaveAreaLUA("AR0602","",[3374.3068],12)) ActionOverride(Player3,LeaveAreaLUA("AR0602","",[3532.2956],12)) ActionOverride(Player2,LeaveAreaLUA("AR0602","",[3585.2917],12)) ActionOverride(Player1,LeaveAreaLUA("AR0602","",[3744.2805],12)) LeaveAreaLUAPanic("AR0602","",[3744.2805],12) SetGlobal("FORCETOBPARTYMOVE0602","GLOBAL",1) EndCutSceneMode() Continue() <----- Add this END
Ok, now I'm confused. My BCS files don't have anything that looks like programming commands, only a list of variables and numerical values.
It takes a village...
#15
Posted 09 April 2008 - 02:39 PM
Exactly what sequence of installation prior to BGT did you use? Your AR0602.bcs references resources that just don't exist in a more modern game.// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core 1.05b
~SETUP-BGTMUSIC.TP2~ #0 #0 // Baldur's Gate Trilogy - Music -> Full Baldur's Gate and Tales of the Sword Coast Music
~SETUP-BGT105BPATCH.TP2~ #0 #0 // BGT v105b: transition patch v1
vanilla BGT
It takes a village...
#16
Posted 10 April 2008 - 12:50 AM
Exactly what sequence of installation prior to BGT did you use? Your AR0602.bcs references resources that just don't exist in a more modern game.// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core 1.05b
~SETUP-BGTMUSIC.TP2~ #0 #0 // Baldur's Gate Trilogy - Music -> Full Baldur's Gate and Tales of the Sword Coast Music
~SETUP-BGT105BPATCH.TP2~ #0 #0 // BGT v105b: transition patch v1
vanilla BGT
Thanks for the help everyone, but I've decided to start over with a clean reinstall. BG/Tales/patch/BG2/ToB/patch/BG2Fixpack. THEN BGT. I'm thinking installing BGT before the Fixpack was the problem.
Too tired to try it tonight, will let you know what happens.
#17
Posted 10 April 2008 - 07:50 PM
If you want to test the whole BG2Fixpack then install all components. If you want only a stable running game choose only the component "Core Fixes". The core fixes are tested in many ways and gurantee a stable game.Thanks for the help everyone, but I've decided to start over with a clean reinstall. BG/Tales/patch/BG2/ToB/patch/BG2Fixpack. THEN BGT. I'm thinking installing BGT before the Fixpack was the problem.
Too tired to try it tonight, will let you know what happens.
Greetings Leomar
but you have more choices or paths through the game.
- Chevalier
BiG World Project - Big Baldur's Gate World
#18
Posted 11 April 2008 - 05:48 AM
No. BG2 Fixpack is NOT required for BGT-WeiDU ever.You have not installed the BG2 Fixpack.
Could it be the problem?
Greetings Leomar
--------------
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)
#19
Posted 11 April 2008 - 11:04 AM
No. BG2 Fixpack is NOT required for BGT-WeiDU ever.You have not installed the BG2 Fixpack.
Could it be the problem?
Greetings Leomar
Maybe not, but I tried to start a BG2 game and I get the Irenicus cutscene and Imoen appears. So appears that the fixpack is needed before BGT.
#20
Posted 11 April 2008 - 09:06 PM
Have you installed only the core fixes or all of the BG2 Fixpack?Maybe not, but I tried to start a BG2 game and I get the Irenicus cutscene and Imoen appears. So appears that the fixpack is needed before BGT.
Greetings Leomar
but you have more choices or paths through the game.
- Chevalier
BiG World Project - Big Baldur's Gate World