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problem in getting from the Umar Hills to the Chionthar river


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#1 -Papa Schlumpf-

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Posted 23 April 2008 - 02:13 PM

Hi,

I'm currently at the beginning of the mod, still at the Umar Inn. I've just been explained what I have to do, have rested, and now only have to actually leave for Soubar.
As the world map is not really updating in any useful fashion (which has been noted before on this board), I decided not to travel on foot to the Chionthar river section, but by carriage - after all, I have absolutely no idea how I'd even get there on foot. ;) However, whenever I choose that option, only 3 out of 5 party members are actually transferred to the new Chionthar river map - the other two are still stuck outside the Umar Inn, strangely enough. There is absolutely no way to get those 'stray' party members back to the others either, as far as I can tell. I can't leave any maps to new areas because the party is scattered (obviously), so I'm basically stuck.

Does anyone have a solution for this issue? I prefer a method that doesn't involve Cluaconsole Codes, so if anyone could explain on how to get from the Umar Hills to the Chionthar river on foot, I'd really appreciate that. :) If there is no such way, I suppose a code to move the entire party to the new area would be great, too. :)

Thanks in advance!

#2 Hoppy

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Posted 23 April 2008 - 11:18 PM

Do you have any custom NPC mods or multiplayer created characters? Not that that would hose your game. Can you post your weidu log so we have a better description of what else you have installed?

As a play on shortcut you can CLUA the strays to the area code of the River Ch. until we have your weidu log. Is the worldmap installed?

:cheers:
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#3 Jarno Mikkola

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Posted 23 April 2008 - 11:38 PM

There is absolutely no way to get those 'stray' party members back to the others either, as far as I can tell. I can't leave any maps to new areas because the party is scattered (obviously), so I'm basically stuck.

The best way to do this is to first select the party members that have arrived to the new zone, and push Ctrl+X , this should give you the area code and coordinates. If it doesn't just CLUAConsole the CLUAConsole:EnableCheatKeys() and push Ctrl+X so you'll get the extended area code, then select the not moved chars and CLUAConsole:MoveToArea("<string>") , where the <string> is the area code

But to get further advice in the map problem, we need to see the content of your WeiDU.log .

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#4 -Papa Schlumpf-

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Posted 24 April 2008 - 03:25 AM

There is absolutely no way to get those 'stray' party members back to the others either, as far as I can tell. I can't leave any maps to new areas because the party is scattered (obviously), so I'm basically stuck.

The best way to do this is to first select the party members that have arrived to the new zone, and push Ctrl+X , this should give you the area code and coordinates. If it doesn't just CLUAConsole the CLUAConsole:EnableCheatKeys() and push Ctrl+X so you'll get the extended area code, then select the not moved chars and CLUAConsole:MoveToArea("<string>") , where the <string> is the area code

But to get further advice in the map problem, we need to see the content of your WeiDU.log .


Thanks for the first part! At least I'll be able to continue the game. :)

As for the world map problem, here's my Weidu.log - keep in mind that I did not install *any* other mod. All I've got is a clean (European, English) install of BG2, ToB and the latest official patch. Oh, and the Remorhaz walking speed adjustment, but that was actually part of the SoS-install.

// 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-SOS.TP2~ #0 #0 // Shadows Over Soubar, v1.12
~SETUP-SOS.TP2~ #0 #1 // Remorhaz walking speed adjustment (for ENGLISH version .EXE ONLY!!!)

The reason that I assumed the world map not appearing was a known issue was because of seanas' remark in this topic, by the way.

#5 Hoppy

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Posted 24 April 2008 - 09:18 AM

That link was from three years ago and an older version of SoS. Also in the read me of this versions of 1.12, it says worldmap is required to visit the areas. You will need the consolidated patch to adapt your save games. It will convert everything and you will be fine. Without it, you may have more map problems later on.

No need to start a new game.
Here is the link for patch http://www.shsforums...showtopic=30662

When you extract the worldmap to your SoA folder, extract the patch in same folder and let overwrite. Then install. You may want to take an earlier save, maybe just before you leave Umar, to see if that helped the original problem without CLUA.

Also the G3 fixpack is usually a must after your ToB patch http://www.gibberlin...net/bg2fixpack/
You may be OK without since you got pretty far.

Hope that helps :cheers:

Edited by Hoppy, 24 April 2008 - 09:18 AM.

?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#6 Jarno Mikkola

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Posted 24 April 2008 - 09:54 AM

And to put it more understandable text: You don't have to reinstall, if you can use the CLUAConsole, but if you don't want to, here is a guaranteed install order to a clean BGII:ToB+ Patch install +the saves. The links to the mods were given by Hoppy, except to the worldmap mod. :D

// 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
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes v6
~SETUP-SOS.TP2~ #0 #0 // Shadows Over Soubar, v1.12
~SETUP-SOS.TP2~ #0 #1 // Remorhaz walking speed adjustment (for ENGLISH version .EXE ONLY!!!)
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate v7.0 - including colored Baldur's Gate map icons -> New Worldmap for use with Mega Modification...(install this after you have replaced the few files in the Worldmap mod, with the once that come with the consolidated patch)
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #4 // Worldmap size: Choose the size of the worldmap -> Large Worldmap 4900x3500
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #6 // Worldmap for Throne of Bhall -> Use new worldmap for Throne of Bhaal as well
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #8 // Convert old Savegames


All the other options that come with the BG2FIXPACK are optional, except the "Super Happy Fun Lucky Modder Pack" is not recommended. It's for mod makers.

Edited by Jarno Mikkola, 24 April 2008 - 09:54 AM.

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#7 Grojlach

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Posted 26 April 2008 - 09:16 AM

Had a similar issue. Thanks!

Edited by Grojlach, 26 April 2008 - 09:17 AM.


#8 -Papa Schlumpf-

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Posted 27 April 2008 - 01:51 AM

Hi,

Once again thanks for your help! It solved the issue at hand, and I've been able to continue the game.

Unfortunately, I think I've hit another snag. I've just trained the Triel folks, and gave them an order through the training guards to go patrol the city border, upon which they all left the screen. Normally I should go talk to the major now to get credit for that and continue the game (if I go by the walkthrough, that is). However, the only dialogue option that I get with him is to indicate that I'm still not done with the training. Did I overlook something, or is this a bug in the game? If it's the latter, does anyone know which variable to tinker with to get the proper dialogue option?

Thanks in advance!