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Questions about some scripts/areas


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#1 Naxylldritt

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Posted 06 November 2008 - 07:33 PM

I'm working on a little project that involves modding of just about every kind (creatures, dialogue, items, scripts, areas, etc.) for IE, and I've encountered a few problems. First of all, while creating an area based on BGII's AR0011, every time I load the map ingame, there seems to be a corrupt tile near the center of the map on the lava. I'm not exactly sure what's wrong with it, but every time I scroll over it while playtesting, the game crashes. If anyone can think of a solution, that would be welcome, otherwise, maybe someone could help me get a clean version of the area file without reinstalling?

Also, I'm having a problem writing scripts in DLTCEP. I can write them just fine, and save them as extracted scripts, but saving them as actual .bcs files returns a decompressing error, and the file is not saved as .bcs. Is there another program I can use for scripting easily, or can I simply write the script in something like Notepad and save it as a .bcs file to get the same result? While I'm on the subject, I also would like to know if there is a command to let me move the party to a specific area when a dialogue closes without writing a cutscene or something of the sort. I tried a "MoveToArea" function, but DLTCEP didn't like that and said it was an invalid command... so I'm kind of at a loss. If I have to write a cutscene, then if a pointer to a guide for that could be provided, I'd be very thankful.

Just as a note, I've installed several mods, but before I realized that there was an order that had to be followed... so I'm pretty sure this is causing some or all of the problem. Hopefully a reinstall won't be needed...

Update: Something's gone really wrong with my Dialog.tlk file, the one I had for my mod suddenly completely erased itself. Every string was still there, and didn't show up as an invalid reference, but every string was blank. I have NO idea what could have caused this, it just happened when I saved a new item I created and, as usual, didn't overwrite the old dialog.tlk file. I have a backup to use, but this was well before I did ANY custom items, so just about every string in my mod is now an invalid reference. If anyone knows how I might recover the strings from my mod's dialog.tlk file, I'd really like to know, otherwise, I think I'm just going to have to pack it up and leave it alone for a very long time.

Edited by Naxylldritt, 01 December 2008 - 07:53 PM.

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#2 Sasha Al'Therin

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Posted 28 December 2008 - 05:19 PM

Also, I'm having a problem writing scripts in DLTCEP. I can write them just fine, and save them as extracted scripts, but saving them as actual .bcs files returns a decompressing error, and the file is not saved as .bcs. Is there another program I can use for scripting easily, or can I simply write the script in something like Notepad and save it as a .bcs file to get the same result? While I'm on the subject, I also would like to know if there is a command to let me move the party to a specific area when a dialogue closes without writing a cutscene or something of the sort. I tried a "MoveToArea" function, but DLTCEP didn't like that and said it was an invalid command... so I'm kind of at a loss. If I have to write a cutscene, then if a pointer to a guide for that could be provided, I'd be very thankful.

Can't help you on the dialog.tlk thing. I prefer to use weidu when editing the dialog.tlk file. Nor can I help you with your map problem.
However, as far as doing scripts in DLTCEP:
    1 download a copy of weidu from www.weidu.org
    2 in dlctep press setup button (bottom left)
    3 press set weidu options button (bottom middle)
    4 press folder (top right) to browse to weidu.exe file
    5 ensure that the folder for decompiled files exists or enter one that does
    6 press ok
    7 press save & back
After doing all that, DLTCEP will use weidu to compile and decompile all bcs files. You should have no further problems with your bcs, bs and baf files. It has been mentioned before that the built in compiler/decompiler for DLTCEP does not work well and that weidu should be used instead.

For your area moving situation, I would point you to Unfinished Business for BG2. Look at how they did it for the kidnapping of Boo component. There is a dialog with a boy and then you are in a new area. But I think they use a cutscene.

This is from the IESDP and might help you:

110 LeaveAreaLUA(S:Area*,S:Parchment*,P:Point*,I:Face*)
This action changes the current area.

IF
Global("MissionPackSave","GLOBAL",0)
THEN
RESPONSE #100
TextScreen("toscst")
ActionOverride(Player1,LeaveAreaLUA("AR1000","",[3048.831],4))
ActionOverride(Player2,LeaveAreaLUA("AR1000","",[3055.917],4))
ActionOverride(Player3,LeaveAreaLUA("AR1000","",[2990.913],4))
ActionOverride(Player4,LeaveAreaLUA("AR1000","",[2992.812],4))
ActionOverride(Player5,LeaveAreaLUA("AR1000","",[3079.737],4))
ActionOverride(Player6,LeaveAreaLUA("AR1000","",[3005.742],4))
END

It would appear that the area listed in quotes is the area to move to and not from. Hope all this helps you.

My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altheri...s.com/index.htm


#3 Yovaneth

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Posted 29 December 2008 - 03:56 AM

I'm working on a little project that involves modding of just about every kind (creatures, dialogue, items, scripts, areas, etc.) for IE, and I've encountered a few problems. First of all, while creating an area based on BGII's AR0011, every time I load the map ingame, there seems to be a corrupt tile near the center of the map on the lava. I'm not exactly sure what's wrong with it, but every time I scroll over it while playtesting, the game crashes.

Sorry - I was very slow to see this thread, so I hope you're still looking! My guess is that there is a corrupted wallgroup there - possibly a single line (two points only). Fire up DLTCEP and take a look; if that's the case, delete it and it should stop the CTD. There's a similar problem in the Shadow Dragon wood but it doesn't show up until you modify and then save the area.

Regarding scripting; call me old-school but I can't recommend doing it from inside DLTCEP. Write your scripts in Notepad/ConTEXT/Crimson Editor/whatever and then use Near Infinity to compile them. Don't forget to place all of your ids files in the game's override folder so that NI can find them. Once you know that NI compiles the scripts okay, you can then be sure that Weidu will compile correctly from your .tp2 installation file. It also means that you can check a script without having to go through a Weidu install/uninstall every time you change it.

-Y-

#4 Naxylldritt

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Posted 29 December 2008 - 10:59 PM

Thanks for the help, Sasha & Yovaneth. As far as the mod itself is going, I'm pretty sure it's dead, since I've had to do at least 4 re-installs since the problem arose--too many mods, I guess, and then I got Throne of Bhaal for Christmas. Worse yet, now that is crashing every time I start it... so there may be a fifth re-install needed. In any case, I may post the idea somewhere else for someone to do, but I can take this knowledge for some other mod ideas. Thanks for the help, anyway!

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