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NTotSCv170a & v171 Bug Thread


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#21 Leomar

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Posted 23 May 2009 - 04:08 AM

Right, i used BWP - should i reinstall the worldmap as revised map or not? ;)

I would wait until erebusant has done this:

This is a bad Worldmap travel link. I'll post the corrected replacement file tonite when I get home.

Greetings Leomar
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#22 erebusant

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Posted 23 May 2009 - 06:38 AM

Right, i used BWP - should i reinstall the worldmap as revised map or not? ;)

I would wait until erebusant has done this:

This is a bad Worldmap travel link. I'll post the corrected replacement file tonite when I get home.

Greetings Leomar

whoops... apparently it's tonite now..... see below...
It takes a village...

#23 Corvus

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Posted 23 May 2009 - 08:36 AM

whoops... apparently it's tonite now..... see below...


Ok, thank you, i will try it from my old save.

#24 -Link-

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Posted 26 May 2009 - 01:51 PM

Please report any problems with NTotSC and the corresponding v171 dialog revamp in this thread. Thank you.


Hi, some hostile NPC doesn't attack me in any way,for example daddy in beregost or the bounty hunters I met when i left the nashkell mines. It is a common bug or is a my problem?

#25 Leomar

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Posted 27 May 2009 - 10:49 PM

Please report any problems with NTotSC and the corresponding v171 dialog revamp in this thread. Thank you.


Hi, some hostile NPC doesn't attack me in any way,for example daddy in beregost or the bounty hunters I met when i left the nashkell mines. It is a common bug or is a my problem?

It looks like that this is not a NTotSC bug. Please report your bug at Mega Mod Help forum again and post your WeiDU.log there:
http://www.shsforums...hp?act=SF&f=193
So we can try to find out, which mod is causing these problems.

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

#26 -Link-

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Posted 28 May 2009 - 02:28 PM

Please report any problems with NTotSC and the corresponding v171 dialog revamp in this thread. Thank you.


Hi, some hostile NPC doesn't attack me in any way,for example daddy in beregost or the bounty hunters I met when i left the nashkell mines. It is a common bug or is a my problem?

It looks like that this is not a NTotSC bug. Please report your bug at Mega Mod Help forum again and post your WeiDU.log there:
http://www.shsforums...hp?act=SF&f=193
So we can try to find out, which mod is causing these problems.

Greetings Leomar


Hi, I'm sorry. I posted my message here because I had this problem only with Ntotsc cretures (daddy of beregost, elka, natalka).
I have not problems with vanilla or other mods creatures.
I'm pretty sure I read something similar some months ago, but I can't swear it.
In any case this is my weidu.
Thanks in advance.

Spoiler

Edited by Turambar, 11 December 2011 - 10:30 AM.
added spoiler tags to make the post more legible


#27 erebusant

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Posted 28 May 2009 - 07:28 PM

Please report any problems with NTotSC and the corresponding v171 dialog revamp in this thread. Thank you.


Hi, some hostile NPC doesn't attack me in any way,for example daddy in beregost or the bounty hunters I met when i left the nashkell mines. It is a common bug or is a my problem?

It looks like that this is not a NTotSC bug. Please report your bug at Mega Mod Help forum again and post your WeiDU.log there:
http://www.shsforums...hp?act=SF&f=193
So we can try to find out, which mod is causing these problems.

Greetings Leomar


Hi, I'm sorry. I posted my message here because I had this problem only with Ntotsc cretures (daddy of beregost, elka, natalka).
I have not problems with vanilla or other mods creatures.
I'm pretty sure I read something similar some months ago, but I can't swear it.
In any case this is my weidu.
Thanks in advance.

I believe BG1Adventures will break your game in it's current state. However, could you post some of the .cre files you are having difficulty with in a .rar archive. Try NTOGREDA.cre for one and any others you have problems with. I think it's either NTNATALK.CRE or NATALK9.CRE & NTELKA.CRE or ELKA9.cre

Edited by Turambar, 11 December 2011 - 10:32 AM.
removed weidu.log from quote

It takes a village...

#28 -Guest-

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Posted 29 May 2009 - 02:45 AM

Please report any problems with NTotSC and the corresponding v171 dialog revamp in this thread. Thank you.


Hi, some hostile NPC doesn't attack me in any way,for example daddy in beregost or the bounty hunters I met when i left the nashkell mines. It is a common bug or is a my problem?

It looks like that this is not a NTotSC bug. Please report your bug at Mega Mod Help forum again and post your WeiDU.log there:
http://www.shsforums...hp?act=SF&f=193
So we can try to find out, which mod is causing these problems.

Greetings Leomar


Hi, I'm sorry. I posted my message here because I had this problem only with Ntotsc cretures (daddy of beregost, elka, natalka).
I have not problems with vanilla or other mods creatures.
I'm pretty sure I read something similar some months ago, but I can't swear it.
In any case this is my weidu.
Thanks in advance.

// 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 [ : Version]

I believe BG1Adventures will break your game in it's current state. However, could you post some of the .cre files you are having difficulty with in a .rar archive. Try NTOGREDA.cre for one and any others you have problems with. I think it's either NTNATALK.CRE or NATALK9.CRE & NTELKA.CRE or ELKA9.cre



Please can you tell me whwre I can find this .cre files? I don't think they are the original fine of ntotsc I used for the installation. And... :unsure: How do I post the .rar archive after I create it?
Regards.

Edited by Turambar, 11 December 2011 - 10:33 AM.
removed weidu.log from quote


#29 -Link-

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Posted 29 May 2009 - 05:15 AM

Ah, in the meantime I unistalled bg2 (and then I erased all the remaining files), and reinstalled all without bg1adventures, then I began a new game, teleported myself in beregost and daddy gave me the some problem.
It's not a bg1adventure compatibility issue, then.
I wouldn't uninstall and reinstall all, so I hope I can post the creature files of this installation and not of the previous one. (In fact I had the some problems with this installation).
Kind Regards.

#30 OneEyedPhoenix

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Posted 17 September 2009 - 08:10 AM

Are you still supporting Ntotsc Erebusant?

#31 erebusant

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Posted 17 September 2009 - 05:10 PM

Are you still supporting Ntotsc Erebusant?

Yes
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#32 OneEyedPhoenix

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Posted 17 September 2009 - 11:58 PM

In that case I have run into some bugs.

It's probably old news that there is an incompatibility between ScS and Ntotsc when it comes to the amazon assassins Natalka and Elka.
With ScS installed these two are left stranded because of an error in the ar3900.bcs code:

[codebox]IF
Global("NTotSCSpawn","AR3900",0)
THEN
RESPONSE #100
CreateCreature("NATALK9",[2248.240],3) // Natalka
CreateCreature("ELKA9",[2145.205],4) // Elka
SetGlobal("NTotSCSpawn","AR3900",1)
END

IF
Global("NTotSCspawn","AR3900",1)
OR(2)
GlobalGT("DMWWC3Assassin","GLOBAL",0)
!Exists("LAMALHA")
THEN
RESPONSE #100
ActionOverride("NATALK9",DestroySelf())
ActionOverride("ELKA9",DestroySelf())
SetGlobal("NTotSCSpawn","AR3900",2)
END[/codebox]

There are several problems with the last part. First of all it has to be "!Exists("LAMALH")" not LAMALHA (because lamalh is the death variable).
This also applies to NATALK9 and ELKA9 which should be NATALKA and NTELKA respectively.

I have an alternate solution though. It would be more neat to change all of the above code to just the following:

[codebox]IF
Global("NTotSCSpawn","AR3900",0)
Dead("Mulahey")
Exists("LAMALH")
THEN
RESPONSE #100
CreateCreature("NATALK9",[2248.240],3) // Natalka
CreateCreature("ELKA9",[2145.205],4) // Elka
SetGlobal("NTotSCSpawn","AR3900",1)
END[/codebox]

This basically does the same as the buggy code above but with less lines. Also the new code makes sure that the Amazons doesn't spawn if the player enters the area before Mulahey is dead.

I have asked DavidW to include these two amazons in ScS, so that they will appear together with the rest of the band of assassins.
The above code should make sure they don't spawn twice, if ScS is installed, and the code I suggested to DavidW makes sure they won't appear with ScS if Ntotsc is not installed.

Edited by OneEyedPhoenix, 18 September 2009 - 08:34 AM.


#33 OneEyedPhoenix

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Posted 18 September 2009 - 12:02 AM

Another strange bug was that both Natalka and Elka were assigned non-existing Class scripts.
This led them to do nothing but die quietly when they were attacked.
Change log looks like this:

[codebox]Mods affecting NATALK9.CRE:
00000: /* from game biffs */ ~SETUP-NTOTSC.TP2~ 0 0 // NTotSC for BGT-Weidu
00001: ~SETUP-SCS.TP2~ 0 5024 // Three quarters of the potions dropped by slain enemies break and are lost
00002: ~SETUP-BPV177.TP2~ 0 0 // Big Picture AI/Enhancement Mod, version 177 weidu (beta)
00003: ~SETUP-REVISEDBATTLES.TP2~ 0 27 // Modify .CRE Proficiencies, Abilities & Effects. This component MUST be installed.
00004: ~SETUP-BGTTWEAK.TP2~ 0 2400 // Enemy items shatter
00005: ~SETUP-XPMOD.TP2~ 0 1 // Reduce to 50%
00006: ~SETUP-BP-BALANCER.TP2~ 0 24 // Also randomly remove SOME overpowered custom items (will not affect quest relevanted items)
00007: ~AGPRICES/SETUP-AGPRICES.TP2~ 0 28 // Reduce to 25%[/codebox]

As I see it the problem could be either one of NTotSC, BP or Revisedbattles that causes this.

What do you think?

Edit: The name of the non-existing script is DWWTRSGT.bcs, and as far as I can see that is the standard script given to them by Ntotsc. In my game I changed this to _wtarsgt.bcs, which several of the other amazons uses. This worked much better.

Edited by OneEyedPhoenix, 18 September 2009 - 08:25 AM.


#34 erebusant

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Posted 18 September 2009 - 12:32 PM

In that case I have run into some bugs.

It's probably old news that there is an incompatibility between ScS and Ntotsc when it comes to the amazon assassins Natalka and Elka.
With ScS installed these two are left stranded because of an error in the ar3900.bcs code:

[codebox]IF
Global("NTotSCSpawn","AR3900",0)
THEN
RESPONSE #100
CreateCreature("NATALK9",[2248.240],3) // Natalka
CreateCreature("ELKA9",[2145.205],4) // Elka
SetGlobal("NTotSCSpawn","AR3900",1)
END

IF
Global("NTotSCspawn","AR3900",1)
OR(2)
GlobalGT("DMWWC3Assassin","GLOBAL",0)
!Exists("LAMALHA")
THEN
RESPONSE #100
ActionOverride("NATALK9",DestroySelf())
ActionOverride("ELKA9",DestroySelf())
SetGlobal("NTotSCSpawn","AR3900",2)
END[/codebox]

There are several problems with the last part. First of all it has to be "!Exists("LAMALH")" not LAMALHA (because lamalh is the death variable).
This also applies to NATALK9 and ELKA9 which should be NATALKA and NTELKA respectively.

I have an alternate solution though. It would be more neat to change all of the above code to just the following:

[codebox]IF
Global("NTotSCSpawn","AR3900",0)
Dead("Mulahey")
Exists("LAMALH")
THEN
RESPONSE #100
CreateCreature("NATALK9",[2248.240],3) // Natalka
CreateCreature("ELKA9",[2145.205],4) // Elka
SetGlobal("NTotSCSpawn","AR3900",1)
END[/codebox]

This basically does the same as the buggy code above but with less lines. Also the new code makes sure that the Amazons doesn't spawn if the player enters the area before Mulahey is dead.

I have asked DavidW to include these two amazons in ScS, so that they will appear together with the rest of the band of assassins.
The above code should make sure they don't spawn twice, if ScS is installed, and the code I suggested to DavidW makes sure they won't appear with ScS if Ntotsc is not installed.

This isn't a DavidW problem, so he needn't be bothered with it. I've already fixed this item locally by having Lamalha spawn Elka and Natalka via dialog.
It takes a village...

#35 erebusant

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Posted 18 September 2009 - 12:33 PM

Another strange bug was that both Natalka and Elka were assigned non-existing Class scripts.
This led them to do nothing but die quietly when they were attacked.
Change log looks like this:

[codebox]Mods affecting NATALK9.CRE:
00000: /* from game biffs */ ~SETUP-NTOTSC.TP2~ 0 0 // NTotSC for BGT-Weidu
00001: ~SETUP-SCS.TP2~ 0 5024 // Three quarters of the potions dropped by slain enemies break and are lost
00002: ~SETUP-BPV177.TP2~ 0 0 // Big Picture AI/Enhancement Mod, version 177 weidu (beta)
00003: ~SETUP-REVISEDBATTLES.TP2~ 0 27 // Modify .CRE Proficiencies, Abilities & Effects. This component MUST be installed.
00004: ~SETUP-BGTTWEAK.TP2~ 0 2400 // Enemy items shatter
00005: ~SETUP-XPMOD.TP2~ 0 1 // Reduce to 50%
00006: ~SETUP-BP-BALANCER.TP2~ 0 24 // Also randomly remove SOME overpowered custom items (will not affect quest relevanted items)
00007: ~AGPRICES/SETUP-AGPRICES.TP2~ 0 28 // Reduce to 25%[/codebox]

As I see it the problem could be either one of NTotSC, BP or Revisedbattles that causes this.

What do you think?

Edit: The name of the non-existing script is DWWTRSGT.bcs, and as far as I can see that is the standard script given to them by Ntotsc. In my game I changed this to _wtarsgt.bcs, which several of the other amazons uses. This worked much better.

Also repaired locally.
It takes a village...

#36 Miloch

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Posted 18 September 2009 - 12:36 PM

This isn't a DavidW problem, so he needn't be bothered with it. I've already fixed this item locally by having Lamalha spawn Elka and Natalka via dialog.

Well, duh, I should've thought of that. That saves having anyone from adding more lines to baldur.bcs :cheers:.

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#37 OneEyedPhoenix

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Posted 18 September 2009 - 01:18 PM

This isn't a DavidW problem, so he needn't be bothered with it. I've already fixed this item locally by having Lamalha spawn Elka and Natalka via dialog.


Next version in other words?

#38 SirLancelot

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Posted 22 September 2009 - 12:49 PM

This isn't a DavidW problem, so he needn't be bothered with it. I've already fixed this item locally by having Lamalha spawn Elka and Natalka via dialog.

Well, duh, I should've thought of that. That saves having anyone from adding more lines to baldur.bcs :cheers:.


:cheers:

PS: A "baldur.bcs cleaner" would be a good mod, btw. I always delete locally all the scripts that i don't need at all like Lirarcor or other chatting weapons, MH (i just drop Drizzt items) , the infinite X figurine related scripts (i'm playing the BG1 part!, and there should be baldur1.bcs, baldur2.bcs, and baldur25.bcs, not just baldur and baldur25), and so on.

Edited by SirLancelot, 22 September 2009 - 12:50 PM.

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#39 OneEyedPhoenix

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Posted 27 September 2009 - 07:51 AM

Some more bugs for you Erebusant.

1. Ar53pb.are has it's only exit badly defined, making it unreachable and effectively trapping the party. Setting the "Bounding box: left" to 100 fixed the problem.

2. There is an "infohouse" in ar52pb.are with a bad stringref, making it say "This beast that you see, he is a monster to you but to me he is a friend. Would you like to kiss him?" where it should probably say something about the door to ar53pb.

3. The "Chainmail of the Firewine" (ntchan06.itm) should probably have the same restrictions as other elven chainmail. (Like another chainmail we have talked about before...)

Edited by OneEyedPhoenix, 27 September 2009 - 07:57 AM.


#40 Jarno Mikkola

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Posted 27 September 2009 - 08:22 AM

PS: A "baldur.bcs cleaner" would be a good mod, btw. I always delete locally all the scripts that i don't need at all like Lirarcor or other chatting weapons, MH (i just drop Drizzt items) , the infinite X figurine related scripts (i'm playing the BG1 part!, and there should be baldur1.bcs, baldur2.bcs, and baldur25.bcs, not just baldur and baldur25), and so on.

Well, that would be good, awesome actually, but... except that there is no one to assign the scripts to.
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