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#141 jastey

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Posted 06 April 2020 - 05:35 AM

The mod updates to 2.4 with EE and EET compatibility! Update by Henanigan.

Thank you for updating the mod!

 

Changes:


  2.4:        
– tp2 file updated for EE support (BGEE / BG2EE / EET)
– cpmvars added for BG1 areas (some duplicated scripts retained for other reasons, e.g. hai1.baf)
– for EE: workaround added for area transition bug where protagonist and Haiass may stop responding due to spawning at the same coordinates
– for all versions: BWFixPack patch incorporated (jugue.baf)
– language folders rearranged to avoid some clutter (cosmetic)
– long-standing translation error corrected in English readme ("Valley Mines, next to the house of the pastor" should read "Imnesvale, next to the house of the minister")
– UTF-8 support added using HANDLE_CHARSETS; also, TRA files updated for EE (usability section; setup / game split)
– chapter 1 cutscene updated: Haiass now tags along as expected when you leave Candlekeep, but gets distracted by a squirrel in the woods (which saves his life); continuity fix / bug fix for area transition from cutscene



#142 MadeMeRegister

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Posted 10 May 2020 - 06:58 AM

Hey, I've been using this mod for ages, specifically version 2.3 with the original games from the discs, not the EE, if that matters. One problem I get pretty consistently is that at times, Haiass will break, and stop following me from area to area, and I have to start killing him and resurrecting him every time I travel. Anybody know of an easy way to reset him or a variable I can change somewhere in Shadowkeeper to fix his follow script? 

 

Trivia fact if anyone cares, the biggest culprit I've found that causes this is anything where the PC is transported to a different area without actually using the edge of the map or a door. For instance, being transported to Ice Island and then back to Ulgoth's Beard for the Shandalar's cloak quest seems to break Haiass pretty regularly for me.  


Edited by MadeMeRegister, 10 May 2020 - 07:00 AM.


#143 MadeMeRegister

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Posted 10 May 2020 - 11:24 PM

I'll probably just start experimenting myself, but if anyone does have a solution please let me know. I'll post back here if I figure anything out, the problem is that the mod was written in spanish, so the variables are things like "HAIASSPUERTOBALDUR" "HAIASSMESONAMIGO" "HAIASSMIEDO" "HAIASSHUYE" "HAIASSDESDEBG" so I'm not really sure what I'm messing with mostly as I don't speak a lick of Spanish and google translate only works if there's a full word, not abbreviations & short hand. The only ones I can figure out are Puerto Baldur/Baldur's Gate is for him standing there when you issue a "meet me somewhere" command, and Friendly Arm Inn/Meson Amigo is similarly for him to wait there. But I have like 10 variables to mess with so I'll get to cracking and let you know if I found any way to reset his follow script once it breaks in the manner I've described. 



#144 MadeMeRegister

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Posted 11 May 2020 - 03:12 AM

Hm, I'm not able to do anything here. Any of the variables I change seem to just be related to either his "wait somewhere else for me" or "about your combat styles..." dialogues, and there's also a variable related to getting rid of him, but nothing that I can see that would debug him or fix/reset his follow script. For now I'll just have to keep reloading if this happens, and making sure to leave him at home for certain trouble spots like Shandalar's quest. If anyone has a better fix, I'd still like to know. 



#145 jastey

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Posted 11 May 2020 - 03:20 AM

MadeMeRegister: it would be interesting whether this bug is still in v2.4.

#146 Greenhorn

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Posted 05 June 2020 - 07:56 AM

There is persistent bug with Haiass and area west of Nashkel mines and south of Nashkel, Fire leaf forest. He will never spawn in this area however in an ambush when you exit it he will turn up just fine. This bug is persistent in 2.3 and new 2.4 version. I don't know is there some connection with Albert and Ruffie. Game is easy Tutu. 



#147 Miloch

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Posted 21 June 2020 - 06:24 PM

I'll probably just start experimenting myself, but if anyone does have a solution please let me know. I'll post back here if I figure anything out, the problem is that the mod was written in spanish, so the variables are things like "HAIASSPUERTOBALDUR" "HAIASSMESONAMIGO" "HAIASSMIEDO" "HAIASSHUYE" "HAIASSDESDEBG" so I'm not really sure what I'm messing with mostly as I don't speak a lick of Spanish and google translate only works if there's a full word, not abbreviations & short hand. The only ones I can figure out are Puerto Baldur/Baldur's Gate is for him standing there when you issue a "meet me somewhere" command, and Friendly Arm Inn/Meson Amigo is similarly for him to wait there. But I have like 10 variables to mess with so I'll get to cracking and let you know if I found any way to reset his follow script once it breaks in the manner I've described. 

I don't know how much help the English equivalents will be, but they are:

"HAIASSPUERTOBALDUR" = HaiassBaldursGate

"HAIASSMESONAMIGO" = HaiassFriendlyArm

"HAIASSMIEDO" = HaiassFear

"HAIASSHUYE" = HaiassFlees

"HAIASSDESDEBG" = HaiassFromBG

 

There is persistent bug with Haiass and area west of Nashkel mines and south of Nashkel, Fire leaf forest. He will never spawn in this area however in an ambush when you exit it he will turn up just fine. This bug is persistent in 2.3 and new 2.4 version. I don't know is there some connection with Albert and Ruffie. Game is easy Tutu. 

You might want to post your WeiDU.log. I think DSotSC and perhaps other mods mess with that area. Part of the problem with the Haiass version I last worked with (ages ago) was that it wasn't very forward-looking regarding mod compatibility. I'm guessing other folks have since updated that though.

 

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#148 Greenhorn

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Posted 22 June 2020 - 04:51 AM

There is persistent bug with Haiass and area west of Nashkel mines and south of Nashkel, Fire leaf forest. He will never spawn in this area however in an ambush when you exit it he will turn up just fine. This bug is persistent in 2.3 and new 2.4 version. I don't know is there some connection with Albert and Ruffie. Game is easy Tutu. 

You might want to post your WeiDU.log. I think DSotSC and perhaps other mods mess with that area. Part of the problem with the Haiass version I last worked with (ages ago) was that it wasn't very forward-looking regarding mod compatibility. I'm guessing other folks have since updated that though.

 

Well, here it is, I guess it can't hurt although I don't hold my hopes high as it seems nobody maintains this mod for a while now:

Spoiler

Last mod was added recently, after report of this bug ( started new game, of course ). I hope to hear soon from you Miloch, before your usual 2-3 months break from visiting this place.  :)  



#149 Miloch

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Posted 27 June 2020 - 08:47 PM

Well, here it is, I guess it can't hurt although I don't hold my hopes high as it seems nobody maintains this mod for a while now:

 

Last mod was added recently, after report of this bug ( started new game, of course ). I hope to hear soon from you Miloch, before your usual 2-3 months break from visiting this place.

Holy carp, that's a lot of mods... like, every one imaginable (even Xvart Caverns :o)? I guess it's high time someone updated the decade-old Tutu mod list (note: "someone" != "me"). In fact, the only one offhand you don't seem to have installed is the main DSotSC component, though you have the subcomponents. So I guess that rules out my guess.

 

I would have to defer this to jastey since she seems to have made the latest updates in the post above. I haven't looked at this mod for ages and doubt I would even recognize the code anymore. And if any of it was my code, I definitely wouldn't recognize it in all its orcish ugliness.


Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#150 Greenhorn

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Posted 28 June 2020 - 02:23 AM

Well, here it is, I guess it can't hurt although I don't hold my hopes high as it seems nobody maintains this mod for a while now:

 

Last mod was added recently, after report of this bug ( started new game, of course ). I hope to hear soon from you Miloch, before your usual 2-3 months break from visiting this place.

Holy carp, that's a lot of mods... like, every one imaginable (even Xvart Caverns :o)? I guess it's high time someone updated the decade-old Tutu mod list (note: "someone" != "me"). In fact, the only one offhand you don't seem to have installed is the main DSotSC component, though you have the subcomponents. So I guess that rules out my guess.

 

I would have to defer this to jastey since she seems to have made the latest updates in the post above. I haven't looked at this mod for ages and doubt I would even recognize the code anymore. And if any of it was my code, I definitely wouldn't recognize it in all its orcish ugliness.

Oh, DSotSC is here, it's Tutu version, more precisely. I added some bits from BGT one, regarding NPC banters and soundsets. Sadly this is deprecated from newest version I think.  :crying: As for mods, this is only about half of what is available for BGT or EET. I'm afraid playing Tutu is actively discouraged these days.  :P Yeah, it would be nice that someone correct this bug but from what I see Haiass mod is in pretty decent shape, no mayor problems aside from this so far. About " Xvart Caverns", I can tell you that playing it on BG 2 engine is very different experience from playing on vanilla  BG:TOS ( and much easier it seems ). I think that this time I will go all the way ( fall for that Erinye's trick ) but only when I make full potential from my current Reaver kit ( hit level 7 with mage, dual class to thief ) and when I recruit some uber NPCs, like Drizzt himself. Then I will finally grant Shar Teel's wish to hunt demons in nether planes ( crazy romance let me tell you  :lol: ). Anyway, thanks for answer, and I hope we will see you more frequently on these boards. 


Edited by Greenhorn, 28 June 2020 - 02:28 AM.


#151 Miloch

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Posted 29 June 2020 - 06:06 PM

About " Xvart Caverns", I can tell you that playing it on BG 2 engine is very different experience from playing on vanilla  BG:TOS ( and much easier it seems ).

I can imagine that with all of those mods, it'd be similar to BWP, and I may need to scale it accordingly, as some of the Aurora optional components aimed at doing for the whole game in general. I'll have to think of some way of doing that for the specific mod itself (e.g., make xvarts beefier if it detects stuff like reaver kit and Blackrazor +20 installed, though that would mean it would have to go near the end of the install, at least such an optional scaling component). Anyway, this is derailing the Haiass thread by a country mile, so if you have other comments, we have a (somewhat defunct) subforum for XC here or you can PM me other observations or suggestions (I get notifications here usually but not on G3 for some reason).


Edited by Miloch, 29 June 2020 - 06:07 PM.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#152 Greenhorn

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Posted 30 June 2020 - 03:20 AM

About " Xvart Caverns", I can tell you that playing it on BG 2 engine is very different experience from playing on vanilla  BG:TOS ( and much easier it seems ).

I can imagine that with all of those mods, it'd be similar to BWP, and I may need to scale it accordingly, as some of the Aurora optional components aimed at doing for the whole game in general. I'll have to think of some way of doing that for the specific mod itself (e.g., make xvarts beefier if it detects stuff like reaver kit and Blackrazor +20 installed, though that would mean it would have to go near the end of the install, at least such an optional scaling component). Anyway, this is derailing the Haiass thread by a country mile, so if you have other comments, we have a (somewhat defunct) subforum for XC here or you can PM me other observations or suggestions (I get notifications here usually but not on G3 for some reason).

OK, I agree although I will wait a little with my observations until I'm little more further in the game. One last comment though ( I promise ) XC is RELATIVELY easier on BG2, as those xvarts and diseased gibberlings pose serious challenge for level 1 party fresh from Candlekeep, I assure you. And getting Reaver to work is long and complicated process and challenge in itself in Tutu as you can reap full benefits only when you reach level 7/8 which is long struggle ahead. 


Edited by Greenhorn, 30 June 2020 - 04:31 AM.


#153 Arthas

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Posted 08 July 2020 - 10:30 AM

Miloch, are you the maker of Xvart caverns? I would be interested into playing it.



#154 jastey

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Posted 21 July 2020 - 11:12 PM

Haiass' Chew toy canot be removed: https://www.gibberli...#comment-285407



#155 Greenhorn

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Posted 22 July 2020 - 01:15 AM

Not so sure it is bug, it looks more like author design. It can be removed ( or it disappear ) in case of wolf's death to be replaced with the bone ( which is again replaced with toy after resurrection ). More likely measure  to avoid all sorts of problems ( not to give toy to anybody else, leave it accidentally or stuff it in some container ).  



#156 jastey

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Posted 22 July 2020 - 03:17 AM

What purpose does the chew toy have? I kind of thought it could be given to Haiass, but I realize now that this doesn't make sense. Can it be used in some way?



#157 Greenhorn

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Posted 22 July 2020 - 03:51 AM

What purpose does the chew toy have? I kind of thought it could be given to Haiass, but I realize now that this doesn't make sense. Can it be used in some way?

No idea, beside description of current Haiass abilities and switching places with bone I can't see any effect connected with it. Maybe it has some scripted properties ( like Ruffie's toy ) in regard to following and area transition but didn't checked. 



#158 Greenhorn

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Posted 22 July 2020 - 03:55 AM

On second thought, I just saw that bone is in Haiass inventory already which he drops in case of death.