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Incompatibility with Victor's Improvements Pack

#1 User is offline   White Agnus Icon

  • Group: Member
  • Posts: 49
  • Joined: 27-November 08

Posted 07 November 2009 - 07:21 AM

Hi,
I only want to let you know, that the "Lydia's scroll" component from Victor's BGII Improvements Pack is incompatible with Fading Promises, because udtrap04.cre will overwrited with Lydia... ;)

Fading Promises used the udtrap04.cre (Alchra Diagott) for a lich in the story...
Victor's Improvements overwrites the udtrap04.cre...
Both use the creature with different death variables and different names, race, etc., so it causes the incompatibility.

The incompatipility is posted in the Victor's BGII Improvements forum, too:
http://forums.blackw...?showtopic=4689

Regards
White Agnus

This post has been edited by White Agnus: 08 November 2009 - 04:11 AM


#2 User is offline   Hoppy Icon

  • Group: Member
  • Posts: 1,518
  • Joined: 14-June 07

Posted 15 November 2009 - 06:01 PM

Not much Fading Promises can do since it is not the mod that overwrites. BWP could make Vic's mod check for Fading Promises and if detected, to skip Lydia's scroll. To prevent overwriting altogether and to force both, change the CRE name in Vic's mod to say VCLYDIA or whatever Victor's mod signature is and then append the DWFACE04.BCS to have an extended block to account for triggering the face a second time. Again this would be if you are forcing the Lydia Scroll to be compatible although you have to take into account the trigger activation being false after the 2nd block which I have omitted and put into the last one.


IF
	Clicked([ANYONE])
	Range(LastTrigger,10)
	Global("face4","AR2100",0)
THEN
	RESPONSE #100
		SetGlobal("face4","AR2100",1)
		DisplayString(Myself,51077) // Manipulate the facet to release a trapped soul.
END

IF
	Clicked([ANYONE])
	Range(LastTrigger,10)
	Global("face4","AR2100",1)
THEN
	RESPONSE #100
		SetGlobal("face4","AR2100",2)
		DisplayString(Myself,51078) // You have released a lost soul.
		ScreenShake([2125.1982],20)
		Wait(4)
		CreateCreatureDoor("udtrap04",[2125.1982],0) // Alchra Diagott
END

IF
	Clicked([ANYONE])
	!Range(LastTrigger,10)
THEN
	RESPONSE #100
		DisplayString(Myself,14702) // You are too far away to use that.
END

IF
		Clicked([ANYONE])
	Range(LastTrigger,10)
	Global("face4","AR2100",2)
THEN
	RESPONSE #100
		SetGlobal("face4","AR2100",3)
		DisplayString(Myself,51078) // You have released a lost soul.
		ScreenShake([2125.1982],20)
		Wait(4)
		CreateCreatureDoor("viclydia",[2125.1982],0) // Lydia
		TriggerActivation("Face4",FALSE)
END



Cheesy but plays nice at least. Another way would be to setup a block in the area script (as if we need more) to trigger Lydia when Alachra is dead or when all of the faces have been triggered and released.
IF
		Global("face1","AR2100",2)
		Global("face2","AR2100",2)
		Global("face3","AR2100",2)
		Global("face4","AR2100",2)
		Global("face5","AR2100",2)
		Global("face6","AR2100",2)
		Global("VCLYDIA","AR2100",0)
THEN
	RESPONSE #100
		SetGlobal("VCLYDIA","AR2100",1)
		DisplayString(Myself,51078) // You have released a lost soul.
		ScreenShake([2125.1982],20)
		Wait(4)
		CreateCreatureDoor("viclydia",[2125.1982],0) // Lydia
END


Again, cheesy but plays nice and you can hotfix this by replacing the original Alachra creature and then changing Lydia's CRE name to work with the script. Or something :lol:

This post has been edited by Hoppy: 15 November 2009 - 06:05 PM

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