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#1 Miloch

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Posted 02 December 2009 - 12:56 AM

File Name: Creature Fixer
File Submitter: Miloch
File Submitted: 2 Dec 2009
File Category: IE Modding Tools
Forum: www.shsforums.net/index.php?showforum=535
Readme: No Information

Creature Fixer

This is a small utility that fixes some issues with BG2/BGT/Tutu creature item and slot assignments, both in the unmodded game and with mods installed. These issues can lead to game crashes or other problems. Such issues include:

- Shield slot item does not exist
- Invalid shield slot assignment
- Weapon slot item does not exist
- Weapon slot item misspelled
- Two-handed weapon equipped with off-hand item
- Item of wrong type in weapon slot
- Invalid weapon slot assignment

If it finds any of these issues, it will attempt to fix them as best as it can and output a list of the specific problems to /crefixer/cre_log.txt for further analysis. A sample output from unmodded BG2 is:
Creature   Item	 Slot   Issue
amlich01   ring46   0x14   Item of wrong type 10 in weapon slot
arntra01   sh1h04   0x12   Weapon slot item does not exist
cor		2hsw02   0x12   Weapon slot item does not exist
daqilue	N/A	  0x4	Invalid shield slot assignment
ddguard4   key17	0x12   Item of wrong type 8 in weapon slot
dragyell   dragyell 0x12   Weapon slot item does not exist
firarc01   bow01	0x12   Two-handed weapon equipped with off-hand item shld05
genie01	b3-18	0x12   Weapon slot item does not exist
genie02	b3-18	0x12   Weapon slot item does not exist
genie03	b3-18	0x12   Weapon slot item does not exist
genie04	b3-18	0x12   Weapon slot item does not exist
gorsta10   umber1   0x12   Weapon slot item does not exist
impqua01   reghp1   0x12   Item of wrong type 10 in weapon slot
kuocle20   kuoring  0x12   Item of wrong type 10 in weapon slot
laune	  vamp01   0x12   Weapon slot item does not exist
pirexe01   blunt06  0x14   Weapon slot item does not exist
ppdjinn	b3-18	0x12   Weapon slot item does not exist
ppsail03   leat01   0x12   Item of wrong type 2 in weapon slot
rielev	 mage01   0x12   Item of wrong type 10 in weapon slot
tirthold   staff01  0x12   Weapon slot item does not exist
trgeni02   b3-18	0x12   Weapon slot item does not exist
trgeni03   b3-18	0x12   Weapon slot item does not exist
trple01	xbow01   0x14   Two-handed weapon equipped with off-hand item shld03
This utility is included by default in BiG World Project installs. It is available separately for other types of installs, or as a tool for modders to ensure such issues are not present in their mods. As a stand-alone mod, it should be installed after other mods (except perhaps GUI and biffing mods) to detect and fix as many issues as possible.

Note: This should not be confused with Taimon's Creature Fixer for zeroed offsets or Nythrun's Resource Fixer macros for buggered creature and item ordering, both of which are also included in BWP and have separate (but related) uses.

Version History:

Version 2: 2 Dec 2009
- Tweaked slightly after BWP testing to improve fix results
- Added non-zero setting for stackable/chargeable item fixes

Version 1: 2 Nov 2009
- Initial release

Click here to download this file

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================================================================
"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


#2 Sam.

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Posted 04 December 2009 - 09:50 PM

Cool tool! Is there a tool somewhere (or can it be added to this one) that checks to see if the items in a creature's quick-item slots are actually usable by that creature? I believe problems arise when a creature's script calls to use an item (in particular potions) in the quick-item slots that are not usable by that creature.

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

--------------------

post-10485-0-15080600-1348188745.jpg
___________Old pen and paper modules of the 70s and 80s.___________

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#3 Miloch

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Posted 05 December 2009 - 01:51 AM

Cool tool! Is there a tool somewhere (or can it be added to this one) that checks to see if the items in a creature's quick-item slots are actually usable by that creature? I believe problems arise when a creature's script calls to use an item (in particular potions) in the quick-item slots that are not usable by that creature.

You mean like a wizard slayer having a potion he can't use? I didn't get down to that level of granularity, just whether something is valid in a slot, and then only weapon and shield slots, which are the main ones that cause crashes from what I've seen. G3 Debugging Suite does some similar checks (though no fixes) but I don't know if it goes to that level of detail either. I guess I could look into it - it already checks flags to see if a weapon is two-handed, so I suppose it could look up usability flags too and match that to the CRE's class/kit (not easy, but possible). Does this cause script loops?

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"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


#4 Wisp

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Posted 05 December 2009 - 06:04 AM

so I suppose it could look up usability flags too and match that to the CRE's class/kit (not easy, but possible).

I wrote this for Item Randomiser. Feel free to make use of it.

DEFINE_PATCH_MACRO define_cre_unusabilities BEGIN 
  READ_LONG 0x244 dcu_kit ELSE 0
  READ_BYTE 0x272 dcu_race ELSE 0
  READ_BYTE 0x273 dcu_class ELSE 0
  READ_BYTE 0x27b dcu_alignment ELSE 0
  dcu_cre_unuse1 = 0
  dcu_cre_unuse2 = 0
  dcu_cre_unuse3 = 0
  dcu_cre_unuse4 = 0
  dcu_cre_kit_unuse1 = 0
  dcu_cre_kit_unuse2 = 0
  dcu_cre_kit_unuse3 = 0
  dcu_cre_kit_unuse4 = 0
  dcu_cre_unuse1 = dcu_alignment = 17 ? 0b00010100 : dcu_alignment = 33 ? 0b00100100 : dcu_alignment = 49 ? 0b00000101 : dcu_alignment = 18 ? 0b00011000 : dcu_alignment = 34 ? 0b00101000 : dcu_alignment = 50 ? 0b0001001 : dcu_alignment = 19 ? 0b00010010 : dcu_alignment = 35 ? 0b00100010 : dcu_alignment = 51 ? 0b00000011 : dcu_cre_unuse1
  dcu_cre_unuse1 = dcu_class = 5 ? dcu_cre_unuse1 BOR 0b01000000 : dcu_class = 3 ? dcu_cre_unuse1 BOR 0b10000000 : dcu_cre_unuse1
  dcu_cre_unuse2 = dcu_class = 17 ? 0b10000000 : dcu_class = 8 ? 0b01000000 : dcu_class = 7 ? 0b00100000 : dcu_class = 16 ? 0b00010000 : dcu_class = 2 ? 0b00001000 : dcu_class = 18 ? 0b00000100 : dcu_class = 15 ? 0b00000010 : dcu_class = 14 ? 0b00000001 : dcu_cre_unuse2
  dcu_cre_unuse3 = dcu_class = 10 ? 0b00000001 : dcu_class = 9 ? 0b00000010 : dcu_class = 1 ? 0b00000100 : dcu_class = 13 ? 0b00001000 : dcu_class = 6 ? 0b00010000 : dcu_class = 12 ? 0b00100000 : dcu_class = 4 ? 0b01000000 : dcu_cre_unuse3
  dcu_cre_unuse3 = dcu_race = 2 ? dcu_cre_unuse3 BOR 0b10000000 : dcu_cre_unuse3
  dcu_cre_unuse4 = dcu_race = 4 ? 0b00000001 : dcu_race = 3 ? 0b00000010 : dcu_race = 5 ? 0b00000100 : dcu_race = 1 ? 0b00001000 : dcu_race = 6 ? 0b00010000 : dcu_race = 7 ? 0b10000000 : dcu_cre_unuse4
  dcu_cre_unuse4 = dcu_class = 20 ? dcu_cre_unuse4 BOR 0b00100000 : dcu_class = 11 ? dcu_cre_unuse4 BOR 0b01000000 : dcu_cre_unuse4
  dcu_cre_kit_unuse1 = dcu_kit = 0x40130000 ? 0b00000001 : dcu_kit = 0x40140000 ? 0b00000010 : dcu_kit = 0x40150000 ? 0b00000100 : dcu_kit = 0x40100000 ? 0b00001000 : dcu_kit = 0x40110000 ? 0b00010000 : dcu_kit = 0x40120000 ? 0b00100000 : dcu_kit = 0x00004000 ? 0b01000000 : dcu_kit = 0x00008000 ? 0b10000000 : dcu_cre_kit_unuse1
  dcu_cre_kit_unuse2 = dcu_kit = 0x40080000 ? 0b00000001 : dcu_kit = 0x40090000 ? 0b00000010 : dcu_kit = 0x400a0000 ? 0b00000100 : dcu_kit = 0x400b0000 ? 0b00001000 : dcu_kit = 0x400c0000 ? 0b00010000 : dcu_kit = 0x400d0000 ? 0b00100000 : dcu_kit = 0x400e0000 ? 0b01000000 : dcu_kit = 0x400f0000 ? 0b10000000 : dcu_cre_kit_unuse2
  dcu_cre_kit_unuse3 = dcu_kit = 0x01000000 ? 0b00000001 : dcu_kit = 0x02000000 ? 0b00000010 : dcu_kit = 0x04000000 ? 0b00000100 : dcu_kit = 0x08000000 ? 0b00001000 : dcu_kit = 0x10000000 ? 0b00010000 : dcu_kit = 0x20000000 ? 0b00100000 : dcu_kit = 0x40070000 ? 0b10000000 : dcu_cre_kit_unuse3
  dcu_cre_kit_unuse3 = dcu_kit != 0 AND dcu_kit != 0x40000000 ? dcu_cre_kit_unuse3 BOR 0b01000000 : dcu_cre_kit_unuse3
  dcu_cre_kit_unuse4 = dcu_kit = 0x40010000 ? 0b00000001 : dcu_kit = 0x40020000 ? 0b00000010 : dcu_kit = 0x40030000 ? 0b00000100 : dcu_kit = 0x40040000 ? 0b00001000 : dcu_kit = 0x40050000 ? 0b00010000 : dcu_kit = 0x40060000 ? 0b00100000 : dcu_kit = 0x00400000 ? 0b01000000 : dcu_kit = 0x00800000 ? 0b10000000 : dcu_cre_kit_unuse4
END


#5 Sam.

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Posted 05 December 2009 - 09:35 AM

Does this cause script loops?

I think it does. It is my understanding that it usually causes a loop not only in the script but also in the "x quaffs a potion" strings that are displayed every time the creature tries to drink the potion. The potion isn't used up because the creature can't actually use the potion and so we find ourselves with a very annoying loop. Did I explain that well enough?

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

--------------------

post-10485-0-15080600-1348188745.jpg
___________Old pen and paper modules of the 70s and 80s.___________

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#6 Miloch

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Posted 05 December 2009 - 03:07 PM

I wrote this for Item Randomiser. Feel free to make use of it.

:blink: Use it? I can't even read it. Though I can guess at least, maybe Sam. can invoke it for his purpose by tying it to item/CRE combos somehow.

Did I explain that well enough?

Yes, I suspected as much. Should be easy to find on a local basis at least, even without the "script looper detector" or whatever.

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"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


#7 Sam.

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Posted 05 December 2009 - 03:49 PM

I wrote this for Item Randomiser. Feel free to make use of it.

:blink: Use it? I can't even read it. Though I can guess at least, maybe Sam. can invoke it for his purpose by tying it to item/CRE combos somehow.

If you can't read it, what in hell gave you the idea that I could :P ? Even if I could I'm afraid I wouldn't know how to apply it. Despite numerous all-out attempts, I simply can't seem to wrap my mind around the WeiDU syntax.

Edit: Removed off-topic ramble...

Edited by Sam., 03 November 2010 - 07:58 PM.

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

--------------------

post-10485-0-15080600-1348188745.jpg
___________Old pen and paper modules of the 70s and 80s.___________

CA Forums CA Homepage


#8 Wisp

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Posted 05 December 2009 - 05:32 PM

Oh, sorry. Basically, what it does is construct unusability bytes that can be compared with those of the item. If all eight variables read from the item BAND the corresponding dcu_cre_* variables from the macro are 0, the creature is not disallowed from using the item based on race, class, kit or alignment. Is that any more understandable?

Edited by Wisp, 05 December 2009 - 05:33 PM.


#9 Miloch

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Posted 05 December 2009 - 05:58 PM

Is that any more understandable?

Yes, but without digging into the Item Randomiser code, can you give a simple usage example?

Edit: what I mean is the syntax for invoking the macro during a COPY or whatever.

Edited by Miloch, 05 December 2009 - 05:59 PM.

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================================================================
"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


#10 Wisp

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Posted 05 December 2009 - 06:31 PM

Is that any more understandable?

Yes, but without digging into the Item Randomiser code, can you give a simple usage example?

Edit: what I mean is the syntax for invoking the macro during a COPY or whatever.

Something like this?
COPY cre
  LAUNCH_PATCH_MACRO define_cre_unusabilities
  READ cre item references
  INNER_ACTION 
	COPY item
	  READ item unusability bytes
	BUT_ONLY
  END
  PATCH_IF item_bytes BAND cre_bytes are not 0
	Move item from equipped inventory to backpack inventory
  END
BUT_ONLY


#11 Sam.

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Posted 16 December 2009 - 03:44 PM

Cool tool! Is there a tool somewhere (or can it be added to this one) that checks to see if the items in a creature's quick-item slots are actually usable by that creature? I believe problems arise when a creature's script calls to use an item (in particular potions) in the quick-item slots that are not usable by that creature.


This is an example of what I'm talking about:

Posted Image
At the silver princess palace the orcs just kept quaffing potions... Perhaps something went short circuit in the AI?


It seems, however, that the problem may be even more complex because the potions are often added through a random treasure item. In the above example, I believe it is "RNDTRE06.itm".

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

--------------------

post-10485-0-15080600-1348188745.jpg
___________Old pen and paper modules of the 70s and 80s.___________

CA Forums CA Homepage


#12 Miloch

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Posted 17 December 2009 - 04:15 AM

It seems, however, that the problem may be even more complex because the potions are often added through a random treasure item. In the above example, I believe it is "RNDTRE06.itm".

I really find that odd, because if it were true SCS would be causing these errors all over the place. I'd always thought random treasures get selected only on the creature's death. Is it in a quickslot or inventory? I do think this is a scripting bug, and indeed I debugged an almost identical issue in CA for SBB some time ago. Basically it was a mismatch between HasItem and UseItem. Maybe you should attach or paste your script and we can rule it out if it isn't the case here. Also there is an Unusable() script trigger, but it might not function as expected (says "not tested" in the IESDP).

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================================================================
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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


#13 Sam.

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Posted 17 December 2009 - 02:29 PM

I really find that odd, because if it were true SCS would be causing these errors all over the place. I'd always thought random treasures get selected only on the creature's death.

I can pickpocket it, and if I force join the creature with Ctrl+Q, it is a real item.

Is it in a quickslot or inventory?

Quickslot.

Second one - Can't find the real problem to the script. The orc is trying to drink a potion that they don't have "rights" to, such as a potion of Intelligence or something for a different class than fighter.

This is what Sir BillyBob said in response to the above example. It is Tieflingz that is currently experiencing the problem. I looked at the files in my game, and found that "TCorc04.cre" (the creature in question) was able to use any of the possible potions (and even any scroll or wand for that matter), so I guess it has been given the "UseAnyItem" effect or something similar. I can't seem to make the potion quaffing happen in my game, so I'm not sure why it is for Tieflingz.

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

--------------------

post-10485-0-15080600-1348188745.jpg
___________Old pen and paper modules of the 70s and 80s.___________

CA Forums CA Homepage


#14 Miloch

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Posted 21 December 2009 - 05:30 AM

I looked at the files in my game, and found that "TCorc04.cre" (the creature in question) was able to use any of the possible potions (and even any scroll or wand for that matter), so I guess it has been given the "UseAnyItem" effect or something similar.

There is no real reason why it shouldn't, since it's not a particular PC class (it is "orc" which could be equivalent to "fighter" but perhaps not). Anyway, there's nothing really that even a modified version of this tool could do since it's spawned by a random item, so you can't really check usability flags until the item is generated in game, but I replied in the thread where the bug was reported.

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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


#15 Leomar

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Posted 22 December 2009 - 11:49 AM

I've installed BG2 with only the BG2 Fixpack and the cre_log.txt show me the following:

Creature	Item	  Slot	Issue
firarc01	bow01	 0x12	Two-handed weapon equipped with off-hand item shld05
pptroll2	trolldie  0x12	Item of wrong type 3 in weapon slot
rielev	  mage01	0x12	Item of wrong type 10 in weapon slot
trple01	 xbow01	0x14	Two-handed weapon equipped with off-hand item shld03
If I compare it with your unmodded BG2 results, so most of them is fixed with the BG2 Fixpack. Only firarc01, rielev and trple01 are still corrupt. And pptroll2 is new, so BG2 Fixpack installs a corrupt file.

I think I should report it in the BG2 Fixpack forum, so this 4 things can be fixed, too.

Greetings Leomar

Edited by Leomar, 22 December 2009 - 11:51 AM.

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

#16 Miloch

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Posted 22 December 2009 - 02:41 PM

I think I should report it in the BG2 Fixpack forum, so this 4 things can be fixed, too.

Aye, good idea. I haven't bothered with reporting these sorts of things for a while (instead I just fix them in my mods where necessary) because no one seems to have been working on the BG2 Fixpack for quite some time. But it doesn't mean we can't hope someone won't pick it up again. I guess it's worth noting that the same code in Creature Fixer can be used in the fixpack - might make it easier.

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================================================================
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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


#17 -Guest-

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Posted 22 December 2009 - 03:15 PM

I could see FIRARC01, but RIELEV shouldn't have that item anyway (but won't drop it), so it's fine sitting in a weapon slot, and TRPLE01 would never even try to use his crossbow. I'm not sure what's up with PPTROLL2 or how that could sneak through. :(

#18 Wisp

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Posted 22 December 2009 - 04:17 PM

Pptroll2 is the knocked down version of pptroll1, so it's not likely to attack you with the trolldie item (assuming that is the concern here).

#19 Leomar

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Posted 22 December 2009 - 08:57 PM

Now, I've tested the CreFixer with BGT only (without BG2 Fixpack).

Without BG2 Fixpack, BGT has all the mentioned slot issues like the BG2 main installation has. Only daqilue is fixed with BGT. That means, BGT should fix those issues, too, or recommend to install the BG2 Fixpack, or perhaps better, use the crefixer code, like Miloch mentioned, for easier handling to fix those things.

And BGT installs three new corrupted files:

Creature	Item	  Slot	Issue
dead2	   swih04	0x12	Weapon slot item does not exist
deadfuck	swih04	0x12	Weapon slot item does not exist
jamie	   swih04	0x12	Weapon slot item does not exist

I'll let A64 know this.

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

#20 Miloch

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Posted 23 December 2009 - 08:20 AM

And BGT installs three new corrupted files:

These are vanilla BG1 errors, typos obviously (swih04 => sw1h04) that this tool fixes. It's questionable whether dead folks like the first two need valid weapons, but they have other equipment, so I guess it's for looting or something, I dunno.

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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
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Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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"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