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BWP and mod bugs not yet fixed


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#1 Fennek

Fennek
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  • 355 posts

Posted 23 November 2010 - 05:12 AM

!!! This is a list with bugs that were confirmed to be bugs!!!
Do not post anything here you might think to be a bug. It might be a "feature", a bug already solved, your own incompetence ( :devil:) or whatever. Post it SOMEWHERE ELSE.

If you know how to fix one of them or can confirm that it doesn't exist anymore, feel free to post!

There's also a similar thread at Kerzenburg forum (if you prefer German), but since much more modding / fixing is going on here, let's have the same here (and in fast written English).
http://kerzenburg.ba...2106#post952106

I also said here that I'd set this up:
http://www.shsforums...post__p__500902


Current bugs (as far as I know):

Jondalar Fix (which is installed like a mod):
The fix doesn't work, since a broken? dlg-file is put into the override folder. Jondalar's dialog is messed up.
http://www.shsforums...07
http://www.shsforums...nversation-bug/
How to solve:
Don't install the fix
Long term solution:
Update of the fix or
try/test this fix: http://www.shsforums...post__p__523750
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BP-Balancer sometimes eliminates the invitation to the ducal palast:
http://kerzenburg.ba...ead.php?t=39664
(German, no further information; it is, however, not the first time that I read this)
How to solve: Use the console and cheat in the item: MISC78
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BIG PICTURE
BP-bug (overwriting scripts of creatures from subcomponents, actually breaking them)
The combination of the optional components of BP-Ascesnion and SCSII Ascension related components seems to cause some glitches. I even think that some .cres in Improved Illasera component of BP are broken.
Solution: Test if BP-Ascension additional components need BP-AI (Update: Done, they do not need BP-AI, but when BP-Ascension was split, nevertheless something went wrong, as it seems). Further update: BP Ascension overwrites some of the scripts of creatures from the subcomponents, that's the probem.
Currently, I'm chaseing the problem here:
http://www.shsforums...post__p__503111
DavidW:
http://forums.gibber...showtopic=21480
Alternative solution: Wait until Miloch and Turambar have completely fixed BP, since then compatbility with SCSII is completely given
Old problems with BP etc., not relevant anymore:
http://kerzenburg.ba...ead.php?t=39671
(relevant people are informed)
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BWP-Unique Artifacts-Ashes of Amber-Refinements

If one uses the BWP, a short time before the installation of Unique Artifacts the kit.ids from the fixpack is copied into the override. In this kit.ids several entires are lacking, amoung others the priest kits from Ashes of Embers. This leads to a good deal of errors when the BWP tries to install Refinements.
Link (German, with link to original post in French):
http://kerzenburg.ba...ead.php?t=41094
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Finch Mod: Her glasses do not work properly; she automatically starts to talk whenever she was kicked out of the party, sent to a certain location and if one then enters the location she was send to.
http://www.shsforums...post__p__488624
Lollorian suggestet a solution below (and also found the thread at pocketplane before I posted it here):
Link zu pocketplane - Finch forum
Current state: Fix for fixpack ready; Jastey will fix problems at pocketplane, I think. Maybe it's even possible to change the code so that Finch doesn't automatically start to talk.
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Region of Error:
http://www.shsforums...32
Problem with a cutscene and solution.
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ToB Hacks:
One cannot scroll through the level 7 (cleric) and level 9 (wizard) spells. The same problem existed in ToBEx, but seems to be fixed.
http://forums.gibber...ndpost&p=182584
Solution: Use ToBEx-component
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Kivan & Deheriana Mod:
Somebody reported that the mod would overwrite Kivan's soundsets in Bg1. This doesn't cause a ctd or something like that, but Kivan starts to speak a differnt language, depending on the language version.
http://forums.gibber...40
http://forums.gibber...showtopic=22049
Fix (code) is also posted in the fixpack thread.
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TDD:
TDD also overwrites Kivan's soundsets.
Sent PM to Hoppy (March 2011)
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Forgotten Wars Projects: Item Pack V0.1
"Gloves of spell speed"(fwbrac06.itm) reduces spell casting speed instead of increasing
Reason: "Amount" value in "Increase casting speed factor(189)" is set to -3, Revised is supposedly guilty
Solution: replace "-3" with "3".
http://www.shsforums...post__p__521209
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Baldurs Gate NPC Project:
Candlekeep-Imoen still has her old portrait (since a special .cre is used, as far as I know)
http://www.shsforums...-didnt-make-it/
http://forums.gibber...ndpost&p=183234
http://forums.gibber...showtopic=22019
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Here's a lot of "funny" stuff posted:
http://www.shsforums...-game-spoilers/
(Problem is that this is an old installation and many things might already been fixed... and there aren't enough information to figure this out)
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DSotSC and The Vault:
http://kerzenburg.ba...ad.php?p=951924
I posted here:
http://www.shsforums...-und-the-vault/
Current state, November 2010: no idea...
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B!Tweaks (Lite) v4:
Traveler's stone component doesn't work (Nov 2010, Lich / 10th)
http://www.tolkienac...=46.msg4810#new
In process of being fixed.
Current "solution": Don't buy Traveler's stone from Ribald...
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Worgas NPC mod:
Prevent officer Vai from spawning (AR6704.BCS) (?????)
However, there were a lot of warnings in the debug of the mod, so this might have caused the bug - instead of code-problems (although we already know that the mod has some typos etc. in the code, which have been fixed, but this means that there might be more...).
Only in German and not providing further information:
http://kerzenburg.ba...ead.php?t=41072
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Legion of Hell
(Setup-LOHMod.tp2) needs a BUT_ONLY_IF_IT_CHANGES to avoid dumping all CREs to the override, even unchanged ones.
http://www.shsforums...post__p__510623
I informed Leonardo, who's aacctive in the Chinese forum.
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Improved Asylum:
The dialog with the leader of the advernturer group in the asylum doesn't trigger properly. I guess one has to change the "5" into a "1" to stop the endless buffing:
http://kerzenburg.ba...169&postcount=1
Posted it here:
http://forums.rpgdun...3.html#msg18053
(Edit: End of September 2011: New Version out; not yet tested)
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Infinity Animations:

If one kills "innocents" (=orcs changed through the illustion into kids; circus tent), reputation is lowered.
How to fix: Copy kchild1.cre and kchild2.cre from the backup folder of IA into the override folder.
Miloch is aware of it:
http://www.shsforums...post__p__521973
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SCSI:
Problem that one doesn't get teleported to the chessboard, since one hadn't hurt/killed the Fission Slime in Durlag's Turm with fire damage.
http://forums.gibber...02
http://kerzenburg.ba...104&postcount=7
What to do:
Fission Slime should be hurt with fire damage.
If it is already too late:
CLUAConsole:SetGlobal("DMWWFissionBurn","GLOBAL",1)
DavidW is informed.

There is also a problem with the wolf chasing Melicamp. DavidW is informed.
Test this fix: http://www.shsforums...post__p__523898

NT assasins and SCS assasin deployment, resulting in two assasins chasing you all around the mines exit area, without attacking.
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SCSII:
Seems to be due to component "Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v17"
"Improved alacrity"(spwi921.spl) does not work if a characted previously had this ability as a 9lvl spell
Reason: this ability(like energy blades, summon planetar and such) is treated as a special ability and no more memorized like a spell, character gets it as a special ability. If a character already has it, it fails to work properly.
Solution: easiest solution is to restore spwi921.spl from a backup, it will be treated as a regular spell again.
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DEF JAM XP fixer v6 (or the BWP-fix):
Problem: Aldeth (Aldeth Sashensta, merchant's League) trows a script error while trying to turn in dopplegangers quest and fails to open a shop.
Reason: ALDETH.DLG is somehow messed up: "etGlobal" instead of "SetGlobal", "tartShop" instead of "StartShop" and so on. "Quest XP Reduction -> Reduce to 50%: v6 BWP Fix" is guilty.
Solution: restore some backup of ALDETH.DLG.
http://www.shsforums...post__p__521209
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Old problem with "Scribe Scrolls"
Problem: default mage ability to scribe scrolls is lost when exporting BGII character to BG1.
Reason: some abilities are removed during BGII-BGI transition.
Workaround1: set "flAddScribeScrolls" local variable to 1 manualy by CLUAConsole:SetGlobal("flAddScribeScrolls", "LOCALS", 1).
Workaround2: replace "GetGlobal("flAddScribeScrolls", "LOCALS", 1)" condition in dplayer3.bcs with "!HaveSpellRES("fl#MSCRL")". Notice that after this addition any main character(thief, fighter) will recieve this ability. Will not harm, but it will be useless.
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ToBEx:
Protection from magic energy(spwi606.spl) does not work properly
Reason: magic damage resistance 100% does not reduce magic damage at all. it seems to be a bug in TobEx
Solution: set "Apply Concentration Check On Damage" and "No Spell Interruption On Zero Damage" to 0 in "TobExTweak.ini". Note that setting any of this values to 1(default) causes this weird error.



Said to be fixed, but not yet approved (by another person...) or not yet integrated into mod / fixpack:

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Infinity Animations:
Red glowing Ghasts (whci hare in fact skeletons).
How to fix: Delede in the following row in setup-infinityanimations.tp2 (2407)

ACTION_FOR_EACH nb IN ~bhghoul2~ ~%tsu%ghast~ ~ghast01~ ~%tsu%ghastd~ ~%tsu%ghasts~ ~ghastsu~ ~gmayor~ ~%tsu%grael~ ~gron~ ~nevm3~ ~%tsu%sewerf3~ ~xghast1~ BEGIN

the following:
~ghastsu~
I assume Miloch etc. are aware of this problem since some time.
http://www.shsforums...55
Fix: http://www.shsforums...post__p__522975
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Kivan v12, several things (by Lich/10th):
a)
.d is compiled two times.
http://forums.gibber...showtopic=15270
Solution: Comment out line 427 in the tp2 ( COMPILE ~Kivan/d/P#KIRING.D~ )
b)
Kivan/Edwin Banter bug:
http://forums.gibber...showtopic=20412
Solution: In p#edwid.baf EDWIN has to be substituted by P#kivan at three places.
c)
In connection with Baldurdash the second part of Tombelthen's Journal gets lost, if one installs
~SCSII/SETUP-SCSII.TP2~ #0 #4065 // Make the ranger stronghold available to all classes: v15
or another mulit-stronghold-component which gives access to the ranger's cabin.
Solution: in setup-bdtobv168.tp2 line 571 has to be commented out.

Kivan & Deheriana Mod, further problems:
Somebody reported that the mod would overwrite Kivan's soundsets in Bg1. This doesn't cause a ctd or something like that, but Kivan starts to speak a differnt language, depending on the language version.
http://forums.gibber...40
http://forums.gibber...showtopic=22049

Here are the final fixes:
http://www.shsforums...post__p__522975
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Another never ending story: problems with wolfm.itm:
http://kerzenburg.ba...ead.php?t=38163
There are various threads regarding this problem at SHS, Kerzenburg, G3...
Incompatibility between Refinements und Every Mod and Dog (EMOD is "guily", although there's no problem if Refinements is not installed)
Solution: Throw wolfm.itm from Backup-folder of Refinements into override-folder of the game...
Edit: better solution: Use component from Turambar's Tweaks and Fixxes-mod.
New stuff (in German):
http://kerzenburg.ba...ad.php?p=965018
Suggestion to Leonardo, to prevent installation of both mods (November 2010).
http://www.shsforums...84
Turambar and Lollorian:
http://www.shsforums...74
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Never ending journey: Continuous and Custom Kit Imoen: v1.1
Imoen causes problems during the transition from Bg1 to Bg2
Description:
http://www.shsforums..._0
How to avoid: Don't install the component
Fix (Code):
http://www.shsforums...ansition-stuck/
Fix: http://www.shsforums...post__p__523988
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Bug in BGT with the demon cult in Ulgoth's Beard (only reported by one person until now):

http://www.shsforums..._0
What to do: Kill all cultists before killing the demon.
How to fix: see link and also this link:
http://www.shsforums...post__p__523820
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Tyris Flare:
Small bug with an area script:
http://forums.gibber...ndpost&p=184437
How to fix: Read what 10th has written and put in a number between 0 and 15.
Modder is aware of it.
Should be fixed by now (Oct. 2011)
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Incompatibiliy between BaldursDash - Grimuars - Tactics: Twisted Rune becomes inaccessible:
http://www.shsforums...post__p__508737
Fix:
http://www.shsforums...post__p__523940 or use the component Turmabar included into his Tweak and Fix-mod
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NTotSC:
Mummy.cre in ar30pb.are breaks Korgan's quest, as that's a quest specific creature. It should be mummy01.cre.
http://www.shsforums...67
Solution: Never use Mummy.cre in a mod.
Better solution: Use component from Turambar's Tweaks and Fixes Mod.
If you're not a modder:
Change spawn point 6 (assuming that you know what you're doing)
OR:
If the group (including Korgan) has not yet visited the crypt:
("SPRITE_IS_DEADMUMMY","GLOBAL",0)
OR:
Use Near Infinity etc. to open AR30PB.are, open spawn point 6, change Mummy.cre to Mummy01.cre.
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ToBEx:
Problem with Lum's Machine:
http://www.shsforums...64
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Turambar's Tweak-Pack:
And the world becomes pink... Or at least some clothes... Probably this component is responsible:
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2050 // Turambar's slow drow weapon disintegration (a revision of BG2Tweaks code): v1.7.5
What to do: Don't install this component until Turambar fixed it (or until it's proven that the component isn't responsible).
http://www.shsforums...post__p__514542
http://www.shsforums...80
Turambar is informed and has apparently fixed it.
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SoS-CtB incompatibility bug, which caused infinite Prelate Wessalen to spawn, under quite rare circumstances.
Fix will be availabe in Turambar's fix/tweak mod. Use this mod.
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BP, three problems:
http://www.shsforums...92

IMPLEMENT INTO BG2-FIXPACK ONLY IF BP AI WILL BE INSTALLED, OTHERWISE THERE WILL BE TROUBLE FOR EXAMPLE WITH SCSII.

Imperishable Torgal und imperishable Troll in castle de'Arnise:
comment out the following lines in setup-bg2fixpack.tp2 :
lines 10198 and 10200
~kptrol03.cre~ ~override~
~torgal.cre~ ~override~
lines 10203-10205
PATCH_IF ("%SOURCE_RES%" STRING_COMPARE_CASE "kptrol03" = 0) BEGIN
WRITE_ASCII 0x248 ~kptrol23~
END ELSE
lines 10218-10220
END ELSE
PATCH_IF ("%SOURCE_RES%" STRING_COMPARE_CASE "torgal" = 0) BEGIN
WRITE_ASCII 0x258 ~torgal2~ #8 // race script

Troll's head not available if the main component is installed and Improved Spellhold is not installed:
Comment out the following lone in setup-bpv180.tp2:
line24865
EXTEND_TOP ~AR1506.BCS~ ~BPv180/SPELLHD/SNIP/tAR1506.BCS~
but put in this line in line 24811.

Here are the fixes (but be aware that following the use of the fixes the installation of BP is necessary:
http://www.shsforums...post__p__522975
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Fishing For Trouble: Problem in BWP with Worldmap. Fix is available and will probably be integrated into the mod itself (it's already in the BWP fixpack):
http://www.shsforums...15
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World map: Wrong travel times from Waukeen's Promenade; posted here:
http://www.shsforums...66
Here, too, is happening something in German:
http://kerzenburg.ba...ead.php?t=40641
There's beta which is currently tested (November 2010); version 8 is out and free of bugs (probably...)
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Kiara-Zaiya (Small Teeth Pass):
http://kerzenburg.ba...ad.php?p=951242
Hoppy gave some hints regarding this:
http://www.shsforums...50
Current state, November 2010: Fix (using Hoppy's suggestions) ready
(There might be more bugs... But for the moment everything seems to be fine...)
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NPC-Flirtpack and Imoen Romance Mod:
http://kerzenburg.ba...4108#post954108
The Aerie romance stops if Imoen Romance Mod installed (or only if the Imoen romance starts?) Only partial compatibinlity.
Current state, Nov 2010: Problem with Imoen Romance, see below:
http://www.shsforums...post__p__501775
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Script-problems with Kang, Ortus, General Chang etc. (at Firkraags Verlies)
http://kerzenburg.ba...7547#post957547
Modder von COM Encounters was informed by Hoppy, Fix also posted in fixpack thread
http://www.shsforums...post__p__482511
http://forums.chosen...g18893#msg18893
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TS25miniMod:
Problems with the sorcerer from The sufferings of a Sorcerer component:
http://kerzenburg.ba...84&postcount=64
I guess I can fix that now (Nov 2010)
http://www.shsforums...post__p__501347
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SimDing's Questpack overwrites potions:
http://kerzenburg.ba...ad.php?p=953172
Seems that it was fixed (Temujin):
Link to pocketplane thread
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Cutscenen-problem from SimDings Questpack:
http://kerzenburg.ba...nviertel magier
Something is happening:
http://www.shsforums...rs/page__st__20
Link to pocketplane thead
Problem was Aurora, I guess it's solved (Nov 2010).
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Mawgul-problem, broken .cre of Mauro:
http://kerzenburg.ba...ead.php?t=39820
Here's the fixed one:
http://www.shsforums...59
(I hope this was solved a long time ago... Nov 2010).
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Shilo-Chen and the Oger-Magier:
http://kerzenburg.ba...ead.php?t=39734
How to fix:
http://kerzenburg.ba...ad.php?p=956232
Probably fixed, but I did not have a look on the new verion of the modd (if there's one out... Nov 2010).
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LR - missing soundsets:
http://kerzenburg.ba...ad.php?p=952310
Fix has to be put into the fixpack.
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Thieves Galore, Aurora, whatever etc.
http://kerzenburg.ba...ad.php?p=956298
Here something is happening:
http://www.shsforums...re/page__st__40
I guess this was solved (Nov 2010)
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Solaufein-Flirt-Problem:
http://kerzenburg.ba...ead.php?t=39371
(This one might be the same problem ?
The link to rpgdungeon
-----------------------------------------------------------------------------------------
It is said that the Solaufein flirt pack would stop the Solaufein romance at some point of time
Current state, Nov 2010: Fix posted in fixpack thread, not yet included
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Fixed and in the fixpack or fixed in the mod itself; actually only here, because nobody told me that it worked (although also nobody said that it didn't work...)

-----------------------------------------------------------------------------------------
Rogue Rebalancing:
The Pen and Paper / prevent effects from stacking component (no. 9) seems not to work correctly.
Better use this one:
~RR/SETUP-RR.TP2~ #0 #10 // Revised Thievery -> Retain default thievery potions and prevent their effects from stacking

Problem of ToB Revisited and LongerRoad, Fix available, but modder has vanished:
http://forums.chosen...f4&topic=1930.0
http://kerzenburg.ba...ead.php?t=39965
Solution: http://kerzenburg.ba...ad.php?p=960375
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TS25minimod produced a ctd if TDD is installed first and afterwards component "The Quests of a noblewoman":
http://kerzenburg.ba...ad.php?p=958992
Lollorian fixed it and I tested it, so this actually doesn't have to be here anymore, I think... (Nov 2010)
http://www.shsforums...67
http://www.shsforums...5minimod-bugs/?
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Tales of Anegh: Another old "buddy", killed by Jastey and me... Cutscene-problem (item at the wrong place):
http://kerzenburg.ba...?t=39903&page=2
How to fix: Delede two-handed weapon of Z_BHAAL; Jastey did this; actually the probple only appears if the creature slot fixer is installed after ToA (because otherwise the .cre is so crappy that the two-handed weapon is not even equipped properly).
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MTS Crappack regarding BP and Kelsey:
http://kerzenburg.ba...ad.php?p=953285
Question is, if these components are still necessary / make sense
Answer is: They don't do anything since they're not applied. The cange that might do more harm than good (?)

Edited by Fennek, 02 October 2011 - 03:05 PM.


#2 Hoppy

Hoppy

    Mage Hunter

  • Member
  • 2107 posts

Posted 23 November 2010 - 08:43 AM

This is nice. Unfortunately some of the links to the SHS posts go only to the home page of SHS. :(


Script-problems with Kang, Ortus, General Chang etc. (atFirkraags Verlies)
http://kerzenburg.ba...ad.php?p=957547
Modder von COM Encounters was informed by Hoppy, nothing else happened; maybe it was no bug (?)
http://www.shsforums...post__p__482511
http://forums.chosen...g18893#msg18893


I thought of something that I forgot to mention before. Check to see if any of those guys have the same script name (aka Death Variable). It could be the case so only one guy changes with the SHOUT trigger and the other is left doing nothing. Actually, I think that was the problem.


EDIT: nevermind, it is a global trigger but you could do some action overrides in Chang's dialog to make the others enemy(). That would be the easiest in my eyes.

EDIT 2: Just change the action in Chang's dialog to this baby:

SetGlobal("UcmgHuntHostile","GLOBAL",1)
ActionOverride("cmthang",Enemy())
ActionOverride("cmkang",Enemy())
ActionOverride("cmortus",Enemy())
Enemy()

¿es bueno?

AND... the Kiara Zaiya character Morticia will go hostile from Amaralis' dialog. So in her script MORTICIA.BCS we see the below code. It would make sense to make that whole group of enemies spawn if and when Amaralis spawns since this is his second encounter with the group, the first being when Zaiya is in party and they are rescuing Kiara.

The party wandering into Small Teeth pass and seeing these characters without even having met Kiara or Zaiya (especially if PC is evil), makes no sense.

Her going hostile along with the others in the group:

IF
	Allegiance(Myself,NEUTRAL)
	Global("AttackC6ama","GLOBAL",1)
THEN
	RESPONSE #100
		Enemy()
		Continue()
END


My in game edits (never played the quest, just doodling through it) to prevent any of them from spawning to be exclusive to KZ story line and not a regular encounter. Also, Chapter 5 at least as this should happen after Spellhold, I think. This is guess work so please don't mistake it as set fixes.

IF
	InParty("Kiara")
	GlobalGT("Chapter","GLOBAL",5)
	Global("C6AmaCreated","AR1700",0)
THEN
	RESPONSE #100
		SetGlobal("C6AmaCreated","AR1700",1)
		CreateCreature("C6ama",[3075.1000],10) // Amaralis
		Continue()
END

IF
	InParty("Kiara")
	DifficultyGT(EASIEST)
	GlobalGT("Chapter","GLOBAL",5)
	Global("C6HrothCreated","AR1700",0)
THEN
	RESPONSE #100
		SetGlobal("C6HrothCreated","AR1700",1)
		CreateCreature("C6Hroth",[3041.1018],10) // Horth'Kar
		Continue()
END

IF
	InParty("Kiara")
	InActiveArea(Player1)
	GlobalGT("Chapter","GLOBAL",5)
	Global("C6FenilCreated","AR1700",0)
THEN
	RESPONSE #100
		SetGlobal("C6FenilCreated","AR1700",1)
		CreateCreature("C6Fenil",[3198.1058],10) // Fenilla
		Continue()
END

IF
	InParty("Kiara")
	InActiveArea(Player1)
	GlobalGT("Chapter","GLOBAL",5)
	Global("C6MorticCreated","AR1700",0)
THEN
	RESPONSE #100
		SetGlobal("C6MorticCreated","AR1700",1)
		CreateCreature("C6Mortic",[3055.1113],10) // Morticia
		Continue()
END

IF
	InParty("Kiara")
	InActiveArea(Player1)
	GlobalGT("Chapter","GLOBAL",5)
	Global("C6KeriaCreated","AR1700",0)
THEN
	RESPONSE #100
		SetGlobal("C6KeriaCreated","AR1700",1)
		CreateCreature("c6Keria",[2894.1055],10) // Keria
		Continue()
END

IF
	InParty("Kiara")
	InActiveArea(Player1)
	GlobalGT("Chapter","GLOBAL",5)
	Global("C6PolgarCreated","AR1700",0)
THEN
	RESPONSE #100
		SetGlobal("C6PolgarCreated","AR1700",1)
		CreateCreature("C6Polgar",[3127.1018],10) // Polgar
		Continue()
END


Edited by Hoppy, 23 November 2010 - 11:40 PM.

?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#3 Lollorian

Lollorian

    smiley addict

  • Member
  • 4150 posts

Posted 24 November 2010 - 01:17 AM

Wow! Awesome list :Bow: Make sure you keep it updated :P

Solaufein-Flirt-Problem:
http://kerzenburg.ba...ead.php?t=39371
(This one might be the same problem ? http://forums.rpgdun...ic,1402.60.html)
It is said that the Solaufein flirt pack would stop the Solaufein romance at some point of time
Current state, Nov 2010: No idea

I'm looking at RPGSola\RPGSolaFlirts.d and this seems to be the relevant part where it NVLORs :D

IF WEIGHT #-1 ~Global("RPGDisableFlirts","GLOBAL",0)
Global("RPGSolaStartFlirtSOA","GLOBAL",1)
See(Player1)
!StateCheck(Player1,STATE_SLEEPING)
CombatCounter(0)
GlobalGT("SolaTalk","GLOBAL",5)
GlobalLT("SolaTalk","GLOBAL",11)
GlobalLT("Chapter","GLOBAL",<img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' />

// Underdark Areas
!AreaCheck("AR2100")
!AreaCheck("AR2101")
!AreaCheck("AR2102")
!AreaCheck("AR2200")
!AreaCheck("AR2201")
!AreaCheck("AR2202")
!AreaCheck("AR2203")
!AreaCheck("AR2204")
!AreaCheck("AR2205")
!AreaCheck("AR2206")
!AreaCheck("AR2207")
!AreaCheck("AR2208")
!AreaCheck("AR2209")
!AreaCheck("AR2210")
!AreaCheck("AR2400")
!AreaCheck("AR2401")
!AreaCheck("AR2402")~
THEN BEGIN solainitiatedflirts1
SAY @0
= @1

IF ~RandomNum(19,1)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solasunglare
IF ~RandomNum(19,2)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solastretch
IF ~RandomNum(19,3)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solatouchhair1
IF ~RandomNum(19,4)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solatouchhair2
IF ~RandomNum(19,5)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solawalkbeside1
IF ~RandomNum(19,6)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO soladreamed
IF ~RandomNum(19,7)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solasongbird
IF ~RandomNum(19,<img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' />~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solastare1
IF ~RandomNum(19,9)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solaembrace1
IF ~RandomNum(19,10)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solanewsights1
IF ~RandomNum(19,11)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solawalkbeside2
IF ~RandomNum(19,12)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solaregret
IF ~RandomNum(19,13)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solapoetry1
IF ~RandomNum(19,14)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solapoetry2
IF ~RandomNum(19,15)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solapoetry3
IF ~RandomNum(19,16) AreaType(FOREST)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solawalkbeside3
IF ~RandomNum(19,17) AreaType(FOREST)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solastartled
IF ~RandomNum(19,18) AreaType(OUTDOOR)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solabutterfly
IF ~RandomNum(19,19) AreaCheck("2500")~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO soladeadlyspider

From the kerzenburg thread, Salomee says that the NVLOR happens after @1 (His gaze locks with yours, a serious intensity burning in his eyes) :ermm: ... rigggght ... anyway you'll notice that the last line is fixed by the BWPFixpack to point to the correct area:
IF ~RandomNum(19,19) AreaCheck("AR2500")~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO soladeadlyspider
Now what I'm thinking is ... what happens when the RndNum generator rolls 16, 17, 18, 19 but you don't satisfy the second condition ;) That's prolly the cause of the NVLOR ...

Should:
IF ~RandomNum(19,1)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solasunglare
IF ~RandomNum(19,2)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solastretch
IF ~RandomNum(19,3)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solatouchhair1
IF ~RandomNum(19,4)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solatouchhair2
IF ~RandomNum(19,5)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solawalkbeside1
IF ~RandomNum(19,6)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO soladreamed
IF ~RandomNum(19,7)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solasongbird
IF ~RandomNum(19,<img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' />~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solastare1
IF ~RandomNum(19,9)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solaembrace1
IF ~RandomNum(19,10)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solanewsights1
IF ~RandomNum(19,11)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solawalkbeside2
IF ~RandomNum(19,12)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solaregret
IF ~RandomNum(19,13)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solapoetry1
IF ~RandomNum(19,14)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solapoetry2
IF ~RandomNum(19,15)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solapoetry3
IF ~RandomNum(19,16) AreaType(FOREST)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solawalkbeside3
IF ~RandomNum(19,17) AreaType(FOREST)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solastartled
IF ~RandomNum(19,18) AreaType(OUTDOOR)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solabutterfly
IF ~RandomNum(19,19) AreaCheck("2500")~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO soladeadlyspider
be changed to:
IF ~RandomNum(15,1)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solasunglare
IF ~RandomNum(15,2)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solastretch
IF ~RandomNum(15,3)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solatouchhair1
IF ~RandomNum(15,4)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solatouchhair2
IF ~RandomNum(15,5)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solawalkbeside1
IF ~RandomNum(15,6)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO soladreamed
IF ~RandomNum(15,7)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solasongbird
IF ~RandomNum(15,<img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' />~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solastare1
IF ~RandomNum(15,9)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solaembrace1
IF ~RandomNum(15,10)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solanewsights1
IF ~RandomNum(15,11)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solawalkbeside2
IF ~RandomNum(15,12)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solaregret
IF ~RandomNum(15,13)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solapoetry1
IF ~RandomNum(15,14)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solapoetry2
IF ~RandomNum(15,15)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solapoetry3
IF ~RandomNum(2,1) AreaType(FOREST)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solawalkbeside3
IF ~RandomNum(2,2) AreaType(FOREST)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solastartled
IF ~AreaType(OUTDOOR)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solabutterfly
IF ~AreaCheck("AR2500")~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO soladeadlyspider
.. ??? Needs testing to check though :)

Also, theoretically, wouldn't each random flirt need its own LOCAL/GLOBAL to prevent it from firing again??? ... and again ... and again :lol:

Edited by Lollorian, 24 November 2010 - 01:24 AM.

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#4 Fennek

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Posted 24 November 2010 - 05:39 AM

Links + copy and paste... Who expected that this would work... Anyway, all links should be fine now. I'll also keep it updated, together with the German one (at least until I cannot edit the first post anymore... :P ).

Thank you for your fixes and ideas! I'll tell Leonardo, probably he can produce something for the fixpack (or at least for tests). :)

#5 danemanuelk

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Posted 24 November 2010 - 12:53 PM

OK one bug from me ... maybe is a small one but is there:P

In Thalantyr Item Upgrade mod is a recipes with Ring of free action ... problem is doesn't work because Item revision I think.

I report that problem long ago http://www.shsforums...lantyr-recipes/ but in my install BWP Tactics 9.4.3 is still present. I don't know if other recipes of Thalantyr are broken or not but this from Ring of free action is.

#6 10th

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Posted 24 November 2010 - 02:44 PM

The cause was also posted, moreover it's no bug.

Cause: DSotSC, Dark Horizons and probably some other mods add custom Rings of Free Action. Those Rings DON'T work with Thalantyr, as he requires the vanilla game version (ring09), of which there are only two in the unmodded BG1 part.

10th
Avast! You cannot defeat our titan-mounted submarine staffed by cannibal vikings! - Nodwick

"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board

#7 danemanuelk

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Posted 24 November 2010 - 02:57 PM

The cause was also posted, moreover it's no bug.

Cause: DSotSC, Dark Horizons and probably some other mods add custom Rings of Free Action. Those Rings DON'T work with Thalantyr, as he requires the vanilla game version (ring09), of which there are only two in the unmodded BG1 part.

10th


is not about the other mod's even the ring of free action from Thalantyr (I buy it from him) doesn't work. practically now the default Ring of free action doesn't work in recipe.

P.S. in early version of BWP 8.1 for example all Ring of free action work indifferently from what mod was.

Edited by danemanuelk, 24 November 2010 - 02:59 PM.


#8 10th

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Posted 24 November 2010 - 03:02 PM

The ring bought from Thalantyr was added by DSotSC, it's a custom item. As Miloch already pointed out in that thread, the only original Rings of Free Action to be found in an unmodded BG1 part of BGT are on the corpse of Alai and in the pockets of Dushai.

10th
Avast! You cannot defeat our titan-mounted submarine staffed by cannibal vikings! - Nodwick

"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board

#9 danemanuelk

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Posted 24 November 2010 - 03:05 PM

The ring bought from Thalantyr was added by DSotSC, it's a custom item. As Miloch already pointed out in that thread, the only original Rings of Free Action to be found in an unmodded BG1 part of BGT are on the corpse of Alai and in the pockets of Dushai.

10th



Oh THANKS :Bow:

#10 Lollorian

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Posted 24 November 2010 - 05:54 PM

Dunno about you guys but unless the free action rings from the other mods specifically say they're different from the regular vanilla FA ring, imho there should be a compatibility patch that makes Thalantyr use the mod added item ;) Imho ofcourse :D

Sounds like a job for ... oh Turambaaaar :lol:

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#11 Fennek

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Posted 25 November 2010 - 05:02 AM

Ha! I did not expect at all that a thread like this would work without attrackting spam... :D Anyway, I fixed the last links that were (no idea why; only pocketplane and rpgdungeon caused problems) not working.

#12 Lollorian

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Posted 25 November 2010 - 08:33 PM

Script-problems with Kang, Ortus, General Chang etc. (atFirkraags Verlies)
http://kerzenburg.ba...7547#post957547
Modder von COM Encounters was informed by Hoppy, nothing else happened; maybe it was no bug (?)
http://www.shsforums...post__p__482511
http://forums.chosen...g18893#msg18893

Let's bash this bugger today eh?? :D

EDIT: Not needed cause Hoppy's post above has a much simpler fix :D
Didn't see it before :doh:

Like Hoppy's post at CoM says, com_encounters\dlg\UCMGHUN1.D contains:
IF ~~ dieplease
SAY @408 IF ~~ THEN DO ~SetGlobal("UcmgHuntHostile","GLOBAL",1) Enemy()
~ EXIT
END
BUT the GLOBAL UcmgHuntHostile isn't used anywhere else! And like Solaufein says at CoM, it may have worked for BGI cause BGI scripts are kooky like that :lol: But for the BWP, we'll just use the variable set by Chang to make the other 3 guys enemy-fy towards you ;)

It'd be great if someone could test this:

1) First, crate a new file com_encounters\bafs\UCMGHUNX.baf containing this code:
IF
	Global("UcmgHuntHostile","GLOBAL",1)
THEN
	RESPONSE #100
		 Enemy()
END

2) Edit SETUP-com_encounters.tp2 and replace:
COPY ~com_encounters/cre/UCMGHUN4.CRE~ ~override/UCMGHUN4.CRE~       
  SAY NAME1 @10019 
  SAY NAME2 @10019 

COPY ~com_encounters/cre/UCMGHUN3.CRE~ ~override/UCMGHUN3.CRE~       
  SAY NAME1 @10020 
  SAY NAME2 @10020 

COPY ~com_encounters/cre/UCMGHUN2.CRE~ ~override/UCMGHUN2.CRE~       
  SAY NAME1 @10021 
  SAY NAME2 @10021
with

COMPILE ~com_encounters/bafs/UCMGHUNX.baf~

COPY ~com_encounters/cre/UCMGHUN4.CRE~ ~override/UCMGHUN4.CRE~       
  SAY NAME1 @10019 
  SAY NAME2 @10019 
  WRITE_ASCII 0x250 ~UCMGHUNX~ #8 //class script

COPY ~com_encounters/cre/UCMGHUN3.CRE~ ~override/UCMGHUN3.CRE~       
  SAY NAME1 @10020 
  SAY NAME2 @10020 
  WRITE_ASCII 0x250 ~UCMGHUNX~ #8 //class script

COPY ~com_encounters/cre/UCMGHUN2.CRE~ ~override/UCMGHUN2.CRE~       
  SAY NAME1 @10021 
  SAY NAME2 @10021 
  WRITE_ASCII 0x250 ~UCMGHUNX~ #8 //class script
3) Install the mod and check on Mr.Chang! :P

Edited by Lollorian, 26 November 2010 - 06:06 PM.

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#13 Fennek

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Posted 26 November 2010 - 06:38 AM

Will test it during the next days. :D

#14 cmorgan

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Posted 26 November 2010 - 08:01 AM

From the kerzenburg thread, Salomee says that the NVLOR happens after @1 (His gaze locks with yours, a serious intensity burning in his eyes) :ermm: ... rigggght ... anyway you'll notice that the last line is fixed by the BWPFixpack to point to the correct area:

IF ~RandomNum(19,19) AreaCheck("AR2500")~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO soladeadlyspider
Now what I'm thinking is ... what happens when the RndNum generator rolls 16, 17, 18, 19 but you don't satisfy the second condition ;) That's prolly the cause of the NVLOR ...

Should:
<<snip>>
be changed to:
IF ~RandomNum(15,1)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solasunglare
IF ~RandomNum(15,2)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solastretch
IF ~RandomNum(15,3)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solatouchhair1
IF ~RandomNum(15,4)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solatouchhair2
IF ~RandomNum(15,5)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solawalkbeside1
IF ~RandomNum(15,6)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO soladreamed
IF ~RandomNum(15,7)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solasongbird
IF ~RandomNum(15,<img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' />~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solastare1
IF ~RandomNum(15,9)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solaembrace1
IF ~RandomNum(15,10)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solanewsights1
IF ~RandomNum(15,11)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solawalkbeside2
IF ~RandomNum(15,12)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solaregret
IF ~RandomNum(15,13)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solapoetry1
IF ~RandomNum(15,14)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solapoetry2
IF ~RandomNum(15,15)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solapoetry3
IF ~RandomNum(2,1) AreaType(FOREST)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solawalkbeside3
IF ~RandomNum(2,2) AreaType(FOREST)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solastartled
IF ~AreaType(OUTDOOR)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solabutterfly
IF ~AreaCheck("AR2500")~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO soladeadlyspider
.. ??? Needs testing to check though :)

Also, theoretically, wouldn't each random flirt need its own LOCAL/GLOBAL to prevent it from firing again??? ... and again ... and again :lol:


Lollorian, definitely - but as you noted, it needs some L/G editing. As far as I can see, the flirt LOCALS is NOT designed as a constraint on this set, though - it looks like the intended behavior is truly that randomness. So swapping RandomNum() directly won't work as the original setup. I'd suggest you code exactly as you have above with the 15, but try two different ideas out to see which one works better (the 15 leave just as you have coded, but try):

This one only allows the "specially conditioned" ones to repeat once - which is probably ok, as getting a one-out-of-19-when-in-an-outdoor-area is probably not every game anyways:
IF ~Global("RPGSolaSingleFire3","LOCALS",1) AreaType(FOREST)~ THEN DO ~SetGlobal("RPGSolaSingleFire4","LOCALS",2) IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solawalkbeside3
IF ~Global("RPGSolaSingleFire3","LOCALS",0) AreaType(FOREST)~ THEN DO ~SetGlobal("RPGSolaSingleFire3","LOCALS",1) IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solastartled
IF ~Global("RPGSolaSingleFire2","LOCALS",0) AreaType(OUTDOOR)~ THEN DO ~SetGlobal("RPGSolaSingleFire2","LOCALS",1) IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solabutterfly
IF ~Global("RPGSolaSingleFire1","LOCALS",0) AreaCheck("AR2500") ~ THEN DO ~SetGlobal("RPGSolaSingleFire1","LOCALS",1) IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO soladeadlyspider

I just don't know if this is really the way Weimer wanted it to really work - it means the first "random" flirt in AR2500 becomes an always-fire-and-then-never-return, and SingleFire3 becomes the first two times FOREST flirts run (and they run in sequence). From a "make sure players see content" perspective, this version makes the most sense and will avoid the NVROL. But there is another way that you could test that preserves more of the randomness.

IF ~RandomNum(5,1) AreaType(FOREST)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solawalkbeside3
IF ~RandomNum(5,5) AreaType(FOREST)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solastartled
IF ~RandomNum(6,2) AreaType(OUTDOOR)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solabutterfly
IF ~RandomNum(4,3) AreaCheck("AR2500")~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO soladeadlyspider

If the logic works out right (BioWare™ uses this idea for entire dialogs for bit-players in places, but I don't think they do it within a dialog) then it should work out as follows:

IF AreaCheck=AR2500 AND 1in4 (25% chance if first condition filled) THEN soladeadlyspider ELSE
IF AreaType=OUTDOOR AND 1in6 (16% chance) THEN solabutterfly ELSE
IF AreaType=FOREST AND 1in5 (20% chance) THEN solastartled ELSE
IF AreaType=FOREST AND (same engine number set as last line read) 1in5 (20% chance) THEN solawalkbeside3 ELSE
15_possibilities_out_of_15
END

I think the math needs serious work, as a 1 in 19 chance only when in an outdoor area =/= 16% i think... and the FOREST ones in that codesnip are way way too high (40% of the time or so you would get one of the two FOREST ones) but if someone worked out the percentages, this method should be able to preserve the 'feel' of Weimer's random sequence. I suggest testing with those numbers or something even higher so that you can test with less repetition. The only caveat is that you want to leave "loopholes" to fall through, and you need to use different ranges (15, 6, 5, 4, 2) to get different results.

#15 Lollorian

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Posted 26 November 2010 - 08:33 AM

Now that's some serious bonkers :D

But, what difference does your second option:
IF ~RandomNum(5,1) AreaType(FOREST)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solawalkbeside3
IF ~RandomNum(5,5) AreaType(FOREST)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solastartled
IF ~RandomNum(6,2) AreaType(OUTDOOR)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solabutterfly
IF ~RandomNum(4,3) AreaCheck("AR2500")~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO soladeadlyspider
have over the original Weimer code:
IF ~RandomNum(19,16) AreaType(FOREST)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solawalkbeside3
IF ~RandomNum(19,17) AreaType(FOREST)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solastartled
IF ~RandomNum(19,18) AreaType(OUTDOOR)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solabutterfly
IF ~RandomNum(19,19) AreaCheck("AR2500")~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO soladeadlyspider
... save for the probabilities??

Why would the upper one work when the lower one fails?? :unsure: (wrt the NVLORs :P) Man, I need to understand how this randomnezz works :lol:

PS: Sorry Fennek, I overlooked Hoppy's Chang fix (his EDIT 2) in his post :P It's much easier to do and does the same thing so I'd prefer that :P

Edited by Lollorian, 26 November 2010 - 06:03 PM.

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#16 Hoppy

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Posted 26 November 2010 - 08:39 PM

Why would the upper one work when the lower one fails?? :unsure: (wrt the NVLORs :P) Man, I need to understand how this randomnezz works :lol:


These random dialog things are really confusing especially for one like me that is horrible with dialogs and anything related to dialogs. I have a hard time understanding the two examples as well.


PS: Sorry Fennek, I overlooked Hoppy's Chang fix (his EDIT 2) in his post :P It's much easier to do and does the same thing so I'd prefer that :P


I did that cause I really didn't search for that global and since you searched and couldn't find it, then that got rid of the other possibility which was to put a block in the AR1200 area script but that is getting a bit overloaded now. Also, trying to avoid any additional scripting that would call for one block in a race or general script as that doesn't work a lot of the time. Case in point: Zannaster from Check the Bodies.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#17 cmorgan

cmorgan
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Posted 26 November 2010 - 09:03 PM

Heh. I bet you are right.

But I am not sure. wait...

ok. Nope, I stand by the test code. Test the second one anyways. Because the way this works is that reply states get evaluated from bottom to top, and in the first example, there was only one big block of 19. So if you got 16, 17, 18, or 19 as the random number portion (A = true) but when you did the second check for area or areatype etc. (B = false) then the engine reads that those are false and not available, and it has no other choice left to it - so "No Valid Replies Or Links". The code Weimer put there did not have any fallback position.

In the second example I gave, the evaluation has 3 individual RandomNum "codeblocks" to check, one for each constraint. If they all evaluate false, then the next section to evaluate is a RandomNum(15,#) where # = 1 to 15 inclusive, so one of them WILL be valid.

The way I think of it, the base of the dialog is a big dartboard labled up into little random_number_labled segments. We throw the dart at the dartboard, on its way to hit the board on one of those places. In the original code, some of the board had holes in it, because everything was made into one big board - holes and all. But by splitting this up, we get a 15 space dartboard with no holes, and the chance that something random will be up on the board to get hit when the dart tries to hit one of those 15 spaces (a picture of an ex GF 20% of the time, a stray beer nut 16% of the time, or a postcard from Maui 25% of the time). Most of the time, we don't have to worry about stray beer nuts, ex-GF's picture, or postcards from Maui, so those 15 spaces are just fine. But at whatever you folks detemine is the right level of randomness, *pow*... the postcard from Maui gets a cute little hole punched right between the coconuts.

#18 Lollorian

Lollorian

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Posted 26 November 2010 - 10:17 PM

In the second example I gave, the evaluation has 3 individual RandomNum "codeblocks" to check, one for each constraint. If they all evaluate false, then the next section to evaluate is a RandomNum(15,#) where # = 1 to 15 inclusive, so one of them WILL be valid.

Now THAT makes awesome sense :woot: I never doubted you ... ever :lol:

Anyway, changed another block in the same file:
IF ~RandomNum(22,22)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solastretch1
IF ~RandomNum(22,1)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solatouchhair1a
IF ~RandomNum(22,2)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solatouchhair2a
IF ~RandomNum(22,3)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solawalkbeside1a
IF ~RandomNum(22,4)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solasongbird1
IF ~RandomNum(22,5)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solastare1a
IF ~RandomNum(22,6)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solawalkbeside2a
IF ~RandomNum(22,7)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solanewsights1a
IF ~RandomNum(22,<img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' />~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solapoetry1a
IF ~RandomNum(22,9)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solapoetry4a
IF ~RandomNum(22,10)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solasurfcust1a
IF ~RandomNum(22,11)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solaembrace1a
IF ~RandomNum(22,12)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solatouch1a
IF ~RandomNum(22,13)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solasurfcust2a
IF ~RandomNum(22,14)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solatouch2a
IF ~RandomNum(22,15)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solamassage1a
IF ~RandomNum(22,16)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO soladrinkofwater1
IF ~RandomNum(22,17)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solatouchhair3a
IF ~RandomNum(22,18)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solamassage2a
IF ~RandomNum(22,19) AreaType(FOREST)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solasitbeside1a
IF ~RandomNum(22,20) AreaType(FOREST)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solasings1
IF ~RandomNum(22,21) AreaType(FOREST)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solaembrace3a
to
IF ~RandomNum(19,19)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solastretch1
IF ~RandomNum(19,1)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solatouchhair1a
IF ~RandomNum(19,2)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solatouchhair2a
IF ~RandomNum(19,3)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solawalkbeside1a
IF ~RandomNum(19,4)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solasongbird1
IF ~RandomNum(19,5)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solastare1a
IF ~RandomNum(19,6)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solawalkbeside2a
IF ~RandomNum(19,7)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solanewsights1a
IF ~RandomNum(19,<img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' />~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solapoetry1a
IF ~RandomNum(19,9)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solapoetry4a
IF ~RandomNum(19,10)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solasurfcust1a
IF ~RandomNum(19,11)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solaembrace1a
IF ~RandomNum(19,12)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solatouch1a
IF ~RandomNum(19,13)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solasurfcust2a
IF ~RandomNum(19,14)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solatouch2a
IF ~RandomNum(19,15)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solamassage1a
IF ~RandomNum(19,16)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO soladrinkofwater1
IF ~RandomNum(19,17)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solatouchhair3a
IF ~RandomNum(19,18)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solamassage2a
IF ~RandomNum(3,1) AreaType(FOREST)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solasitbeside1a
IF ~RandomNum(3,2) AreaType(FOREST)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solasings1
IF ~RandomNum(3,3) AreaType(FOREST)~ THEN DO ~IncrementGlobal("RPGSolaRandFlirt","LOCALS",1)~ GOTO solaembrace3a
... and whooooosh! Thar she blows! :D

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#19 Fennek

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Posted 26 November 2010 - 11:00 PM

Okay, I just saw that Lollorian posted the fixes in the fixpacxk threat. I'll change the post above. :cheers:
Could anybody who's registered at COM tell them about the fixes? (I'm not... :ph34r: )

Thanks to all of you! :Bow:

So I guess only Hoppy's Kiara Zaiya fix (second post) needs testing.

Edited by Fennek, 26 November 2010 - 11:09 PM.


#20 Hoppy

Hoppy

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Posted 27 November 2010 - 12:22 AM

Could anybody who's registered at COM tell them about the fixes? (I'm not... :ph34r: )


What is the mod again that these guys are included in?
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant