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[Research] The 'my transition is stuck' thread


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#21 cormaeg

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Posted 09 April 2012 - 03:22 PM

Thanks..I will try it. Nope, didn't work.

Any other possibilities? I've always wanted to see how this works, and I've played a whole game of BG1 just to accomplish it, lol!

Cormaeg

Edited by cormaeg, 10 April 2012 - 02:25 AM.


#22 Ascension64

Ascension64
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Posted 10 April 2012 - 03:56 AM

I'm like a parrot. Did you wait long enough? Have a coffee.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#23 aVENGER

aVENGER
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Posted 05 May 2012 - 12:40 AM

If BG2Tweaks ever gets updated, it really should FORBID_COMPONENT on BGT.


This will be taken into account for the next BG2 Tweaks release.

#24 Bar

Bar
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Posted 16 September 2013 - 04:40 AM

Ignore this. I wasn't expecting a thirty second black screen while scripts crunched stuff. IT worked fine.

Anyway, I'll still be making a new install for BG2, since I finished BG1 part with cca 360000xp, so at least ascension and tactics or revised battles are in order for BG2. If I can get that to run- 

 

 

I had a similar problem with the transition.
Talked to Belt, Area loaded, then not a crash, just a black screen. 

(Which made me install just BG2 - where I ran into a weird Improved Ilyich text bug when all of his party, including the Glabrezu would try to say something, but had the wrong strref, and instead said the description of one of the heads of the Flail of Ages. After which the game would CTD. Oh joy. I tried to install it all in order, according to the BWP pdf file.. )

Weidu log

 

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1001 // BG2 Fixpack - Game Text Update -> GTU Classic (from Baldurdash, by Kevin Dorner): v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers   and Stalkers: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in  Wrath Hell Trial: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v10
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.18 (28 Apr 13)
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v20
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v20
~BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v20
~BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v20
~BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v20
~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v20
~BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v20
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v20
~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v20
~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v20
~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v20
~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v20
~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v20
~BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v20
~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v20
~BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders: v20
~BG1NPC.TP2~ #0 #25 // Jason Compton's Accelerated Banter Script: v20
~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v20
~BG1NPC.TP2~ #0 #29 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v20
~BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v20
~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v20
~DSOTSC/SETUP-DSOTSC.TP2~ #0 #5 // DSotSC for BGT-Weidu: v 2.17
~DSOTSC/SETUP-DSOTSC.TP2~ #0 #100 // Dark Side Interparty Banter: v 2.17
~DSOTSC/SETUP-DSOTSC.TP2~ #0 #220 // Extended NPC Soundsets -> BG2 soundsets dominate: v 2.17
~SETUP-NTOTSC.TP2~ #0 #0 // NTotSC for BGT-Weidu: v1.70a
~SETUP-SCS.TP2~ #0 #10 // Initialise (required by almost all other mod components): v21
~SETUP-SCS.TP2~ #0 #1001 // Make Protection from Normal Missiles block magical missiles -> Only +1 and better missiles penetrate Protection from Normal Missiles, and +1 missiles are replaced by nonmagical Masterwork versions: v21
~SETUP-SCS.TP2~ #0 #1010 // More consistent Breach spell (doesn't penetrate Spell Turning): v21
~SETUP-SCS.TP2~ #0 #1019 // Antimagic attacks penetrate improved invisibility -> Antimagic spells remain single-target, but affect the target creature whether or not it is invisible (default option): v21
~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v21
~SETUP-SCS.TP2~ #0 #1040 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v21
~SETUP-SCS.TP2~ #0 #1055 // Slightly weaken insect plague spells, and let fire shields block them: v21
~SETUP-SCS.TP2~ #0 #1060 // Cosmetic change: stop Stoneskins from changing your character's colour: v21
~SETUP-SCS.TP2~ #0 #1070 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v21
~SETUP-SCS.TP2~ #0 #2000 // Make elemental arrows more like their BG2 counterparts: v21
~SETUP-SCS.TP2~ #0 #2011 // Replace many magic weapons with fine ones -> Fine weapons are immune to the iron crisis: v21
~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v21
~SETUP-SCS.TP2~ #0 #2030 // Remove Arrows of Dispelling from BG1 stores: v21
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v21
~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v21
~SETUP-SCS.TP2~ #0 #3020 // Allow player to choose NPC proficiencies and skills: v21
~SETUP-SCS.TP2~ #0 #3050 // Better NPC management: v21
~SETUP-SCS.TP2~ #0 #3060 // Allow Yeslick to use axes: v21
~SETUP-SCS.TP2~ #0 #3070 // Move NPCs to more convenient locations: v21
~SETUP-SCS.TP2~ #0 #3080 // Improved shapeshifting: v21
~SETUP-SCS.TP2~ #0 #3101 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v21
~SETUP-SCS.TP2~ #0 #3110 // More realistic wolves and wild dogs: v21
~SETUP-SCS.TP2~ #0 #4000 // Skip Candlekeep: v21
~SETUP-SCS.TP2~ #0 #4010 // Remove blur effect from displacer cloak: v21
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v21
~SETUP-SCS.TP2~ #0 #4050 // Ease-of-use player AI: v21
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v21
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v21
~SETUP-SCS.TP2~ #0 #5015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v21
~SETUP-SCS.TP2~ #0 #5021 // Potions for NPCs -> One third of the potions dropped by slain enemies break and are lost: v21
~SETUP-SCS.TP2~ #0 #5033 // Smarter mages -> Mages use spells from BG1 and BG2; mages pre-buff: v21
~SETUP-SCS.TP2~ #0 #5043 // Smarter priests -> Priests use spells from BG1 and BG2; priests pre-buff: v21
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v21
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v21
~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v21
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v21
~SETUP-SCS.TP2~ #0 #6000 // Improved doppelgangers: v21
~SETUP-SCS.TP2~ #0 #6005 // Harder giant and phase spiders: v21
~SETUP-SCS.TP2~ #0 #6010 // Tougher Black Talons and Iron Throne guards: v21
~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v21
~SETUP-SCS.TP2~ #0 #6030 // Dark Side-based kobold upgrade: v21
~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v21
~SETUP-SCS.TP2~ #0 #6050 // Improved Ulcaster: v21
~SETUP-SCS.TP2~ #0 #6060 // Improved Balduran's Isle: v21
~SETUP-SCS.TP2~ #0 #6070 // Improved Durlag's Tower: v21
~SETUP-SCS.TP2~ #0 #6080 // Improved Demon Cultists: v21
~SETUP-SCS.TP2~ #0 #6090 // Improved Cloakwood Druids: v21
~SETUP-SCS.TP2~ #0 #6100 // Improved Bassilus: v21
~SETUP-SCS.TP2~ #0 #6110 // Improved Drasus party: v21
~SETUP-SCS.TP2~ #0 #6120 // Improved Red Wizards: v21
~SETUP-SCS.TP2~ #0 #6130 // Improved Undercity party: v21
~SETUP-SCS.TP2~ #0 #6140 // Improved minor encounters: v21
~SETUP-SCS.TP2~ #0 #6150 // Tougher chapter-two end battle: v21
~SETUP-SCS.TP2~ #0 #6160 // Tougher chapter-three end battle: v21
~SETUP-SCS.TP2~ #0 #6170 // Tougher chapter-four end battle: v21
~SETUP-SCS.TP2~ #0 #6180 // Tougher chapter-five end battle: v21
~SETUP-SCS.TP2~ #0 #6190 // Tougher chapter-six end battle: v21
~SETUP-SCS.TP2~ #0 #6200 // Improved final battle: v21
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): v21
~SCSII/SETUP-SCSII.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3030 // Move the Cloak of Mirroring: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3060 // Remove Arrows of Dispelling from stores: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3070 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3510 // Remove unrealistically helpful items from certain areas: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3522 // Remove unrealistically convenient ammunition from certain areas -> Remove all ammo from random containers: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3540 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3980 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4055 // Randomise the maze in Watcher's Keep: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4063 // Make the fighter stronghold available to all classes: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4100 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v21
~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6021 // Potions for NPCs -> One third of the potions dropped by slain enemies break and are lost: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6051 // Improved fiends -> Fiends cast spells like normal wizards: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6060 // Smarter genies -> Genies have fast, uninterruptable innate magic: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6070 // Give Celestials slightly more staying power: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6081 // Smarter celestials -> Celestials cast spells like normal wizards: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6090 // Give dragons more staying power by increasing their hit points: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6100 // Smarter dragons -> Dragons have fast, uninterruptable innate magic: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6108 // Enemy mages (and Elder Orbs) use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages or Smarter Beholders): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6110 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6121 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6137 // Add high-level abilities (HLAs) to ToB mages -> All ToB mages who can cast 9th-level spells get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6139 // Add high-level abilities (HLAs) to SoA mages -> All SoA mages who can cast 9th-level spells get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6150 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6161 // Add high-level abilities (HLAs) to ToB priests -> All ToB priests who can cast 7th-level spells get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6171 // Add high-level abilities (HLAs) to SoA priests -> All SoA priests who can cast 7th-level spells get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6180 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6900 // Make the starting dungeon slightly harder: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7020 // More resilient trolls: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7030 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7051 // Improved de'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v21
~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7065 // Improved Unseeing Eye: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7071 // Improved Bodhi (Tactics Remix) -> Original Tactics Improved Bodhi with SCSII scripting: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7075 // Party's items are taken from them in Spellhold -> Normal mode (recommended): v21
~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with Irenicus in Spellhold: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v21
~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the Illithid city: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7110 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7120 // Slightly Improved Watcher's Keep: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7126 // Improved Irenicus in Hell (Tactics remix) -> Tactics-SCSII hybrid: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v21
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #20 // Change Imoen's Avatar to Mage: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #80 // Restore SoA Load Screen Logo (ToB Only): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #90 // Disable Portrait Icons Added by Equipped Items: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #120 // Change Avatar When Wearing Robes or Armor (Galactygon): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1030 // Reveal Wilderness Areas Before Chapter Six: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1050 // Gradual Drow Item Disintegration: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1140 // Gems and Potions Require Identification: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items)  at Character Level: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2191 // Limit Ability of Storekeepers to Identify Items -> Identification Ability is Based on Storekeeper's Lore: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2296 // Alter Druid Spell and Level Progression Tables -> Use Cleric Level Progression Changes With Un-Nerfed Cleric Spell Table (Blucher): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2300 // Triple-Class HLA Tables: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2312 // Add Save Penalties for Spells Cast by High-Level Casters (BETA) -> Arcane & Divine Magic: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (Ardanis/GeN1e): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3012 // Maximum HP for NPCs (the bigg) -> For Party-Joinable NPCs Only: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at  Mid-Range Reputation: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4080 // Make Khalid a Fighter-Mage (Domi): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4110 // Give Kagain A Legal Constitution Score of 19: v12
 

Edited by Bar, 16 September 2013 - 05:08 AM.


#25 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5148 posts

Posted 16 September 2013 - 06:41 AM

...
Well, you have not installed the Generalized biffing, making every one of the overwritten scripts load twice or possibly more, making the games speed suffer... as they are not in the native library, I recomend that you try the mod in the new game.

Edited by The Imp, 16 September 2013 - 06:43 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#26 Vlad

Vlad
  • Member
  • 577 posts

Posted 15 February 2014 - 11:05 AM

Ascension, please note that ARAM00 script is completely goofed in the the present BGT version. All this MeetingOldFriends sequence should be removed and replaced with something more reasonable. Please take a look in NeJ for the better script. Meanwhile I'll remake it on my own.



#27 Vlad

Vlad
  • Member
  • 577 posts

Posted 12 September 2014 - 01:45 PM

Ok, these are 4 files which solve the problem with the transition and makes it fast and effective.

 

They are for NeJ2 and NeJ3 installations until the upcoming version NeJ3 7.0.

 

You can use them, cut the parts from them, do WeiDU installation and whatever you want.

 

All in all, the transition is immediate now, no need to wait and drink beer or coffee or going to a toilet for 15 min.

 

I have removed the amnscene.bcs and long chain of Meeting Old Friends variables which slowed everything.

 

I've moved erasing of all journal entries to the final dialogue with Belt - beltbrd.dlg

 

In his area 7300, the script now saves only variables for 4 arrays from NeJ: cloth sack, ammo belt, scroll tube and potion bag.

 

In the transition area aram00, everything is now in a single cutscene, no endless checks and loops. All items drop without any checks. Only those NPCs (in total 6 with my Shar-Teel) who are transferred to BG2 are transferred, no more checks needed, just drop others and save precious time and patience. No need for the second cutscene amnscene.bcs. 

 

In ar0602, cloth sack, ammo belt, scroll tube and potion bag are put in the jail golem room in the chest. Since these are arrays, all the items you put in them are preserved including wands with the same charges you charged them in stores, nothing is lost anymore.

 

The price for this is installation of NeJ, of course. LOL Oh just introduce the amendments to these scripts yourself, or make the short correcting mod in WeiDU - up to you. And good luck!

 

By the way, if you use the attached files as they are - just put them in your override - everything should work fine, except Belt dialogue. I'll give below the WeiDU fix for that.

 

As to the items, I've removed the gold pantaloons and Drizzt items from the script as I store them in my bag. The same is with other few items from BG1 that Ascension decided to keep in BG2.

 

REPLACE ~BELTBRD~

IF ~~ THEN BEGIN 12 // from: 11.0
  SAY ~Good luck, and safe journeys.~
  IF ~~ THEN DO ~TakePartyItemAll("SCRL2J")
TakePartyItemAll("SCRL2K")
TakePartyItemAll("SCRL2L")
TakePartyItemAll("SCRL2M")
TakePartyItemAll("SCRL2N")
TakePartyItemAll("SCRL2O")
TakePartyItemAll("SCRL2P")
TakePartyItemAll("SCRL2Q")
TakePartyItemAll("SCRL2R")
TakePartyItemAll("SCRL2S")
TakePartyItemAll("SCRL2T")
TakePartyItemAll("SCRL2U")
TakePartyItemAll("SCRL2V")
TakePartyItemAll("SCRL2W")
TakePartyItemAll("SCRL2X")
TakePartyItemAll("SCRL2Y")
TakePartyItemAll("SCRL2Z")
TakePartyItemAll("SCRL3A")
TakePartyItemAll("SCRL3B")
TakePartyItemAll("SCRL3C")
TakePartyItemAll("SCRL3E")
TakePartyItemAll("SCRL3F")
TakePartyItemAll("SCRL3Z")
TakePartyItemAll("SCRLZHA")
TakePartyItemAll("MISC78")
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ActionOverride(Player1,LeaveAreaLUAPanic("ARAM00","",[10.960],0))
ActionOverride(Player1,LeaveAreaLUA("ARAM00","",[10.960],0))
ActionOverride(Player2,LeaveAreaLUA("ARAM00","",[10.960],0))
ActionOverride(Player3,LeaveAreaLUA("ARAM00","",[10.960],0))
ActionOverride(Player4,LeaveAreaLUA("ARAM00","",[10.960],0))
ActionOverride(Player5,LeaveAreaLUA("ARAM00","",[10.960],0))
ActionOverride(Player6,LeaveAreaLUA("ARAM00","",[10.960],0))~ EXIT
END
END

 

And here is ARAM00.BCS

 

IF
	Global("A6StartARAM00","ARAM00",0)
THEN
	RESPONSE #100
		StartCutSceneMode()
		SetGlobal("A6StartARAM00","ARAM00",1)
		FadeToColor([30.0],0)
		Wait(3)
		ActionOverride(Player1,DropInventory())
		ActionOverride(Player2,DropInventory())
		ActionOverride(Player3,DropInventory())
		ActionOverride(Player4,DropInventory())
		ActionOverride(Player5,DropInventory())
		ActionOverride(Player6,DropInventory())
		Wait(1)
		DayNight(MIDNIGHT)
		Explore()
		MoveViewPoint([618.210],INSTANT)
		ActionOverride(Player1,JumpToPoint([618.210]))
		ActionOverride(Player2,JumpToPoint([756.267]))
		ActionOverride(Player2,FaceObject(Player1))
		ActionOverride(Player3,JumpToPoint([862.329]))
		ActionOverride(Player3,FaceObject(Player1))
		ActionOverride(Player4,JumpToPoint([847.368]))
		ActionOverride(Player4,FaceObject(Player2))
		ActionOverride(Player5,JumpToPoint([659.278]))
		ActionOverride(Player5,FaceObject(Player1))
		ActionOverride(Player6,JumpToPoint([638.291]))
		ActionOverride(Player6,FaceObject(Player3))
		ApplySpellRES("BGSLEEP",Player2) // Sleep
		ApplySpellRES("BGSLEEP",Player3) // Sleep
		ApplySpellRES("BGSLEEP",Player4) // Sleep
		ApplySpellRES("BGSLEEP",Player5) // Sleep
		ApplySpellRES("BGSLEEP",Player6) // Sleep
		ApplySpellRES("BGSLEEP",Player1) // Sleep
		CreateCreature("AMBMAEVR",[515.360],4) // Mae'Var
		CreateCreature("AMBTHIF2",[568.394],2) // Shadow Thief
		CreateCreature("AMBSTHF0",[561.205],5) // Shadow Thief
		CreateCreature("AMBSTHF0",[720.260],5) // Shadow Thief
		CreateCreature("AMBSTHF0",[959.292],10) // Shadow Thief
		CreateCreature("AMBSTHF0",[706.352],2) // Shadow Thief
		CreateCreature("AMBSTHF0",[588.320],5) // Shadow Thief
		CreateCreature("AMBSTHF0",[739.176],5) // Shadow Thief
		CreateCreature("AMBSTHF0",[486.266],5) // Shadow Thief
		CreateCreature("AMBSTHF0",[634.386],10) // Shadow Thief
		CreateCreature("AMBSTHF0",[657.142],2) // Shadow Thief
		CreateCreature("AMBSTHF0",[509.401],5) // Shadow Thief
		ActionOverride("AMBMAEVR",FaceObject(Player1))
		ActionOverride("AMBTHIF2",FaceObject(Player1))
		ActionOverride("AMBSTHF0",FaceObject(Player1))
		FadeFromColor([30.0],0)
		Wait(3)
		ActionOverride("AMBTHIF2",DisplayStringWait("AMBTHIF2",75277)) // We have incapacitated them all, Mae'Var.  What should be done now?
		Wait(6)
		ActionOverride("AMBMAEVR",DisplayStringWait("AMBMAEVR",75278)) // Take them all back to Amn.  Our client awaits.
		Wait(3)
		FadeToColor([30.0],0)
		Wait(3)
		SetGlobal("SPRITE_IS_DEADIMOEN2","GLOBAL",0)
		ActionOverride("Imoen2",LeaveParty())
		ActionOverride("Imoen2",ChangeAIScript("",DEFAULT))
		SetGlobal("ImoenPartyBG1","GLOBAL",1)
		ActionOverride("Imoen2",MoveBetweenAreas("AR0602",[3198.2837],6))
		SetGlobal("SPRITE_IS_DEADJAHEIRA","GLOBAL",0)
		ApplySpellRES("BGDEX17","Jaheira") // No such index
		ActionOverride("Jaheira",LeaveParty())
		ActionOverride("Jaheira",ChangeAIScript("",DEFAULT))
		SetGlobal("JaheiraPartyBG1","GLOBAL",1)
		ActionOverride("Jaheira",MoveBetweenAreas("AR0602",[3898.2676],6))
		SetGlobal("SPRITE_IS_DEADMINSC","GLOBAL",0)
		ApplySpellRES("BGDEX17","Minsc") // No such index
		ApplySpellRES("BGCON16","Minsc") // No such index
		ActionOverride("Minsc",LeaveParty())
		ActionOverride("Minsc",ChangeAIScript("",DEFAULT))
		SetGlobal("MinscPartyBG1","GLOBAL",1)
		ActionOverride("Minsc",MoveBetweenAreas("AR0602",[4029.2759],6))
		SetGlobal("SPRITE_IS_DEADVICONIA","GLOBAL",0)
		ApplySpellRES("BGWIS18","Viconia") // No such index
		ApplySpellRES("BGMAG65","Viconia") // No such index
		ActionOverride("Viconia",LeaveParty())
		ActionOverride("Viconia",ChangeAIScript("",DEFAULT))
		SetGlobal("ViconiaPartyBG1","GLOBAL",1)
		ActionOverride("Viconia",MoveBetweenAreas("AR1000",[1821.1081],11))
		SetGlobal("SPRITE_IS_DEADEDWIN","GLOBAL",0)
		ApplySpellRES("BGSTR10","Edwin") // No such index
		ApplySpellRES("BGWIS10","Edwin") // No such index
		ActionOverride("Edwin",LeaveParty())
		ActionOverride("Edwin",ChangeAIScript("",DEFAULT))
		SetGlobal("EdwinPartyBG1","GLOBAL",1)
		ActionOverride("Edwin",MoveBetweenAreas("AR0304",[852.340],4))
		ActionOverride("Sharteel",LeaveParty())
		ActionOverride("Sharteel",ChangeAIScript("",DEFAULT))
		ActionOverride("Sharteel",SetDialog("SHARTP"))
		SetGlobal("SharteelPartyBG1","GLOBAL",1)
		ActionOverride("Sharteel",MoveBetweenAreas("AR0602",[3583.2919],9))
		Wait(1)
		ActionOverride(Player2,LeaveParty())
		ActionOverride(Player2,EscapeArea())
		ActionOverride(Player3,LeaveParty())
		ActionOverride(Player3,EscapeArea())
		ActionOverride(Player4,LeaveParty())
		ActionOverride(Player4,EscapeArea())
		ActionOverride(Player5,LeaveParty())
		ActionOverride(Player5,EscapeArea())
		ActionOverride(Player6,LeaveParty())
		ActionOverride(Player6,EscapeArea())
		SetGlobal("SPRITE_IS_DEADCALAHAN","GLOBAL",0)
		SetGlobal("SPRITE_IS_DEADCARBOS","GLOBAL",0)
		SetGlobal("SPRITE_IS_DEADDIANA","GLOBAL",0)
		SetGlobal("SPRITE_IS_DEADEDWIN","GLOBAL",0)
		SetGlobal("SPRITE_IS_DEADFTOWNNASH3","GLOBAL",0)
		SetGlobal("SPRITE_IS_DEADGORF","GLOBAL",0)
		SetGlobal("SPRITE_IS_DEADKING","GLOBAL",0)
		SetGlobal("SPRITE_IS_DEADKNIGHT1","GLOBAL",0)
		SetGlobal("SPRITE_IS_DEADPAWN","GLOBAL",0)
		SetGlobal("SPRITE_IS_DEADQUEEN","GLOBAL",0)
		SetGlobal("SPRITE_IS_DEADROGER","GLOBAL",0)
		SetGlobal("SPRITE_IS_DEADSENDAI","GLOBAL",0)
		SetGlobal("SPRITE_IS_DEADSHANK","GLOBAL",0)
		SetGlobal("SPRITE_IS_DEADTARNOR","GLOBAL",0)
		SetGlobal("SPRITE_IS_DEADTAZOK","GLOBAL",0)
		SetGlobal("SPRITE_IS_DEADWILLIAM","GLOBAL",0)
		Wait(1)
		ActionOverride(Player1,LeaveAreaLUAPanic("AR0602","",[3744.2805],12))
		ActionOverride(Player1,LeaveAreaLUA("AR0602","",[3744.2805],12))
		Wait(1)
		FadeFromColor([30.0],0)
		Wait(3)
		EndCutSceneMode()
END

 

Attached Files



#28 -John Walker-

-John Walker-
  • Guest

Posted 15 January 2015 - 06:26 PM

Three words about this mod. . . "STILL" "NEEDS" "WORK"!



#29 Vlad

Vlad
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Posted 15 November 2015 - 05:37 AM

I want that the previous topic on this issue be referenced here:

 

http://www.shsforums...788-transition/



#30 Roxanne

Roxanne

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Posted 15 November 2015 - 08:17 AM

I have just finished by in depth research on those transition issues. Much of it has been reported before already by Vlad and also by myself http://www.shsforums...nsition-issues/ . Having now succeeded in a BGT installation containing both of our mods (NEJ and SandrahNPC), I could finalize my research.

 

Here a brief summary (and with that I promise to stop commenting on that issue)

 

  1. 1- The current BGT transition takes very long, breaks occasinally and fails, and is fragile to intervention by the player - if you are familiar with the code, you may force a successful transition if stuck by some clua inputs otherwise it sometimes requires a bit of luck and a lot of patience.
  2. 2- Some megamods requiring a continous transition of NPCs have contributed their solution to the problem BUT they have done this on behalf of their mods and thus these solutions require one or other mod to be installed (nothing is for free)
  3. 3 - NEJ provides a fast and safe transition, I have never encountered any problem with it, even when used in large BGT games including mods not recommended for NEJ (issues may exist but not for the transition) >>> requires NEJ to be installed (The difference between 3 + 2 is the transition of selected continous NPCs to BG2 and an own system of item transitions from BG1 to BG2)
  4. 4 - Sandrah NPC provides a fast and safe transition, I have never encountered any problem with it >>> requires Sandrah to be installed AND having her in the party when talking to Belt (The difference between 4 + 2 is a 30 sec additional cutscene to explain how Sandrah gets to Amn and the skipping of some unnessesary checks that cause issues in the original script)
  5. 5 - NEJ AND Sandrah NPC installed are fully compatible and  provide a fast and safe transition, I have never encountered any problem with the combined script >>>> requires both mods to be installed and works with or without Sandrah in the party (the difference between 5 + 3 is, that there is a 30 sec additional cutscene to explain how Sandrah gets to Amn, thereafter the Vlad scenario is executed)
  6. 6 - Both, Vlad and myself have published the code we use, so any interested expert may derive a stand-alone solution from it - as it stands, the existing and solid solutions are tied to one or the other (or both) megamods.

Edited by Roxanne, 15 November 2015 - 08:21 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#31 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

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Posted 15 November 2015 - 09:27 AM

Going a little far with this aren't you ?
NEJ provides a fast and safe transition, I have never encountered any problem with it,
Well, there has been problems with NeJ + BGT a long while... now, that's not to say that there is or was not problems with any particular participant of the whole, as controlling the sum total of 500 mods is far trickier than say 2. Especially when the other of the 2 mods most recent version is not in publicly online.
While the other is and has been far more recently publicly updated ... though, it has been 2.5 years from the last BGT-weidu update. While the last publicly awailable NEJ update(NeJ2v694.exe) came online in abouts: December 2007 ... 8 years ago.
Now, after that the mods have lived in Megamods and they will continue to do so. But the BWP Fixpack has had to make the most of the work, alone. It has done poor job sometimes, others times it just flipped the finger to the whole deal and concentrated to other more important things. Because a mod that's not that popular always after 5 years from it's last release is not always worth to drag ones feet in it's bear traps...
 
Now, were the NEJ3 publicly released today, there could be people( points to Lollorian ... and ALIEN and Leonardo Watson, that is if he ever comes back ...  :devil: :twisted: ) interested to make a good and civil transition protocol for both of the mods and all the others, like for example BWP Fixpack actually modifying that of the BGT-weidu's .tp2 file. Given the time. It won't happen today, but next ... Tuesday... especially if the NEJv3 takes the code suggestions and runs with them. And make the whole journey to optional without the NPCs being needed to be part of the players group.Especially the one paladin, in an Evil party. Yes, with silent/less than talkative other NPCs at the start. There would probably be a lots of criss cross moding possibilities, especially given that the EET is going to go that way.
The NEJ could build itself to be the default non total conversion IWD-in-BGT, as the IWDEE-in-EET is for teh EET.

I would comment... but will see how this will turnout without my interference.

Edited by The Imp, 15 November 2015 - 01:29 PM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#32 Roxanne

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Posted 15 November 2015 - 09:34 AM

Going a little far with this aren't you ?

My topic (the thread topic) was transition - not any of the involved mods as a whole.

And my issue not providing an updated transition myself is what you point out below - this is other people's brain child and I do not want to invalidate is, so all I do is make it workable where I need it. It is not selfish but respect for what those did who made BGT possible in the beginning, Hats off to them time and time again.

NEJ provides a fast and safe transition, I have never encountered any problem with it,

Well, there has been problems with NeJ + BGT a long while... now, that's not to say that there is or was not problems with any particular participant of the whole, as controlling the sum total of 500 mods is far trickier than say 2. Especially when the other of the 2 mods most recent version is not in publicly online.

While the other is and has been far more recently publicly updated ... though, it has been 2.5 years from the last BGT-weidu update. While the last publicly awailable NEJ update(NeJ2v694.exe) came online in abouts: The 21 of December 2007 ... 8 years ago.

Now, after that the mods have lived in Megamods and they will continue to do so. But the BWP Fixpack has had to make the most of the work, alone. It has done poor job sometimes, others times it just flipped the finger to the whole deal and concentrated to other more important things. Because a mod that's not that popular always after 5 years from it's last release is not always worth to drag ones feet in it's bear traps...

 

Now, were the NEJ3 publicly released today, there could be people( points to Lollorian ... and ALIEN and Leonardo Watson, that is if he ever comes back ...  :devil: :twisted: ) interested to make a good and civil transition protocol for both of the mods and all the others, like for example BWP Fixpack actually modifying that of the BGT-weidu's .tp2 file. Given the time. It won't happen today, but next ... Tuesday... especially if the NEJv3 takes the code suggestions and runs with them. And make the whole journey to optional without the NPCs being part of the group. Yes, with silent other NPCs at the start. There would probably be a lots of criss cross moding possibilities, especially given that the EET is going to go that way.
The NEJ could build itself to be the default non total conversion IWD-in-BGT, as the IWD-in-EET is for th e EET.


Edited by Roxanne, 15 November 2015 - 09:34 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#33 Roxanne

Roxanne

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Posted 15 November 2015 - 10:12 AM

Going a little far with this aren't you ?

My topic (the thread topic) was transition - not any of the involved mods as a whole.

And my issue not providing an updated transition myself is what you point out below - this is other people's brain child and I do not want to invalidate is, so all I do is make it workable where I need it. It is not selfish but respect for what those did who made BGT possible in the beginning, Hats off to them time and time again.

NEJ provides a fast and safe transition, I have never encountered any problem with it,

Well, there has been problems with NeJ + BGT a long while... now, that's not to say that there is or was not problems with any particular participant of the whole, as controlling the sum total of 500 mods is far trickier than say 2. Especially when the other of the 2 mods most recent version is not in publicly online.

While the other is and has been far more recently publicly updated ... though, it has been 2.5 years from the last BGT-weidu update. While the last publicly awailable NEJ update(NeJ2v694.exe) came online in abouts: The 21 of December 2007 ... 8 years ago.

Now, after that the mods have lived in Megamods and they will continue to do so. But the BWP Fixpack has had to make the most of the work, alone. It has done poor job sometimes, others times it just flipped the finger to the whole deal and concentrated to other more important things. Because a mod that's not that popular always after 5 years from it's last release is not always worth to drag ones feet in it's bear traps...

 

Now, were the NEJ3 publicly released today, there could be people( points to Lollorian ... and ALIEN and Leonardo Watson, that is if he ever comes back ...  :devil: :twisted: ) interested to make a good and civil transition protocol for both of the mods and all the others, like for example BWP Fixpack actually modifying that of the BGT-weidu's .tp2 file. Given the time. It won't happen today, but next ... Tuesday... especially if the NEJv3 takes the code suggestions and runs with them. And make the whole journey to optional without the NPCs being part of the group. Yes, with silent other NPCs at the start. There would probably be a lots of criss cross moding possibilities, especially given that the EET is going to go that way.
The NEJ could build itself to be the default non total conversion IWD-in-BGT, as the IWD-in-EET is for th e EET.

 

I am definitely a supporter of BGT, I try to contribute to fixpack and others trying to improve it wherever I can - selfish, because my Sandrah mod relies on it.

There are some issues that kind of would require more joint effort than currently provided by some individuals and maybe after a long hiatus some new initiative is required to keep the concept of BGT alive. These are topics that come to my agenda right away:

  •  - the BG1 to SoA transition (discussed here)
  • - the Ellesime dialogue (&sequence)
  • - the Solar end-of-ToB dialogue (&sequence)
  • - the handling of Watcher's Keep in BGT
  • - ....

For all of them my approach would be to re-write a clean version taking into account the mods we know today rather than having them tweaked time and time again during a BGT-installation until mods start to block each other out (see Ellesime etc) or being non-compatible. Next establish a guideline for new mods that want to append to the new *standard*,

How to achieve that?


Edited by Roxanne, 15 November 2015 - 10:15 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#34 Vlad

Vlad
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Posted 15 November 2015 - 01:04 PM

If I read it correctly, this branch of forum is called Mega Modifications --> BGT-WeiDU. We don't discuss here the mega install but compatibility and issues in BGT. Now, as you can see in the referenced topic, NeJ2 was made on the BGT platform. In fact it was the combination of two great games which worked fine. I had BGT installation and was making NeJ2. This is where Shar-Teel came from and all modifications and many banters with Imoen. Minsc and Jaheira. I still have Skie unfinished. Her code and dialogues are inside NeJ2 package already. The transition issues was in core of that time, and we solved the problem in BGT 1.02. The TP2 is available in the referenced topic. We agreed at that time that I get all updates to transitions if done. Now what guys did after - they just screwed the transition compatibility with NeJ2 in the future versions. All these endless loops of checking NPCs from different small mods is really a bad idea. I came with the new solution in this topic on how to restore our compatibility with the new BGT version. As mentioned in the referenced topic, if NeJ is installed right after BGT, which takes care of this transition now, there will be no future problems. Thanks Roxanne for testing and confirmation. Now, all other small mods may be installed after NeJ2 and add their NPCs to my transition script, which is posted here. That's all. 

 

Eventually, since I was a supporter of combining two games together from the very beginning and was participated in Bardez project before Raph took care of it, I think that there are too many efforts and time involved in making it work to screw it easily with some dumb scripts, which have no other purpose but packing as many mods as possible into the great game. So, let's leave the megamod topic as well as begee aside. This is the BGT forum, and has nothing to do with both.

 

And, yes, NeJ3 will be available publicly as I have already said.  :cheers:



#35 Creepin

Creepin
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  • 1676 posts

Posted 15 November 2015 - 01:14 PM

As mentioned in the referenced topic, if NeJ is installed right after BGT, which takes care of this transition now, there will be no future problems. Thanks Roxanne for testing and confirmation. Now, all other small mods may be installed after NeJ2 and add their NPCs to my transition script, which is posted here.
Am I reading it right that in order to get clear transition as per method you propose:
- NeJ MUST be installed and
- "all other small mods" must be modified to conform to the new script?

The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)


#36 Vlad

Vlad
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Posted 15 November 2015 - 01:21 PM

No, you can add my files to BGT without installing NeJ with some minor modifications - see the post of Roxanne.

 

Yes, all other mods should non-destructively add their NPCs to this script of course.

 

For example, something like this:

 

ActionOverride("Sharteel",LeaveParty())
ActionOverride("Sharteel",ChangeAIScript("",DEFAULT))
ActionOverride("Sharteel",SetDialog("SHARTP"))
SetGlobal("SharteelPartyBG1","GLOBAL",1)
ActionOverride("Sharteel",MoveBetweenAreas("AR0602",[3583.2919],9))

 

Is it difficult to append the script with these lines?


Edited by Vlad, 15 November 2015 - 01:28 PM.


#37 Vlad

Vlad
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Posted 15 November 2015 - 01:38 PM

Ok, here is the patch for my ARAM00.bcs to add you NPC called Dude to transition:

 

COPY_EXISTING ~ARAM00.bcs~ ~override~
 DECOMPILE_BCS_TO_BAF
 REPLACE_TEXTUALLY ~SetGlobal("SPRITE_IS_DEADIMOEN2","GLOBAL",0)~
~ActionOverride("Dude",LeaveParty())
ActionOverride("Dude",ChangeAIScript("",DEFAULT))
ActionOverride("Dude",SetDialog("DudeP"))
SetGlobal("DudePartyBG1","GLOBAL",1)
ActionOverride("Dude",MoveBetweenAreas("xxxxxx",[xxxx.xxxx],x))
SetGlobal("SPRITE_IS_DEADIMOEN2","GLOBAL",0)~
 COMPILE_BAF_TO_BCS

 


Edited by Vlad, 15 November 2015 - 01:40 PM.


#38 Roxanne

Roxanne

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Posted 15 November 2015 - 01:39 PM

As mentioned in the referenced topic, if NeJ is installed right after BGT, which takes care of this transition now, there will be no future problems. Thanks Roxanne for testing and confirmation. Now, all other small mods may be installed after NeJ2 and add their NPCs to my transition script, which is posted here.
Am I reading it right that in order to get clear transition as per method you propose:
- NeJ MUST be installed and
- "all other small mods" must be modified to conform to the new script?

 

No, you can use add my files to BGT without installing NeJ with some minor modifications - see the post of Roxanne.

 

Yes, all other mods should non-destructively add their NPCs to this script of course.

Just to make clear - this issue is for all methods of transition, even the current one of BGT.

Any new mod that has a BG1 character and wants to be compliant with BGT needs to take care of the transition (the existing scripts do that for the Bioware ones, NTOSC and DSOSC ones).

You have several options (if you do nothing, your NPC appears in Irenicus Dungeon with the PC and sticks there > bug)

- write a small addon for Aram00,bcs to remove your NPC from the party and game >> This is done by most NPCs - they appear in a second version in SoA at some point. If not done, both versions of the NPC appear in SoA.

- write a small addon for Aram00,bcs to remove your NPC from the party and game >>> if you have a BG1 character only - this is sometimes forgotten by a modmaker

- write a true transition that takes your existing NPC really into SoA >>> Apart from the NPCs in Vlad's script this is currently only done (in my knowledge) by Breagar (he uses Belts dialogue rather than the ARAM00 transition) and Sandrah (with a liitle script that is compatible with both BGT-original and NEJ-transition in ARAM00)

 

And yes - if you want any transition other than current BGT you have to install a mod that has one - the list is short.

Or you write your own taking as a start point either Vlad or BGT (which is repeating Vlad's work in a way).


Edited by Roxanne, 15 November 2015 - 01:45 PM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#39 Creepin

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Posted 15 November 2015 - 01:46 PM

No, you can add my files to BGT without installing NeJ with some minor modifications - see the post of Roxanne.
That's good.
  
Yes, all other mods should non-destructively add their NPCs to this script of course.
And that's bad. With several dozens of NPC mods being there for years, I believe it's safe to assume that 3/4 of their authors are gone and their mods won't change any longer. So while I understand that making these mods compatible is BWSs folks job, not BGTs, I wholeheartedly hope that BGT won't try to make their lives harder, because when a single mod don't play nice with that fifty mods over there it just gets beaten with rocks, thrown out and forgotten, and justly so.

The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)


#40 Roxanne

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Posted 15 November 2015 - 01:52 PM

No, you can add my files to BGT without installing NeJ with some minor modifications - see the post of Roxanne.
That's good.
  
Yes, all other mods should non-destructively add their NPCs to this script of course.
And that's bad. With several dozens of NPC mods being there for years, I believe it's safe to assume that 3/4 of their authors are gone and their mods won't change any longer. So while I understand that making these mods compatible is BWSs folks job, not BGTs, I wholeheartedly hope that BGT won't try to make their lives harder, because when a single mod don't play nice with that fifty mods over there it just gets beaten with rocks, thrown out and forgotten, and justly so.

 

Just check entry #38 above - probably written parallel to this entry.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*