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Notes, Oddities and Possible Bugs in My BWP Game (Spoilers)


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#981 micbaldur

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Posted 20 February 2016 - 07:14 PM

Varshoon NPC: There's little problem with Varshoon and Unseeing Eye.

Changed at VXVAR.BCS:

IF
    AreaCheck("AR0204")
    Dead("UNSEEINGEYE")
    !See([ENEMY])
    InParty(Myself)
    Global("VxVarshoonTalkEyeD","GLOBAL",0)
THEN
    RESPONSE #100
        SetGlobal("VxVarshoonTalkEyeD","GLOBAL",1)
END

to:

IF
    AreaCheck("AR0205")
    Dead("UNSEEINGEYE")
    !See([ENEMY])
    InParty(Myself)
    Global("VxVarshoonTalkEyeD","GLOBAL",0)
THEN
    RESPONSE #100
        SetGlobal("VxVarshoonTalkEyeD","GLOBAL",1)
END

It's little odd that Varshoon starts eating dead Unseeing Eye at wrong area, unless i'm carrying dead carcass with me. :P


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#982 Lollorian

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Posted 20 February 2016 - 10:39 PM

Re: Gloran Move

I did a grep for "1178,1386" and it gave me hits for Gloran, Kim, Raziel & Minsc (in Back to Brynnlaw)

 

If you have them installed, could you do a quick check to confirm they all stand at the same spot please? :P If yes, your input on new spots for everyone would be great :)

 

Lest & Varshoon are BWPFixpack'd :cheers:


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#983 micbaldur

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Posted 21 February 2016 - 06:26 AM

Re: Gloran Move

I did a grep for "1178,1386" and it gave me hits for Gloran, Kim, Raziel & Minsc (in Back to Brynnlaw)

 

If you have them installed, could you do a quick check to confirm they all stand at the same spot please? :P If yes, your input on new spots for everyone would be great :)

 

Lest & Varshoon are BWPFixpack'd :cheers:

Ups never noticed that before. :lol:

 

And yes Gloran, Razier and Minsc are at same spot. I can't get Kim to leave so that she ends up at Copper Coronet, don't know does romancing affecting her. But she needs new place too. :D

 

Maybe these works:

Gloran: EscapeAreaMove("AR0406",1211,1420,0)
Razier: EscapeAreaMove("AR0406",1107,1362,0)
Kim: EscapeAreaMove("AR0406",1349,1494,0)

Thanks again for your hard work. :coolthumb:


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#984 micbaldur

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Posted 23 February 2016 - 07:38 PM

Rukraria NPC: There's little problem with RUKFIX1.BCS cutscene, it fires too early.

RU6700.BCS:

IF
    Global("RukrakiaCreation","GLOBAL",0)
THEN
    RESPONSE #100
        SetGlobal("RukrakiaCreation","GLOBAL",1)
        CreateCreature("rukrakia",[375.695],8 ) // Rukrakia
        StartCutScene("rukfix1")
        SetGlobalTimer("RU_CorpsesDelay","GLOBAL",ONE_DAY)
END

RUKFIX1.BCS:

IF
    True()
THEN
    RESPONSE #100
        CutSceneId("rukrakia")
        MoveViewObject("rukrakia",INSTANT)
        Wait(2)
        ReallyForceSpellRES("ruksnw3",Myself) // Rukrakia's double sword improvement
        Wait(2)
        SetGlobal("RukrakiaGetFirst","GLOBAL",1)
        ActionOverride(Protagonist,StartDialog("player1",Protagonist))
        EndCutSceneMode()
END

Cutscene starts dialogue with CHARNAME and Rukraria before she joins party so dialogue breaks. Fixed locally.

 

Changed at RU6700.BCS:

IF
    Global("RukrakiaCreation","GLOBAL",0)
THEN
    RESPONSE #100
        SetGlobal("RukrakiaCreation","GLOBAL",1)
        CreateCreature("rukrakia",[375.695],8 ) // Rukrakia
        StartCutScene("rukfix1")
        SetGlobalTimer("RU_CorpsesDelay","GLOBAL",ONE_DAY)
END

to:

IF
    Global("RukrakiaCreation","GLOBAL",0)
THEN
    RESPONSE #100
        SetGlobal("RukrakiaCreation","GLOBAL",1)
        CreateCreature("rukrakia",[375.695],8 ) // Rukrakia
        SetGlobalTimer("RU_CorpsesDelay","GLOBAL",ONE_DAY)
END

IF
    Global("CheckRukrakiaMatch1","GLOBAL",6)
    Global("RukrariaCutsceenFix","RU6700",0)
THEN
    RESPONSE #100
        SetGlobal("RukrariaCutsceenFix","RU6700",1)
        StartCutScene("rukfix1")
END

Global "CheckRukrakiaMatch1" is set 6 at RUKRARIA.DLG joining dialogue.

 

Then cutscene RUKFIX1.BCS starts after joining and everything goes ok.

 

This fix includes cutscene name fix (RUKSFIX to RUKFIX1) at RU6700.BCS that i reported earlier.

 

Update:

 

That damned 8) smiley fixed by 8 ).

 

Update:

After checking (now that i'm playing it) Rukraria mod further, i noticed that earlier (RUKSFIX to RUKFIX1) is wrong.

 

Missing RUKSFIX.BCS/BAF is something that has been removed from mod or something that was planned but never implemented.

 

So RU6700.BCS should be fixed:

IF
    Global("RukrakiaCreation","GLOBAL",0)
THEN
    RESPONSE #100
        SetGlobal("RukrakiaCreation","GLOBAL",1)
        CreateCreature("rukrakia",[375.695],8) // Rukrakia
        StartCutScene("ruksfix")
        SetGlobalTimer("RU_CorpsesDelay","GLOBAL",ONE_DAY)
END

by removing "StartCutScene("ruksfix")".

 

Or leave it there, it doesn't matter.

 

@ Lollorian

 

It would be nice if you could remove patch "RU6700.baf.patch".

 

Sorry if it has caused any problems to somebody. :crying:

 


Edited by micbaldur, 23 February 2016 - 10:17 PM.

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#985 micbaldur

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Posted 28 February 2016 - 03:01 PM

TDD: Fuck  :wall:  once again BG2 Tweak Pack component "Sensible Entrance Points" has fucked Eshpurta Keep (DD0903.ARE) aka it's area rotated and totally fucked. Like Tom said sometime ago in his topic.

 

Managed to fix it using files from vanilla BG2 install and follow Lollorian's instructions from previous BWP install Espurta Keep fuck up here.

 

Copied renamed DD0903.TIS, DD0903.WED, DD0903HT, DD0903LM and DD0903SR to override folder and edited DD0903.ARE.

 

I'm wondering how to handle DD0903.TIS as Fixpack fix can it just copied to overirde folder or does it need TIZ handling (don't know anything about that), but luckily i don't have to think about these things cause we have  :Bow:  Lollorian :Bow: to figure these things much easier. :P


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#986 micbaldur

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Posted 10 March 2016 - 07:49 PM

TDD: There's quest breaking problem at TDD Docks (DD0300CT) during Nelanther Pirates battle. If you enter any of the buildings there and then go back out you end up at normal Docks (AR0300) not TDD Docks. Then Riatavin Main Quest is broken, no Deep Mir Forest at worldmap and so on.

Fixed locally by disabling traveling triggers to buildings at DD0300CT.ARE.


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#987 micbaldur

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Posted 20 July 2016 - 06:39 AM

Well looks like latest site problems removed some of my reports so i guess that i have to repost them.

 

RoT: Wrong textscreen when traveling to Bremen (travel to TS Kara-Tur, probably?). It's just odd and don't affect the game any other way.

RoT: Typo at RA5100.BAF and bAR0020.BAF causes problems with thief stronghold when wrong global is "edited". Fixed locally.

Changed at AR0020.BCS:

IncrementGlobal("JosterLeave","GLOBAL",80)

to:

IncrementGlobal("JosterReturn","GLOBAL",80)

 

Changed at RA5100.BCS:

IncrementGlobal("JosterLeave","GLOBAL",-80)

to:

IncrementGlobal("JosterReturn","GLOBAL",-80)

Made fix for future installs.

RoT: Wrong textscreen when traveling from Bremen to City Gates (travel to Brynnlaw, Bodhi side). It's just odd and don't affect the game any other way.

 

The Bigg's Quest Pack: Typo at TB#001.BAF. Fixed locally.

Changed at TB#001.BCS:

ActionOverride("tb#lotrl",DisplayStringHead("tb#lotr",188206))

to:

ActionOverride("tb#lotrl",DisplayStringHead("tb#lotrl",188206))

Made fix for future installs.


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#988 micbaldur

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Posted 20 July 2016 - 06:46 AM

FfT: Problem with The Ghoul's Bed (YSPOTN01.ITM). If CHARNAME aka Player1 has any stat modifier effects (from various items and one event) potion fails to set stats right and area script doesn't work so quest is broken. Stat manuals, tomes and potions don't cause problem.

Items that make stat modifier effects (so far might be more):

Book of the Dead (AAITM104.ITM) from Vecna
Book of the Dead (DEADBKX.ITM) from TDD (TDD sin TDD)
Eye of the Knowledge (EYEBALLX.ITM) from TDD sin TDD
Holly the Elf's Potion (CBHOLLY1.ITM) from CtB

also in Sheena romances Heart Ritual event (K#PCCON.SPL) make "Stat: Constitution Modifier [10]".

I don't how else avoid this problem other than not using items and delay Sheena romance until quest is finished at chapter 3.

FfT: Earl Wultheof says that he gives gold as reward but gives nothing.

Changed Action 2 at YSCHEARL.DLG:

GivePartyGold(1500)

to:

GiveGoldForce(1500)

Made fix for future installs.

FfT: Problem with The Food Thief quest because global "ysCerendorThief" is never set anywhere to 1 so quest can't completed by talking to Countess Wultheof.

At YSCADO.DLG added to action 2:

SetGlobal("ysCerendorThief","GLOBAL",1)

Made fix for future installs.

FfT: Problem with ysgargel.dlg global "ys_TalkedToGarGel" is set 1 at YSAILOTH.DLG so Garalial Geltarath acts like you have talked to him already.

At YSAILOTH.DLG removed from action 1 and 2:

SetGlobal("ys_TalkedToGarGel","GLOBAL",1)

Made fix for future installs.

FfT: Dialogue problems with "Kill Akil" quest. First Levon doesn't recognize that Akil is at same room because global "ysTalkedToLeron" is 1. Global needs to "more", 2 doesn't work right because Levon goes hostile but 3 works fine. Global can be set at YSAKIL.DLG.

At YSAKIL.DLG added to action 11:

SetGlobal("ysTalkedToLeron","GLOBAL",3)

 

Second there's bug after first one in YSLEVON.DLG. There's typo at CheckStat triggers.

At YSLEVON.DLG changed at response trigger 3:

CheckStatLT(Myself,11,CHR)

to:

CheckStatLT(LastTalkedToBy(Myself),11,CHR)

 

At YSLEVON.DLG changed at response trigger 4:

CheckStatGT(Myself,10,CHR)
CheckStatLT(Myself,14,CHR)

to:

CheckStatGT(LastTalkedToBy(Myself),10,CHR)
CheckStatLT(LastTalkedToBy(Myself),14,CHR)

 

At YSLEVON.DLG changed at response trigger 5:

CheckStatGT(Myself,13,CHR)

to:

CheckStatGT(LastTalkedToBy(Myself),13,CHR)

Made fix for future installs.


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Thanks to Leonardo Watson for making this possible


#989 micbaldur

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Posted 20 July 2016 - 06:54 AM

Fade NPC: Fade's interjection in Odren's dialogue (GORODR1.DLG) at Watcher's Keep doesn't work in SoA because interjection is in ToB dialogue file E3FAD25J.DLG (all other WK interjections too). Only option is dump Fade before talking to Odren.

Looks like that ToB modders have made big mistake and assumed that people play Watcher's Keep only in ToB.

Spellhold Gauntlet: Typo at Spellhold Maze area script AR1512.BCS, though it doesn't matter much.

At AR1512.BCS changed:

!AreaCheckObject("AR1512","ppbodhi")

to:

!AreaCheckObject("AR1512","ppbodhi4")

Made fix for future installs.

Neh'taniel NPC: Problem with Bodhi's dialogue SHAGRL01.DLG at Maze in speelhold. Neh'taniels interjection is missing checks that he's in party. Probably fixed already by Lollorian.

At PPBODHI4.DLG added to State trigger 7:

IfValidForPartyDialogue("SK#Neht")
InMyArea("SK#Neht")
!StateCheck("SK#Neht",CD_STATE_NOTVALID)

 

Avi Maya NPC Project: Typo in interjection at PLAYER1.DLG.

At PLAYER1.DLG Response trigger 4:

Global("AviRelationshipActive","GLOBAL",2)

to:

Global("AviRelationsActive","GLOBAL",2)

Made fix for future installs.



IA: Elder Umber Hulk (UMBHUL01.CRE) using UMBERHULK_IWD animation changes to Tundra Yeti during attack animation at Maze Level 3 (AR1514.ARE).



BP: Minor problem with Ettin challenge at Sahuagin City. King Ixilthetocal teleports me to fight Ettin. Ettin attacks and before i managed to kill it i am teleported back to King Ixilthetocal.

BP creates Mage Construct (CONST01.CRE) with same script name SAHOTY01 as Ettin (SAHOTY01.CRE). Several SAHOTY01 has been killed so teleport script is fired at AR2300.BCS.

Workaround is same as 10th suggested for Sea Troll and Roger the Fence problem: setting global "SPRITE_IS_DEADSAHOTY01" to 0. Didn't bother to try it though, i can kill that Ettin later.

Made fix for future installs.



Sahuagin City: Area script AR2300.BCS has infite loop problem (probably), lower blocks don't fire. This is in vanilla BG2 so it's not problem created by some mod.

At AR2300.BCS changed:

IF
    Dead("sahkng01")
    Global("villynatyjob","GLOBAL",0)
THEN
    RESPONSE #100
        SetGlobal("Hostilecity","GLOBAL",1)
END

to:

IF
    Dead("sahkng01")
    Global("villynatyjob","GLOBAL",0)
    !Global("Hostilecity","GLOBAL",1)
THEN
    RESPONSE #100
        SetGlobal("Hostilecity","GLOBAL",1)
END

Made fix for future installs.



Frennedan NPC: Problem with interjection in Imrae's dialogue (UDIMRAE.DLG) at Ust Natha (AR2200).

In UDIMRAE.DLG changed response trigger 1 from:

InParty("frendan")
!Dead("frendan")

to:

!InParty("frendan")

and response trigger 2 from:

!InParty("frendan")

to:

InParty("frendan")
!Dead("frendan")

 

 

Com Encounters: Minor problem with Solaufein spawning after getting Fake Dragon Eggs from Phaere. Mod puts couple Drow Warriors to entrance of Temple of Lolth. Proximity triggers fires and Solaufein spawns and starts talking while party is still at Female Fighter's Society. Not game breaknig but still annoying problem. Fixed locally by moving them from proximity trigger.

At AR2200.BCS changed:

IF
    Global("UcmMoreDrow","GLOBAL",0)
THEN
    RESPONSE #100
        CreateCreature("uddrow34",[3870.2592],14) // Laniz
        CreateCreature("uddrow34",[2851.2593],14) // Laniz
        CreateCreature("uddrow33",[2936.2571],6) // Drow Warrior
        CreateCreature("uddrow33",[3099.1659],6) // Drow Warrior
        CreateCreature("uddrow33",[1764.2666],14) // Drow Warrior
        CreateCreature("uddrow35",[1490.2665],6) // Priestess of Lolth
        CreateCreature("uddrow35",[1335.3200],0) // Priestess of Lolth
        CreateCreature("uddrow33",[4099.2434],6) // Drow Warrior
        CreateCreature("uddrow33",[4152.2508],0) // Drow Warrior
        SetGlobal("UcmMoreDrow","GLOBAL",1)
END

to:

IF
    Global("UcmMoreDrow","GLOBAL",0)
THEN
    RESPONSE #100
        CreateCreature("uddrow34",[3870.2592],14) // Laniz
        CreateCreature("uddrow34",[2851.2593],14) // Laniz
        CreateCreature("uddrow33",[2936.2571],6) // Drow Warrior
        CreateCreature("uddrow33",[3099.1659],6) // Drow Warrior
        CreateCreature("uddrow33",[1764.2666],14) // Drow Warrior
        CreateCreature("uddrow35",[1490.2665],6) // Priestess of Lolth
        CreateCreature("uddrow35",[1335.3200],0) // Priestess of Lolth
        CreateCreature("uddrow33",[3909.2557],6) // Drow Warrior
        CreateCreature("uddrow33",[3952.2618],0) // Drow Warrior
        SetGlobal("UcmMoreDrow","GLOBAL",1)
END

Made fix for future installs.


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#990 micbaldur

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Posted 20 July 2016 - 07:00 AM

Breagar NPC: Change-log reveals that Revised Battles "???overwrites???" Master Brain (UDMASTER.CRE) removing Sapphire (ACSTONE2.ITM) from inventory and Uldar NPC overwrites Kuo-Toa Prince (UDPRINCE.CRE) removing Emerald (ACSTONE1.ITM) from inventory.

From RevisedBattles.TP2:

COPY_EXISTING ~udmaster.CRE~    ~override~
  PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN // protects against invalid files
    WRITE_LONG    0x14        ~22780~        // XP
    WRITE_LONG    0x1c        ~2000~        // Gold Carried
    WRITE_SHORT    0x24        ~300~            // Current HP
    WRITE_SHORT    0x26        ~300~            // Maximum HP
    WRITE_SHORT    0x46        ~-5~            // AC Natural
    WRITE_SHORT    0x48        ~-5~            // AC Effective
    WRITE_BYTE    0x52        ~0~            // THAC0
    WRITE_BYTE    0x54        ~-10~            // Save vs. Death
    WRITE_BYTE    0x55        ~-10~            // Save vs. Wand
    WRITE_BYTE    0x56        ~-10~            // Save vs. Polymorph
    WRITE_BYTE    0x57        ~-10~            // Save vs. Attacks
    WRITE_BYTE    0x58        ~-10~            // Save vs. Spells
    WRITE_BYTE    0x59        ~50~            // Resist Fire
    WRITE_BYTE    0x5a        ~50~            // Resist Cold
    WRITE_BYTE    0x5b        ~50~            // Resist Electricity
    WRITE_BYTE    0x5c        ~50~            // Resist Acid
    WRITE_BYTE    0x5d        ~50~            // Resist Magic
    WRITE_BYTE    0x5e        ~50~            // Resist Magical Fire
    WRITE_BYTE    0x5f        ~50~            // Resist Magical Cold
    ADD_CRE_ITEM            ~POTN52~    #5 #0 #0    ~NONE~    ~QITEM1~
    ADD_CRE_ITEM            ~B#AMUL02~    #0 #0 #0    ~NONE~    ~AMULET~

  END
BUT_ONLY_IF_IT_CHANGES

I don't understand why ADD_CRE_ITEM overwrites Inventory 1 aka Sapphire (ACSTONE2.ITM).

From Uldar.TP2:

COPY ~Uldar/Monstruos/sahu~ ~override~
//SAHKNG01.CRE SAHGOR2.CRE

tp2 comment doesn't mention UDPRINCE.CRE but it's in Uldar/Monstruos/sahu folder.

Added items to Master Brains and Kuo-Toa Princes inventory.

Made also fix for Breagar NPC and changed Uldar NPCs install order due to overwriting issues for future installs.

 

 

SoS: Trigger problems with spawning of Greater Werewolfs (no spawning) at Noble Mansion's 1st (AR4203.ARE) and 2nd (AR4204.ARE) floors.

Changed at AR4203.BCS and AR4204.BCS from:

TimeGT(DAWN_END)
TimeLT(DUSK_START)

to:

TimeOfDay(DAY)

and from:

TimeLT(DAWN_END)
TimeGT(DUSK_START)

to:

TimeOfDay(NIGHT)

Made fix for future installs.

 


D's Odd Quest Mod: Little dialogue problem (no intended dialogue) with Jugend after Arimayus is dead.

At DUJUG.DLG changed State Trigger 1 from:

NumberOfTimesTalkedTo(1)

to:

Global("duJugSpawnForKilling","GLOBAL",1)

then dialogue works as intended.

Made fix for future installs.

 

 

Kiara-Zaiya NPC: Item description typo at Setup-Kiara-Zaiya.tp2.

At Setup-Kiara-Zaiya.tp2 changed:

COPY ~Kiara-Zaiya\Items\AMASWD.itm~ ~override\AMASWD.itm~
  SAY NAME1 @190
  SAY NAME2 @191
  SAY UNIDENTIFIED_DESC @192
  SAY DESC @193

to:

COPY ~Kiara-Zaiya\Items\AMASWD.itm~ ~override\AMASWD.itm~
  SAY NAME1 @246
  SAY NAME2 @247
  SAY UNIDENTIFIED_DESC @248
  SAY DESC @249

Made fix for future installs.


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#991 micbaldur

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Posted 20 July 2016 - 07:06 AM

Almateria's Restoration Project: Component "Restored Final Slayer Dream" adds new area The Grove (AR2700.ARE) but it's not on worldmap because mod lacks worldmap component. Had to CLUAConsole to area.

Made worldmap component for future installs.



Sellswords: Install problem at AR0707.BCS.  Despite what says in TP2-file:

// Enge's shop, AR0707, is assigned AR0003.bcs in vanilla game. But someone might set it to AR0707.bcs, so we edit whichever script is available, thanks to Argent77 and K'aeloree:
COPY_EXISTING ~ar0707.are~ ~override~
READ_ASCII 0x94 ar0707_script

It doesn't work. First Sellswords edit AR0003.BCS then Hubelpot NPC changes area script to AR0707.BCS and Sellsword script is still at AR0300.BCS but not in AR0707.BCS.

Added to AR0707.BCS:

IF
    Global("O#LLQuest","GLOBAL",0)
    Global("Chapter","GLOBAL",6)
THEN
    RESPONSE #100
        CreateCreature("O#LLMess",[377.487],12)
        SetGlobal("O#LLQuest","GLOBAL",1)
        Continue()
END

Made compability fix for Hubelpot NPC for future installs.

 

 

RoT: Wrong textscreen when you travel to Spirit Soaring at chapter 6 (Chapter 4 and travel with Saemon's ship to Brynnlaw).

Rukraria NPC: Repeating lovetalk 32 and enlightenment.

Added action to player1.dlg:

SetGlobal("RukrakiaGetFirst","GLOBAL",2)

 

At rukfix1.bcs changed:

IF
    True()
THEN
    RESPONSE #100
        CutSceneId("rukrakia")
        MoveViewObject("rukrakia",INSTANT)
        Wait(2)
        ReallyForceSpellRES("ruksnw3",Myself) // Rukrakia's double sword improvement
        Wait(2)
        SetGlobal("RukrakiaGetFirst","GLOBAL",1)
        ActionOverride(Protagonist,StartDialog("player1",Protagonist))
        EndCutSceneMode()
END

to:

IF
    True()
THEN
    RESPONSE #100
        CutSceneId("rukrakia")
        MoveViewObject("rukrakia",INSTANT)
        Wait(2)
        ReallyForceSpellRES("ruksnw3",Myself) // Rukrakia's double sword improvement
        Wait(2)
        SetGlobal("RukrakiaGetFirst","GLOBAL",1)
        IncrementGlobal("LoveTalk","LOCALS",1)
        ActionOverride(Protagonist,StartDialog("player1",Protagonist))
        EndCutSceneMode()
END

Made fix and Worldmap component for future installs.

Skie ReDone: Deadly Vampire (1XSKIEVA.CRE) at Lower Tombs (C6) (AR0808.ARE) has wrong script name so dialogue don't fire.
At AR0808.BCS changed:

IF
    Exists(Player1)
    InParty("SkieDV")
    Global("SkieRomanceActive","GLOBAL",2)
    Global("SkieBodhiServant","GLOBAL",0)
THEN
    RESPONSE #100
        SetGlobal("SkieBodhiServant","GLOBAL",1)
        CreateCreatureObjectOffset("1xSkieVa",Player1,[10.10]) // Deadly vampire
        ActionOverride("1xSkieVa",StartDialogueNoSet(Player1))
        Continue()
END

to:

IF
    Exists(Player1)
    InParty("SkieDV")
    Global("SkieRomanceActive","GLOBAL",2)
    Global("SkieBodhiServant","GLOBAL",0)
THEN
    RESPONSE #100
        SetGlobal("SkieBodhiServant","GLOBAL",1)
        CreateCreatureObjectOffset("1xSkieVa",Player1,[10.10]) // Deadly vampire
        ActionOverride("vamold01",StartDialogueNoSet(Player1))
        Continue()
END

Made fix for future installs.

 


Avi Maya NPC: Problem with repeating lovetalk and nookie (maybe it's intentiontional, though it's kind of nice feature).

At 1xAVIB.DLG Action 24 changed:

SetGlobal("AviRelations3","GLOBAL",1)
RestParty()

to:

SetGlobal("AviRelations3","GLOBAL",2)
RestParty()

Made fix for future installs.



SoS: Selence has BG1 weapon profiencies not BG2 weapon profiencies. Not a big deal but odd anyway.

 

 

So here's all problems so far i have encountered.


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Thanks to Leonardo Watson for making this possible


#992 10th

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Posted 30 August 2016 - 10:47 AM

Breagar NPC: Change-log reveals that Revised Battles "???overwrites???" Master Brain (UDMASTER.CRE) removing Sapphire (ACSTONE2.ITM) from inventory and Uldar NPC overwrites Kuo-Toa Prince (UDPRINCE.CRE) removing Emerald (ACSTONE1.ITM) from inventory.

From RevisedBattles.TP2:

COPY_EXISTING ~udmaster.CRE~    ~override~
  PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN // protects against invalid files
    WRITE_LONG    0x14        ~22780~        // XP
    WRITE_LONG    0x1c        ~2000~        // Gold Carried
    WRITE_SHORT    0x24        ~300~            // Current HP
    WRITE_SHORT    0x26        ~300~            // Maximum HP
    WRITE_SHORT    0x46        ~-5~            // AC Natural
    WRITE_SHORT    0x48        ~-5~            // AC Effective
    WRITE_BYTE    0x52        ~0~            // THAC0
    WRITE_BYTE    0x54        ~-10~            // Save vs. Death
    WRITE_BYTE    0x55        ~-10~            // Save vs. Wand
    WRITE_BYTE    0x56        ~-10~            // Save vs. Polymorph
    WRITE_BYTE    0x57        ~-10~            // Save vs. Attacks
    WRITE_BYTE    0x58        ~-10~            // Save vs. Spells
    WRITE_BYTE    0x59        ~50~            // Resist Fire
    WRITE_BYTE    0x5a        ~50~            // Resist Cold
    WRITE_BYTE    0x5b        ~50~            // Resist Electricity
    WRITE_BYTE    0x5c        ~50~            // Resist Acid
    WRITE_BYTE    0x5d        ~50~            // Resist Magic
    WRITE_BYTE    0x5e        ~50~            // Resist Magical Fire
    WRITE_BYTE    0x5f        ~50~            // Resist Magical Cold
    ADD_CRE_ITEM            ~POTN52~    #5 #0 #0    ~NONE~    ~QITEM1~
    ADD_CRE_ITEM            ~B#AMUL02~    #0 #0 #0    ~NONE~    ~AMULET~

  END
BUT_ONLY_IF_IT_CHANGES

I don't understand why ADD_CRE_ITEM overwrites Inventory 1 aka Sapphire (ACSTONE2.ITM).



You have to look deeper ^^

A few rows above that you have this:
COPY ~RevisedBattles/brain/cre~			~override~

And if you open that folder you will notice that there is an udmaster.cre which will destructively overwrite any changes before it, and which will then get patched by the few lines you posted...
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

#993 micbaldur

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Posted 30 August 2016 - 02:06 PM

:whistling: Never noticed that copy, thanks again 10th. :cheers:

 

Rechecking that problem and fixing it for future installs.

 

Nice to see after some time. :coolthumb:


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#994 micbaldur

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Posted 31 August 2016 - 06:54 AM

SoS: New (some old) NPCs have unremovable item problem aka items are lost during Soubar main quest. Also Imoen Romance (old SoA only, haven't tried new one yet) has item problem.

Too big job to fix for all NPCs so didn't bother to do it. Easier to make items removable and clua them back.

New NPCs with problem (probably? haven't tested all NPCs):
-----
Aeon
Alora
Amber
Angelo
Avi Maya
Breagar
Bruenor
Callisto
Coondred
Dace
Drizzt
Foundling
Frennedan
Gavin
Ganesh
Isra
Kagain
Kari
Keto
Kido
Kindrek
Kivan
Lester
Malthis
Miriam
Neh'taniel
Ninafer
Ninde
Rukrakia
Saerileth
Silver Star
Skie
Stivan
Thael
Tsujatha
Vanim
Varshoon
Vesine
Willie Bruce
Xzar
Yasraena
-----

SoS: Problem with Travel Trigger at Prison (AR4288.ARE) at Soubar to Prison Level 2 (AR4287.ARE).

At AR4288.BCS block:
-----
IF
    OnCreation()
    GlobalLT("CbPartyHuntsSpy","GLOBAL",2)
THEN
    RESPONSE #100
        TriggerActivation("Tran5000",FALSE)
END
-----
disables Travel Trigger but nothing enables it later (i think?). Fixed for future installs?.


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#995 micbaldur

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Posted 31 August 2016 - 06:56 AM

Holy Avenger Kit: Mod overwrites cre-files and Forest Clearing (AR2807.ARE) at Suldanessellar. Only couple problems though. I'm not planning to make patching fix (don't know how to patch cre-files).

Holy Avenger Kit: There's compability problem at Forest Clearing (AR2807.ARE) with mods "Black Dragon help (a mighty paladin will help you fight the black dragon in the elven city + better paladins at Bodhi fight) REQUIRES EXTRA ITEMS" component and BPs "Improved Suldanessallar" component. Made compability tweak for future installs.

The Undying: Ninafer NPC dialogue trigger problem at Forest Clearing (AR2807.ARE) at Suldanessellar. Made fix for future installs.

Holy Avenger Kit: Mod overwrites Reirra's store (SUELF10.STO) at Suldanessellar. Made patching fix for future installs.

Revised Battles and Ascalons Breagar NPC: Made tweak for overwriting issue for future installs. Thanks 10th. :cheers:

Ninde NPC and TDD workaround fix (preventing SUELLE3.DLG edit) needs little more tweaking for to be fully working. Checking needed tweaking after TDD megaquest is over.


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#996 10th

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Posted 03 September 2016 - 11:40 AM

:whistling: Never noticed that copy, thanks again 10th. :cheers:
 
Rechecking that problem and fixing it for future installs.
 
Nice to see after some time. :coolthumb:

Yeah, I am still lurking from time to time.

But for fixing that for future installs you have to keep in mind that there is another creature in that copy folder.
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

#997 micbaldur

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Posted 03 September 2016 - 12:22 PM

Well becasue these cre overwrites are too time comsuming to figure out i decided to take easy way out and fixed this in Micmod (fix and tweak mod, installed at end of BWP). :P


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#998 micbaldur

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Posted 08 September 2016 - 05:55 AM

Couple problems encountered.

 

Ninde NPC and TDD workaround fix: Also LK#NINDJ.DLG needs editing. Made workaround fix for future installs.

Rangers (probably) and Paladins don't get priest spells (only empty spell slots) level 5 and up. It's just odd, not big deal.


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#999 micbaldur

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Posted 08 September 2016 - 06:10 AM

I've rechecked this overwrite problem with Revised Battles and Ascalon Breagar.

 

I'm pretty sure that erebusant has accidently forgotten to remove this UDMASTER.CRE overwrite from tp2.

 

I compared (with NI) cre-files from RevisedBattles/brain/cre install folder, ingame and patching produre from tp2. It looks like that they are almost identical only XP value differs, i think that erebusant just increased xp value of Master Brain.

 

Fixed this overwrite in Setup-RevisedBattles.tp2 and changed:

COPY ~RevisedBattles/brain/cre~            ~override~
     ~RevisedBattles/brain/itm~            ~override~
     ~RevisedBattles/brain/bam~            ~override~

to:

COPY ~RevisedBattles/brain/itm~            ~override~
     ~RevisedBattles/brain/bam~            ~override~

Also removed unneccessary workaround from Micmod.

 

Well i could be totally wrong (known to happen a lot :P ) but i don't think so this time. :D

 

Thanks to 10th noticing this overwrite issue. :cheers:


Edited by micbaldur, 08 September 2016 - 06:11 AM.

CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#1000 The Imp

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Posted 08 September 2016 - 06:31 AM

...
Can you give the new/higher XP value, cause... One could:
COPY_EXISTING ~ubmaster.cre~ ~override~
WRITE_LONG ~0x0014~ ~value~

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.