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


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#901 Lollorian

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Posted 20 November 2015 - 10:52 AM

Myself fixes are BWPFixpack'd :cheers: Worldmap component now that needs testing :P


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#902 micbaldur

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Posted 20 November 2015 - 08:20 PM

Wow  :woot:  did you already do that worldmap component for Rukraria. That's was fast. :coolthumb:


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#903 Lollorian

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Posted 21 November 2015 - 01:52 AM

No no :lol: I'll try to do it but I went through the mod and the way it adds the map is... well, shitty overwriting is shitty :lol: (but the silver lining to this is that only NeJv6.94 and Rukrakia do this and since NeJ is installed fairly early, it doesn't do much damage :P)


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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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#904 micbaldur

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Posted 21 November 2015 - 06:46 PM

Oh that Rukraria worldmap "thing" sounds kind of bad. Glad that you on to it. :D

 

Ups i have forgotten to report this Bolivar problem.

 

BP: Bolivar has same script problem as Shar-Teel and others. Need add his cre-files to bp_scripts.tph:

ACTION_FOR_EACH bpcre IN ~bolivr09~ ~bolivr15~ ~bolivr20~ ~haer10~ ~haer11~ ~haer13~ ~haer15~ ~haer19~ ~razor~ ~sharte~ ~sharte12~ ~sharte4~ ~sharte6~ ~sharte8~ ~sharte9~ ~shoal~ ~tenya~ ~tenya2~ ~tresham1~ BEGIN
  ACTION_IF FILE_EXISTS_IN_GAME ~%bpcre%.cre~ BEGIN
    COPY_EXISTING ~%bpcre%.cre~ ~override~
      WRITE_ASCII 0x268 ~wtasight~ #8
    BUT_ONLY
  END
END

It was that damn globaltimer problem got me sidetracked back then.


Edited by micbaldur, 21 November 2015 - 06:47 PM.

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#905 micbaldur

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Posted 23 November 2015 - 06:55 PM

Encountered familiar problem from many many years ago.

 

Neh'taniel NPC: Problem with Amuana's dialogue SHAGRL01.DLG at Temple Ruins's Dungeon. Neh'taniels interjection is missing checks that he's in party. Probably fixed already by Lollorian. Fixed locally.

At SHAGRL01.DLG added to Response triggers 1 and 4:

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

This was the reason i dropped Neh'taniel NPC mod from my BG2 install (long before BWP), didn't know how to fix these kind (actually any kind) of problems back then.


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#906 Lollorian

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Posted 24 November 2015 - 07:55 AM

Bolivar is now skipped :) And I think Neh'taniel's fix is already in :P

 

Now that the map icon adding thing is resolved, Rukraria and Innershade will patch the WMP soon (weekend-ish)


"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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#907 micbaldur

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Posted 24 November 2015 - 08:55 AM

Bolivar is now skipped :) And I think Neh'taniel's fix is already in :P

 

Now that the map icon adding thing is resolved, Rukraria and Innershade will patch the WMP soon (weekend-ish)

Great, thanks again for the fixes. :coolthumb:

 

Sadly though worldmap fix doesn't help me a lot right now. :P I going to make temporary workaround for moving around those Rukraria areas.


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

 

Thanks to Leonardo Watson for making this possible


#908 micbaldur

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Posted 27 November 2015 - 06:53 PM

Couple problems encountered.

 

Skie ReDone: Problem in Perpetua Margerita IV Sharallas dialogue. EscapeArea() should be last action. Fixed locally.

At 1XSKII1.DLG Action 0 changed:

EscapeArea()
SetGlobal("SkieItemTalk1","GLOBAL",1)

to:

SetGlobal("SkieItemTalk1","GLOBAL",1)
EscapeArea()

I don't understand cause of this problem because at 1XSKII1.D is:

IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1)~ DO ~EscapeArea()~ EXIT

Why does weidu compiles that wrong way. Or am i totally wrong (happens a lot).

 

Druid Grove (AR1900.BCS) OnCreation() and probably globaltimer problem with Pauden. "Fixed" locally.

Changed:

IF
    OnCreation()
    Global("FoundPauden","AR1900",0)
THEN
    RESPONSE #100
        SetGlobalTimer("PaudenArrive","GLOBAL",FOUR_MINUTES)
END


IF
    GlobalTimerExpired("PaudenArrive","GLOBAL")
    !Dead("cefald01")
    Global("FoundPauden","AR1900",0)
    InMyArea(Player1)
THEN
    RESPONSE #100
        SetGlobal("FoundPauden","AR1900",1)
        CreateCreatureObjectOffScreen("cedruid1",Player1,0,0,0) // Pauden
END

to:

IF
    !Dead("cefald01")
    Global("FoundPauden","AR1900",0)
    InMyArea(Player1)
THEN
    RESPONSE #100
        SetGlobal("FoundPauden","AR1900",1)
        CreateCreatureObjectOffScreen("cedruid1",Player1,0,0,0) // Pauden
END

I really don't understand what's wrong with globaltimer, didn't have this in my earlier BWP.


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

 

Thanks to Leonardo Watson for making this possible


#909 Roxanne

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Posted 27 November 2015 - 11:51 PM

Couple problems encountered.

 

Skie ReDone: Problem in Perpetua Margerita IV Sharallas dialogue. EscapeArea() should be last action. Fixed locally.

At 1XSKII1.DLG Action 0 changed:

EscapeArea()
SetGlobal("SkieItemTalk1","GLOBAL",1)

to:

SetGlobal("SkieItemTalk1","GLOBAL",1)
EscapeArea()

I don't understand cause of this problem because at 1XSKII1.D is:

IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1)~ DO ~EscapeArea()~ EXIT

Why does weidu compiles that wrong way. Or am i totally wrong (happens a lot).

 

Druid Grove (AR1900.BCS) OnCreation() and probably globaltimer problem with Pauden. "Fixed" locally.

Changed:

IF
    OnCreation()
    Global("FoundPauden","AR1900",0)
THEN
    RESPONSE #100
        SetGlobalTimer("PaudenArrive","GLOBAL",FOUR_MINUTES)
END


IF
    GlobalTimerExpired("PaudenArrive","GLOBAL")
    !Dead("cefald01")
    Global("FoundPauden","AR1900",0)
    InMyArea(Player1)
THEN
    RESPONSE #100
        SetGlobal("FoundPauden","AR1900",1)
        CreateCreatureObjectOffScreen("cedruid1",Player1,0,0,0) // Pauden
END

to:

IF
    !Dead("cefald01")
    Global("FoundPauden","AR1900",0)
    InMyArea(Player1)
THEN
    RESPONSE #100
        SetGlobal("FoundPauden","AR1900",1)
        CreateCreatureObjectOffScreen("cedruid1",Player1,0,0,0) // Pauden
END

I really don't understand what's wrong with globaltimer, didn't have this in my earlier BWP.

Did you notice duplicated DO action

IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1)~ DO ~EscapeArea()~ EXIT

should be

IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1) EscapeArea()~ EXIT


Edited by Roxanne, 27 November 2015 - 11:52 PM.

The Sandrah Saga

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#910 Lollorian

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Posted 28 November 2015 - 03:11 AM

Did you notice duplicated DO action

IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1)~ DO ~EscapeArea()~ EXIT

should be

IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1) EscapeArea()~ EXIT

Is this sometimes done on purpose? I noticed instances like this in Sandrah as well :unsure:

 

Line 1800 in SandrahNPC\D\BSandr.d

IF ~~ THEN REPLY ~ My, how high up are we here? We just went one flight of stairs, but...~ DO ~ SetGlobal("Santlove","GLOBAL",2)~ DO ~ PlaySound("mernig")~ GOTO SantLove2

 

Line 19 in SandrahNPC\D\CVMonte.d

IF ~ PartyHasItem("CVFARKPA") ~ THEN REPLY ~ Well, fine. But you will understand that we will keep the rest of the loot as a little compensation for our efforts. ~ DO~ TakePartyItem("CVFARKPA") ~ DO ~SetGlobal("SanGavMontPapers","GLOBAL",1)~+ BookHE2

 

Line 52 in SandrahNPC\Shauhana\bsandrashauhaextend.d

IF~!InParty("CVSHAU")~THEN REPLY ~ (Ignore her.)~ DO~ IncrementGlobal("Sanpoints","GLOBAL",-2)~ DO ~SetGlobal("SanSacroll","GLOBAL",6)~ EXIT


"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


#911 The Imp

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Posted 28 November 2015 - 03:34 AM

Is this sometimes done on purpose?
Not really, no.
Maybe the .d file was coded earlier and Roxanne was just unsure.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
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#912 Roxanne

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Posted 28 November 2015 - 03:48 AM

Did you notice duplicated DO action

IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1)~ DO ~EscapeArea()~ EXIT

should be

IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1) EscapeArea()~ EXIT

Is this sometimes done on purpose? I noticed instances like this in Sandrah as well :unsure:

 

Line 1800 in SandrahNPC\D\BSandr.d

 

IF ~~ THEN REPLY ~ My, how high up are we here? We just went one flight of stairs, but...~ DO ~ SetGlobal("Santlove","GLOBAL",2)~ DO ~ PlaySound("mernig")~ GOTO SantLove2

 

 

Line 19 in SandrahNPC\D\CVMonte.d

 

IF ~ PartyHasItem("CVFARKPA") ~ THEN REPLY ~ Well, fine. But you will understand that we will keep the rest of the loot as a little compensation for our efforts. ~ DO~ TakePartyItem("CVFARKPA") ~ DO ~SetGlobal("SanGavMontPapers","GLOBAL",1)~+ BookHE2

 

 

Line 52 in SandrahNPC\Shauhana\bsandrashauhaextend.d

 

IF~!InParty("CVSHAU")~THEN REPLY ~ (Ignore her.)~ DO~ IncrementGlobal("Sanpoints","GLOBAL",-2)~ DO ~SetGlobal("SanSacroll","GLOBAL",6)~ EXIT

Thanks for pointing them out - no, this is not intend but mistake (already corrected thanks to you).


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#913 Lollorian

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Posted 28 November 2015 - 03:52 AM

Ok thanks for confirming :) I'll apply this to all other mods I found.

"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


#914 Roxanne

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Posted 28 November 2015 - 04:03 AM

Ok thanks for confirming :) I'll apply this to all other mods I found.

Well- before you do too much - Weidu compiled d's accept these codings and actually both actions are in the dlg later. Only issue is the sequence here - the last DO in the d file is the first action performed in the dlg (it reads them in bottom up)-

So the real issue here is only if you have actions in the dialogue DO that need to be performed in a sequence, then this sequence is reversed by the additional ~DO~ (in the specific case of EscapeArea, the cre to perform the subsequent actions is gone, so only the escape may be performed and the other actions misfire)


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#915 micbaldur

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Posted 28 November 2015 - 05:52 AM

Did you notice duplicated DO action
IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1)~ DO ~EscapeArea()~ EXIT
should be
IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1) EscapeArea()~ EXIT

Of course i did noticed that :D but i don't know if it's ok. Weidu thinks that syntax is ok but end result isn't ok.

 

I don't "speak" weidu and probably never will, i'm no modder only hard core player. :P

 

Thanks again Lollorian for fixing this. :coolthumb:


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

 

Thanks to Leonardo Watson for making this possible


#916 Lollorian

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Posted 28 November 2015 - 05:53 AM

WeiDU properly compiling them might be a side effect but the way you put it, it would clearly not be intended in any case. Also, in the 8323 D files I ran the regex on, I got only 23 hits in 14 distinct files (3 of which you just fixed)

 

Also things like this is clear buggy so :unsure:

+ ~Global("B!HBValygarSail","GLOBAL",1) InMyArea("Valygar")~ + @68 DO ~IncrementGlobal("B!HBQuota","GLOBAL",-1)~ DO ~IncrementGlobal("B!HBQuota","GLOBAL",-1)~ EXTERN VALYGARP val1


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


#917 Roxanne

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Posted 28 November 2015 - 06:24 AM

WeiDU properly compiling them might be a side effect but the way you put it, it would clearly not be intended in any case. Also, in the 8323 D files I ran the regex on, I got only 23 hits in 14 distinct files (3 of which you just fixed)

 

Also things like this is clear buggy so :unsure:

 

+ ~Global("B!HBValygarSail","GLOBAL",1) InMyArea("Valygar")~ + @68 DO ~IncrementGlobal("B!HBQuota","GLOBAL",-1)~ DO ~IncrementGlobal("B!HBQuota","GLOBAL",-1)~ EXTERN VALYGARP val1

Sure this is buggy as it does something the modder has not intended with it, i,e, the Global will be reduced -2 in the end,


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#918 Roxanne

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Posted 28 November 2015 - 06:32 AM

Did you notice duplicated DO action
IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1)~ DO ~EscapeArea()~ EXIT
should be
IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1) EscapeArea()~ EXIT

Of course i did noticed that :D but i don't know if it's ok. Weidu thinks that syntax is ok but end result isn't ok.

 

I don't "speak" weidu and probably never will, i'm no modder only hard core player. :P

 

Thanks again Lollorian for fixing this. :coolthumb:

It is just like you documented

This IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1) ~DO~EscapeArea()~ EXIT is translated in the compiling (bottom up) to

EscapeArea()

SetGlobal("SkieItemTalk1","GLOBAL",1)

While this

IF~~ THEN DO ~SetGlobal("SkieItemTalk1","GLOBAL",1) EscapeArea()~ EXIT after compiling is (bottom up not applicable as it is just one entry block)

SetGlobal("SkieItemTalk1","GLOBAL",1)

EscapeArea()

Thus the second correctly sets the global while naturally the first must fail (the dialogue *owner* first escapes before setting the global)

WEIDU accepts it as the syntax is correct, WEIDU does not know the intend you had with the code and does not check the logical order of actions to be performed.


Edited by Roxanne, 28 November 2015 - 06:34 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#919 agb1

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Posted 28 November 2015 - 06:43 AM

Seems like a good candidate for a WeiDU enhancement. Require a second 'DO' block to be a 'DOBEFORE' or something, else parse error. To prevent accidental copy-paste errors like this.

Edited by agb1, 28 November 2015 - 06:44 AM.

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#920 Roxanne

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Posted 28 November 2015 - 07:49 AM

Seems like a good candidate for a WeiDU enhancement. Require a second 'DO' block to be a 'DOBEFORE' or something, else parse error. To prevent accidental copy-paste errors like this.

I am not sure because there is a legal feature ADD_TRANS_ACTION if you want to add an additional action to an existing dialogue and this will do a similar thing, only difference is that the two DO's are in different files, very similar to APPEND to a dialogue.

You can use this feature (as a modder) to add e.g. an additional global to an existing dialogue that your mod would require (in case the original dialogue does not leave a trace you can exploit).


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*