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Some remarks on v2.4


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#1 Shuv-Oohl

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Posted 03 August 2013 - 12:07 AM

According to the readme file in the dq folder I installed v2.4 but WeiDu log tells me v2.3.

So perhaps the following bugs are already solved....

 

Anyway: The first week in July I did a german installation with the latest version which contains some bugs I'd like to mention.

  • The ghoul potion doesn't prevent Player 1 from being teleported when stepping on the corresponding traps in YS0270.ARE. (This may of course be due the fact that I created 4 Chars in multiplayer mode and copied the saved game from the mpsave to the save folder as usual.)

  • The "TSUT" dialog bug persists, i.e. returning to the tanari with the key it just tells me "TSUT!! I care not if you 'recall rightly' (....)" giving me no item in exchange nor vanishing to the abyss. (Clearly the dialog can't evolve as expected because YSGHOUL1.ITM is lacking in the inventory which serves as a trigger. I have no idea how to obtain this item without CLUA.)

  • Each time I enter the upper floor of the lighthouse I'm confronted with one more tanari spawn. If only the poor Red Wizard had known this trick.....

 

So right now I'm a bit puzzled and unsure if I should continue. From the point of view of role playing it boils down to this:

 

  • I did some errands, wasted a couple of days and some thousand gold to get a potion that not only doesn't work but even worse leaves Player 1 afflicted for two more days or so. Next time some mage will dimension door directly into and out of the tomb ignoring the trap completely.

  • I freed the tanari so my job is done. The people can move back because the reason that let them flee doesn't exist any longer.

  • There is no need in visiting the newly revealed area. My journal tells me something about drugs and Red Wizards that the tanari had mentioned (which it did not due to the dialog bug) but why should I care about that?

 

Please don't get me wrong. So far it was a great pleasure to play this mod. It's definitely the first BG2 mod that gave me back this nearly forgotten "BG1 swordcoast feeling" when entering Porthpentyrch. But at the moment it doesn't seem to be that conclusive as I had wished it to be.



#2 Yovaneth

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Posted 06 August 2013 - 12:42 AM

It is v2.4; I just missed updating the .tp2 file. I didn't test with multiplayer characters but there are a couple of 'protagonist' checks in there (rather than 'player1') so yes, that may be it. Truth to tell, I never even considered that multiplayer characters would cause a problem - my fault.

 

The other way of crossing the Traps of the Living is to equip a pair of Boots of Speed but that trick bypasses a lot of the storyline (deliberately) because you no longer need the ghoul potion. To get the full conversation with the Tanaar'i set the following from the console:

 

SetGlobal("dai_TalkedToTanaari","GLOBAL",3)

 

You don't need the key in your possession. I guess I need to look again at the variable trigger code.

 

If you haven't met and engaged Ceinwen, Angharad and Garalial then the area isn't free of the curse yet and there's a shedload of additional areas to visit. It's entirely up to you whether you follow up on the Black Lotus smugglers or not as it was them that caused the Tanarr'i to be called into this plane as part of the smuggling plan.

 

If you (potentially) get any more problems get back to me and I'll see what needs to be set to get you through this.

 

-Y-

 

[Edit] I've just checked the area script - if you got the key for the Tanaar'i (ystankey.itm) then that variable should be correctly set

 

//Set variables after key is retrieved
IF
  PartyHasItem("ystankey")
  Global("ysGotTanKey","GLOBAL",0)
THEN
  RESPONSE #100
    SetGlobal("ysGotTanKey","GLOBAL",1)
    SetGlobal("dai_TalkedToTanaari","GLOBAL",3)
END

It might be worth using ShadowKeeper to check those two variables?


Edited by Yovaneth, 06 August 2013 - 12:49 AM.


#3 Shuv-Oohl

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Posted 06 August 2013 - 08:58 AM

Well, as far as I understand it's the state trigger 8 in YSTANARR.DLG which breaks the dialog. At least in my version of this dialog file there are two conditions:

 

Global("dai_TalkedToTanaari","GLOBAL",3)

PartyHasItem("ysghoul1")

 

And in fact, CLUA-adding that item to the inventory the dialog runs without any problem.



#4 Yovaneth

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Posted 06 August 2013 - 09:27 AM

There's an if-or setup in the dialog - one path gets you the scathing remarks about being a ghoul if you have ysghoul1.itm and the other skips that part of the block and goes straight to the 'give me the key' section. At least, that's how it should work.

 

-Y-



#5 Shuv-Oohl

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Posted 06 August 2013 - 08:54 PM

Ahem....

I don't have that much experience in communicate about a topic that someone says

 

>>At least, that's how it should work.<<

 

while I'm enouncing in a foregoing instant that it doesn't.

Perhaps the more politeness in expression we use the less clarification in matter we achieve.

 

So pardon me the following lines according to that spirit:

 

You have a dialog bug in YSTANARR.DLG.

You have a spawn bug in YS0040.ARE (more specific in YS0040.BCS).

You have a trigger bug in YS0270.ARE.

 

 

 



#6 Yovaneth

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Posted 07 August 2013 - 12:24 AM

The reason I say it should work is this:

 

//---------------------------------------------------------
//Retrieved the key - set the global trigger by area script in the tomb (PartyHasItem)
//---------------------------------------------------------
IF ~Global("dai_TalkedToTanaari","GLOBAL",3)
        PartyHasItem("ysghoul1")~ THEN BEGIN 1000
    SAY ~Ss..ss.. do we have a little problem <PRO_RACE>? Tsss.. not a pretty <PRO_RACE> now are we... ss.. ss.. Did the Ravenhair lead you astray and forget to tell you about the antidote, did she?? Sss..ss..ss.. I have seen prettier corpses than you, <PRO_RACE>!! Oh, such a grand joke!!! Almost worthy of the Abyss, so it is!!!~
  IF~~THEN REPLY ~Do you want this key or not, demon?~GOTO LHTBLOCK300
  IF~~THEN REPLY ~Shut it, demon. You need my help and if you don't shut it, you won't get it.~GOTO 1001
END
//---------------------------------------------------------
IF ~~ THEN BEGIN 1001
    SAY ~And you need mine, <PRO_RACE>, even more than I need yours. I have told you that I can wait for another of your kind to come along, someone more biddable. Go away, little ghoul. Go and play with the other shambling corpses.~
  IF~~THEN REPLY ~So you don't want the key then?~GOTO LHTBLOCK300
END
//---------------------------------------------------------
IF ~Global("dai_TalkedToTanaari","GLOBAL",3)~ THEN BEGIN LHTBLOCK300
    SAY ~Ahhhh!! The key! The KEY!!! TSSSS! I can almost taste it!! Ahhhhhh!!! *GIVE IT TO ME*!!!!!~
  IF~~THEN REPLY ~With pleasure. There you are.~GOTO LHTBLOCK301
  IF~~THEN REPLY ~Certainly. You have not forgotten about my reward?~GOTO LHTBLOCK302
  IF~~THEN REPLY ~Ooo no. It's such a delicate little thing and sooo easily snapped. What's it worth?~GOTO LHTBLOCK303
END

 

The first part of the block checks for the variable increment and also if you have ysghoul1.itm. If you are not a ghoul then it should skip that block and pick up on the key part of the conversation (LHTBLOCK300). I will recheck this.

 

In regard to the multiple spawns of the Tanarr'i (ys0040), it looks like the game engine is getting itself confused:

 

IF
  OnCreation()
THEN
  RESPONSE #100
    CreateCreature("ystanarr",[308.168],14)
END

 

This is the same code block that Bioware use many, many times to make many different creatures appear in many different areas. OnCreation() is only ever triggered once and that's when the area is first entered. Yours is the first report of this problem - which of course, simply means that yours is the first report of this problem and nothing else.

 

Finally, I think the Traps of the Living problem may be related to a multiplayer party as I have no idea how 'PlayerX' is evaluated in that case:

 

//Check to see if the Vampire's Bed potion has been swallowed
//If so, disable the Traps of the Living and start the Vampire Bed timer running
//As Ceinwen says, this is CHARNAME only
IF
  CheckStat(Player1,9,INT)
  CheckStat(Player1,9,WIS)
  CheckStat(Player1,9,DEX)
  CheckStat(Player1,9,CON)
  CheckStat(Player1,17,STR)
  CheckStat(Player1,3,CHR)
THEN
  RESPONSE #100
    SetGlobal("ys_Player1Vamp","GLOBAL",1)
    SetGlobalTimer("ys_PlayerIsUndead","GLOBAL",300)
    Continue()
END

 

Do you have a savegame before you've swallowed the Vampire's Bed? If so, can you attach it to the thread please?

 

-Y-

 

[Edit] Bug confirmed in the dialog. It's dropping through the entire 'key' talk block. Can't reproduce the respawning Tanarr'i.


Edited by Yovaneth, 07 August 2013 - 12:43 AM.


#7 -Shagar-

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Posted 07 August 2013 - 01:37 AM

Well, the re-spawning bug usually happens when you use OnCreation(), as was the case with the Ta'anari the last time I played FFT (version 1.4, I think I remember; I ended with the room full of Ta'anaris). You should never spawn creatures using this command. Set a variable instead, e.g.



If Global("variablename","areacode",0)
THEN
CreateCreature(...)
SetGlobal("variablename","areacode",1)



Just replace variablename, areacode and ... with the proper content and the re-spawn will never happen again.

#8 Shuv-Oohl

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Posted 08 August 2013 - 05:32 PM

o.k.,...

now we're talking business.

 

The DLG-bug: It exists, now that You do agree, because of the ghoul1.itm-trigger. I scanned every DLG-, ARE-, BCS-, STO- and CRE-file via NI for this item and only got hits in that tanari dialog file as a trigger. That's why I posted "no chance without CLUA".

(Well, that sounds very pussy like "Chico, I told You...") and creating the item the bug vanishes.

 

The spawn-bug: I don't know why it doesn't work Your way but I'm 200% sure (as You are ) that Shagars hint will solve the problem, i.e. via variables.

 

The trigger-bug: Where the hack did You get that trigger from? Tell me the BCS and perhaps it clarifies.



#9 PutridWalker

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Posted 14 August 2013 - 08:35 AM

Yovaneth, is it possible that you can issue a hotfix for these issues?

 

About the OnCreation() weirdness: I can report that when I have tried FFT in the past, I have never have endlessly respawning Ta'anaris, despite me entering and exiting that area many times. However it seems broken somehow, because for me, usually there are 2-3 Ta'anari there after a while.


Edited by PutridWalker, 14 August 2013 - 08:36 AM.


#10 Yovaneth

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Posted 14 August 2013 - 09:13 AM

I'm up to my neck in paying work ATM. I'll get back to this as soon as I can.

 

-Y-



#11 Yovaneth

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Posted 24 August 2013 - 03:32 AM

Turns out the dialog bug was caused by Weidu not compiling it correctly - the trigger for the non-ghoul block was missing. New version up.

 

-Y-



#12 Lollorian

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Posted 24 August 2013 - 08:16 AM

FFTv2.5's ystanarr.d is not traified now :unsure:

 

If line 278 was the only trigger added into the dialogue, here's the traified one :)

 

PS: micbaldur reported this related to FFT here

 

Also Vecna area AAR036.ARE and Fishing for Trouble area YS0414.ARE have container problem due to location. I can't get close enough to open containers.

 

YS0414.ARE (FfT)
Container 3: Change Location (x 330 y 250)

Attached Files


Edited by Lollorian, 24 August 2013 - 08:19 AM.

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#13 Yovaneth

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Posted 24 August 2013 - 10:10 AM

Aw crap. I can't believe I dumped the wrong file in the installer... I'll fix that container too.

 

-Y-



#14 Lollorian

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Posted 24 August 2013 - 11:02 AM

Some more stuff you might wanna check :P

Spoiler


Edited by Lollorian, 24 August 2013 - 11:02 AM.

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
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#15 Yovaneth

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Posted 25 August 2013 - 03:14 AM

Guess I may as well take a look at those too.

 

-Y-



#16 Yovaneth

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Posted 25 August 2013 - 11:38 AM

Done... with the exception of the complaints about containers in ys0161 and ys0441 - there aren't any container zeros. v2.6 up.

 

-Y-



#17 PutridWalker

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Posted 29 August 2013 - 10:51 PM

Yovaneth, sorry for pestering, but would it be overly time-consuming for you to make a hotfix patch that fixes these issues? Like an upgrade patch 2.5 -> 2.6? Because I really wanted to (finally) play this mod properly, but I can't reinstall the mod now.

 

I understand if it's too much hassle. But needed to ask.



#18 Yovaneth

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Posted 30 August 2013 - 10:53 AM

It's actually more work to make a patch than it is to create a new installer, which is why I don't do it (unless it's something dead simple and stupid). In this case it was neither.

 

-Y-