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BiG World Setup (an attempt to update the program)


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#3841 Kvothe.

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Posted 26 March 2017 - 03:01 AM

The command did work out in the way that my party was moved to the underdark but Jarlax got the same non sense dialogue as if he just joined your group when you appear in the snirvneblin village (now apparently drow village) for the first time. Unfortunately running change-log didnt list any mods :(

 

Edit:

I've got the three fangs(only things lootable from the drakes apart scrolls of identification ^^) but when I talk to Jarlax he doesnt recognize them.

Probably because the dialogue where he explains the task of getting the dragon fangs never happened.


Edited by Kvothe., 26 March 2017 - 03:36 AM.


#3842 Roxanne

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Posted 26 March 2017 - 03:33 AM

The command did work out in the way that my party was moved to the underdark but Jarlax got the same non sense dialogue as if he just joined your group when you appear in the snirvneblin village (now apparently drow village) for the first time. Unfortunately running change-log didnt list any mods :(

You could check whether jarlaxe1.cre and jarlaxe2.cre have any suspicious scripts assigned. Something blocks the initial dialogue to trigger. Otherwise those dialogues need to analysed but I suspect that they are blocked by the mod who wants you to select a boon for creatures who join your party (not that Jarlaxle is one.)

The issue is not from TDDz but from some interference with that mod.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#3843 Roxanne

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Posted 26 March 2017 - 04:22 AM

The command did work out in the way that my party was moved to the underdark but Jarlax got the same non sense dialogue as if he just joined your group when you appear in the snirvneblin village (now apparently drow village) for the first time. Unfortunately running change-log didnt list any mods :(

 

Edit:

I've got the three fangs(only things lootable from the drakes apart scrolls of identification ^^) but when I talk to Jarlax he doesnt recognize them.

Probably because the dialogue where he explains the task of getting the dragon fangs never happened.

When you all three fangs

SetGlobal("tz_jarltask","GLOBAL",1)

You should get the dialogue with this, unless the other bug really blocks everything.

 

Do you have the exact text that is displayed for proficency choice?


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#3844 Kvothe.

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Posted 26 March 2017 - 08:46 AM

Okay setting the global the way you recommended made jarlax recognize the fangs and the mod did continue the way it was supposed to be.

The Next bug appeared when I head to the Umar Hills where I am going to fight jarlax in the cave.

After entering the cave my party moves to the end of the cave via cutscene and then Jaheira mentions something about there are no traces to see and we should head back to the entrance(where the fight takes place all good). The issue here is that this conversation started by jaheira got stuck on her. Whenever I iniate a conversation with her afterwards she repeats what she just said when entering the cave for the first time. This is overriding the flirt pack conversations which should be displayed instead.

 

Sigh.. I hate TDD and all those loveless big mods, only installed that because I desperately wanted to give Sandrah Saga a try ^^ (and I know most of the issues are cause by other mods but TTD really isnt entertaining compared to smaller quest mods like "The Sellswords").

 

PS: Here is an Image which shows the dialogue I get when Jarlax appears(Jarlax doesnt appear outside the cave, I just created him via console to show the dialogue)

Attached Images

  • bg.png

Edited by Kvothe., 26 March 2017 - 08:50 AM.


#3845 Roxanne

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Posted 26 March 2017 - 09:47 AM

Okay setting the global the way you recommended made jarlax recognize the fangs and the mod did continue the way it was supposed to be.

The Next bug appeared when I head to the Umar Hills where I am going to fight jarlax in the cave.

After entering the cave my party moves to the end of the cave via cutscene and then Jaheira mentions something about there are no traces to see and we should head back to the entrance(where the fight takes place all good). The issue here is that this conversation started by jaheira got stuck on her. Whenever I iniate a conversation with her afterwards she repeats what she just said when entering the cave for the first time. This is overriding the flirt pack conversations which should be displayed instead.

 

Sigh.. I hate TDD and all those loveless big mods, only installed that because I desperately wanted to give Sandrah Saga a try ^^ (and I know most of the issues are cause by other mods but TTD really isnt entertaining compared to smaller quest mods like "The Sellswords").

 

PS: Here is an Image which shows the dialogue I get when Jarlax appears(Jarlax doesnt appear outside the cave, I just created him via console to show the dialogue)

I understand your frustration but I think you but the blame on the wrong mods.

Some thing to check

- did a mod change jarlaxe1.cre and jarlaxe2.cre?

- Do they have a kit D5_xxxxx assigned?

- Do spells D5WEPFA to E exist in your game?

 

What your picture shows is a dialogue D5_Kenfo.dlg (little brother of D5_Wepof.dlg) from a different mod which blocks the dialogues you should get from TDDz.


Edited by Roxanne, 26 March 2017 - 10:40 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#3846 jastey

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Posted 26 March 2017 - 12:53 PM

Ajantis Portrait Pack updated to v3. There are only 11 portrait choices now.



#3847 subtledoctor

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Posted 26 March 2017 - 01:44 PM

That's... how is that even possible? That dialogue is in a specific .dlg file with a specific label... how can it be triggered by anything besides the particular script block that references it? (Which is only in a particular script, and which script is only assigned to a particular, invisible creature.)

Sounds like maybe Jarlaxle has that script assigned to him somehow?

But, how could that have happened?

That is super weird.

Edited by subtledoctor, 26 March 2017 - 01:45 PM.


#3848 -A Beginner's Viewpoint-

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Posted 26 March 2017 - 03:30 PM

I don't understand why the "Recommended" installation of BWS still increases the difficulty substantially, even though the tooltip suggests that all components which might do this are restricted to the "Tactical" selection.

 

I'm somewhat new to BG and have only played the series once in the past, but that was many years ago. I just finished SOA and it was really a struggle, I had to cheese or even cheat encounters in quite a few places.

 

I then watched parts of a Let's Play series on Youtube of the unmodded Enhanced Editions and I was honestly shocked by the absurd difference. I trusted the "Recommended" installation to be somewhat close to the Vanilla game, but that was not the case at all. He took down liches in not even 20 seconds without much tactics involved after only doing the Slavers and D'Arnise Keep quests, while they pulverized me before and even after the Underdark without careful and extensive preparation. I guess SCS is responsible for this, so why are some components part of the "Recommended" installation?

 

This difference or "feature" should be so much more apparent in the description and it really irks me how BWS lures beginners into such a potentially frustrating experience. I'm not looking forward to TOB, because I might not be able to finish it.

 

I enjoyed most of the other content very much and had basically no bugs, so many thanks to the contributors for the outstanding work.



#3849 jastey

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Posted 27 March 2017 - 12:25 AM

The issue here is that this conversation started by jaheira got stuck on her. Whenever I iniate a conversation with her afterwards she repeats what she just said when entering the cave for the first time. This is overriding the flirt pack conversations which should be displayed instead.
Sounds like a missing closing variable to me. The Jaheira dialogue is still triggered by an active variable, so every time PID is initiated or her script wants to call another dialogue, this one fires instead.

#3850 The Imp

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Posted 27 March 2017 - 01:11 AM

I don't understand why the "Recommended" installation of BWS still increases the difficulty substantially, even though the tooltip suggests that all components which might do this are restricted to the "Tactical" selection.

Actually the Tactical selection contains the MOST difficult increasing selection possible... the Recommended contains an opinion of a player that was chosen to make a selection, and their recomandations.

Now, if you wish to have an easy ride along the game, then you insta.... no, you cheat yourself 6xBoots of haste, 6x god swords, 6x .... plah lah plah.

That's how you get an easy game, the BWS'es selection actually takes count on the fact that the game can't be too easy on that selection.


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#3851 -A Beginner's Viewpoint-

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Posted 27 March 2017 - 03:42 AM

I don't understand why the "Recommended" installation of BWS still increases the difficulty substantially, even though the tooltip suggests that all components which might do this are restricted to the "Tactical" selection.

Actually the Tactical selection contains the MOST difficult increasing selection possible... the Recommended contains an opinion of a player that was chosen to make a selection, and their recomandations.

Now, if you wish to have an easy ride along the game, then you insta.... no, you cheat yourself 6xBoots of haste, 6x god swords, 6x .... plah lah plah.

That's how you get an easy game, the BWS'es selection actually takes count on the fact that the game can't be too easy on that selection.

And I respect the opinion of the curators, all I suggest is that the description makes it more clear that the difficulty will increase. There are many first-time players using BWS thanks to its popularity and renown. The current "Recommended" selection is surely well put together, but there is no documentation at all for the underlying thought behind it. Let's take a look at the description:


Recommended - A selection of mods focused on enhancing the game with well-integrated additions only.

Tactical - Like the Maximized selection but with additional mods and component choices that make the game more challenging. This version is only for experienced players.
 

All it provides to the player is the promise of "well-integrated" content, which suggest that the core stays very similar to the vanilla game. The wording of the "Tactical" description then suggests that all or most mods which increase difficulty are restricted to it. There is absolutely no way for first-time players to assess the potential effects on their game, because the effect of dozens of mod components are summarized in a single sentence. Is it really too much to ask that two or three sentences are added to the description that make the underlying thought, the philosophy behind it and the effects on the game a bit more clear?

 

If it was never your goal to make BWS somewhat beginner-friendly then my perspective is obviously useless, but I wouldn't call the vanilla game an "easy ride" for someone who has never touched high-level D&D combat before.



#3852 jastey

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Posted 27 March 2017 - 05:10 AM

Does anyone even remember when and how the Recommended list was chosen? Was this reworked lately, or is it still from the times when the BWS was maintained by Kerzenburgforum?

I guess it's the downside from recommendations, I know the tactical content of SCS is highly appreicated by a lot of players, but for me harder fights take the fun out of the game.. I am all with A Beginner's Viewpoint in this regard. If rearranging the mods contained is not an option, adjusting the description text should be feasible.

That said, thank you very much for maintaining and updating BWS. I am sure it's one of the reasons the BG Modding is still as alive as it is.

#3853 subtledoctor

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Posted 27 March 2017 - 07:05 AM

Sounds like a missing closing variable to me. The Jaheira dialogue is still triggered by an active variable, so every time PID is initiated or her script wants to call another dialogue, this one fires instead.

Jastey/Roxanne/anyone, do you see a problem with the script that triggers that dialogue? And if so, how do I fix it? This scripting/dialogue stuff is very much NOT what I'm good at... :(

https://github.com/U...fs/d5_wepfo.baf

(I love Github, how I can point to that code to discuss it right from my phone, rather than wait a day until I'm at my computer and can copy/paste it :) )

#3854 Roxanne

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Posted 27 March 2017 - 07:32 AM

Sounds like a missing closing variable to me. The Jaheira dialogue is still triggered by an active variable, so every time PID is initiated or her script wants to call another dialogue, this one fires instead.

Jastey/Roxanne/anyone, do you see a problem with the script that triggers that dialogue? And if so, how do I fix it? This scripting/dialogue stuff is very much NOT what I'm good at... :(

https://github.com/U...fs/d5_wepfo.baf

(I love Github, how I can point to that code to discuss it right from my phone, rather than wait a day until I'm at my computer and can copy/paste it :) )

A bit hard to understand if taken out of context - let me see if I understand it correctly:

Somehow an invisible creture is summoned. The creature has the script in question - a number of checks are done to determine dialogue options - the dialogue is finally triggered - afterwards the creatures destroys itself.

 

Spoiler


Edited by Roxanne, 27 March 2017 - 07:52 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#3855 jastey

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Posted 27 March 2017 - 07:46 AM

And I can check in my mobile phone, too! :-) Other than I'd rather work with the WEPFO variable all along and not with NumTimesTalkedTo, and also would set the variables in the dialogue to close them, this should work. Only problem I see is if the player has a chance to clicktalk the character , then the NumTimesTalkedTo trigger will explode (i.e. not be at 0 or 1). Therefore my suggestion with using a trigger variable. But how does the connected dialogue look like? I'd be especially interested in Jaheira's, if you think that her hanging dialogue is yours?

#3856 Kvothe.

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Posted 27 March 2017 - 08:39 AM

Okay setting the global the way you recommended made jarlax recognize the fangs and the mod did continue the way it was supposed to be.

The Next bug appeared when I head to the Umar Hills where I am going to fight jarlax in the cave.

After entering the cave my party moves to the end of the cave via cutscene and then Jaheira mentions something about there are no traces to see and we should head back to the entrance(where the fight takes place all good). The issue here is that this conversation started by jaheira got stuck on her. Whenever I iniate a conversation with her afterwards she repeats what she just said when entering the cave for the first time. This is overriding the flirt pack conversations which should be displayed instead.

 

Sigh.. I hate TDD and all those loveless big mods, only installed that because I desperately wanted to give Sandrah Saga a try ^^ (and I know most of the issues are cause by other mods but TTD really isnt entertaining compared to smaller quest mods like "The Sellswords").

 

PS: Here is an Image which shows the dialogue I get when Jarlax appears(Jarlax doesnt appear outside the cave, I just created him via console to show the dialogue)

I understand your frustration but I think you but the blame on the wrong mods.

Some thing to check

- did a mod change jarlaxe1.cre and jarlaxe2.cre?

- Do they have a kit D5_xxxxx assigned?

- Do spells D5WEPFA to E exist in your game?

 

What your picture shows is a dialogue D5_Kenfo.dlg (little brother of D5_Wepof.dlg) from a different mod which blocks the dialogues you should get from TDDz.

 jarlaxe1.cre is changed by

Spoiler

jarlaxe2.cre is changed by pretty much the same mods on first sight

Spoiler

 

Couldnt find any spells name D5WEPFA to E. Just used windows search, dunno if I should have used NI here.

How do I check if they have kit D5_xxxxx assigned?


Edited by Kvothe., 27 March 2017 - 08:42 AM.


#3857 Roxanne

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Posted 27 March 2017 - 09:33 AM

Okay setting the global the way you recommended made jarlax recognize the fangs and the mod did continue the way it was supposed to be.

The Next bug appeared when I head to the Umar Hills where I am going to fight jarlax in the cave.

After entering the cave my party moves to the end of the cave via cutscene and then Jaheira mentions something about there are no traces to see and we should head back to the entrance(where the fight takes place all good). The issue here is that this conversation started by jaheira got stuck on her. Whenever I iniate a conversation with her afterwards she repeats what she just said when entering the cave for the first time. This is overriding the flirt pack conversations which should be displayed instead.

 

Sigh.. I hate TDD and all those loveless big mods, only installed that because I desperately wanted to give Sandrah Saga a try ^^ (and I know most of the issues are cause by other mods but TTD really isnt entertaining compared to smaller quest mods like "The Sellswords").

 

PS: Here is an Image which shows the dialogue I get when Jarlax appears(Jarlax doesnt appear outside the cave, I just created him via console to show the dialogue)

I understand your frustration but I think you but the blame on the wrong mods.

Some thing to check

- did a mod change jarlaxe1.cre and jarlaxe2.cre?

- Do they have a kit D5_xxxxx assigned?

- Do spells D5WEPFA to E exist in your game?

 

What your picture shows is a dialogue D5_Kenfo.dlg (little brother of D5_Wepof.dlg) from a different mod which blocks the dialogues you should get from TDDz.

 jarlaxe1.cre is changed by

Spoiler

jarlaxe2.cre is changed by pretty much the same mods on first sight

Spoiler

 

Couldnt find any spells name D5WEPFA to E. Just used windows search, dunno if I should have used NI here.

How do I check if they have kit D5_xxxxx assigned?

In the light of the discussion in the last few posts of this thread, it appears that not a single mod but a sum of weird coincidences have created this loop in your game. Is it possible to post a savegame from one of the incidents so this assumption could be verified?


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#3858 subtledoctor

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Posted 27 March 2017 - 10:09 AM

But how does the connected dialogue look like? I'd be especially interested in Jaheira's, if you think that her hanging dialogue is yours?

https://github.com/U...rofs/d5_wepfo.d

The dialogue does not belong to anyone, but is supposed to be triggered by an invisible creature summoned by spell. (And as you can see in the .baf script, the dialogue is triggered by ActionOverride in order to make the spell's caster be the "myself" in the dialogue.)

Basically you use an innate ability, it summons an invisicre, the .cre's override script starts that dialogue, the dialogue prompts you to choose from among the weapons you already have proficiency with, and then it gives you specialization in that weapon. (The innate ability is given to members of certain kits, in order to give them an early advantage in a proficiency system where most people cannot reach specialization until level 3.)

It seems that one of two things has happened: 1) somehow the linked script was attached to the Jarlaxle or Jaheira .cre file; or 2) another script is somehow calling my dialogue. Maybe some mod added a .dlg file with the same name? Something from before I registered my modding prefix? (Or something ignoring it?)

In the meantime I will make the suggested changes to be on the safe side.

Edited by subtledoctor, 27 March 2017 - 10:20 AM.


#3859 Roxanne

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Posted 27 March 2017 - 10:28 AM

But how does the connected dialogue look like? I'd be especially interested in Jaheira's, if you think that her hanging dialogue is yours?

https://github.com/U...rofs/d5_wepfo.d

The dialogue does not belong to anyone, but is supposed to be triggered by an invisible creature summoned by spell. (And as you can see in the .baf script, the dialogue is triggered by ActionOverride in order to make the spell's caster be the "myself" in the dialogue.)

Basically you use an innate ability, it summons an invisicre, the .cre's override script starts that dialogue, the dialogue prompts you to choose from among the weapons you already have proficiency with, and then it gives you specialization in that weapon. (The innate ability is given to members of certain kits, in order to give them an early advantage in a proficiency system where most people cannot reach specialization until level 3.)

It seems that one of two things has happened: 1) somehow the linked script was attached to the Jarlaxle or Jaheira .cre file; or 2) another script is somehow calling my dialogue. Maybe some mod added a .dlg file with the same name? Something from before I registered my modding prefix? (Or something ignoring it?)

In the meantime I will make the suggested changes to be on the safe side.

The Global("D5_WEPFO","GLOBAL",1) never increments during the dialogue - it will only be set to 0 again by the last block in the script file (following some blocks that could loop).

It can thus easily happen that e.g. Jaheira has a dialogue triggering but the one found to be executed is not her own but yours as the global was never reset (and the invisible cre is never destroyed) -

Why this happens with Jarlaxle is another question? Unless we get a savegame to anylyse further, these are just assumptions.

My guess is that more than one factor (from more than one mod) have added up to create this bug.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#3860 Kvothe.

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Posted 27 March 2017 - 10:33 AM

Hey, sorry guys I'm a bit slow these days =)

 

Edit: When I kill Jaheira before entering the cave, the dialog doesnt appear. After finishing the fight and reviving Jaheira everything is working the way it should.

Attached Files


Edited by Kvothe., 27 March 2017 - 10:58 AM.