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Possible bug in latest BGT (fix inside)


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#1 K4thos

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Posted 23 September 2013 - 06:54 PM

There may be a bug in the latest BGT:
If you had Imoen in your party while traveling to BG2 she is moved correctly into Irenicus dungeon and her original BG2 voices are attached via sbtimo.bcs. Some of Imoen voices are unique to Irenicus dungeon and should be later replaced with different ones. Unless my Notepad++ is wrong (I searched for them in all bgt baf files) it looks like Imoen will have these Irenicus Dungeon voices for the rest of the game.

If this is indeed true than I suggest adding following lines in cut01bgt.baf script:
    SetPlayerSound(Imoen2,30759,MORALE)
    SetPlayerSound(Imoen2,30760,BORED)
    SetPlayerSound(Imoen2,30761,BATTLE_CRY2)
    SetPlayerSound(Imoen2,30762,BATTLE_CRY3)
    SetPlayerSound(Imoen2,30764,HURT)

These are the only changes for Imoen voices between Irenicus Dungeon and SoA/ToB portion of the game.

 

edit: of course it should be Imoen2 (death variable reference) and not 'Myself' because cut01bgt is not running as NPC script. Fixed in above lines.


Edited by Deluxe, 24 September 2013 - 08:26 AM.


#2 Ascension64

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Posted 26 September 2013 - 01:44 AM

Noted, will take a look. Thanks.

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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)


#3 Lollorian

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Posted 26 September 2013 - 07:19 AM

Would adding:

     ActionOverride("Imoen2",SetPlayerSound(Myself,30759,MORALE))
    ActionOverride("Imoen2",SetPlayerSound(Myself,30760,BORED))
    ActionOverride("Imoen2",SetPlayerSound(Myself,30761,BATTLE_CRY2))
    ActionOverride("Imoen2",SetPlayerSound(Myself,30762,BATTLE_CRY3))
    ActionOverride("Imoen2",SetPlayerSound(Myself,30764,HURT))

to cut01bgt.baf give the same effect? The script already uses a lot of ActionOverrides for Imoen :P


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#4 Ascension64

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Posted 26 September 2013 - 10:22 PM

Depends on whether said actions count as instants. If they are, there shouldn't be an issue.

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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)


#5 Lollorian

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Posted 27 September 2013 - 07:41 AM

BGT already uses ActionOverrides with SetPlayerSound() in a6bio.baf :) Lots of instances like:

 

ActionOverride(Player1,SetPlayerSound(Myself,A6#0,EXISTANCE5)

 

 

I'll attach a changed file here :cheers:

Attached Files


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#6 K4thos

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Posted 27 September 2013 - 07:49 AM

I've just finished creating 'bg1.tra' from exported polish dialog/dialogf.tlk files. Please add it into new version of BGT (bgt/install/polish/bg1.tra). Without it BGT traifies original BG1 dialog.tlk files and in the end ALL lines are added into BG2. Even those that are the same in both games due to whitespace/new line added into each dialog entry in polish version of BG1 dialog.tlk files. Attached file has exactly the same syntax as BG2, so the BGT will no longer add unnecessary lines into BG2 tlk files. Also with this file it's no longer necessary to use "kpzbg1.exe" converter.

 

edit: This will need additional work before it's ready.


Edited by Deluxe, 28 September 2013 - 08:14 AM.