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BiG World Project Fixpack

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#101 Roxanne

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Posted 11 November 2015 - 06:25 AM

Update time :D

 

@Creepin: Done :cheers:

 

@Nightfarer: Done & please do attach the fixed file :)

 

@agb1:

 

Re: Revision betas

That's not possible purely via the fixpack framework unfortunately :( The workaround would be to make sure the item_rev and spell_rev folders in the fixpack are deleted before installing.

 

Like the Imp said, however, the patch might not even install correctly if they reworked the files (or fixed them) :P

 

Re: WMA

Done :)

 

@Roxanne:

Re: Askaria

Done :)

 

@SoA:

I couldn't find this block anywhere :(

@SoA:

I couldn't find this block anywhere

 

It is in soa/snips/ar4300.baf >>> ar4300 being BGT ar3200 however the refence is not updated in BGT installation and furthermore the code itself does not work

Spoiler

 

It looks for two situations

A) Global("DoorS001Active","AR4300",1)
GlobalLT("CearwinQuest","GLOBAL",2)

B)Global("DoorS001Active","AR4300",0)
GlobalGT("CearwinQuest","GLOBAL",1)

However when you first enter ar3200 (North Nashkel Road) you will always have

C) Global("DoorS001Active","AR4300",0) (Does not exist)

Global("CearwinQuest","GLOBAL",0) (Does not exist)

Consequently the door supposed to be closed until you receive CearwinQuest is open and those blocks never trigger.

For BGT I therefore proposed to use

Spoiler

While at it, maybe the premature display of the SOA maps ARS002 and ARS005 could also be inhibited by expanding the proposed code:

Spoiler

The areas are supposed to be shown after Cearwin dialogue, not from the edge of adjacent areas.

IF ~~ THEN BEGIN 18 // from: 17.0
  SAY @48
  IF ~~ THEN DO ~SetGlobal("SpokeToCearwin","GLOBAL",3)SetGlobal("CearwinQuest","GLOBAL",2)SetInterrupt(FALSE)

CreateItem("SOAITM21",0,0,0)GiveItem("SOAITM21",LastTalkedToBy)

RevealAreaOnMap("ARS002")

RevealAreaOnMap("ARS005")~ %UNSOLVED_JOURNAL% @10006 EXIT

 


Edited by Roxanne, 11 November 2015 - 08:46 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#102 Lollorian

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Posted 11 November 2015 - 07:14 AM

Heh I'm stupid :doh: (and my grep seems to ignore .patch files now :P)

 

BWPFixpack'd


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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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#103 Roxanne

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Posted 13 November 2015 - 07:44 AM

I had this issue installing Nehtaniel (no way to report it on mod webside)

 

EXTEND_BOTTOM PPBODHI4 7
IF ~InParty("SK#Neht")
InMyArea("SK#Neht")
!StateCheck("SK#Neht",CD_STATE_NOTVALID)~ ~ THEN GOTO TauntNeht
END

 

Could install after removing second *~*  prior THEN GOTO


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#104 Lollorian

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Posted 13 November 2015 - 07:50 AM

Shit! That's not the vanilla mod's issue but a problem with the BWPFixpack patch - fixed sorry :P


"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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#105 Roxanne

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Posted 13 November 2015 - 12:48 PM

Another candidate

http://www.shsforums...e-2#entry582336


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#106 Creepin

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Posted 13 November 2015 - 01:09 PM

Lollorian, another request from me in case I might catch you before your vacation :)
 
Micbaldur reported bug in Saerileth mod and proposed a fix. I saw your further discussion with micbaldur drifted towards fixing DD0903 area so I am not sure if you noticed that issue. Any chance micbaldur's fix is (or going to be) included in your fixpack?

The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)


#107 Lollorian

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Posted 13 November 2015 - 10:05 PM

@Roxanne: BWPFixpack'd :cheers:

 

@Creepin: Already done :)


"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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#108 Creepin

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Posted 13 November 2015 - 11:54 PM

Great, thanks a lot Lollorian! :woot:


The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)


#109 Nightfarer

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Posted 14 November 2015 - 12:49 AM

@Lollorian. I'm going to write you a PM. TS25MiniMod rewritten setup :)



#110 Lollorian

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Posted 14 November 2015 - 02:27 AM

Wow man! Dude that is awesome as fuck :Bow: Have a look! I've renamed the patch to Nightfarer's Update because it's too awesome not to give credit lol.


"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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#111 Nightfarer

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Posted 14 November 2015 - 02:39 AM

:cheers:  You're welcome Lollorian. Thanks for the credit... but thanks to Micbaldur and Creepin as well :)



#112 Roxanne

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Posted 14 November 2015 - 05:46 AM

Breagar starting with SoA dialogue in Candlekeep when using BGT

 

An older problem but never fixed - the mod is hosted at Kerzenburg, so no way for me to report there. I have repaired it several times locally but maybe it is worth publishing here.

 

The issue is in ACBre/d/Bg2/ACBre.d

The second dialogue block


IF ~%BGT_VAR2%Global("ACBREINPARTY","GLOBAL",0)InPartySlot(LastTalkedToBy(),0)~ THEN BEGIN BG2.START.2

SAY @69

++ @70 + BG2.1

++ @71 + BG2.2

++ @72 + BG2.3

END

 

Should be

IF ~%BGT_VAR2%Global("ACBREINPARTY","GLOBAL",0)InPartySlot(LastTalkedToBy(),0)Global("endofbg1","GLOBAL",2)~ THEN BEGIN BG2.START.2 blablabla

 

With this condition added BGT works fine.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#113 Lollorian

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Posted 14 November 2015 - 05:59 AM

Had a look at the code and it would seem like %BGT_VAR2% is supposed to evaluate to Global("endofbg1","GLOBAL",2) if GAME_IS ~bgt~ :unsure:

 

This is ACBre\lib\ac_bre_cpmvars.tpa:

Spoiler

 

Should I assume that the variables are not being properly evaluated? I did notice the conspicuous lack of ELSE in the various IF blocks (but I think the ! condition in the last block should easily handle that) - what say you Roxanne?


"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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#114 Roxanne

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Posted 14 November 2015 - 06:46 AM

Had a look at the code and it would seem like %BGT_VAR2% is supposed to evaluate to Global("endofbg1","GLOBAL",2) if GAME_IS ~bgt~ :unsure:

 

This is ACBre\lib\ac_bre_cpmvars.tpa:

Spoiler

 

 

Should I assume that the variables are not being properly evaluated? I did notice the conspicuous lack of ELSE in the various IF blocks (but I think the ! condition in the last block should easily handle that) - what say you Roxanne?

I checked the compiled dialogue in NI in my BGT game and the condition is not there, it is simply

Global("ACBREINPARTY","GLOBAL",0)InPartySlot(LastTalkedToBy(),0) and since that is triggered in sequence prior the BG1 triggers it is found true at initial appearance of Breagar at Candlekeep. I added it manually and it works.

I have seen some reports about the issue in some forum threads before, so it seems it is not always compiled correctly. I am not the expert for this type of code, just observing that it is not translated - here is the debug file, I cannot see how the tps code was applied at all .

 

Most likely this is not an issue to be fixed here but something the mod author should look into.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#115 Roxanne

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Posted 14 November 2015 - 06:48 AM

Had a look at the code and it would seem like %BGT_VAR2% is supposed to evaluate to Global("endofbg1","GLOBAL",2) if GAME_IS ~bgt~ :unsure:

 

This is ACBre\lib\ac_bre_cpmvars.tpa:

Spoiler

 

 

Should I assume that the variables are not being properly evaluated? I did notice the conspicuous lack of ELSE in the various IF blocks (but I think the ! condition in the last block should easily handle that) - what say you Roxanne?

I checked the compiled dialogue in NI in my BGT game and the condition is not there, it is simply

Global("ACBREINPARTY","GLOBAL",0)InPartySlot(LastTalkedToBy(),0) and since that is triggered in sequence prior the BG1 triggers it is found true at initial appearance of Breagar at Candlekeep. I added it manually and it works.

I have seen some reports about the issue in some forum threads before, so it seems it is not always compiled correctly. I am not the expert for this type of code, just observing that it is not translated - here is the debug file, I cannot see how the tps code was applied at all attachicon.gifSetup-ACBre.debug.

 

Most likely this is not an issue to be fixed here but something the mod author should look into.

I had Breagar added in various BGT installations and it was always with this mistake - I never installed him in a BG1 or BG2 game to check there (actually I always do BGT installations)


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#116 Lollorian

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Posted 14 November 2015 - 07:06 AM

Found the issue and fixed :) The BWPFixpack is at fault here - it removed the final ! check for some reason which meant BGT_VAR2 evaulated to an empty string :lol:


"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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#117 micbaldur

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Posted 14 November 2015 - 05:09 PM

:whistling: Lollorian there's big MY mistake in BWP Fixpack. Big truck load patches i send you while back was accidently included bugged Assassinations.d patch for Assassination mod, that shouldn't have been there.

 

If you would kindly remove that from BWP Fixpack, because it breaks the mod (Daton and probably Qyr doesn't spawn). :blush:

 

Sorry, i should have double and triple check everything and now i go to :new_bottom:


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

 

Thanks to Leonardo Watson for making this possible


#118 Lollorian

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Posted 14 November 2015 - 08:58 PM

Ok you mean this?

 

Spoiler

 

I've removed it - what was the issue you made the patch for btw? Maybe someone could take a look for you? ;)


"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


#119 micbaldur

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Posted 14 November 2015 - 09:20 PM

I am trying to fix this hanging cutscene:

ClearAllActions()
StartCutSceneMode()
SetGlobal("O#CrLynnFinalQuest","GLOBAL",3)
EraseJournalEntry(190332)
EraseJournalEntry(189747)
EraseJournalEntry(189756)
AddJournalEntry(190385,QUEST)
ApplySpell("O#Rhin",DRYAD_TELEPORT)

ApplySpell("O#Lynn",DRYAD_TELEPORT)
ActionOverride("O#Lynn",CreateVisualEffectObject("spdimndr",Myself))
ActionOverride("O#Lynn",MoveBetweenAreas("AR0800",[1584.790],0))
EndCutSceneMode()

I removed "ApplySpell("O#Lynn",DRYAD_TELEPORT)" and that fixed hanging cutscene back then. I'm testing it later in this install.

 

I accidently made patch from edited v9 not newest v11 back then and sent it accidently to you. Kulyok made changes to spawning of Daton and Qyr in v10 or v11.


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

 

Thanks to Leonardo Watson for making this possible


#120 Lollorian

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Posted 14 November 2015 - 09:32 PM

Oh I get it :lol: Awaiting confirmation then :)


"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