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Dialogue starting on zone entry


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#21 -Rick Rickson-

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Posted 06 September 2015 - 09:12 AM

This still happens sometimes, I'm a little worried it might mess up certain boss fights later on. It has happened to a few creatures I am fighting, where every few seconds they will initiate dialogue (usually one line with "END DIALOGUE" as the only choice after) This happened with the +2 Dagger Revenant (Hentold's "quest") and with Krumm & Caldo at Dryad Falls so far. Doesn't break anything, just kind of obnoxious to have to exit dialogue during a fight. I know I didn't have this bug on my other savefiles with the exact same installation, so it really confuses me. I will try to restart and warp to these zones to see if the bug is still happening or if it's a problem with the savefile itself.



#22 -Rick Rickson-

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Posted 06 September 2015 - 09:18 AM

This still happens sometimes, I'm a little worried it might mess up certain boss fights later on. It has happened to a few creatures I am fighting, where every few seconds they will initiate dialogue (usually one line with "END DIALOGUE" as the only choice after) This happened with the +2 Dagger Revenant (Hentold's "quest") and with Krumm & Caldo at Dryad Falls so far. Doesn't break anything, just kind of obnoxious to have to exit dialogue during a fight. I know I didn't have this bug on my other savefiles with the exact same installation, so it really confuses me. I will try to restart and warp to these zones to see if the bug is still happening or if it's a problem with the savefile itself.

Yes, the problem still happens, so at least I know my save file isn't corrupted; it must be a problem with the game files themselves.

Does anyone have a copy of vanilla WTASIGHT they can upload, so I might try replacing the relevant files with it?



#23 -Rick Rickson-

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Posted 06 September 2015 - 09:39 AM

It seems to me that the problem with these specific creatures is in their respective .DLG files.

The offending creatures all have their State Trigger 0 set to True() which if I understand correctly (not terribly experienced with dialogue files) would cause them to initiate their state 0 dialogue on zone entry (like I am experiencing).

 

Output from changelog for Larry and Gnarl's .DLG files are here

 

[WeiDU.exe] WeiDU version 23600
override/GNARL.dlgTB#"SPACE"finch/Backup/0/GNARL.dlg
override/GNARL.DLGTB#"SPACE"xpmod/backup/11/GNARL.DLG
override/GNARL.DLG
override/GNARL.DLG



Mods affecting GNARL.DLG:
00000: ~SETUP-FINCHNPCV3.TP2~ 0 0 // Finch NPC for Tutu v3.0: BGT Conversion v1.1
00001: ~SETUP-XPMOD.TP2~ 0 11 // Quest XP Reduction -> Reduce to 75%: v6 BWP Fix
00002: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2
00003: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2
 

[WeiDU.exe] WeiDU version 23600
override/LARRY.dlgTB#"SPACE"bg1npc/backup/1/LARRY.dlg
override/LARRY.DLG
override/LARRY.DLG



Mods affecting LARRY.DLG:
00000: ~BG1NPC.TP2~ 0 1 // The BG1 NPC Project: Banters, Quests, and Interjections: v20 BWP Fix
00001: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2
00002: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2

 


 

Can someone confirm if my hypothesis is correct or if I am incorrect in my assumption that a state 0 trigger of True () would cause this?

 



#24 Fiann of the Silver Hand

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Posted 06 September 2015 - 05:20 PM

Sounds like True() just needs to be replaced with NumTimesTalkedTo(0).



#25 -Rick Rickson-

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Posted 08 September 2015 - 03:18 AM

I... have no way to explain this... but somehow by deleting AGRANDBR.BCS from my override, (No idea why it was there in the first place, either...) this problem is fixed so far. I've tested with all the old offenders, Larry + the D's, Fishermen at Chionthar, Ogrillons, Krumm + Caldo, etc.
It was a fun puzzle! Glad to have figured out the solution.



#26 Lollorian

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Posted 08 September 2015 - 06:40 AM

Could you attach your AGRANDBR.BCS please?


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#27 -Rick Rickson-

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Posted 09 September 2015 - 01:37 AM

Sure! http://www.filedropp...ndbreviledition This is the broken version I deleted. It is much longer than the one which replaced it, when I checked them in NI. Didn't read it all, just checked how many lines it was - maybe you can make some sense of what the problem was.



#28 Lollorian

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Posted 09 September 2015 - 06:56 AM

Thanks! :cheers: Offending block - will debug - can probably be fixed by changing HPLT() to HPPercentLT() but I need to figure out why this script is given to all these creatures.

 

 

IF
    HPLT(Myself,20)
    Global("Death","LOCALS",0)
THEN
    RESPONSE #100
        SetGlobal("Death","LOCALS",1)
        StartDialogueNoSet(Player1)
END


Update: Did a grep and the only instances of this block are in the tougher Abazigal scripts from ding0's questpack (questpack\creatures\dragons\tob\abazdrag.baf) and BP (BP\ASCEND\TOUGH\ABAZ\BAF\NEW\ABAZ3.baf)

 

Now why the hell are they appending into Aurora's script? :blink:

 

If you do find the time, Rick, could you please changelog AGRANDBR,BCS please? I'm not finding anything that can do this :unsure: (only case I could think of is some legacy mod that appends using BCS instead of decompiled BAFs - which would mean my grep missed them :P and BCSes are not greppable btw)


Edited by Lollorian, 09 September 2015 - 07:12 AM.

"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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#29 -Rick Rickson-

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Posted 11 September 2015 - 03:33 AM

[WeiDU.exe] WeiDU version 23600
override/agrandbr.bcsTB#"SPACE"aurpatch/backup/0/agrandbr.bcs
override/AGRANDBR.BCS
override/AGRANDBR.BCS



Mods affecting AGRANDBR.BCS:
00000: ~SETUP-AURPATCH.TP2~ 0 0 // Aurora Patch: v5.1
00001: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2
00002: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2

 

 

When you say this is in scripts for Abazigal, and when I noticed that it couldn't be a mod interaction (unless biffing somehow broke it, which would cause a lot of other problems most likely)  I have an idea as to what happened. I... probably did this myself (which would explain why nobody is reporting this issue besides me, thankfully).

 

I had a problem about a year ago during my first ToB run with this installation. The problem was with Abazigal's dialogue not firing, causing him to be immortal. It was a long time ago, so I don't remember exactly how I fixed it, but I recall that Abazigal had the incorrect script assigned to him.

 

It might have been that this gooseberry script was assignedto Abazigal, causing him to loop due to the lack of HP check + force dialogue and to solve this I copied the block which would cause him to fire his death dialogue from the correct script, then added it to the gooseberry script, rather than simply assigning him his correct script. I don't know why I would do that, but then I don't know why I do a lot of the silly things I do... maybe I really wanted those gooseberries? :ROFL:

 

Perhaps this script being (almost certainly mistakenly) to Abazigal is a more serious bug which should be looked into? Most average players wouldn't probably be able to fix it, and even I apparently broke things while doing so... It would be a very easy fix if this is a bug for everyone, just don't use my strange ham-fisted solution, give him the correct script instead! (I really have no clue what I was thinking last year when I did this... :WTF: )

 

Thanks for trying to help, I am glad I at least managed to solve my own stupidity and possibly help others with a different but related bug!

 

 

 

 


 

 

 



#30 -Rick Rickson-

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Posted 11 September 2015 - 03:39 AM

Aaaagh, I wish I could edit... it just came to me as to why I did this!

I remember now - I could not find the correct script for Abazigal, so I was forced to copy the relevant block from a script which was working correctly; I believe it was another Bhaalspawn's script. Then I added the block to the script which Abazigal was currently using. It was a very ham-fisted & frankly lazy solution as I said, but since I was very close to the end of ToB I was just doing whatever would work to get me to the end. Since I didn't play again for quite a while, I didn't ever notice the detrimental effects my little workaround had produced in other areas of the game - until recently.

 

I feel embarrassed - but hey, problem solved, and a real bug has been found - Abazigal seemingly does not have his correct script when Aurora & BP Ascension are installed because Aurora's overrides it.

Would definitely warrant a looking into, since this is game-breaking (at the very end, I might add...) and not fixable unless you are at least somewhat able to use NI.



#31 Lollorian

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Posted 11 September 2015 - 03:51 AM

Ah yes that is a serious issue if it is overwriting original creature scripts then :)

Will have a look at how this script is assigned by Aurora.

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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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#32 Lollorian

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Posted 11 September 2015 - 11:07 AM

Update from the future: I fail at code - the following post is irrelevant because Aurora does not meddle with CREs that have 5 scripts :P Epiphany happened here, Read on to lol at my fails :D

 

Aurora's berry script patching code:

Spoiler

 

 

The problem I see with this is that it's going to destructively overwrite the Default script for a CRE that has all 5 script slots filled with the berry script. I would guess that in a megamodded installation with fucktons of AI mods and shit, it would be easy to find CREs with all 5 filled script slots.

 

We can modify the code so Aurora doesn't even patch CREs with 5 filled script slots :)

 

Modified code:

Spoiler

 

 

That should save a few headaches :cheers:


Edited by Lollorian, 13 September 2015 - 02:02 AM.

"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


#33 -Rick Rickson-

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Posted 12 September 2015 - 07:47 PM

Awesome! This will probably cut down on the reports of "such and such's dialogue not triggering".

Glad I could find this problem for you guys and that you could fix it so easily!

Another bug bites the dust! :devil:



#34 Lollorian

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Posted 13 September 2015 - 02:00 AM

It's a good thing I decided to do a test before including this because I think I spoke too soon :lol: Aurora does not overwrite 5 scripted CREs so your issue is something else :D

 

The trick that I failed to notice earlier was the "sf" variable it uses - "sf" = 0 when all 5 scripts are filled for a CRE so it never passes the "sf > 0" check to go into the block that writes the new script :P

 

To summarize, something else fucked with your Abazigal :unsure:


Edited by Lollorian, 13 September 2015 - 02:00 AM.

"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


#35 -Rick Rickson-

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Posted 17 September 2015 - 11:35 AM

Well, perhaps it will forever remain a mystery. Here are changelogs, if this will help. Seems as if Aurora is in fact the last mod acting on the creature, so perhaps this trick is not working?

 

[WeiDU.exe] WeiDU version 23600
override/ABAZIGAL.CRETB#"SPACE"stratagems_external/backup/stratagems/4240/ABAZIGAL.CRE
override/ABAZIGAL.CRETB#"SPACE"xpmod/backup/0/ABAZIGAL.CRE
override/abazigal.creTB#"SPACE"aurora/backup/0/abazigal.cre
override/ABAZIGAL.CRE
override/ABAZIGAL.CRE



Mods affecting ABAZIGAL.CRE:
00000: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v28
00001: ~SETUP-XPMOD.TP2~ 0 0 // Creature XP Reduction -> Reduce to 75%: v6 BWP Fix
00002: ~AURORA/SETUP-AURORA.TP2~ 0 0 // Aurora's Shoes and Boots: v5a BWP Fix
00003: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2
00004: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2
 

 

[WeiDU.exe] WeiDU version 23600
override/dragblue.creTB#"SPACE"Item_Pack/Backup/0/dragblue.cre
override/DRAGBLUE.CRETB#"SPACE"Turambar_fixes_tweaks/backup/2052/DRAGBLUE.CRE
override/DRAGBLUE.CRETB#"SPACE"xpmod/backup/0/DRAGBLUE.CRE
override/dragblue.creTB#"SPACE"aurora/backup/0/dragblue.cre
override/DRAGBLUE.CRE
override/DRAGBLUE.CRE



Mods affecting DRAGBLUE.CRE:
00000: ~SETUP-ITEM_PACK.TP2~ 0 0 // Item Pack: v1.8
00001: ~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ 0 2052 // Dragons are not immune to backstabbing: v1.8.1 BWP Fix
00002: ~SETUP-XPMOD.TP2~ 0 0 // Creature XP Reduction -> Reduce to 75%: v6 BWP Fix
00003: ~AURORA/SETUP-AURORA.TP2~ 0 0 // Aurora's Shoes and Boots: v5a BWP Fix
00004: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2
00005: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2
 

 

[WeiDU.exe] WeiDU version 23600
override/FINABAZ.CRETB#"SPACE"stratagems_external/backup/stratagems/4240/FINABAZ.CRE
override/FINABAZ.CRETB#"SPACE"stratagems_external/backup/stratagems/6032/FINABAZ.CRE
override/FINABAZ.creTB#"SPACE"bgttweak/backup/2400/FINABAZ.cre
override/FINABAZ.CRETB#"SPACE"atweaks/backup/160/FINABAZ.CRE
override/FINABAZ.CRETB#"SPACE"xpmod/backup/0/FINABAZ.CRE
override/finabaz.creTB#"SPACE"aurora/backup/0/finabaz.cre
override/FINABAZ.CRE
override/FINABAZ.CRE



Mods affecting FINABAZ.CRE:
00000: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v28
00001: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v28
00002: ~SETUP-BGTTWEAK.TP2~ 0 2400 // Enemy items shatter: 11 (5 Feb 12) BWP Fix
00003: ~ATWEAKS/SETUP-ATWEAKS.TP2~ 0 160 // PnP Undead: v4.32
00004: ~SETUP-XPMOD.TP2~ 0 0 // Creature XP Reduction -> Reduce to 75%: v6 BWP Fix
00005: ~AURORA/SETUP-AURORA.TP2~ 0 0 // Aurora's Shoes and Boots: v5a BWP Fix
00006: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2
00007: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2