I've been playing the trilogy, but found that banters would often loop themselves. Upon investigation, I found that the looping was caused by the "banter has fired" variable not being set after the banter fired. Further experimentation revealed that this would only happen when the dialogue would jump multiple times between different DLG files (E.G. as banters normally do; however, this might also happen in a game-critical bug, due to NPC interjections and/or the dialogue bouncing between multiple creatures). As such, I'm asking if anybody else had the same problem and/or found a solution for said issue.
test mod - wait for Shank and Carbos to be spawned, and talk to Shank to activate the various dialogue paths. In my game, the Shank -> (SetGlobal) Shank -> Carbon option will save the variable, while neither Shank -> (SetGlobal) Shank -> Carbon -> Shank nor Shank -> (SetGlobal) Carbon -> Shank will save said variable. Also, adding a dozen of extra states to either dialogue file (E.G. ~OK!~ = ~OK!~ = OK!~ ...) would not change the result of the test.
Other information:
- WeiDU.log
- pseudo change-log of key TobEx files
- OS is Windows 10 Home
- I'm running the traditional disk-based BG2 (latest non-beta patch applied, etc.)
- baldur.log, baldur.err and tobex.log don't contain anything relevant
- I have not been fast-clicking through the dialogues
- LSTest is not relevant since this is a intra-dialogue problem
- the problem is not present in the same machine, on a plain install of BG2 + patch + tobex (same components) + test mod
I have not encountered said problem in a very large BGT installation that I use as a baseline for mod development while playing the game (including my own mod) itself.
However, when i started to develop and test additional content I experienced the behaviour you describe on some of the new stuff (and I am sure that I do my dialogues correctly),
I have narrowed the issue down to this.
- it happens when I use CHAIN
- it happens when multiple NPCs talk their bit
- it happens when I put the "banter has fired" variable increment after the first talk (as you normally do in CHAIN)
- it does not happen if I END the chain, give the PC a line or several choices to say and put the variable increment into those responses
Some other background
It started to happen before I updated to Windows 10 home, so this is not the culprit (at least not for this issue).
I am using the ISO files of my decade old game, just like I do for numerous installations I did over the past years.
I have several parallel installations of different mod constellations that I use for testing
The modded part in which the issue appears is the ToB part of the game past the end of the original game. I was therefore first assuming that I might have reached some storage limit for variables as I start adding them on to a very large save file. Still that would not explain why it only happens with CHAIN, but not when PC is the *actor*.
Sorry, I can only provide a collection of symptoms - i have no clear idea of where to look for the source of the problem because I have not really changed anything in my setup prior to the first occurance of the behaviour.
Edited by Roxanne, 23 September 2015 - 02:00 PM.