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bgee sod bg2ee golems iwdee

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#41 Argent77

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Posted 05 February 2017 - 08:09 AM

well he hasnt drop that

The item is dropped during his cutscene mode dying scene, so it can't be interrupted in some way. Since you're playing a heavily modded game it might be a script incompatibility.

Spoiler

 



#42 konva

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Posted 06 February 2017 - 10:13 AM

I uploaded the whole script for sure, im blind today.. i cant find that sequence only

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#43 Argent77

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Posted 06 February 2017 - 10:25 AM

The script doesn't show anything unusual on my system and could be successfully modified by the Golem Construction mod.

This may be a long shot, but maybe a mod changed some definitions in the ACTION.IDS. Can you also attach a decompiled version of it (demogor2.baf)?

 

You can decompile the file from a command prompt with the command: weidu.exe demogor2.bcs (It should also be possible to drag the BCS file onto weidu.exe in Windows Explorer if you don't like terminals.)
 


Edited by Argent77, 06 February 2017 - 10:26 AM.


#44 konva

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Posted 06 February 2017 - 11:05 AM

Im using Near Infinity :) and here are the files

Attached Files



#45 Argent77

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Posted 06 February 2017 - 11:22 AM

It looks like the mod doesn't deal with every possible way how the creature can die. Did you battle it inside or outside of WK? (not relevant)

 

Edit: But even in this case the mod should have added the "drop item" code to the script. I don't know why it hasn't (unless another mod has overwritten the script completely.)


Edited by Argent77, 06 February 2017 - 12:00 PM.


#46 konva

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Posted 06 February 2017 - 12:01 PM

ok I can do changelog, which file you need?



#47 Argent77

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Posted 06 February 2017 - 12:03 PM

ok I can do changelog, which file you need?

It was just about suggesting the same. It's DEMOGOR2.BCS (execute weidu.exe --change-log demogor2.bcs )



#48 konva

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Posted 06 February 2017 - 12:11 PM

Spoiler


#49 Argent77

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Posted 06 February 2017 - 12:17 PM

Djinni Companion should not be the culprit. It's just adding another item to the creature. Since I also don't see it in the script attached to your previous comments there is only the SCS component which might have overwritten or cleaned up the whole script file.

 

My troubleshooting skills aren't very great. Do you know how to find and inspect the script version before SCS was installed?
 


Edited by Argent77, 06 February 2017 - 12:18 PM.


#50 konva

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Posted 06 February 2017 - 12:21 PM

No, but There are 3 files generated in mine changelog directory, but I guess the 00002 is the current backup before SCS

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#51 Argent77

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Posted 06 February 2017 - 12:29 PM

Thanks! These files helped me a lot.

 

I can see that DEMOGOR2.00001 contains the "drop item" code for the djinni companion and DEMOGOR2.00002 has the "drop item" codes for djinni companion and the golem construction mod. It's pretty certain now that the SCS component overwrites any previous changes in DEMOGOR2.BCS.



#52 konva

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Posted 06 February 2017 - 12:40 PM

ok this could be worthy of reporting further to SCS developers, right?



#53 Argent77

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Posted 06 February 2017 - 12:42 PM

Yes. I'll let them know over at G3.



#54 Argent77

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Posted 06 February 2017 - 01:28 PM

@konva If you still want to create a perfect adamantite golem you can use the console to create the required item:

Spoiler


Edited by Argent77, 06 February 2017 - 03:30 PM.


#55 DavidWallace

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Posted 06 February 2017 - 05:48 PM

That's intentional: DEMOGOR2 is Demogorgon's primary combat script and SCS rewrites it from scratch.
 
If you want him to drop something, put an instruction in a new script - e.g
 
 
IF
 HPLT(Myself,30)
 Global("DemoEffects","LOCALS",0)
THEN
  DropItem("a7!glad2",[-1.-1])
  DropItem("A7HEART1",[-1.-1])
  Continue()
END
 
 
and assign that script to Demogorgon in one of his unused script slots (e.g., at 0x248)

#56 konva

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Posted 06 February 2017 - 09:19 PM

@Argent77 maybe I would also suggest you to contact Roxanne about compatibility in RTF or ToT mods. Because SandrahRTF adds a lot of content after ToB and probbaly I wont have the opportunity to create them further.



#57 Roxanne

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Posted 06 February 2017 - 10:42 PM

@Argent77 maybe I would also suggest you to contact Roxanne about compatibility in RTF or ToT mods. Because SandrahRTF adds a lot of content after ToB and probbaly I wont have the opportunity to create them further.

Not sure I understand what is meant, but RtF does not remove anything from the game after ToB (except PC's Bhaal abilities). So if there are any items or whatever left in the game. you can find them. And if Cespenar or someone else is needed to forge items, they can still do it.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#58 konva

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Posted 07 February 2017 - 12:05 AM

Ahh so pocket plane is available still? Or watchers keep?



#59 Roxanne

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Posted 07 February 2017 - 01:31 AM

Ahh so pocket plane is available still? Or watchers keep?

I will answer that in the Sandrah thread - not hijack Golem mod's topic.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#60 Argent77

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Posted 07 February 2017 - 02:10 PM

That's intentional: DEMOGOR2 is Demogorgon's primary combat script and SCS rewrites it from scratch.
 
If you want him to drop something, put an instruction in a new script - e.g
 
 

IF
 HPLT(Myself,30)
 Global("DemoEffects","LOCALS",0)
THEN
  DropItem("a7!glad2",[-1.-1])
  DropItem("A7HEART1",[-1.-1])
  Continue()
END
 
 
and assign that script to Demogorgon in one of his unused script slots (e.g., at 0x248)

Looks like this code change works quite well - with the slight disadvantage that I have to assume the correct dying conditions for the creature, or the items will either be dropped too soon or never.







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