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Transition from SoA to ToB


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#1 Ciswind

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Posted 09 May 2017 - 02:06 PM

I have noticed that all of my installations of BWS/BWP has this problem. 

 

baldur.bcs is still firing after entering ToB (the spirit head area AR4000) instead of baldur25.bcs

 

It has caused some clear roleplay disturbance (eg. Delon follows you all the way to ToB to ask for help in Umar Hills) and worst of all, the baldur25.bcs didn't fire at all. 

 

If I rest I can see Ellesime telling me to act faster on Jon Irenicus. 

 

What can I do to change the script firing from baldur.bcs to baldur25.bcs? 

 

Also, is there any solution in the coming installations of BWS/BWP

 

I can navigate Near Infinity fairly well. 



#2 Shuv-Oohl

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Posted 09 May 2017 - 05:19 PM

Do You launch the game via the ToB button in the starting screen (Elminster with staff or something)?



#3 Ciswind

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Posted 09 May 2017 - 05:39 PM

Do You launch the game via the ToB button in the starting screen (Elminster with staff or something)?

 

No. There is a transition from SoA to ToB. The movie is played after the party defeats Irenicus. 

The party is transferred to AR4000 afterwards. 



#4 Shuv-Oohl

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Posted 09 May 2017 - 06:09 PM

I know ;)

Save Your game after the transition and start it with the ToB button next time.

 

Does the problem persist?



#5 Ciswind

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Posted 09 May 2017 - 06:46 PM

The problem can be solved this way. 

Maybe we need a bugfix for the coming updates. 

 

Edit: 

Also, AR4000.bcs has a chance to stop after creating a mule (from pack-a-mule mod)

The mule entry is in every [area code .bcs] at last entry normally. 

In AR4000.bcs, it goes to the top however. 

The entry is as following: 

 

 

IF

Global("W_MuleToGAM","GLOBAL",0)
!Exists("W_MULE")
Global("W_PMULE_C","ar4000",0)
THEN
RESPONSE #100
SetGlobal("W_PackMuleWrangler","GLOBAL",9)
SetGlobal("W_MWAIT","GLOBAL",3)
SetGlobal("W_PMULE_C","ar4000",1)
CreateCreature("W_MULE",[1136.1727],0) // Pack mule
ApplySpellRES("W_MSHAD","W_MULE") // No such index
END

 

 
It needs a Continue() to allow the firing of the entries below. 
 

IF
Global("W_MuleToGAM","GLOBAL",0)
!Exists("W_MULE")
Global("W_PMULE_C","ar4000",0)
THEN
RESPONSE #100
SetGlobal("W_PackMuleWrangler","GLOBAL",9)
SetGlobal("W_MWAIT","GLOBAL",3)
SetGlobal("W_PMULE_C","ar4000",1)
CreateCreature("W_MULE",[1136.1727],0) // Pack mule
ApplySpellRES("W_MSHAD","W_MULE") // No such index
Continue()
END
 
Hope it helps others who have similar problem. 

Edited by Ciswind, 09 May 2017 - 07:42 PM.


#6 -Amelyssan-

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Posted 24 July 2017 - 03:50 AM

I'm encountering the same problem apparently - interjections by npcs don't fire and dialogue that expects them cuts short, Delon still appears etc.; I conclude it is the ToB baldur25.bcs not firing properly after transition? Shuv-Oohl if I understand correctly you advise to transition normally, then save and load that save via the ToB button in the menu screen? Problem is that when I click 'load game' from the ToB button, it only recognises saves somehow (I don't know how?) 'marked' as ToB (i.e. those started new in ToB) and I can't load my save I made. Any advice on what best to do to continue playins as seamlessly as possible? I know I could just 'import' my final SoA save and start a new ToB game, but that would kind of defeat the purpose of BGT and possibly not carry over some mod variables, journal entries etc...

 

Thanks :)



#7 Nightfarer

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Posted 24 July 2017 - 04:17 AM

The other option is:

 

Patching w_mule2.tpa (inside LIB folder of w_packmule):


Line: EXTEND_TOP ~ar4000.bcs~ ~w_packmule/ar4000_ext.baf~

to EXTEND_BOTTOM ~ar4000.bcs~ ~w_packmule/ar4000_ext.baf~


Edited by Nightfarer, 24 July 2017 - 07:33 AM.


#8 -Amelyssan-

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Posted 24 July 2017 - 10:03 AM

I've deleted the packmule related lines from ar4000.bcs though with NearInfinity and it does make the area script fire (talking heads and such), yet character dialogue scripts and, presumably, the baldur.bcs still remain at their SoA versions. When and how exactly does the game 'switch' baldur.bcs for baldur25.bcs? I can't seem to be able to find it in the scripts.



#9 Shuv-Oohl

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Posted 14 August 2017 - 05:17 PM

Sorry for the delay. I wanted to be sure about what I'm telling You. Yesterday I finished SoA to continue today with ToB.

The transition takes You from Ellesime to the forest with the talking heads of prophecy. My game did an auto save here.

If your game does not then just make an ordinary save by yourself. Then

 

  • quit the game
  • open the folder "save" in your BG2-directory
  • if there is a folder "000000003-Auto-Save-TOB" then delete it ( or move it to a safe place) and rename your recent save game that way
  • rename your "WORLDMAP.wmp" to "WORLDM25.wmp"

 

If You start the game now via the ToB button You should have all your data in the auto save.

Hope this helps and it's not too .. well .. not tooooooooo late.

 

 

Edit: A comment for maintainers of this site. Above I inserted a bulleted list which obviously didn't work well. Any idea why so?


Edited by Shuv-Oohl, 14 August 2017 - 05:21 PM.


#10 Isewein

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Posted 14 November 2017 - 09:11 AM

Even more of a delay behind me, I tried to solve the above mentioned problem again, yet to no avail. Renaming the folder as you instructed, the save file still doesn't show up on the 'load game' list of available save files when I try to start the game via ToB. It would seem this playthrough is doomed :P

 

Thanks for trying, anyway!