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Small adjustment for Fixpack v11


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#1 CamDawg

CamDawg

    Seven billion ton robot monster

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Posted 10 June 2017 - 05:07 AM

Quoting myself from the Fixpack forums:

 

Alright, so here's the issue from the DEBUG:

Copying and patching 1 file ...
[./override/tele0700.bcs] loaded, 1006 bytes
[bgt/compat/bgt/replace/rtele0700.baf] loaded, 255 bytes
[bgt/compat/bgt/replace/xtele0700.baf] loaded, 591 bytes
WARNING: cannot find block matching [bgt/compat/bgt/replace/rtele0700.baf]
override/tele0700.bcs copied to bgt/backup/0/tele0700.bcs, 1006 bytes
Copied [tele0700.bcs] to [override/tele0700.bcs]

This mismatch is caused by this new fix in Fixpack:
// player can activate CI exit from furnace room
COPY_EXISTING ~tele0700.bcs~ ~override~
  DECOMPILE_AND_PATCH BEGIN
    REPLACE_TEXTUALLY ~Range(LastTrigger,25)~ ~Range(LastTrigger,15)~
  END
  BUT_ONLY

tele0700.bcs is the script for the exit from Chateau Irenicus. You can work your way into the corner of the furnace room, click the exit, and escape, so the range for the trigger was reduced from 25 to 15 feet to prevent this. BGT is trying to swap this block to get in some Imoen-specific scripting, but its replace is no longer matching the now-altered block. They'll probably have to create a copy of rtele0700.baf with the altered range and then try to match against both, and adjust the replacement blocks in xtele0700 with the corrected range.

 

The laziest way to address this is to go to around about line 2280 in the tp2 for this:

 

  COPY_EXISTING ~tele0700.bcs~ ~override/tele0700.bcs~
    REPLACE_BCS_BLOCK ~bgt/compat/bgt/replace/rtele0700.baf~ ~bgt/compat/bgt/replace/xtele0700.baf~

 

Just change it to

 

  COPY_EXISTING ~tele0700.bcs~ ~override/tele0700.bcs~
    DECOMPILE_AND_PATCH BEGIN
      REPLACE_TEXTUALLY ~Range(LastTrigger,15)~ ~Range(LastTrigger,25)~ // temp undo fixpack change (replacement block has the fix anyway)
    END
    REPLACE_BCS_BLOCK ~bgt/compat/bgt/replace/rtele0700.baf~ ~bgt/compat/bgt/replace/xtele0700.baf~

 

Then just adjust the replacement scripting (/bgt/compat/bgt/replace/xtele0700.baf) to have the corrected ranges

 

IF
  Clicked([ANYONE])
  Range(LastTrigger,15)
  Global("ImoenPartyBG1","GLOBAL",0)
THEN
  RESPONSE #100
    SaveGame(0)
    MultiPlayerSync()
    FadeToColor([1.0],0)
    TakePartyItem("MISC4E")
    TakePartyItem("MISC4G")
    StartCutSceneMode()
    StartCutScene("cut01")
END
IF
  Clicked([ANYONE])
  Range(LastTrigger,15)
  Global("ImoenPartyBG1","GLOBAL",1)
THEN
  RESPONSE #100
    SaveGame(0)
    MultiPlayerSync()
    FadeToColor([1.0],0)
    TakePartyItem("MISC4E")
    TakePartyItem("MISC4G")
    StartCutSceneMode()
    StartCutScene("cut01BGT")
END


I came here with a simple dream: a dream of killing all humans. And this is how it must end? Who's the real seven billion ton robot monster here? Not I. Not... I.

 

____

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#2 ALIEN

ALIEN
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Posted 10 June 2017 - 05:15 AM

BGT is dead but this fix can be added to BWFixpack. Basic instruction how to do it is here: https://docs.google....xS1_YmfCA/edit#


Edited by ALIEN, 10 June 2017 - 05:25 AM.

You cannot have progress without changes...

 

 


#3 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

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Posted 11 June 2017 - 09:35 AM

For completeness sake, I'll just add a link to the BWP Fixpacks BGT portion ... so if the above gets fixed, these would as well.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.




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