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BGT v1.21: Issues, Solutions and Suggestions


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#1 skellytz

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Posted 06 August 2019 - 06:47 AM

BGT now has an official GitHub repository.

 

Changes in v1.21

 

* Fixed line endings in compiled AI scripts (thanks to chuft):
Compiled scripts (BS, BCS) require LF line endings. The AI scripts Standard Attack (AGEN.bs) and Passive (APASS.bs) used CR LF, which the game engine failed to read. (more info)

 

* Restored a patrolling Watcher in Candlekeep:
A missing StartTimer (ID: 3) in Candlekeep area script (AR0015.bcs) prevented a patrolling Watcher (WATCH3.cre) from spawning.

* Fixed closing the barracks door by the patrolling Watcher in Candlekeep:
MoveToPoint coordinates in the patrolling Watcher's class script (WATCH3.bcs) had to be slightly adjusted to get CloseDoor to work properly.

 

* Restored the original BG1TotSC spawns:

BGT used a spawn group system which erroneously spawned all the creatures from the given spawn point slots together at the same time. That often resulted in strange combinations of a fixed number of monsters, rather than same-type creatures in scaling numbers. (more info)

 

* Corrected the "waylaid by enemies" random encounters (thanks to chuft):
The spawns in these encounters were based on the area actor schedule, i.e., different creatures spawned depending on the in-game time of the day. An engine bug caused two separate groups of creatures to be spawned in the waylaid encounters: first using the time of the day when the player exited the previous area and second accounting for the time it took to travel to the ambush area. (more info)

 

* Restored Beregost extended main day ambient (thanks to lynx):
Beregost main day ambient audio files had been misnamed in the original BG1TotSC release, which resulted in the shorter edit (AMB_M14N.wav) replacing the proper extended version (AMB_M14.wav). (more info)

 

* Restored Ragefast's colors and greeting line (thanks to Salk):
The existing BG2ToB creature file (RAGEFA.cre) had different palette colors and the original greeting line (INITIAL_MEETING) was missing.

 

* Restored NPCs' soundset lines:
- Restored morale lines: Aldeth (ALDETH.cre), Davaeorn (DAVAEO.cre), Greywolf (GREYWO.cre), Husam (HUSAM.cre, HUSAM2.cre), Krystin (KRYSTI.cre), Mulahey (MULAHE.cre), Nimbul (NIMBUL.cre), Slythe (SLYTHE.cre), Volo (VOLO.cre)
- Restored rare selection lines: Cadderly (CADDER.cre), Irlentree (IRLENT.cre), Silke (SILKE.cre), Watcher (WATCH.cre, WATCH2.cre)
- Restored damage and dying sounds: Gellana (GELLAN.cre), Hurgan (HURGAN.cre), Surgeon (SURGEO.cre)
- Cleaned up invalid string references: Gorion (GORION.cre, GORION3.cre), Nikolai (NIKOLA.cre)

 

* Fixed Cadderly's dying sound (thanks to Sam.):
Cadderly's dying audio file (CADER09.wav) was corrupted and would not play properly. (more info)

 

* Amplified Tranzig's voice:
Tranzig's voice (TRANZ01.wav, TRANZ02.wav, TRANZ03.wav, TRANZ04.wav) had been mastered much quieter than most other soundset audio files.

* Restored Sarevok's death dialogue box message:
Previous BGT versions arbitrarily changed the original final dialogue box message after Sarevok's death (SARDEAD.dlg), "Sarevok has fallen! The battle is won!", to a monologue, "What... is this!? No! How can this be? HOW CAN THIS BE?".

* Restored Semaj's final battle behavior (thanks to chuft):
The existing BG2ToB script (SEMAJ.bcs) allowed Semaj to cast Death Spell and Flesh to Stone during the final battle in the Temple of Bhaal. These spells had been disabled in the original BG1TotSC script, most likely out of difficulty concerns. Additionally, the initial Dimension Door block which made Semaj teleport to the middle of the temple was missing in the BG2ToB version. (more info)

 

* Added missing x86-64 binaries (thanks to Dunedan_):

The missing setup files (tis2bg2.exe, tisunpack.exe, mosunpack.exe) prevented installation using the 64-bit version of WeiDU. (more info)

 

Bugs, engine limitations and arbitrary changes addressed by other mods

This section is mostly for players who use BGT as a BG1 engine update rather than a megamod staple and feel it strays too far from the classic BG1 aesthetics. Consult the respective documentation for further information.

 

TobEx

* Blindness as spell description (-4 THAC0 and -4 AC instead of the hardcoded -10 THAC0)

* Disable XP boost (110% of the amount actually coded into creatures and party XP)
* Allow talking to charmed creatures

* Restore level one proficiency restrictions (max two pips)

* Dialogue greeting subtitles


Known issues:

* Excessive saving throw / magic resistance messages in the dialogue box (cosmetic)

* The greeting string is displayed after the first line of dialogue rather than before

* Disable Force Inventory Pause may be incompatible with some NPC mods and cause problems with the inventory management (BWP readme)

BGT Tweak Pack
* Item BG1-ification (restore item prices, stack sizes, lore requirements, scroll casting level, and other properties)

* Disable hostile reaction after charm

 

Restored BG1 Textscreen Music

* Music during the prologue narration and dreams

 

BP-BGT Worldmap

* Update the BGT worldmap to a newer version with translation support

 

Sword Coast Map Labels

* Revise BG1 area map labels


The Tweaks Anthology
* Restore BG1 weapon proficiency system

* Restore BG1 item ground icons

* Remove the summoning cap

 

BG1 Unfinished Business

* Restore a short dialogue between Angelo and Shar-teel

* Correct Coran's introducing himself again if previously refused

* Restore the original Albert and Rufie reward

* Restore Entar Silvershield at his estate

* Restore NPCs and their quests (Quoningar, Shilo Chen, Edie, Nim Furlwing, Svlast, Mal-Kalen)

* Alignment, gender, script, dialogue, death variable, class, and inventory corrections

* Restore minor atmosphere creatures, their names, dialogues and soundsets

* Restore and correct items and their properties

* Restore Halfling Enforcers and some Durlag's Tower traps

* Make important corpses permanent

* Restore Duke Eltan at the Harbor Master's place

* Restore Elfsong Tavern movie

 

Endless BG1

* Correct references to Sarevok after the final battle

 

Replacement lightmaps for Baldur's Gate city

* Correct indoor and outdoor night lightmaps based on the perceived ambient lighting for the area

 

LadeJarl's BG1 Stone GUI

(+ fixes)

 

Color Balanced Portraits

* Tweak brightness and tone balance of BG1 and BG2 portraits to create a happy medium

 

Infinity Animations (WIP)
* Restore BG1 character animations

1PP (WIP)
* Restore BG1 paperdolls

* Restore BG1 inventory icons

Infinity Sounds (WIP)
* Restore BG1 sound effects

* Resolve BG1 soundset issues (more info #1, specific #2)

* Restore BG1 creature missing morale break, damage, dying, selection, rare and existance sounds

* Restore BG1 creature existance sound delay (more info)

* Restore BG1 rare right-click selection sounds (more info)

 

BGT Spawn Tweak

* Normalize and configure the area spawn points


BGT Finishing Touch (WIP)
* Restore the classic BG1 font and golden headers

* Bigger BG1 font (from TotSC CD)

* Restore BG1 creature palette colors (bears, dogs, wolves, spiders, skeletons)

* Restore BG1 summoned skeleton colors

* Restore BG1 Fireball animation

* Restore BG1 Dimension Door animation and sound effect

* Restore BG1 summoned skeletons, monsters and animals

* Restore BG1 helmet colors

* Normalize High Hedge and Bassilus' skeletons' resistances

* Tweak the bonus XP for traps, locks and scrolls

* Restore the "waylaid by enemies" low-reputation encounters

* Tweak the low-reputation ambushes

* Restore a secret entrance to the Duchal Palace


Edited by skellytz, 07 January 2020 - 12:55 PM.


#2 The Imp

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Posted 06 August 2019 - 07:40 AM

BG1 GUI in Widescreen HD

This is for BG1, BGT-weidu has it's very own GUI mod made available during install of the main mod, and you can run it via the setup-GUI.exe ... and unlike the cheese mod you have here, it should be installed before Widescreen mod, so that will expand the correct parts of the images, but the BGT-weidu parts work also with the Widescreen mod already installed... it's magic, as in, I have no idea how it does this, but it can. The other parts of the setup-GUI.exe don't get this magic, cause they alter the GUI in less repeating manner(SoS, TDD, CtB, TS) and you can only access them if you install their main mod(the mod in the former brackets), that add their content to the setup-GUI.tp2 during install, just like the BGT-weidu does.


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.


#3 chuft

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Posted 06 August 2019 - 07:16 PM

I continue to encounter strange bugs.  The first one was when I was talking to Prism for the first time; Kagain was down to 37 out of 75 hit points.  When the conversation ended and the fight with Greywolf began, Kagain suddenly was at full hit points.  I tried to reproduce this (the game had been saved right before the convo) but failed - it only happened one time out of four.  Still, odd.
 
After defeating Mulahey, I could not leave the Mines via the exit to the Valley of the Tombs.  The wheel icon appeared, but clicking on it just made the characters go to the spot I clicked.  I re-entered Mulahey's cave and came back out, and now the exit to the Valley worked.  Not sure why it wouldn't work the first time.
 
Most consistently, lots of saves seem to be listed when enemies save versus spells.  Casting Command for example will show the enemy saving at least twice if they succeed.  This seems peculiar.
 
In the assassin battle in the Valley for example, I often saw huge numbers of saves versus a spell.  Here is an example of Tiax casting a Silence.  It can't even fit all the saves, but each character not Silenced saved six times.  The same thing happened earlier when Viconia tried to Silence the group.  Tons of saves each against one spell.
 
 I do not know why this editor keeps right justifying this picture no matter what I do to change it.
 
14psFl6.png


Edited by chuft, 06 August 2019 - 07:21 PM.


#4 Vlan

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Posted 06 August 2019 - 10:45 PM

The text messages are a bug with the latest version of TobEx, afaik.



#5 chuft

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Posted 07 August 2019 - 03:27 AM

Are there any other known bugs with TobEx? Like phantom keystrokes for example?



#6 skellytz

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Posted 25 November 2019 - 01:42 PM

Update on the changes in v1.21

* Fixed line endings in compiled AI scripts (thanks to chuft):
Compiled scripts (BS, BCS) require LF line endings. The AI scripts Standard Attack (AGEN.bs) and Passive (APASS.bs) used CR LF, which the game engine failed to read. (more info)
 
* Restored a patrolling Watcher in Candlekeep:
A missing StartTimer (ID: 3) in Candlekeep area script (AR0015.bcs) prevented a patrolling Watcher (WATCH3.cre) from spawning.

* Fixed closing the barracks door by the patrolling Watcher in Candlekeep:
MoveToPoint coordinates in the patrolling Watcher's class script (WATCH3.bcs) had to be slightly adjusted to get CloseDoor to work properly.
 
* Restored the original BG1TotSC spawns:
BGT used a spawn group system which erroneously spawned all the creatures from the given spawn point slots together at the same time. That often resulted in strange combinations of a fixed number of monsters, rather than same-type creatures in scaling numbers. (more info)
 
* Corrected the "waylaid by enemies" random encounters (thanks to chuft):
The spawns in these encounters were based on the area actor schedule, i.e., different creatures spawned depending on the in-game time of the day. An engine bug caused two separate groups of creatures to be spawned in the waylaid encounters: first using the time of the day when the player exited the previous area and second accounting for the time it took to travel to the ambush area. (more info)
 
* Restored Beregost extended main day ambient (thanks to lynx):
Beregost main day ambient audio files had been misnamed in the original BG1TotSC release, which resulted in the shorter edit (AMB_M14N.wav) replacing the proper extended version (AMB_M14.wav). (more info)
 
* Restored Ragefast's colors and greeting line (thanks to Salk):
The existing BG2ToB creature file (RAGEFA.cre) had different palette colors and the original greeting line (INITIAL_MEETING) was missing.
 
* Restored NPCs' soundset lines:
- Restored morale lines: Aldeth (ALDETH.cre), Davaeorn (DAVAEO.cre), Greywolf (GREYWO.cre), Husam (HUSAM.cre, HUSAM2.cre), Krystin (KRYSTI.cre), Mulahey (MULAHE.cre), Nimbul (NIMBUL.cre), Slythe (SLYTHE.cre), Volo (VOLO.cre)
- Restored rare selection lines: Cadderly (CADDER.cre), Irlentree (IRLENT.cre), Silke (SILKE.cre), Watcher (WATCH.cre, WATCH2.cre)
- Restored damage and dying sounds: Gellana (GELLAN.cre), Hurgan (HURGAN.cre), Surgeon (SURGEO.cre)
- Cleaned up invalid string references: Gorion (GORION.cre, GORION3.cre), Nikolai (NIKOLA.cre)
 
* Fixed Cadderly's dying sound (thanks to Sam.):
Cadderly's dying audio file (CADER09.wav) was corrupted and would not play properly. (more info)
 
* Amplified Tranzig's voice:
Tranzig's voice (TRANZ01.wav, TRANZ02.wav, TRANZ03.wav, TRANZ04.wav) had been mastered much quieter than most other soundset audio files.

* Restored Sarevok's death dialogue box message:
Previous BGT versions arbitrarily changed the original final dialogue box message after Sarevok's death (SARDEAD.dlg), "Sarevok has fallen! The battle is won!", to a monologue, "What... is this!? No! How can this be? HOW CAN THIS BE?".

* Restored Semaj's final battle behavior (thanks to chuft):
The existing BG2ToB script (SEMAJ.bcs) allowed Semaj to cast Death Spell and Flesh to Stone during the final battle in the Temple of Bhaal. These spells had been disabled in the original BG1TotSC script, most likely out of difficulty concerns. Additionally, the initial Dimension Door block which made Semaj teleport to the middle of the temple was missing in the BG2ToB version. (more info)
 
* Added missing x86-64 binaries (thanks to Dunedan_):
The missing setup files (tis2bg2.exe, tisunpack.exe, mosunpack.exe) prevented installation using the 64-bit version of WeiDU. (more info)

Edited by skellytz, 07 January 2020 - 12:55 PM.


#7 Sergio

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Posted 25 November 2019 - 02:07 PM

Thanks for all the work you're doing. I'm planning a playthrough with BGT and I'm really really happy to see it still supported.


Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#8 The Imp

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Posted 11 December 2019 - 07:16 AM

These spells had been disabled in the original BG1TotSC script, most likely out of difficulty concerns.


Hmm, Well, not exactly due to difficulty concerns, but for the fact that the fight was just made a lot easier in the expansion, so people could reach the TotSC portion of the game easier, as originally, it was after the fight... as was Sarevok's full magic resistance that got cut in half in TotSC as well and other things that were done. Fireballs never worked on him in the very original BG game, but they do in BG1:TotSC.

Yes, I remember doing the fireball cleansing in the BG1:TotSC and I was quite pleased with the results.


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.


#9 Arthas

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Posted 15 December 2019 - 07:02 AM

Skellytz, thank you for the work on this.  :clap: 


I saw the first post and you list the following components:

* Angelo notices Shar-teel at the Flaming Fist HQ

* Restore the original Albert and Rufie reward
* Additional Elminster Encounter:


Aren't these already inside BGT ? I mean, without having to install UB


Edited by Arthas, 15 December 2019 - 09:51 AM.


#10 jastey

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Posted 15 December 2019 - 09:27 AM

Thank you skellytz for your work on this! :cheers:



#11 skellytz

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Posted 15 December 2019 - 11:36 AM

I saw the first post and you list the following components:

* Angelo notices Shar-teel at the Flaming Fist HQ
* Restore the original Albert and Rufie reward
* Additional Elminster Encounter

Aren't these already inside BGT? I mean, without having to install UB.

Additional Elminster Encounter
Yes, you're right :) BGT already includes this fix. It wasn't documented anywhere in the fixes list and BG1UB needlessly allows the component to be installed on top of BGT. Removed the suggestion from the first post and documented in the fixes list inside the BGT package.
 
Restore the original Albert and Rufie reward

Spoiler

 

Angelo Notices Shar-teel

BGT doesn't include the fix, i.e., the short exchange between Angelo and Shar-teel present in the dialogue files remains unused. The component name is a bit misleading: he does notice Shar-teel in BGT, but his parting speech triggers immediately when you talk to him (as in the original BG1).

 

Coran and the Wyverns

BGT includes only the unique wyvern fix. Coran still introduces himself again even if the player refused him and part of his dialogue file remains unused without BG1UB.

 



#12 Arthas

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Posted 15 December 2019 - 02:07 PM

Thanks for explaining.

By the way, do you install these three components? 


Edited by Arthas, 15 December 2019 - 02:08 PM.


#13 skellytz

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Posted 15 December 2019 - 02:38 PM

By the way, do you install these three components? 

 

Yes, I do. Because I believe this is how it was supposed to work in the original BG1TotSC. These aren't arbitrary changes; all the dialogue lines were already in the game.
 



#14 Roberciiik

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Posted 17 December 2019 - 12:07 PM

Hi, I just realized that BGT-WeiDU SHS github repository was replaced (instead of merge or rebase) by current 1.21 version of code, removing all commits history from versions 1.13-1.18. Was it intentional?



#15 Gwendolyne

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Posted 17 December 2019 - 12:14 PM

Because BGT has never been developed with GitHub before we decided to transfer it in SHS account.

 

That said, I might create a BGT-WeiDU archive repo providing versions 1.11 to 1.19... ;)


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.

#16 Roberciiik

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Posted 17 December 2019 - 12:46 PM

Thanks for explanation. Maybe changeset for 1.21 could be merged with current branch. I hope next changes will be applied with pull requests.  :)



#17 Gwendolyne

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Posted 17 December 2019 - 12:59 PM

That's the goal of the GitHub mod move ;)


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.

#18 Roberciiik

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Posted 17 December 2019 - 01:52 PM

Catching opportunity, I opened pull request with revised Polish translations for BGT.

https://github.com/S...GT-WeiDU/pull/2



#19 skellytz

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Posted 17 December 2019 - 01:58 PM

Hi, I just realized that BGT-WeiDU SHS github repository was replaced (instead of merge or rebase) by current 1.21 version of code, removing all commits history from versions 1.13-1.18. Was it intentional?

You're talking about the original repo by Ascension64 to which nobody has direct access. I had been forking it until recently, recreating v1.19-v1.20 changes and painstakingly commenting every new commit. The link to my unofficial repo was the same as the current one: https://github.com/skellytz/BGT-WeiDU.
 
The new SHS organization repo is intended to be the official one to which the staff members have direct access. Nothing was replaced or removed in the SHS repo -- it was started by uploading v1.20 files directly. I deleted my previous fork of Acension64's repo and forked the new SHS one; however, the link remains the same as the deleted unofficial fork. This is probably why you got confused a bit.
 
Edit: removed some useless overexplanation :P


Edited by skellytz, 17 December 2019 - 05:17 PM.


#20 Gwendolyne

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Posted 17 December 2019 - 02:05 PM


 

Catching opportunity, I opened pull request with revised Polish translations for BGT.

https://github.com/S...GT-WeiDU/pull/2


I let a couple of days to other potential translators to pull their fixes before merging yours. But don't worry, it will be done.


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.