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[BP-NEJ] Problems with the Shade Lord?


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#1 seanas

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Posted 20 September 2004 - 03:14 PM

has anyone else who has had BP-NEJ or BP-BGT-NEJ installed had a problem with a CTD during the battle with the Shade Lord (AR1404)? i've never experienced this before - but then this is the first time i've installed NEJ - but it would seem as though the shadows summoned by the Shadow Altar (SHADEXX.CRE and SHADELD.CRE) have wrong script references - class is SHADELD.BCS, which doesnt exist, and default is DPLAYER,BCS, which is just plain wrong.

i've fixed it in my own install, but if someone else has had it, then i'll include it in the upcoming patch. if not - and i've not seen it reported anywhere - i'll just write it off as an artefact of my current install.

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"EFF files have saves, too." - CamDawg
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#2 hlidskialf

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Posted 20 September 2004 - 03:20 PM

That's odd. I checked my install, and I don't have the absent class script on the cre, but I do have the DPlayer.bcs attached. (Which is wrong.) Why not clean the files and stick them in the patch just in case. ;)

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#3 seanas

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Posted 20 September 2004 - 03:27 PM

done and done.

maybe we should just draw a line under what we've got and get the thing out? :D

"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||


#4 hlidskialf

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Posted 20 September 2004 - 03:34 PM

The line is drawn, I just have to find/fix all those BGT dialog bugs I mentioned. It's a simple fix, but there's a fix needed for ALL the NPCs. :help:

The great wolf Fenrir gapes ever at the dwelling of the gods.


#5 seanas

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Posted 20 September 2004 - 04:15 PM

err, you might want to ignore the PM i just sent then - it kinda erases the line somewhat... :(

"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||


#6 hlidskialf

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Posted 20 September 2004 - 05:24 PM

err, you might want to ignore the PM i just sent then - it kinda erases the line somewhat... :(

*Draws a new line.* Check your PM.

The great wolf Fenrir gapes ever at the dwelling of the gods.


#7 -Chev_at_work-

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Posted 20 September 2004 - 07:11 PM

Is this a fix pack just for BP or a BP/BGT/NeJ? If you are including BGT have you included Bardez's Fixes in the 114 patch?? Maybe his wondering merchant? The 114 patch was not not approved for use with BP, but I think many of the fixs would be.

#8 hlidskialf

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Posted 20 September 2004 - 08:19 PM

Is this a fix pack just for BP or a BP/BGT/NeJ? If you are including BGT have you included Bardez's Fixes in the 114 patch?? Maybe his wondering merchant? The 114 patch was not not approved for use with BP, but I think many of the fixs would be.

It will work for every incarnation of BP. The BGT v1.14 patch has many fixes already in BP-BGT. The rest will have to wait for another patch.

The great wolf Fenrir gapes ever at the dwelling of the gods.


#9 Vlad

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Posted 20 September 2004 - 10:56 PM

The problem is not a script but animation. I think we have already discussed it several times. The BLACK_LICH animation used by SL is reserved for another creature in NeJ. The SHADEL.CRE in NeJ uses the normal LICH animation. But I think hlid, you have changed it already if I'm not mistaken.

Edited by Vlad, 20 September 2004 - 11:01 PM.


#10 hlidskialf

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Posted 20 September 2004 - 11:01 PM

The problem is not a script but animation. I think we have already discussed it many times. The BLACK_LICH animation used by SL is reserved for another creature in NeJ. For more details please look at my forum boards.

I thought I fixed that 2 patches ago. *grumbles*

Edit: No, you're right Vlad. It seems that this bug has come back to haunt us. (It's not the first bug to come back from the dead lately.) Cheers.

The great wolf Fenrir gapes ever at the dwelling of the gods.


#11 Vlad

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Posted 20 September 2004 - 11:05 PM

Then seanas please check what is the animation used by SHADEL.CRE you've got.

Hlid do you have the updated version of your ANIMATE.IDS? It becomes more problematic when I release NeJ second addition where i've added many IWD animations. This is only the compatibility problem we may have as I've already worked out the BP-BGT map.

Edited by Vlad, 20 September 2004 - 11:08 PM.


#12 hlidskialf

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Posted 20 September 2004 - 11:10 PM

Hmmm, I just CLUA'd in the Shadel.cre and it has the Lichblack animation working fine. No crash. (Maybe it was fixed, but from the other end.) My animate.ids should be entirely up to date. Of course there will still be the differences between the NEJ versions of your "stand alone" and the BP compatible one.

The great wolf Fenrir gapes ever at the dwelling of the gods.


#13 Vlad

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Posted 20 September 2004 - 11:15 PM

Also several bugs from TS still *come back to haunt me* :)

Anyway could you send me your ANIMATE.IDS from BP-BGT-NeJ? Then I'll try to change that of mine if I could alter some animations.

#14 seanas

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Posted 21 September 2004 - 04:07 AM

alrighty, so i've confirmed that yes, my CTD is being caused by SHADEL.CRE - clua'ing it in causes badness on a repeated basis. however, all attempts to make a new version with a different animation (with a different .CRE name and summoned toa part of the game where AR1404 hadnt been accessed) also causes a CTD.

given that i'm getting tired of having to do hard-reboots after each unsuccessful test, could someone put me out of my misery and post a functioning version of SHADEL.CRE here?

cheers in advance...

[EDIT] don't worry, i've got it fixed. you can colour me cranky, though :angry:

Edited by seanas, 21 September 2004 - 04:43 AM.

"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||


#15 Vlad

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Posted 21 September 2004 - 05:34 AM

Seanas, you should change the animatiom of SHADEL.CRE from BLACK_LICH to LICH using NI. That's all you need to do to fix this problem. If you don't do this now the same bug *will come back to haunt you* in NeJ 2nd edition.

#16 seanas

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Posted 21 September 2004 - 06:28 AM

yeah, i've managed it now, thanks vlad - what took me so long was actually that i was using a party that *had* been to AR1404 already, although i thought it hadn't: when i tested the LICH animation on the SHADEL.CRE on a save from very early in the game, it all worked fine.

v2 of the s_and_h patch will most likely include this fix with a check to see if NEJ is installed first.

"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||


#17 hlidskialf

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Posted 21 September 2004 - 10:39 AM

Here's that animate.ids file Vlad.

Attached Files


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#18 Vlad

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Posted 21 September 2004 - 11:28 AM

Thanks hlid. There are 12 new entries I've added from IWD. What would be the code in TP2 file to add new entries in ANIMATE.IDS? For example how would you add the following entries to ANIMATE.IDS:

0xEC00 IC_WIGHT
0xEC10 IC_WIGHT2
0xEC20 IC_WIGHT3

[EDIT] Also how could I check whether user's ANIMATE.IDS contains all the entries we have or we have to add the missing entries to his file? For example, while you have two entries for beetles, and I have all the four of them in my ANIMATE.IDS, the beetles do not appear in the original ToB ANIMATE.IDS file at all. Is it better just to supply my own ANIMATE.IDS which is the most complete one with the installation package than to update the user's file with new entries?

Edited by Vlad, 21 September 2004 - 11:42 AM.


#19 Sir BillyBob

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Posted 22 September 2004 - 07:36 AM

Thanks hlid. There are 12 new entries I've added from IWD. What would be the code in TP2 file to add new entries in ANIMATE.IDS? For example how would you add the following entries to ANIMATE.IDS:

0xEC00 IC_WIGHT
0xEC10 IC_WIGHT2
0xEC20 IC_WIGHT3

[EDIT] Also how could I check whether user's ANIMATE.IDS contains all the entries we have or we have to add the missing entries to his file? For example, while you have two entries for beetles, and I have all the four of them in my ANIMATE.IDS, the beetles do not appear in the original ToB ANIMATE.IDS file at all. Is it better just to supply my own ANIMATE.IDS which is the most complete one with the installation package than to update the user's file with new entries?

Good point. I would like to see a master IDS file for each file that we can all use. There are so many creature animations from IWD and IWD2 that I would like to see added in. The problem I see is that we need to have modders check to see if that "master" is already in place before they touch it or replace it.

As a side, Vlad I am seeing a wight as another shadow creature right now. I don't have NeJ installed on this build, so is that why? If I use the one you have, does that mean players will have to have NeJ installed for a BGT mod?

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#20 Vlad

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Posted 22 September 2004 - 08:44 AM

As a side, Vlad I am seeing a wight as another shadow creature right now.


Other shadow creatures from IWD also have their own new entries in my ANIMATE.IDS. However I've reserved them for plates/undead stalkers/dooms from IWD, and the original SoA/ToB shadow animations replaced with those of IWD because the latter look much better. All this creates serious incompatibility issue between mods and NeJ 2nd edition (though being in WeiDU format). I've already told about this problem, and I hope hlid will help me to sort out it for BP-BGT.