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BG1NPC v11.1


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#21 -DC-

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Posted 29 June 2006 - 08:18 AM

Damn it! This workaround doesn't work. After killing Andarthe Jaheira leaves party. Manipulating X#JAHEIRASEN doesn't help. There must be another variable somewhere, but I have neither time, nor knowledge and no inclination to look for it.
I'll try to avoid this quest by removing Jaheira from my party before quest to save Maretha is given. I hope absence of Jaheira in party will not trigger this quest.

#22 Zyrusticae

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Posted 30 June 2006 - 07:45 AM

Hmm... A bit of a problem I have.

When I start a BG2 game, after talking with the guy in the tank (forgot his name), Imoen will start an interjection - and it'll go on endlessly. I end up having to kick her out to make her stop repeating herself over and over again. Did I screw something up?

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#23 -Czech player-

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Posted 01 July 2006 - 03:16 AM

I have the same problem as DC. I talked to Senday and accepted his quest. Then I killed shadow druids and their arcidruid Amarande in Cloakwood area 8400. In Cloakwood area 8500 I found Beador and helped him, but after defeating shadow druids around him, Jaheira iniciated leaving dialog and disappeared (with Khalid). Is it caused by killing Amarande before rescuing Beador?

I have attached my bgjaheira script and my weidu log file. Could anyone check it please?

PS. Sorry for my english.
PPS. Value of my X#JAHEIRASEN variable before talking Beador was 5.

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#24 ScuD

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Posted 04 July 2006 - 01:19 AM

DC: ты чего ругаешься? мне просто прикольно, когда люди не хотят потратить чуточку времени для того, чтобы как следует разобраться :)
Unfortunately, I'm not a guru in IE, but it is not difficult to write CLUAConsole:SetGlobal("X#JAHEIRASEN","GLOBALS",20) without reloading the game and using SK to make your workaround much easier.
No, I've not been taught this command in the university or school, but spent some time to learn how it works by myself, as it is really necessary when playng the mods. Maybe it's easier for somebody to open a forum and seek some advice, but sometimes the problem can be solved faster when you have some even beginner's skills in the area.
Concerning your problem - it is indeed fixed in v.11.1, but I suspect the component "Player initiated dialogs" messes smth, it has been mentioned somewhere. I do not install it usually and in my last installation I completed Jaheira's quest with the only problem I mentioned in this topic, and it appeared to be the original BG1NPC bug.
BTW, guys, can you direct me to the BG1NPC 11.2 patch? I see it in some weidu logs, but don't have it actually.

Edited by ScuD, 04 July 2006 - 01:39 AM.


#25 melkor_morgoth75

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Posted 04 July 2006 - 02:36 AM

BTW, guys, can you direct me to the BG1NPC 11.2 patch? I see it in some weidu logs, but don't have it actually.


Yep, me too :hug: :whistling: ;)

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#26 -Guest-

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Posted 06 July 2006 - 03:43 AM

Hmm, what should the 11.2 change ?

Anyway nice to see the mod still progressing.

#27 -DC-

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Posted 06 July 2006 - 08:23 AM

I belive I have downloaded BG1NPC 11.2 patch from http://america.iegmc.net/bgt-weidu/. But I can't find it there now.

I have played through my problem with help of damns! and Shadow Keeper. To end quest before final conversation with druid X#JAHEIRASEN should be set to 30.

#28 ScuD

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Posted 12 July 2006 - 11:43 PM

I've got the patch and found the following - it really fixes Jaheira's quest and some items.
Sir BillyBob, can you please tell us what your future plans for BG1NPC are?

Edited by ScuD, 13 July 2006 - 12:22 AM.


#29 Salk

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Posted 13 July 2006 - 01:18 AM

Perhaps the most important thing would be to upload the 11.2 patch somewhere since at the moment it's not to be found anywhere... :blink:

#30 ScuD

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Posted 13 July 2006 - 02:47 AM

Let's see the SBB's answer, as it is he who created the patch ;)

#31 Sir BillyBob

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Posted 14 July 2006 - 04:00 AM

Guys, don't wait around for me. My real life issues have basically kept me from BGT and BP for the past several months. I am way off schedule for the CA mod and have had to shelf the gaming stuff for weeks at a time.

The 11.2 patch is for Jaheira's quest. It fixes the inside of the tree area (no one was appearing), and some dialogs. Not sure why you can't find it. It should be posted in a message as well as be on the download sites.

Last I heard, the BG1NPC team was wrapping up the next version (12). So once that is available, I will see if I have the time to convert it. Otherwise, someone else will have to do this version.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#32 Salk

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Posted 14 July 2006 - 04:15 AM

Thanks for updating us Sir BillyBob! :cheers: And yes, cmorgan is working on version 12 of the Mod and everybody can check its progress at G3's Development Wiki section...

Edited by Salk, 14 July 2006 - 04:16 AM.


#33 Sir BillyBob

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Posted 14 July 2006 - 04:22 AM

Here is patch 11.2, I had to go back to March posting here to find it.

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Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#34 cmorgan

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Posted 20 July 2006 - 12:31 PM

OK, folks, I am trying to grapple with this one. I can't replicate it on Tutu myself, but both BGT and Tutu users are having some strange stuff happening, so let's give it a shot together.

The latest BGT version BG1NPC patch fixes the spawning, and we all are coming from the point of successful completion of the quest until the end of dispatching Andarthe and his minions, just before re-entering the TreeHouse to talk with Maretha.

The problem seems to be that a standard "unhappiness" dialogue is triggered

in _JAHEIP.DLG, triggered by HAPPY.2DA and DPLAYER2.BCS only when reputation is gained or lost,
IF ~HappinessLT(Myself,0)
!InParty("khalid")
~ THEN BEGIN 2 // from:
  SAY #86933 /* ~Perhaps it is for the best.  I would rather be somewhere else, as you appear to be somewhat of a lost cause.  You have some of Gorion's sense, but little of his wisdom.~ */
  IF ~~ THEN DO ~LeaveParty()
EscapeArea()
~ EXIT
END
(state 3 is the same, only with Khalid in the party instead of elsewhere).

In the standard Tutu version, there is no conversation triggered at this point. During the combat, there is one chance at resoultion (either he hits 50% hitpoints and tries to surrender, going neutral and then initiating dialogue, or he is wiped off the face of creation). Nothing triggers any more dialogue until you go inside and see Maretha. If you meet Maretha and there is a reputation loss for not saving Beador, then it makes sense -- drop in reputation triggers unhappiness check triggers leaving dialogue - but not if the party rep was at 19 for Jaheira and Khalid!

Can someone check and make sure that the spawned creatures in the BGT version are all not actually somehow mis-classified as "innocents"? That might make things like this appear.

#35 ScuD

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Posted 20 July 2006 - 12:36 PM

Please see my investigation results here http://www.shsforums...showtopic=21149

#36 cmorgan

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Posted 20 July 2006 - 01:19 PM

Cool, then, ScuD -- looks like we came up with the same deal. I will leave it in Ascention64's capable hands, then -- we are having a different problem with the HAPPY.2DA Reputation triggered calls ourselves. Note to self... get out and about on SHS and BWL a heckuvu lot more...

#37 Zyrusticae

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Posted 09 August 2006 - 05:43 PM

So, uhm, any news on an update on the BG2 dialogue issues? Or anything of that nature?

Uninstalling BG1 NPC doesn't help with those issues at all, and so I have a broken game as far as the imported BG1 npcs go...

#38 Chevalier

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Posted 09 August 2006 - 11:52 PM

////Area Script - in Firewine////

IF WEIGHT #-2 ~!Global("endofbg1","GLOBAL",1)
Global("ImoenFIRE","GLOBAL",1)~ THEN BEGIN IMPC9
SAY ~So that's Firewine bridge!? Wow! Isn't it just so grand!? I wonder what it would have been like when it was actually in use.~
IF ~~ THEN REPLY ~Bah! You seen one bridge, you seen them all!~ DO ~SetGlobal("ImoenFIRE","GLOBAL",2)~ GOTO IMPC9.1
IF ~~ THEN REPLY ~Yes, it just goes to show you how grand things can withstand the test of time.~ DO ~SetGlobal("ImoenFIRE","GLOBAL",2)~ GOTO IMPC9.2
IF ~~ THEN REPLY ~Yes, but it just goes to show you that humans and other races can do what they want, but nothing they do will last forever. Eventually everything will be forgotten and destroyed.~ DO ~SetGlobal("ImoenFIRE","GLOBAL",2)~ GOTO IMPC9.7
IF ~~ THEN REPLY ~Didn't you read about it at Candlekeep, or were you sleeping that day?~ DO ~SetGlobal("ImoenFIRE","GLOBAL",2)~ GOTO IMPC9.8
IF ~~ THEN REPLY ~I'm still wondering how they built it.~ DO ~SetGlobal("ImoenFIRE","GLOBAL",2)~ GOTO IMPC9.9
END

Zyrusticae,

I am going to try and test this fix for BG1NPC v11.1. This should block all BG1 dialog in BG2.

I Ride for the King!


a.k.a. Chev


#39 Chevalier

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Posted 11 August 2006 - 02:32 AM

BG1NPC v11.1 is NOT currently compatable with BGT. Anyone with coding skills look here

I Ride for the King!


a.k.a. Chev