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Possible Mega-Install Bugs


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#1 erebusant

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Posted 13 May 2006 - 10:26 PM

So far I've come across a few things which aren't right.

1st, I had Kagain join the group and he worked just fine for several hours, and then in a wilderness area SE of Beregost something glitched with him and he became useless to the party. When I would click on an area to go to on the map, I would get the flashing targets where the party members were supposed to go, and after a second or two, the target associated with Kagain would disappear. He would still go to the general area the party was supposed to go to, but then he wouldn't line up properly, and when we battled, he would "feint" but then wouldn't attack. I had to dump him from the party.

2nd, after completing the Nashkel Mines and exiting into the Southern Wastelands, the Amazon Assassin party had an issue. All of the party except "Elka" went hostile as they should have, however Elka actually ended up helping my party by firing arrows at her own party members. Thought that was kind of interesting,,, :P

3rd, in Larswood, AR9000 x=2005, y=3260 there is a tower that causes a CTD when the party tries to enter.
***Fix Update*** I copied all of the "AR9001" & "AR9002" files located in my SoA\NTotSC\Area directory to my override directory and Haeball's Tower is now enterable and I can use Haeball's Store.

4th, In the Fishermen, and the Priestess of Umberlee Quest at the Farmlands and the Bridge, during the dialog, Tenya goes hostile, and I have to fight her. Once she takes enough damage she continues her dialog and asks for assistance getting her mother's bowl back, but even when the revised quest is accepted, she remains hostile, and eventually, even if I return with her bowl, I have to kill her.

Edited by erebusant, 16 May 2006 - 05:14 PM.

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#2 Thauron

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Posted 16 May 2006 - 01:08 AM

2-4 are known problems.

2 and 4 are being fixed or have been fixed for the next version of BP or any other mod responsible.

3 is a problem regularly encountered when DSOTSC and NTOTSC have been installed. I don't know if the cause of this has been figured out already.

I don't know about the first one though. Could you post your Weidu.Log? I am willing to look into that for you, but I can't without more specific info.

#3 dragonian

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Posted 16 May 2006 - 08:50 AM

3 is a problem with NTotSC biffer - it doesn`t biff small files and so they aren`t used and cause CTD(something like that :) ) if you install without biffer it works fine.

#4 andy d.

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Posted 16 May 2006 - 03:49 PM

3 is a problem with NTotSC biffer - it doesn`t biff small files and so they aren`t used and cause CTD(something like that :) ) if you install without biffer it works fine.

RE: #3 - there's a thread in the DTotSC forum about this...there's a missing tis. file
See here...
http://www.shsforums...showtopic=19835
And then run the tizunpack.exe in your NTotSC folder.

Edited by andy d., 16 May 2006 - 03:49 PM.

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#5 -Day-

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Posted 23 May 2006 - 04:11 AM

This install has been very impressive. Thanks again Erebusant for your very good instructions. For us noobs they are priceless. I am currently heading to the nashkel mine but there is one little thing that needs to be fixed.

It seems that I get experience from opening locks, disarming traps and learning spells as in BG2. Is there any way to fix this issue?

#6 dragonian

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Posted 23 May 2006 - 06:18 AM

Download dingo`s experience fixer known as defjam.
http://www.pocketpla...d=110&Itemid=83

#7 -Day-

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Posted 23 May 2006 - 07:40 AM

But I would like it to work normally when I reach the BG2 portion of the game :)

#8 seanas

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Posted 24 May 2006 - 11:28 AM

But I would like it to work normally when I reach the BG2 portion of the game :)


then uninstall that component of DEFJAM when you get to the BG2 part of the game.

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#9 Azazello

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Posted 24 May 2006 - 05:40 PM

erebusant, do you mind if other players post their "bugs" in this thread?

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#10 amitlath

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Posted 25 May 2006 - 08:37 AM

erebusant, do you mind if other players post their "bugs" in this thread?

yes that would be nice... i have a couple to post too. erebusant?

Edited by amitlath, 25 May 2006 - 08:37 AM.


#11 seanas

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Posted 25 May 2006 - 08:52 AM


erebusant, do you mind if other players post their "bugs" in this thread?

yes that would be nice... i have a couple to post too. erebusant?


i'm not erebusant, but hey: post here. i'll even re-name the thread title - it's much more useful to keep error reports together in the one place; it makes it easier to keep track of them.

"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
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#12 erebusant

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Posted 25 May 2006 - 09:21 AM



erebusant, do you mind if other players post their "bugs" in this thread?

yes that would be nice... i have a couple to post too. erebusant?


i'm not erebusant, but hey: post here. i'll even re-name the thread title - it's much more useful to keep error reports together in the one place; it makes it easier to keep track of them.


Sounds good to me. I'm hoping to restart with the WeiDU v193 and updated BP series once they come out, along with the newly released DSotSC v185 and NTotSC v145 that I already downloaded and installed and the v6 Worldmap too!! :woot: Sure hope it's as soon as KD says it may be!! I'll have to update my install instructions for them all, and repost on the other thread.

Meantime, the only other bug I came across is the Guard in the Cloakwood mines you surrender to calls other guards for you to kill, and then you can surrender over and over and over and over, and take out as many guards as you can call. I hope he gets fixed to join the ones he calls and go hostile as well.

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#13 Azazello

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Posted 25 May 2006 - 02:20 PM

I don't think the following is a bug but a (undocumented?) "feature":

In classic BGT, Montaron was a Fighter/Burglar at start of the game; in the new, he's just a Fighter/Thief.

I see from TDD.tp2 that four NPCs - Kagain, Shar-Teel, Vesine, Avaunis - get TDD kits if the "TDD Character Kits is not installed". I hope Monty's kit can be added to the next BGT/TDD version.

(And would be sweet if Kivan could be made an Archer instead of Ranger - but this is a wish request)

Edited by Azazello, 25 May 2006 - 02:35 PM.


#14 amitlath

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Posted 25 May 2006 - 11:31 PM

i have a bp monster rather than a bgt one, so i dont have all the bg1 related mods. my weidu log is in my sig. it pretty much closely follows erebusant's weidu log except for a couple of "innocent" additions.

in the xzar-harper plot, xzar becomes joinable after giving him the bird. with him in the party, when i went back to the harper hold, there was no guard at the entrance and it was locked. so i was not able to go in and retrieve monty's body. maybe this is the way the plot progresses, but i didnt think so, i think this is a bug in this quest. neone else got this?

#15 seanas

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Posted 26 May 2006 - 12:31 AM

in the xzar-harper plot, xzar becomes joinable after giving him the bird. with him in the party, when i went back to the harper hold, there was no guard at the entrance and it was locked. so i was not able to go in and retrieve monty's body. maybe this is the way the plot progresses, but i didnt think so, i think this is a bug in this quest. neone else got this?

having a look at yr weidu.log, if this is the only problem yr having, yr very lucky.

that said, there are two possiblities. one is that this is the return of an old (v.old) TDD bug - but i'd be very surprised if KD hadn't fixed this. the second, and far more likely possibility is that one of the other mods you've installed has over-written the area or script file for the harper's stronghold, thus making the quest unfinishable. possible suspects include:
D0Quest (unlikely, as Sim is a good coder),
Battles (altho i don't think this changes the haprers area, but god knows it breaks so many other things),
CoM Encounters (undocumented components - could change anything), and (most likely)
Dark Ritual (from yr weidu.log: ~SETUP-DARKRITUAL.TP2~ #0 #2 // Improved Harper Fight)

yr either going to have to hunt thru yr backup folders and find the TDD version of the area and/or script files, or yr going to have to open yr current area and script files (and probably TDD-xzar's dialogue files) in order to find the variable you need to change via the CLUA.

"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 ||


#16 amitlath

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Posted 26 May 2006 - 11:09 PM

i got over the xzar problem by just ctrl-j'ing myself to the harper hold roof and then getting in from there. however, i did not get any xp for finding monty's body in there (i think i should get 20,000 xp).

having a look at yr weidu.log, if this is the only problem yr having, yr very lucky.

that sounds scary! :o do you think that any of these mods will break the main quest in either soa or tob? i dont mind a couple side quests going wrong (hail CLUA!!! :) ). could you please tell me which are the worst mods that i shouldnt have had in there.

erebusant, are u playing thru the install in ur attached weidu log? have u reached soa yet?

Edited by amitlath, 26 May 2006 - 11:11 PM.


#17 dragonian

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Posted 27 May 2006 - 02:45 AM

Battles and Dark Ritual are known for its incompatibilities...

#18 erebusant

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Posted 27 May 2006 - 06:24 AM

i got over the xzar problem by just ctrl-j'ing myself to the harper hold roof and then getting in from there. however, i did not get any xp for finding monty's body in there (i think i should get 20,000 xp).


having a look at yr weidu.log, if this is the only problem yr having, yr very lucky.

that sounds scary! :o do you think that any of these mods will break the main quest in either soa or tob? i dont mind a couple side quests going wrong (hail CLUA!!! :) ). could you please tell me which are the worst mods that i shouldnt have had in there.

erebusant, are u playing thru the install in ur attached weidu log? have u reached soa yet?


I haven't reached SoA yet. However on previous runs through the game on several of the battles, I haven't experienced any problems yet. One note **I did replace the Battles\Stats\ids\stats.ids file with the stats.ids file I ended up with previously from running The bigg's 1stMod. I compared the two side by side and the bigg's had everything in it that battles had, plus everything that is used everywhere else so I'm hoping there won't be a lot of issues** It looked to me from the .tp2's that files other than that were extended, rather than overwritten, and a lot of .cre's and .itm's were added. We shall see,,, ;) That's part of what all the experimenting I'm doing is all about, to see what can and can't be done, really.

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#19 amitlath

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Posted 27 May 2006 - 07:26 AM

One note **I did replace the Battles\Stats\ids\stats.ids file with the stats.ids file I ended up with previously from running The bigg's 1stMod. I compared the two side by side and the bigg's had everything in it that battles had, plus everything that is used everywhere else so I'm hoping there won't be a lot of issues** It looked to me from the .tp2's that files other than that were extended, rather than overwritten, and a lot of .cre's and .itm's were added. We shall see,,, ;) That's part of what all the experimenting I'm doing is all about, to see what can and can't be done, really.

i copied over the stats.ids from 1st mod too, so that should not be the source of the problems. well.. here's another one...

in the fallen paladins quest, when i talk to reynald, and go back to the Order for Anarg's cup, my conversation there goes normally, only in the end i dont have the cup in the inventory. again, i just clua'd it in and things went well. and yet again, this is a quest that a couple mods in my salad modify. i am beginning to think that one precaution to be taken is not to install components from difference mods which modify the same quest. choose one and install that.

Edited by amitlath, 27 May 2006 - 07:27 AM.


#20 seanas

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Posted 27 May 2006 - 08:06 AM

in the fallen paladins quest, when i talk to reynald, and go back to the Order for Anarg's cup, my conversation there goes normally, only in the end i dont have the cup in the inventory. again, i just clua'd it in and things went well. and yet again, this is a quest that a couple mods in my salad modify. i am beginning to think that one precaution to be taken is not to install components from difference mods which modify the same quest. choose one and install that.


this is probably not a bug: you've got
~SETUP-D0QUESTPACK.TP2~ #0 #5 // Extended Reynald Sequence
installed, so this is probably the 'extension' it's made to the reynald/ fallen paladin quest: ie, it's the expected behaviour after installing that mod component. as to how to solve it: the clues will be in the game (probably in the dialogues). from the D0Quest readme:

Extended Fallen Paladins Material
Reynald de Chatillon is undeniably an intriguing character. Unfortunately, he disappears all too quickly in the original game. This component adds additional material after the original sequence has finished, expanding on his background, beliefs and goals in life.
The new Reynald material may be gained even if it is installed after the quest has been completed. Simply visiting the Bridge District should trigger it. Otherwise, play the quest as normal; new dialogue options will soon become apparent.


"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 ||