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Game stopping bug in the Pocket Plane


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#1 Miraz

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Posted 18 September 2006 - 05:36 PM

After I first come to the Pocket Plane in TOB and restore Sarevok, at the cutscene when the first gateway should open in the PP, nothing happens. The game just hangs, no toolbars, no nothing. What's gone wrong?

Edited by Miraz, 19 September 2006 - 10:35 AM.


#2 seanas

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Posted 20 September 2006 - 01:05 AM

After I first come to the Pocket Plane in TOB and restore Sarevok, at the cutscene when the first gateway should open in the PP, nothing happens. The game just hangs, no toolbars, no nothing. What's gone wrong?

i dont know, but i'll look into it: i've got a saved game at almost that point.

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#3 seanas

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Posted 21 September 2006 - 01:30 AM

ok, so i've worked out what's happening here, if not why it's happening. for some reason yr TRIGGER.IDS file has a broken entry for the trigger WalkedtoTrigger (you'll also find the Fate Spirit dfoesn't work - i know this cos i've got the same broken trigger).

the easiest way to fix this at the moment is to open TRIGGER.IDS, from yr override folder, wusing a text editor of yr choice, and change the entry that reads
0x00D6 WalkedtoTrigger(O:Object*)

to read:
0x40D6 WalkedtoTrigger(O:Object*)
and then save the edited file.

"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
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#4 Miraz

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Posted 21 September 2006 - 08:48 PM

Well, I tried the fix ... but unfortunately, it didn't work. :( Still stuck in the Pocket Plane.

#5 erebusant

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Posted 21 September 2006 - 09:41 PM

ok, so i've worked out what's happening here, if not why it's happening. for some reason yr TRIGGER.IDS file has a broken entry for the trigger WalkedtoTrigger (you'll also find the Fate Spirit dfoesn't work - i know this cos i've got the same broken trigger).

the easiest way to fix this at the moment is to open TRIGGER.IDS, from yr override folder, wusing a text editor of yr choice, and change the entry that reads

0x00D6 WalkedtoTrigger(O:Object*)

to read:
0x40D6 WalkedtoTrigger(O:Object*)
and then save the edited file.



Sean, my trigger.ids has 4 instances of the "WalkedtoTrigger" in it. The 1st 3 are 0x00D6 and the 4th is 0x40D6. Do all instances need to be changed to the 0x40D6?

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#6 seanas

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Posted 22 September 2006 - 01:21 AM

Sean, my trigger.ids has 4 instances of the "WalkedtoTrigger" in it. The 1st 3 are 0x00D6 and the 4th is 0x40D6. Do all instances need to be changed to the 0x40D6?

yeah, they do: delete all but one entry, and make it 0x40D6. but i'm going to have to do some more research into this, cos i was playing around with it last night (the doors in the fire giant's lair in ar5402 also use WalkedtoTrigger) and editing TRIGGER.IDS didn't work to make those doors open - only by editing the script (ITTEMPLE2.bcs and ITTEMPLE3.bcs) and replacing all references to WalkedtoTrigger with Clicked did they open - and to be honest, i got out of the pocket plane the same way (i assumed that editing TRIGGER.IDS would be a better solution, but no).

Miraz: i'll upload the necessary scripts for the fate spirit and the pocket plane exit here later today when i get a chance.

"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 ||


#7 seanas

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Posted 22 September 2006 - 02:31 AM

a look at the IESDP indicates that the correct value for WalkedtoTrigger should be 0x00D6 (not the logical 0x40D6 - just another Bioware surprise, i guess). i've just tested this no a broken saved game, and it works, so the solution is in fact the opposite of the one i originally posted:

there should only be one entry for WalkedtoTrigger in yr TRIGGER.IDS, and it should look as such:
0x00D6 WalkedtoTrigger(O:Object*)
remove any other WalkedtoTrigger entries, including duplicates; save, and load yr broken games - they'll actually work as intended. as to why there're extra WalkedtoTrigger entries, and which mod adds tham, i've yet to investigate.

Edited by seanas, 22 September 2006 - 02:32 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 ||


#8 Miraz

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Posted 22 September 2006 - 05:07 AM

I'm confused now ... I've edited the trigger.ids to be correct and deleted the duplicates ... but I'm still trapped.

I attach my TRIGGER.IDS (in txt form, of course).

Attached Files



#9 seanas

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Posted 22 September 2006 - 06:02 AM

I'm confused now ... I've edited the trigger.ids to be correct and deleted the duplicates ... but I'm still trapped.

I attach my TRIGGER.IDS (in txt form, of course).

yr still stuck? hmm.. i tested it myself, and it worked. i've attached an archive containing an edited version of ITPLANE.bcs (so you can get out of the pocket plane); FATESP.bcs (so you can operate the Fate Spirit) and ITTEMPLE3.bcs (so you can open at least one of the doors in the Fire Giant's Lair).

don't install these files unless a: yr having trouble with the Pocket Plane trigger and editing yr TRIGGER.IDS hasn't worked.

Attached Files


"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 ||


#10 seanas

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Posted 23 September 2006 - 09:14 AM

ok, so i did a fair chunk of research into this last night, and the results are as follows:

1. the only trigger.ids entry that works for WalkedToTrigger (note capitalisation) is
0x00D6 WalkedToTrigger(O:Object*) - the other entry, 0x40D6 does not work.

2. for reasons which i don't understand, most of the TOB scripts (except the fate spirit and the pocket plane exit) use the broken entry - altering or removing this entry in trigger.ids doesn't fix it, either. my guess is that the other scripts are altered and then recompiled by BP - using the broken tigger.

3. the only way i can think to fix this (without a full reinstall using an as-yet-nonexistent v178) is to recompile all the affected scripts - i'l ask round and see if a weidu ninja can come up with a funky weidu-based workaround.

4. this is a bug introduced by BPv177 (it's not in v175) - what Horred was thinking i don't know.

5. fixing it for v178 is dead easy - and might even work in v177. it just involves removing the lines
APPEND ~TRIGGER.IDS~ ~0x40D5 ActuallyInCombat()~
			  UNLESS ~0x40D5 ActuallyInCombat()~
from the tp2. it might be worth, if yr feeling brave and/or annoyed at the fact you can't continue yr game (there are so many exits in TOB that use WalkedToTrigger instead of Clicked you would not believe), removing these loines from yr v177 tp2 and doing a re-install of BP (just via weidu, not a full delete and reinstall). i can't guarantee it'll work, but if you want to continue on with TOB and you can't be arsed recompiling dozens of scripts, it's worth a shot.

Edited by seanas, 23 September 2006 - 09:16 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 ||


#11 Kamui2040

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Posted 29 September 2006 - 02:55 PM

Seanas don't you mean removing these lines:
APPEND ~TRIGGER.IDS~ ~0x40D6 WalkedToTrigger(O:Object*)~
UNLESS ~0x40D6 WalkedToTrigger(O:Object\*)~

#12 Jolyth

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Posted 29 September 2006 - 04:35 PM

I actually had a similiar problem when trying to enter Firkraag's place. Couldn't get in no matter what I tried, so I finally CLUA'd into the area. Have you tried that?

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#13 CamDawg

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Posted 29 September 2006 - 05:14 PM

3. the only way i can think to fix this (without a full reinstall using an as-yet-nonexistent v178) is to recompile all the affected scripts - i'l ask round and see if a weidu ninja can come up with a funky weidu-based workaround.

What do we need now? A mass-recompile to replace a bad trigger? If I follow the thread, something like this should do it:

COPY_EXISTING ~trigger.ids~ ~override~
  REPLACE_TEXTUALLY ~^0x40D6 WalkedToTrigger(~
					~0x40D6 CDFakeTriggerReplaceMe(~
  BUT_ONLY_IF_IT_CHANGES

COPY_EXISTING_REGEXP GLOB ~^.+\.bcs$~ ~override~
  DECOMPILE_BCS_TO_BAF
	REPLACE_TEXTUALLY ~CDFakeTriggerReplaceMe(~
					~WalkedToTrigger(~
  COMPILE_BAF_TO_BCS
  IF ~16598~
  BUT_ONLY_IF_IT_CHANGES

COPY_EXISTING ~trigger.ids~ ~override~
  REPLACE_TEXTUALLY ~^0x40D6 CDFakeTriggerReplaceMe(~
					~0x00D6 WalkedToTrigger(~
  BUT_ONLY_IF_IT_CHANGES

It's definitely not tested, but I think that'll work.

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#14 erebusant

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Posted 30 September 2006 - 09:15 AM


3. the only way i can think to fix this (without a full reinstall using an as-yet-nonexistent v178) is to recompile all the affected scripts - i'l ask round and see if a weidu ninja can come up with a funky weidu-based workaround.

What do we need now? A mass-recompile to replace a bad trigger? If I follow the thread, something like this should do it:

COPY_EXISTING ~trigger.ids~ ~override~
  REPLACE_TEXTUALLY ~^0x40D6 WalkedToTrigger(~
					~0x40D6 CDFakeTriggerReplaceMe(~
  BUT_ONLY_IF_IT_CHANGES

COPY_EXISTING_REGEXP GLOB ~^.+\.bcs$~ ~override~
  DECOMPILE_BCS_TO_BAF
	REPLACE_TEXTUALLY ~CDFakeTriggerReplaceMe(~
					~WalkedToTrigger(~
  COMPILE_BAF_TO_BCS
  IF ~16598~
  BUT_ONLY_IF_IT_CHANGES

COPY_EXISTING ~trigger.ids~ ~override~
  REPLACE_TEXTUALLY ~^0x40D6 CDFakeTriggerReplaceMe(~
					~0x00D6 WalkedToTrigger(~
  BUT_ONLY_IF_IT_CHANGES

It's definitely not tested, but I think that'll work.



CamDawg, is it just replacing the appropriate section of the BPv177.tp2? (ie; replace {{APPEND ~TRIGGER.IDS~ ~0x40D6 WalkedToTrigger(O:Object*)~ UNLESS ~0x40D6 WalkedToTrigger(O:Object\*)~}} with the code you've posted above)

I've got to re-install BP anyway to take out the Random Encounter component anyway, so I might as well guinea pig my install to see if it works. Will be awhile before I get there though.

Edited by erebusant, 30 September 2006 - 09:20 AM.

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#15 CamDawg

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Posted 30 September 2006 - 09:29 AM

I thought seanas was looking for a solution for a game-in-progress, in which case a decompile-compile is needed to remove any script that was compiled with the wrong symbolic lookup. The long-term solution is, of course, not to append the erroneous entries.

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#16 seanas

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Posted 01 October 2006 - 08:37 AM

I thought seanas was looking for a solution for a game-in-progress, in which case a decompile-compile is needed to remove any script that was compiled with the wrong symbolic lookup. The long-term solution is, of course, not to append the erroneous entries.


sorry, my slackness is to blame here - Camdawg has been good enough to code up a fix for BPv177 - i just need to package it up and distribute it as BPv177-TOB-fix, or somesuch. the only redeeming feature here is cos it's a hotfix, you can install it at any time (including after you hit the bug).

"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 Gort

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Posted 01 October 2006 - 11:42 AM

so if i'm going to install bp-177 i need just to remove
APPEND ~TRIGGER.IDS~ ~0x40D5 ActuallyInCombat()~
UNLESS ~0x40D5 ActuallyInCombat()~
from its tp2, right?

or should i install bp and then run CamDawg's code?
What's better?

Edited by Gort, 01 October 2006 - 01:02 PM.


#18 seanas

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Posted 02 October 2006 - 01:02 AM

it would help if my earlier post didn't quote the wrong part of the tp2, as Kamui points out....

if you havent installed BPv177 yet, then open Setup-BPv177.tp2 in yr favourite text editor and remove the following lines:
APPEND ~TRIGGER.IDS~ ~0x40D6 WalkedToTrigger(O:Object*)~
UNLESS ~0x40D6 WalkedToTrigger(O:Object\*)~

if you have installed BPv177, wait a little longer and i'll release a hotfix for this based on CamDawg's code.

"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 ||


#19 seanas

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Posted 02 October 2006 - 10:29 AM

hooray! this is fixed; tested even! :) link to fix here.

in fact, i'm so pleased, i'm going to close this thread. wahey! :P

Edited by seanas, 02 October 2006 - 10:30 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 ||