grogerson Posted January 7, 2008 Share Posted January 7, 2008 Reveal City Areas works fine on both installs, so far. Thanks for the info. As for BGT, looks like Ascension64 deprecated the breakage with v105. I still have 103 and 104, but don't know what code I'm looking for. I'll add the new code to the Avatar Morphing Script and check it out. I'm using the 3-CD Original Saga for my TotSC install. If it works on BG-OS, maybe we'll have to limit it to TotSC Required. On a non-TotSC install, the Multi-Player Kick-Out sends only one. I'll check this more thoroughly on my TotSC install. I haven't checked if it works for multiple NPC's there (just for one, shame on me...). If it works there, we'll just have to note the limitation for non-TotSC installs, or make it TotSC Required. Before we go looking too deeply into the Two-Handed Bastard Swords animation, let me check if it might be the standard animation. The one-handedness appears to apply to the two-handed sword with my own created NPC's. Don't want to be chasing our tail if it's the engine... edited for clarification Link to comment
grogerson Posted January 8, 2008 Share Posted January 8, 2008 Sorry, Cam. The Avatar Morphing Script still isn't working. Install Component [Avatar Morphing Script]? nstall, or [N]ot Install or [Q]uit? Installing [Avatar Morphing Script] Appending to files ... BIFF may be in hard-drive CD-path [O:\CD6\/DATA/DEFAULT.BIF] BIFF may be in hard-drive CD-path [O:\CD5\/DATA/DEFAULT.BIF] BIFF may be in hard-drive CD-path [O:\CD4\/DATA/DEFAULT.BIF] BIFF may be in hard-drive CD-path [O:\CD3\/DATA/DEFAULT.BIF] BIFF may be in hard-drive CD-path [O:\CD2\/DATA/DEFAULT.BIF] BIFF may be in hard-drive CD-path [O:\CD1\/DATA/DEFAULT.BIF] BIFF may be in hard-drive CD-path [f:\black isle\bg1 totsc testing\/DATA/DEFAULT.BIF] [f:\black isle\bg1 totsc testing\/DATA/DEFAULT.BIF] 451093 bytes, 181 files, 0 tilesets Not appending [198 StartDialogueNoSet(O:Object*)...] to [action.ids] because it DOES contains [startDialogueNoSet(O:Object\*)] Compiling 1 dialogue file and 2 scripts ... [bG1Tweaks/languages/english/ikmorph.TRA] has 43 translation strings [bG1Tweaks/languages/english/0ikmorph.TRA] has 2 translation strings [bG1Tweaks/baf/0ikmorph.baf] PARSE ERROR at line 36 column 41-41 Near Text: ) [ReallyForceSpellRES] not found in ACTION.IDS [bG1Tweaks/baf/0ikmorph.baf] ERROR at line 36 column 41-41 Near Text: ) Parsing.Parse_error ERROR: parsing [bG1Tweaks/baf/0ikmorph.baf]: Parsing.Parse_error ERROR: error compiling [bG1Tweaks/baf/0ikmorph.baf]: Parsing.Parse_error ERROR: compiling [bG1Tweaks/baf/0ikmorph.baf]! Stopping installation because of error. ERROR Installing [Avatar Morphing Script], rolling back to previous state [bG1Tweaks/backup/20/UNSETSTR.20] SET_STRING uninstall info not found Will uninstall 1 files for [bG1TWEAKS/SETUP-BG1TWEAKS.TP2] component 20. Uninstalled 1 files for [bG1TWEAKS/SETUP-BG1TWEAKS.TP2] component 20. ERROR: Parsing.Parse_error PLEASE email the file SETUP-BG1TWEAKS.DEBUG to webmaster@gibberlings.net Using Language [English] [English] has 2 top-level TRA files [bG1Tweaks/languages/english/description_updates.tra] has 8 translation strings [bG1Tweaks/languages/english/setup.tra] has 112 translation strings Replacing CombatCounter with !See([ENEMY]) worked, but... The action.ids has 181 ReallyForceSpell(O:Target,I:Spell*Spell), but not ReallyForceSpellRES. As for the Multi-Player Kick-Out Dialogue, four player created NPC's went off to the FAI, and I found them waiting there for me. Looks like one is the limit for non-TotSC installs, but not for TotSC installs. Let's just make that a note in the read-me. Link to comment
grogerson Posted January 8, 2008 Share Posted January 8, 2008 Looks like we might have some luck with Breakable Shields and Armor. Ascension64 deprecated it in BGT105b, but moved it to BGTTweaks7, component 15. Looking over the code now, to see what was used... Edit: Ascension64's code uses the same macro setup as the FAI container restoration, so no problem there. The tweak itself, however... //#15 Altered item shattering////////////////////////////////// ... BEGIN @1502 SUBCOMPONENT @1500 REQUIRE_PREDICATE (FILE_EXISTS_IN_GAME ~AMNSCENE.BCS~) @1 EXTEND_BOTTOM ~DPLAYER2.BCS~ ~BGTTweak/15/xDPLAY152.BAF~ EXTEND_BOTTOM ~DPLAYER3.BCS~ ~BGTTweak/15/xDPLAY152.BAF~ Then from xDPLAY152.baf, first item only //Armors IF Global("ENDOFBG1","GLOBAL",0) Global("ShatterChain","LOCALS",0) HitBy([ANYONE],CRUSHING) !HitBy([ANYONE],POISON) HasItemEquiped("chan01",Myself) // Chain Mail Armor THEN RESPONSE #1 SetGlobal("ShatterChain","LOCALS",1) Continue() RESPONSE #99 Continue() END IF Global("ShatterChain","LOCALS",1) THEN RESPONSE #50 DisplayStringHead(Myself,@1503) TakeItemReplace("MISC58","chan01",Myself) SetGlobal("ShatterChain","LOCALS",0) Continue() RESPONSE #50 SetGlobal("ShatterChain","LOCALS",0) Continue() END As you can see, each item is handled separately. I don't know about DPLAYER2.BCS, if it even exists in BG1. I can check the action.ids for the others. Is this workable, Cam? Link to comment
Miloch Posted January 9, 2008 Share Posted January 9, 2008 @ Miloch/plainab - If you haven't done so already, I noticed a problem with the xplevel.2da for druids begining at around level 13 that needs fixing.What exactly is the problem? This sounds vaguely familiar - maybe Baldurdash fixed it.The action.ids has 181 ReallyForceSpell(O:Target,I:Spell*Spell), but not ReallyForceSpellRESReallyForceSpellRES will work in BG1 (TotSC at least) as described here. You will need toAPPEND ~action.ids~ ~181 ReallyForceSpellRES(S:RES*,O:Target)~ UNLESS ~ReallyForceSpellRES~ or something like that. Link to comment
grogerson Posted January 9, 2008 Share Posted January 9, 2008 @Miloch - The required XP suddenly drops from six figures to 4 or 5 figures. Normally it wouldn't be noticed, since the cap is so low for either game (with or without TotSC). But since I've included a level 20 option in the tweak pack, anyone playing a druid will certainly notice it when they reach that point. @Cam - BG1 does have DPLAYER2.BCS and DPLAYER3.BCS. HitBy is in both SVTRIOBJ.ids and TRIGGER.ids. HasItemEquiped doesn't exist, though HasItem does in TRIGGER.ids. I couldn't find DisplayStringHead or TakeItemReplace. Knowing zip about programming, I can't say if this will stop the function or not. Link to comment
grogerson Posted January 10, 2008 Share Posted January 10, 2008 I set up and tried to install Breakable Non-Magical Armor, Shields and Helms based on the BGTTweaksv7 component. It didn't work. Install Component [breakable Non-Magical Shields, Armor and Helms]?nstall, or [N]ot Install or [Q]uit? Installing [breakable Non-Magical Shields, Armor and Helms] Extending game scripts ... [bG1Tweaks/baf/xDPLAY152.BAF] loaded, 16204 bytes BIFF may be in hard-drive CD-path [O:\CD6\/DATA/DEFAULT.BIF] BIFF may be in hard-drive CD-path [O:\CD5\/DATA/DEFAULT.BIF] BIFF may be in hard-drive CD-path [O:\CD4\/DATA/DEFAULT.BIF] BIFF may be in hard-drive CD-path [O:\CD3\/DATA/DEFAULT.BIF] BIFF may be in hard-drive CD-path [O:\CD2\/DATA/DEFAULT.BIF] BIFF may be in hard-drive CD-path [O:\CD1\/DATA/DEFAULT.BIF] BIFF may be in hard-drive CD-path [f:\black isle\bg1 totsc testing\/DATA/DEFAULT.BIF] [f:\black isle\bg1 totsc testing\/DATA/DEFAULT.BIF] 451093 bytes, 181 files, 0 tilesets [bG1Tweaks/baf/xDPLAY152.BAF] PARSE ERROR at line 7 column 33-33 Near Text: ) [HasItemEquiped] not found in TRIGGER.IDS [bG1Tweaks/baf/xDPLAY152.BAF] ERROR at line 7 column 33-33 Near Text: ) Parsing.Parse_error ERROR: parsing [bG1Tweaks/baf/xDPLAY152.BAF]: Parsing.Parse_error BIFF may be in hard-drive CD-path [O:\CD6\/DATA/SCRIPTS.BIF] BIFF may be in hard-drive CD-path [O:\CD5\/DATA/SCRIPTS.BIF] BIFF may be in hard-drive CD-path [O:\CD4\/DATA/SCRIPTS.BIF] BIFF may be in hard-drive CD-path [O:\CD3\/DATA/SCRIPTS.BIF] BIFF may be in hard-drive CD-path [O:\CD2\/DATA/SCRIPTS.BIF] BIFF may be in hard-drive CD-path [O:\CD1\/DATA/SCRIPTS.BIF] BIFF may be in hard-drive CD-path [f:\black isle\bg1 totsc testing\/DATA/SCRIPTS.BIF] [f:\black isle\bg1 totsc testing\/DATA/SCRIPTS.BIF] 920621 bytes, 729 files, 0 tilesets Extended script [DPLAYER2.BCS] with [bG1Tweaks/baf/xDPLAY152.BAF] Extending game scripts ... [bG1Tweaks/baf/xDPLAY152.BAF] loaded, 16204 bytes [bG1Tweaks/baf/xDPLAY152.BAF] PARSE ERROR at line 7 column 33-33 Near Text: ) [HasItemEquiped] not found in TRIGGER.IDS [bG1Tweaks/baf/xDPLAY152.BAF] ERROR at line 7 column 33-33 Near Text: ) Parsing.Parse_error ERROR: parsing [bG1Tweaks/baf/xDPLAY152.BAF]: Parsing.Parse_error [./override/DPLAYER3.BCS] loaded, 4416 bytes override/DPLAYER3.BCS copied to BG1Tweaks/backup/1020/DPLAYER3.BCS, 4416 bytes Extended script [DPLAYER3.BCS] with [bG1Tweaks/baf/xDPLAY152.BAF] Somehow I don't think HasItem will work so well replacing HasItemEquiped. Any ideas? Link to comment
Miloch Posted January 14, 2008 Share Posted January 14, 2008 @Miloch - The required XP suddenly drops from six figures to 4 or 5 figures. Normally it wouldn't be noticed, since the cap is so low for either game (with or without TotSC). But since I've included a level 20 option in the tweak pack, anyone playing a druid will certainly notice it when they reach that point.Ok, I didn't see this at first... it's at level 17 for druids in xplevel.2da. Heh. This is a pretty poorly-implemented copy direct from PnP rules (and from the game manual). The only difference is that that 500k (and all subsequent values) should've been tacked on to the existing XP. Basically, at 15th level, a druid becomes the Grand Druid (though in PnP there were certain stipulations to that - only one druid in the world can be a Grand Druid). After earning only 500k more XP at 16th level, the Grand Druid can step down (and relinquish his 6 bonus spells he got at 15th level). After that, the druid never gains any more spells but instead gains "spell-like powers" as a hierophant druid from levels 17-20. So, eh... if we're going to fix this, I guess we need to decide whether to fix it according to what the values are in the game manual (which as I said, is copied from PnP) or from BG2 (and I'm not sure where BG2 got its values, since the manual has the PnP values) or from somewhere else. Breakable Shields etc. might not be implementable without HasItemEquiped (unless you want just any old shields you're carrying to break ). Link to comment
grogerson Posted January 25, 2008 Share Posted January 25, 2008 So far, the latest run through the game is going good. I'm getting ready to finish Chapter 5, but my concern is with Chapter 7, when I had such a bad stutter last time. My current WeiDU.log: // Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #30 // Weapon Animation Tweaks ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #40 // Icewind Dale Casting Graphics (Andyr) ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #70 // Icon Improvements ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #1011 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood Except the Mines ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #1050 // Stores Sell Higher Stacks of Items ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #1070 // Friendly Arm Inn Hidden Container Restoration ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #2033 // Change Experience Point Cap -> Level 20 Experience Point Cap ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #2040 // Allow Thieving and Stealth in Heavy Armor ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #2050 // Allow Arcane Spellcasting in Heavy Armor ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #2061 // Wear Multiple Protection Items -> No Restrictions ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #2130 // Un-Nerfed THAC0 Table ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #2170 // Druids Use Cleric Spell and Level Progression Tables ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #2180 // Bards, Paladins and Rangers Use Icewind Dale-Heart of Winter Spell Tables ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #2190 // Druids Use 3E Alignment Restrictions ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #2200 // Loosen Equipment Restrictions for Cleric and Druid Multi-Classes ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #3020 // Identify All Items ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #3040 // Remove "You Must Gather Your Party..." Sound (Weimer) ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #3060 // Unlimited Ammo Stacking ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #3070 // Unlimited Gem and Jewelry Stacking ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #3080 // Unlimited Potion Stacking ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #3090 // Unlimited Scroll Stacking ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #3100 // Happy Patch (Party NPCs do not fight or complain about reputation) -> NPCs are never angry about reputation ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #3105 // Neutral Characters Make Happy Comments at Mid-Range Reputation ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #3110 // No Traps or Locks (Weimer) ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #3120 // Rest Anywhere (Japheth) ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #4010 // Give Edwin His BG2 Stats ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #4020 // Give Jaheira Her BG2 Stats ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #4030 // Change Jaheira to Neutral Good ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #4040 // Give Minsc His BG2 Stats ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #4050 // Give Viconia Her BG2 Stats ~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #4070 // Give Kagain A Legal Constitution Score of 19 @Miloch or plainab - got another one for you to look into, if you haven't already. My paladin just hit 9th level, has one 1st level spell slot to memorize, but doesn't have anything showing for him to memorize... Also, in basic BG1 (no TotSC), several stores are "shared". The Naskel and Gullykin temples is a known bug. I've also found the following are shared: Magic Item Merchant: AR4907, AR0706 General Store: AR0803, AR1112, AR1116, AR0304 Potion Store: AR1302, AR1320, AR1115, AR1117 Link to comment
grogerson Posted January 26, 2008 Share Posted January 26, 2008 The tweaks in the post above worked all the way through plain BG. Now on to TotSC... Link to comment
grogerson Posted February 1, 2008 Share Posted February 1, 2008 @ Cam or Domi: Been looking over the code for Make Khalid a Fighter-Mage. When I try installing, I get the following error: Install Component [Make Khalid a Fighter-Mage (Domi)]? nstall, or [N]ot Install or [Q]uit? Installing [Make Khalid a Fighter-Mage (Domi)] Copying and patching 1 file ... [./override/khalid2.cre] loaded, 1216 bytes ERROR: illegal 4045-byte read from offset 164 of 1216-byte file khalid2.cre ERROR: illegal 4045-byte read from offset 164 of 1216-byte file khalid2.cre ERROR: [khalid2.cre] -> [override/cdb04060.g3] Patching Failed (COPY) (Failure("khalid2.cre: read out of bounds")) Stopping installation because of error. ERROR Installing [Make Khalid a Fighter-Mage (Domi)], rolling back to previous state [bG1Tweaks/backup/4060/UNSETSTR.4060] SET_STRING uninstall info not found Will uninstall 0 files for [bG1TWEAKS/SETUP-BG1TWEAKS.TP2] component 4060. Uninstalled 0 files for [bG1TWEAKS/SETUP-BG1TWEAKS.TP2] component 4060. it faults out (I'm guessing) at the following line: ... WRITE_EVALUATED_ASCII 0xa4 "%soundset%" #4045 SAY BIO @406001 ... 4045 is the correct strref for BG1. If I remove the "#" it faults at the next line. His bio uses strref 10198 at 0x1cc, which is what @406001 is. 0x1cc is called a few lines later for his dialogue file. Do we need to rework these lines, or am I missing something here? Also I've changed the p#khalid.d file line 3 to read APPEND ~KHALID~ instead of APPEND ~BKHALI~ (I believe this is for the BGT version...). Link to comment
grogerson Posted February 5, 2008 Share Posted February 5, 2008 In Durlag's Tower I've encountered similar problems as I did with IWD, though not game breaking as it was there. No Traps or Locks partially functions on Dungeon Level 3, what with all the runes and switches and such... The easiest way to cover this is to state the limited functionality here. All standard traps on the floor and on chests are disabled, only those with switches disabling them appear to still be active. I've not quite finished the place yet, however... Link to comment
grogerson Posted February 22, 2008 Share Posted February 22, 2008 Cam: I think it safe to drop the Avatar Morphing Script. Commoners Use Drab Colors would be nice but may be unworkable. Should this one be dropped as well? I'll leave the code in place for Breakable Non-Magical Armor, Shields and Helms, but commented out as deprecated. That is, unless you think it unworkable in the BG1 engine and should be dropped... This is definitely one that would add to the game. There are three components I haven't tested, other than to see if they install. To be honest, I don't know how to test them. The components are Shopkeepers Have Limited Identification Ability, Add Save Penalties for Spells Cast by High-Level Casters and Adjust Evil Joinable NPC Reactions. One that should work but I can't get working is Make Khalid a Fighter-Mage. This one definitely needs your help. I can pat myself on the back for getting it this far (carefully so as not to dislocate my shoulder), but should have myself flogged for doing something so big with next to no progamming skill. I'm better suited to testing, not coding. Link to comment
jastey Posted February 22, 2008 Share Posted February 22, 2008 I have a question: Will the tweakpack assign override scripts to the BioWare NPCs that have so far none? I am asking because I would like to know what would be the "standard" names for these scripts, if assigned by a mod (and hopefully all mods using the same names). As far as I know, the following NPCs do not have override scripts: Alora, Branwen, Faldorn, Garrick, Imoen, Skie and Xan. Alora and Imoen already have scripts alora.bcs and imoen.bcs, although not as override scripts. Would it be save to assume that the script names for Branwen, Faldorn, Garrick, Skie and Xan would be Branwen.bcs, Faldorn.bcs, Garrick.bcs, Skie.bcs and Xan.bcs? What would be the approriate names for override scripts for Imoen and Alora? That was three questions, actually. Link to comment
Kulyok Posted February 22, 2008 Share Posted February 22, 2008 I am a bit confused here: I distinctly remember you testing Xan friendship for BG1 for me(and, yes, I see you in the list of playtesters), because I was very happy to have people test things on BG1 install, and it worked. But I was EXTEND-ing a script already: xan.bcs. EXTEND_TOP ~xan.bcs~ ~XanBG1Friend/Scripts/xan.baf~ So Xan must already have a script, right? Otherwise Xan's friendship for straight BG1(not Tutu/BGT) wouldn't work. I'm a little confused here. Link to comment
jastey Posted February 22, 2008 Share Posted February 22, 2008 Maybe I should look at the cres before posting, serves me right. Let me check on the cres, and then I'll come back, reposing my question. Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.