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A problem with "Add Non-Joinable NPC Portraits to Quests and Dialogues" component


Darth Slaughter

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hi.... I'm new around here. I'm enjoying baldur's gate for the first time ever, and decide to do so with BGT installed, and with BG1 NPC project.

 

Well, today i discovered a problem in my installation, not anything big that would make it unplayable, but is annoying nevertheless.

 

Some of the portraits of non-joinable NPCs are not being shown. For example, Elminster and drizzt portraits appear in my game, but thalantyr's and taeron fuiruim's do not.

 

Of course, not every npcs have a portrait, just the important ones. But the case is that i installed the BGT with BG1NPC project in my cousin's computer (he is playing for the 1st time also), and I saw thalantyr's and taeron's pics appearing in his game.

 

I've tried to uninstall and reinstall BG1NPC mod, and so far, everything is the same, considering a chapter six savegame. anyway, I reached davaeorn today, and he had a portrait, as all of the shadowdruids in jaheira's quest.

 

__

 

 

Another thing I feel like telling you is a problem in installation. My hard drive letter in which my baldur's gate trilogy is installed is F:\, not C:\.

 

the default path in the installation program is C:\Arquivos de programas<program files>\Black Isle\BGII - SoA. I obviously change the letter to F. But since it automatically executes Setup-bg1npc.exe, it crashes immediatelly after a DOS windows appear. anyway, then, if i double-click Setup-bg1npc.exe again, it works apparently normally.

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Hmmm... I am not seeing the same difficulty on my installs - could you please find the file "WeiDU.LOG" and post the contents here?

 

There could be another mod which changes/patches/restores the creature files, and erases the portrait references. The log will help us assist you in tracking down what is going on.

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well, here it is. thanks in advance.

 

// 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

~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)

~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)

~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)

~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)

~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)

~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)

~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core 1.05a

~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration

~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial

~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter

~BG1UB/SETUP-BG1UB.TP2~ #0 #3 // Angelo Notices Shar-teel

~BG1UB/SETUP-BG1UB.TP2~ #0 #4 // Finishable Kagain Caravan Quest

~BG1UB/SETUP-BG1UB.TP2~ #0 #5 // Coran and the Wyverns

~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok

~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig

~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt

~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward

~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home

~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter

~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric

~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi

~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant

~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements

~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections

~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations

~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations

~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations

~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations

~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations

~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations

~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations

~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses

~BG1UB/SETUP-BG1UB.TP2~ #0 #25 // Elven Charm and Sleep Racial Resistance

~BG1UB/SETUP-BG1UB.TP2~ #0 #26 // The Original Saga Music Playlist Corrections

~BG1UB/SETUP-BG1UB.TP2~ #0 #27 // Sarevok's Diary Corrections

~SETUP-BGTMUSIC.TP2~ #0 #0 // Baldur's Gate Trilogy - Music -> Full Baldur's Gate and Tales of the Sword Coast Music

~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications for Version 14, September 18, 2007

~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections

~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues

~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content)

~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content)

~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content)

~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content)

~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content)

~BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content)

~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran

~BG1NPC.TP2~ #0 #25 // Jason Compton's Accelerated Banter Script.

~BG1NPC.TP2~ #0 #26 // The BG1 NPC Project: Make Shar-Teel Unkillable until In Party

~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment

~BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open Cloakwood Lodge (first Cloakwood area only)

~BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary

~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues

~BG1NPC_PORTRAIT_PACK/BG1NPC_PORTRAIT_PACK.TP2~ #0 #0 // Copy all portraits for use by player characters

// Recently Uninstalled: ~BG1NPC_PORTRAIT_PACK/BG1NPC_PORTRAIT_PACK.TP2~ #0 #1 // Replace all NPC portraits (AMOK)

// Recently Uninstalled: ~BG1NPC_PORTRAIT_PACK/BG1NPC_PORTRAIT_PACK.TP2~ #0 #27 // Alternate Viconia Portrait: BioWare edit by XVIII

~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack

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Hmmm...

 

~BG1UB/SETUP-BG1UB.TP2~ #0 #3 // Angelo Notices Shar-teel

~BG1UB/SETUP-BG1UB.TP2~ #0 #4 // Finishable Kagain Caravan Quest

~BG1UB/SETUP-BG1UB.TP2~ #0 #5 // Coran and the Wyverns

~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok

~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig

 

will all cause troubles ingame, as they conflict with BG1 NPC stuff (and vice versa - each mod fixes the same problems, but in a different way, so Kagain for instance gets two sets of nstructions with various stutter-inducing results)... I will look for the flag file/component stuff and make sure folks understand this during install.

 

I should probably put together a mod order thing to doublecheck... this has got to be a UB/BG1NPC interaction.

 

Let me investigate and get back to you. I will cross-compare UB latest and BG1NPC internal, and check it out.

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anyway, i've installed the same MODs on my cousin's computer.

 

thanks.

 

__________

 

edit: playing today, i reached AR3000, where the red wizards of thay are gathered. Well, I went there with edwin and dynaheir in my party. After I defeated them (I managed to convince edwin to be on my side against them), edwin tries to say something, but it brings the PC talking menu (that with the "your voice is strage" option). I goes on saying that again and again. Even if I take him out of my party and recruit him again, he still starts the conversation.

 

Could this be caused by the same conflict of mods?

 

thx again!!!

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well, about the last problem I mentioned in my last post, I must say that my edwin is a respawn version.

 

When I first met him in the game, I didn't have him in the party. when i finally decided to have him, he immediately left. So I let him go, and re-spawned him using a CLUA console command. he again presented the quest to kill dynaheir. but this time, he stayed with the party.

 

Oh yes. when edwin dilogue loop starts, I put the party to rest. Dynaheir dies. and edwin stop the loop.

 

If i uninstall only the "player initiated component", the menu won't appear, but edwin won't stop talking, i mean, his voice-over. It will also loop. Until dynaheir leaves or dies.

 

What should I do? restart the game? ignore edwin? is there a way to fix this with the console?

 

Anyway, I uninstalled BG1UB, and the portraits are still missing. And edwin problems still happens.

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If you're talking about Edwin helping the PC battle Red Wizards in BG1, or even in BG2, for that matter, you're definitely talking about a mod conflict.

 

I have very, very little experience with mega-installs, but perhaps someone her has more.

 

Would you please post your weidu.log?

 

You will find your weidu.log in your game directory. Open it with any text editor, like Notepad, and copy-and-paste the contents here. I mean your *entire* weidu.log, not the portions leading up to BG1 NPC.

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If you're talking about Edwin helping the PC battle Red Wizards in BG1, or even in BG2, for that matter, you're definitely talking about a mod conflict.

 

I have very, very little experience with mega-installs, but perhaps someone her has more.

 

Would you please post your weidu.log?

 

You will find your weidu.log in your game directory. Open it with any text editor, like Notepad, and copy-and-paste the contents here. I mean your *entire* weidu.log, not the portions leading up to BG1 NPC.

 

well, my weidu.log is the one above. I refer to baldur's gate 1, playing in the BGT mod.

 

I've installed UB and reinstalled AFTER BG1NPC.

 

here's how it is now:

 

/ 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

~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)

~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)

~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)

~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)

~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)

~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)

~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core 1.05a

~SETUP-BGTMUSIC.TP2~ #0 #0 // Baldur's Gate Trilogy - Music -> Full Baldur's Gate and Tales of the Sword Coast Music

~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications for Version 14, September 18, 2007

~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections

~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues

~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content)

~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content)

~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content)

~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content)

~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content)

~BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content)

~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran

~BG1NPC.TP2~ #0 #25 // Jason Compton's Accelerated Banter Script.

~BG1NPC.TP2~ #0 #26 // The BG1 NPC Project: Make Shar-Teel Unkillable until In Party

~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment

~BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary

~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues

~BG1NPC_PORTRAIT_PACK/BG1NPC_PORTRAIT_PACK.TP2~ #0 #0 // Copy all portraits for use by player characters

~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack

~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration

~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial

~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter

~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt

~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward

~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home

~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter

~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric

~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi

~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant

~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements

~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections

~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations

~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations

~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations

~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations

~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations

~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations

~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations

~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses

~BG1UB/SETUP-BG1UB.TP2~ #0 #25 // Elven Charm and Sleep Racial Resistance

~BG1UB/SETUP-BG1UB.TP2~ #0 #26 // The Original Saga Music Playlist Corrections

~BG1UB/SETUP-BG1UB.TP2~ #0 #27 // Sarevok's Diary Corrections

 

let me say that when I re-installed unfinished business, it detected my BG1NPC instalation and skiped those conflicting mods.

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Hmmm. What does Edwin say just before he kills her? Did they talk alot over time? Because there is an actual "banter" where he just up and kills her. Then you have to resurrect her.

 

I'm serious.

 

/* IF X#EdwinDynaheir=5, GTE(X#EdwinKillsDynaheir) Edwin kills Dy */
IF %BGT_VAR%
PartyRested()
GlobalTimerExpired("X#EdwinKillsDynaheir","GLOBAL")
InParty(Myself)
InParty("dynaheir")
Global("X#EdwinDynaheir","GLOBAL",5)
CombatCounter(0)
!See([ENEMY])
!StateCheck(Myself,CD_STATE_NOTVALID)
THEN
RESPONSE #100
SetGlobal("X#EdwinDynaheir","GLOBAL",6)
END

IF %BGT_VAR%
InParty(Myself)
InParty("dynaheir")
Global("X#EdwinDynaheir","GLOBAL",6)
!StateCheck(Myself,CD_STATE_NOTVALID)
THEN
RESPONSE #100
Kill("dynaheir")
END

IF %BGT_VAR%
InParty(Myself)
Dead("dynaheir")
Global("X#EdwinDynaheir","GLOBAL",6)
THEN
RESPONSE #100
SetGlobal("X#EdwinDynaheir","GLOBAL",7)
END

 

I don't like it, but it is intended behavior. (bleh).

 

But I am still trying to figure out how this could cause that stutter.

 

 

 

I still haven't found anything in BGT/BGUB/BG1NPC that would stop those portraits from appearing, but I will try to replicate your install this weekend - it is even more puzzling when your other install had it :)

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well, I'm not worried about dynaheir dieing. in fact, i won't have edwin in party for long. In fact, he is a clone spawned via console, since the original edwin went away angry.

 

about the portraits, ill say more at the end of this post.

 

I just want him for this quest alone. I mean, the quest with the thay mages.

 

what is supposed to happen after my party meets the thay mages?

 

I have my character, dynaheir, edwin, jaheira, khalid, minsc.

 

when I meet the thay mages, they greet edwin, but ask him why he didn't kill dynaheir, which they also see in the party. I have 4 dialogue options:

 

1. I say some incomplet sentence in which edwin completes saying that I'll die and so he betrays me and joins his fellow mages.

2. I ask edwin to choose sides. he surprisingly chooses MY side, and go against the mages.

3. I turn edwin saying he was the one who gave the idea not to kill dynaheir. the mages don't believe and tell edwin to prove himself. edwin then fights against me.

4. I say that me and edwin had a plot to kill dynheir in front of the mages. I lose reputation and dynaheir and minsc goes against me.

 

well. the problem is with option 2. edwin stays by my side. in an test with an earlier load, using the original edwin (not the one I created), choosing option 2 will make edwin choose the mages, probably due to the fact that my party was less powerful in an earlier save.

 

but lets see the results. I choose option 2, edwin stays by my side. we defeat the thay mages. after that, edwin is supposed to say something. probably a dilogue about dynaheir.

 

but the dilogue which appear on screen is the one from the player character initiated dilogue. at any options, it won't make edwin stop starting this convesation. it's forever repeating. the only way to make him stop is removing dynaheir, or having her killed. if i remove her and make her rejoin the party, he will restart calling the PC initiated dialogue menu over and over again.

 

what is he supposed to say? that's my real problem. How do I activate this dialogue? or how do I reset the charachter's behavior? is this happening because he is a clone-edwin? because the original one went away, since he said I was taking too long to kill dy.

 

____

 

 

about the portraits: well, I started the game without installing the BG1NPC mod, but didn't realized that. only after sometime I reinstalled it (i thought i had executed the setup, but probably i had forgotten). well, I was i chapter four when I installed it. or chapter five. Probably due to this the portraits do not appear? Anyway, this is less annoying now than that edwin glitch.

 

edit: well... if I start a New Game, the portraits appear. Since I installed BG1NPC after I started playing, (in chapter 03 or 04, don't remember), the characters that I've met before installed continued to be without their portraits, while others had the portrait.

 

For instance, in an old savegame in which BG1NPC wasn't installed, even loading it with BG1NPC active, gorion's portrait wouldn't appear in candlekeep. But if i just create a new game without even closing and restart the game, gorion's portrait would just appear.

 

the solution is probably restart over. Something i'm not willing to do right now.

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edit: well... if I start a New Game, the portraits appear. Since I installed BG1NPC after I started playing, (in chapter 03 or 04, don't remember), the characters that I've met before installed continued to be without their portraits, while others had the portrait.
I guess that's possible. I didn't think non-joinable NPCs would be stored in the saved games, as far as portraits anyway, but then I don't really know. But it sounds like something of that nature.
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That makes sense. When I installed Rabain's portrait mod, I was driving poor Rabain mad with bug reports until he realized that if the mod is installed while a game is in progress, only creatures in areas that are not yet visited will have portraits.

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Well, here's the code - let's take a look...

 

EXTEND_BOTTOM ~%tutu_var%DENAK~ 3

IF ~InParty("dynaheir") InMyArea("dynaheir") !StateCheck("dynaheir",CD_STATE_NOTVALID)~ EXTERN ~%tutu_var%DENAK~ DenakConflict

END

 

CHAIN ~%tutu_var%DENAK~ DenakConflict

@90

== ~%EDWIN_BANTER%~ @91

== ~%tutu_var%DENAK~ @92

== ~%EDWIN_BANTER%~ @93

== ~%DYNAHEIR_BANTER%~ @94

== ~%tutu_var%DENAK~ @95

== ~%EDWIN_BANTER%~ @96

END

++ @97 EXTERN ~%EDWIN_BANTER%~ DYEDCON1

+ ~XPGT(Player1,60000)~ + @98 EXTERN ~%EDWIN_BANTER%~ DYEDCON2.1

+ ~!XPGT(Player1,60000)~ + @98 EXTERN ~%EDWIN_BANTER%~ DYEDCON2.2

++ @99 EXTERN ~%tutu_var%DENAK~ DYEDCON3

++ @100 EXTERN ~%tutu_var%DENAK~ DYEDCON4

 

APPEND ~%EDWIN_BANTER%~

 

IF ~~ DYEDCON1

SAY @101

IF ~~ THEN DO ~SetGlobal("X#EdwinBetrayRW","GLOBAL",2) ActionOverride("brendan",Enemy()) ActionOverride("lasala",Enemy()) ActionOverride("diana",Enemy()) ActionOverride("denak",Enemy()) ActionOverride("edwin",LeaveParty()) ActionOverride("edwin",SetLeavePartyDialogFile()) ActionOverride("edwin",ChangeAIScript("",DEFAULT)) ActionOverride("edwin",Enemy())~

EXIT

END

 

IF ~~ DYEDCON2.1

SAY @102

IF ~~ THEN DO ~AddexperienceParty(5000) SetGlobal("X#EdwinBetrayRW","GLOBAL",1) ActionOverride("brendan",Enemy()) ActionOverride("lasala",Enemy()) ActionOverride("diana",Enemy()) ActionOverride("denak",Enemy())~

EXIT

END

 

IF ~~ DYEDCON2.2

SAY @103

IF ~~ THEN DO ~SetGlobal("X#EdwinBetrayRW","GLOBAL",2) ActionOverride("brendan",Enemy()) ActionOverride("lasala",Enemy()) ActionOverride("diana",Enemy()) ActionOverride("denak",Enemy()) ActionOverride("edwin",LeaveParty()) ActionOverride("edwin",SetLeavePartyDialogFile()) ActionOverride("edwin",ChangeAIScript("",DEFAULT)) ActionOverride("edwin",Enemy())~

EXIT

END

 

IF ~%BGT_VAR% Global("X#EdwinBetrayRW","GLOBAL",3)~ EDPaper

SAY @104

IF ~~ THEN DO ~SetGlobal("X#EdwinBetrayRW","GLOBAL",4) AddXPObject("edwin",2000)~

EXIT

END

 

END

 

APPEND ~%tutu_var%DENAK~

 

IF ~~ DYEDCON3

SAY @105

IF ~~ THEN DO ~SetGlobal("X#EdwinBetrayRW","GLOBAL",2) ActionOverride("brendan",Enemy()) ActionOverride("lasala",Enemy()) ActionOverride("diana",Enemy()) ActionOverride("denak",Enemy()) ActionOverride("edwin",LeaveParty()) ActionOverride("edwin",SetLeavePartyDialogFile()) ActionOverride("edwin",ChangeAIScript("",DEFAULT)) ActionOverride("edwin",Enemy())~

EXIT

END

 

IF ~%BGT_VAR% Global("X#EdwinBetrayRW","GLOBAL",6)~ DYEDCON5

SAY @106

IF ~~ THEN DO ~ActionOverride("brendan",EscapeArea()) ActionOverride("lasala",EscapeArea()) ActionOverride("diana",EscapeArea()) EscapeArea() SetGlobal("X#EdwinBetrayRW","GLOBAL",7) GiveGoldForce(1000) AddXPObject("edwin",1000)~

EXIT

END

END

 

CHAIN ~%tutu_var%DENAK~ DYEDCON4

@107

== ~%EDWIN_BANTER%~ @108

== ~%DYNAHEIR_BANTER%~ @109

DO ~ReputationInc(-2) SetGlobal("X#EdwinBetrayRW","GLOBAL",5) ActionOverride("dynaheir",LeaveParty()) ActionOverride("dynaheir",SetLeavePartyDialogFile()) ActionOverride("dynaheir",ChangeAIScript("",DEFAULT)) ActionOverride("minsc",LeaveParty()) ActionOverride("minsc",SetLeavePartyDialogFile()) ActionOverride("minsc",ChangeAIScript("",DEFAULT)) ActionOverride("dynaheir",Enemy()) ActionOverride("minsc",Enemy())~

EXIT

 

ADD_STATE_TRIGGER ~%tutu_var%DENAK~ 0 ~OR(3) !InParty("edwin") !InMyArea("edwin") StateCheck("edwin",CD_STATE_NOTVALID)~

ADD_STATE_TRIGGER ~%tutu_var%DENAK~ 1 ~OR(3) !InParty("edwin") !InMyArea("edwin") StateCheck("edwin",CD_STATE_NOTVALID)~

ADD_STATE_TRIGGER ~%tutu_var%DENAK~ 2 ~OR(3) !InParty("edwin") !InMyArea("edwin") StateCheck("edwin",CD_STATE_NOTVALID)~

ADD_STATE_TRIGGER ~%tutu_var%DENAK~ 3 ~GlobalLT("X#EdwinBetrayRW","GLOBAL",5)~

 

Then, in Dynaheir's script,

 

/* EdwinKilledBosses */

IF %BGT_VAR%

Global("X#EdwinBetrayRW","GLOBAL",1)

AreaCheck("%SpiderWood%")

InParty("edwin")

InMyArea("edwin")

!StateCheck("edwin",CD_STATE_NOTVALID)

Dead("brendan")

Dead("lasala")

Dead("diana")

Dead("denak")

InParty(Myself)

!StateCheck(Myself,CD_STATE_NOTVALID)

InMyArea(Player1)

!StateCheck(Player1,CD_STATE_NOTVALID)

CombatCounter(0)

!See([ENEMY])

THEN

RESPONSE #100

SetGlobal("X#EdwinBetrayRW","GLOBAL",3)

END

 

/* EdwinKilledBosses */

IF %BGT_VAR%

Global("X#EdwinBetrayRW","GLOBAL",3)

InParty("edwin")

InMyArea("edwin")

!StateCheck("edwin",CD_STATE_NOTVALID)

InParty(Myself)

!StateCheck(Myself,CD_STATE_NOTVALID)

InMyArea(Player1)

!StateCheck(Player1,CD_STATE_NOTVALID)

CombatCounter(0)

!See([ENEMY])

THEN

RESPONSE #100

ActionOverride("edwin",StartDialogueNoSet(Player1))

END

 

OH blast and damnation.

 

There it is.

 

We have this set up to run out of Edwin's *banter* file. and it has been set to ActionOverride("edwin",StartDialogueNoSet(Player1)). That means it is trying to call on the *joined* file. And thus you get a PID.

 

 

OK. I can fix this up in the version coming out soon, by simply moving this from the banter file to the joined file. But for you, you are going to have to open up your game using NearInfinity.

 

Open up Dynaheir's script (DYNAH.BCS, I think) and find the block that matches this:

 

IF

!Global("endofbg1","GLOBAL",2)

Global("X#EdwinBetrayRW","GLOBAL",3)

InParty("edwin")

InMyArea("edwin")

!StateCheck("edwin",CD_STATE_NOTVALID)

InParty(Myself)

!StateCheck(Myself,CD_STATE_NOTVALID)

InMyArea(Player1)

!StateCheck(Player1,CD_STATE_NOTVALID)

CombatCounter(0)

!See([ENEMY])

THEN

RESPONSE #100

ActionOverride("edwin",StartDialogueNoSet(Player1))

END

 

Change the line

 

ActionOverride("edwin",StartDialogueNoSet(Player1))

 

to

 

ActionOverride("edwin",Interact(Player1))

 

and see if that works. It might trigger more than one banter, but one of them should be the right one.

 

I am moving this to the joined file.

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++ @97 EXTERN ~%EDWIN_BANTER%~ DYEDCON1

+ ~XPGT(Player1,60000)~ + @98 EXTERN ~%EDWIN_BANTER%~ DYEDCON2.1

+ ~!XPGT(Player1,60000)~ + @98 EXTERN ~%EDWIN_BANTER%~ DYEDCON2.2

++ @99 EXTERN ~%tutu_var%DENAK~ DYEDCON3

++ @100 EXTERN ~%tutu_var%DENAK~ DYEDCON4

 

IF ~~ DYEDCON2.1

SAY @102

IF ~~ THEN DO ~AddexperienceParty(5000) SetGlobal("X#EdwinBetrayRW","GLOBAL",1) ActionOverride("brendan",Enemy()) ActionOverride("lasala",Enemy()) ActionOverride("diana",Enemy()) ActionOverride("denak",Enemy())~

EXIT

END

 

this part of this code (which I understand almost nothing :D:) ) is the thing I do. 5000 XP, brendan, lasala, diana and denak turn against the party.

 

well. Now, I fight then, the party wins (no one in the party dies). What should happen now?

 

 

______

 

 

 

Now I saw your editing, I'll test it after findind this utility "nearinfinity".

 

whoa! makes me fill like somekind of beta tester... :)

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