Domi Posted May 3, 2008 Share Posted May 3, 2008 Heh, folks, here is me, rusty as hells, trying to do some BG2 troubleshooting Basically, what happens that a ToB game with the reported bug doesn't recognise the switch between the SoA Override Script and the ToB Override script on Kivan (I placed a test block and it triggers in that game only when placed on the SoA override script). I created a new ToB game and 'cheated' Kivan in via CreateCreature, and that happened as well. But all my old saves in ToB, where Kivan was presumably transferred from SoA work of his ToB Override script just fine. My pdialogue assignment is standard, or was standard 3 years ago or so... //The following is some 2DA appending for Kivan APPEND ~pdialog.2da~ ~P#KIVAN P#KIVP P#KIVJ P#KIVD~ UNLESS ~P#KIVAN~ UNLESS ~25POST~ APPEND ~pdialog.2da~ ~P#KIVAN P#KIVP P#KIVJ P#KIVD P#KI25P P#KI25J P#KI25D P#KI25~ UNLESS ~P#KIVAN~ IF ~25POST~ So, how do I fix it? Link to comment
berelinde Posted May 3, 2008 Share Posted May 3, 2008 You could always stick this in his SoA override, just to be safe. IF InParty(Myself) Global("P#ToBSwitch","GLOBAL",0) AreaCheck("AR4000") //stone heads THEN RESPONSE #100 ChangeAIScript("P#Kiv25","OVERRIDE") //ToB override script SetGlobal("P#ToBSwitch","GLOBAL",1) END Keep in mind that you can set the 2da for ToB even on an SoA only game. I use /* 2da appending */ //2da appending for dialogues APPEND ~interdia.2da~ ~b!haldamir bb!hal bb!hal25~ UNLESS ~b!haldamir~ APPEND ~pdialog.2da~ ~b!haldamir b!halp b!halj b!hald b!hal25p b!hal25j b!hal25d b!hal25s~ UNLESS ~b!haldamir~ Link to comment
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