Andyr Posted July 30, 2004 Share Posted July 30, 2004 So, am doing a little work with new banters and stuff. If anyone sees a bug or typo, let me know. I've noticed Khay's artwork isn't actually appearing, you still see the vanilla BG BAMs for Mur'Neth's Ooze Touch attacks. Need to sort that out. So, I've spotted that one. Quote Link to comment
icelus Posted August 2, 2004 Share Posted August 2, 2004 This was unexpected... I'd just barely made it to the Friendly Arm Inn (never been to the mines yet), and Montaron piped up with the following. Maybe he's psychic. Quote Link to comment
Andyr Posted August 2, 2004 Author Share Posted August 2, 2004 Heh... Oops! I'll check there's a check for Mur'Neth actually *being* there in the banters he doesn't start. Could be useful. Thanks! Quote Link to comment
Ghreyfain Posted October 12, 2004 Share Posted October 12, 2004 Ran into a few bugs while trying to install v2. I fixed 'em all locally, but it's bizarre that I got them and no one else seems to have. First off it couldn't find any .tra references, so I put LANGUAGE ~english~ etc. at the third line of the .tp2. Then it couldn't find the Imoen banter file, and I didn't see any checks or anything for it in the .tp2. Added a line to check for _Bimoen, then run the imoen.d you provided (with a change to make it fit the Tutu naming scheme. Namely, adding an underscore in front of the filename.) Changed the banter file to refer to Imoen's tutu banter file. And... that was it, as I recall. Let me know if you want these fixes. Quote Link to comment
Andyr Posted October 12, 2004 Author Share Posted October 12, 2004 Oh. Weird... Yeh, I mentioned the Imoen thing at PPG and will incorporate into the next version. I do do the following check, though: ACTION_IF NOT FILE_EXISTS ~override/BIMOEN.DLG~ THEN BEGIN COMPILE ~Mur'Neth/dialogues/IMOEN.d~ END IMOEN.D is a file saying BEGIN BImoen, though yeh, I need to change that to _BImoen. As for the .tra, Cam fixed that up for me, so blame him. Quote Link to comment
Ghreyfain Posted October 12, 2004 Share Posted October 12, 2004 Are you sure the ACTION_IF isn't just local? I don't recall seeing it at all in the .tp2 I downloaded (v2, if that there icelus.net site is to be trusted). Quote Link to comment
Ghreyfain Posted October 12, 2004 Share Posted October 12, 2004 Okay, never mind, the bug was my fault, for renaming the original versions .tp2 to have "setup-" prepended to it. Installing v2 didn't overwrite that, and WeiDU thought the setup- one took precedence. Quote Link to comment
Guest Bons Posted December 17, 2004 Share Posted December 17, 2004 Possible thing: the kit description mentions immunity to poison. Is the ability gained at a particular level? Mur'Neth was poisoned in his first battle by the Nashkel Mines spiders. (He got better. ) Quote Link to comment
Andyr Posted December 17, 2004 Author Share Posted December 17, 2004 It should be from level 1... I'll look at the files when I get home and check. In the meantime I guess you'll have to CLUA in antidotes and pretend he's thirsty or something. Quote Link to comment
Guest Bons Posted December 18, 2004 Share Posted December 18, 2004 I have another one: Imoen doesn't seem to be bantering with Mur'Neth; "Imoen, tell me of Candlekeep" ends after that line. Looking at the .d, I suspect the problem is because the CHAIN is referencing BIMOEN rather than _BIMOEN. Quote Link to comment
Andyr Posted December 19, 2004 Author Share Posted December 19, 2004 Ghrey reported that and I fixed it locally. When I coded this mod BG1 NPC was using BIMOEN while Indira was using _BIMOEN, it's only recently _BIMOEN was adopted as a standard and I've not released a new version since then. Quote Link to comment
Guest Bons Posted December 19, 2004 Share Posted December 19, 2004 OMG! I R such a N00B!! I shall try, try, again with the helpful bug reporting. The speech-patterns banter with Khalid is repeating. It looks like there's an extra letter in the variable name for the SetGlobal at line 458 in BA#MURN.d. Quote Link to comment
Andyr Posted December 19, 2004 Author Share Posted December 19, 2004 I'll fix this and write banter soon... Quote Link to comment
Diana Posted December 10, 2005 Share Posted December 10, 2005 (edited) Running V4. Picked him up, he disabled the 3 traps and we went to the next level of the mine. He immediately this stuff kicked in: IF ~AreaCheck("FW5000") Global("A#MurnPostMinesChat","LOCALS",0) ~ THEN BEGIN 0 // from: SAY #101343 /* ~My mission is done... It is the will of Ghaunadaur that I remain with you, for now. There will be more work for us to do.~ [A#MUJ01] */ IF ~~ THEN REPLY #101344 /* ~Of course, now let's move on.~ */ EXIT IF ~~ THEN REPLY #101345 /* ~Wait a minute. There were oozes in there that attacked us, even though we were with you! Why?~ */ GOTO 5 END Just curious as to why - we haven't finished the mines quest yet. Edited to make a correction from earlier mispost. Edited December 10, 2005 by Diana Quote Link to comment
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