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Andyr

Bugs...

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Heh, odd. Can you press X and tell me what the area it says you are in is?

 

The dialogue is meant to trigger in the area right after the mines, which is FW5000, as you can see from the script.

 

You use a Mac, don't you? Does Tutu Mac rename areas?

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I did a save game so I could reference this if asked.

Area is FW5404, x-457, y=2012. They're in the area prior to encountering Mulhaney and Xan.

 

Running Tutu4, FixPack15, Latest Finch, Siren's Call, G3TutuTweaks, BWL's Tutu Mod - Candlelight?, TutuGUI, Tutu Casting Sounds. Have yet to add the Map Notes mod.

 

May not be his scripts or dialog doing this.

 

Because I have some knowledge of coding and Dorothea's new fix for sending NPCs elsewhere upon kickout is not yet officially available I've been doing a few dialog changes of my own to _Imoenp.dlg, _Xan.dlg and _Xanp.dlg to send them to the Friendly Arms Inn with the appropriate EscapeArea code so I could keep Mur'Neth. When I recompiled those .d files with Weidu it didn't seem to create a new Dialog.tlk so I just moved those files to Override as I didn't change any text strings. I wonder if this screwed up Mur'Neth.

 

BTW - read who voiced him, big surprise. Thought it was you speaking through a straw in a water bottle or any other beverage. :)

 

Edited to add: Running under Windows 98SE.

Edited by Diana

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It's not a bug I've had happen to me, or heard it reported before; not sure what else could be causing it. Could you check that state in the compiled .DLG as it stands and see if it is checking FW5000 or FW5404?

 

Yeah, and JC's the voice actor. I was impressed with it. :)

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// creator : D:\BLACKI~1\BGII-S~1\WEIDU\WEIDU.EXE (version 165)

// argument : A#MURNJ.DLG

// game : D:\Black Isle\BGII - SoA

// source : D:\Black Isle\BGII - SoA/override/A#MURNJ.DLG

// dialog : D:\Black Isle\BGII - SoA/dialog.tlk

// dialogF : (none)

 

BEGIN ~A#MURNJ~

 

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

 

BTW - interesting character. His dialog with Dynaheer just went off. Can't wait to see his banters with the other NPCs.

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I have no clue what's going on, then. Weird.

 

Has he chatted with you at all before that? IIRC he's meant to have a dialogue before, still in the mines (on a timer or something perhaps) where you can discuss the ethics of eating kobolds and humans.

 

I am glad you're enjoying the conversation with Dynaheir. :)

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He didn't have the chance to. Player1 encounters him just before we're ready to go to another level. He did his initial joining speech. Since we're now past that, I just recall that I dumped Imoen to get him. He disabled 3 traps for me. and then we did the transition to the next level of the mine. But we hadn't encountered Mulhaney yet. Could be we were on the approach to Mulhaney (bridge where you have the Kobolds shooting fire arrows).

 

He has yet to make that conversation about Kobolds though I would think they were a racial enemy of oozes.

 

Want the save game which I did after that speech? I have it - just pm me an e-mail.

 

Hah, he's already done his banters with Khalid/Jaheira. Gotta dump them and see what he does with the evil npcs like Xzar/Monty since I just looked at his banter file. :)

Edited by Diana

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There's little point sending me the save since, to be honest, I'll not have the time to puzzle it out. I might try a quick run-through and see what happens here, though. Let me know if he does say anything when you leave the Mines.

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He's aleady made a speech to Player1, made a speech with Dynaheer, made a speech with Khalid about love.

 

Let's see where we go from here. :)

 

Like I said, i was the speech I mentioned first that kicked in too quickly.

Let's enjoy the guy and see what he can do!

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Bona fide bug. That conversation has, for whatever reason, the wrong references in the .tra. I will compare it to a previous version and see what they should be.

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Guest TJHoenecke

Tried installing Murneth after a number of other mods (all compatible according to the "State of the Union" post on anorth G3 forum), got worried when I saw it going over all sorts of PIDs (mostly from BG1NPC Project, I guess); after about ten minutes of running through these files, I got this message:

 

ERROR: Cannot perform auto-update, exiting! Sys_error("Setup-Mur'Neth.exe: Too many open files")

 

So, can I uninstall this incomplete program, or are all of my other previous installs screwed (and now I have to start all over again from scratch)?

 

As a side note, the fact that this little NPC mod took longer than almost any other mod I've installed so far (including the degreenifier) just to get to the point where it quit on me, would seem to suggest to me that there's some mighty sloppy coding in there.... :(

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Tried installing Murneth after a number of other mods (all compatible according to the "State of the Union" post on anorth G3 forum), got worried when I saw it going over all sorts of PIDs (mostly from BG1NPC Project, I guess); after about ten minutes of running through these files, I got this message:

 

ERROR: Cannot perform auto-update, exiting! Sys_error("Setup-Mur'Neth.exe: Too many open files")

 

So, can I uninstall this incomplete program, or are all of my other previous installs screwed (and now I have to start all over again from scratch)?

 

As a side note, the fact that this little NPC mod took longer than almost any other mod I've installed so far (including the degreenifier) just to get to the point where it quit on me, would seem to suggest to me that there's some mighty sloppy coding in there.... :(

The mod did not get to the installing stage, therefore your installation has not been corrupted, nor have you experienced any sloppy coding on behalf of Mur'Neth's author. The PID looping you saw was an attempt to update the installer to the latest version of WeiDU, but it was unable to do so for whatever reason.

 

If you manually run setup-murn'eth.exe from your game directory it should be able to update okay in most cases and continue on to the installing stage, but if not, you can always replace setup-murn'eth.exe with a newer version of WeiDU renamed to setup-murn'eth.exe, so it won't need to update.

 

Get a newer version either from here or by copying the setup-modname.exe of another mod (the mod that appeared during your looping in place of Setup-blahblah.exe in the updating messages "Copying [setup-blahblah.exe] -> [setup-Mur'neth.exe]: false" will definitely be the newest version you have, but usually your other mods will have been updated to the newest version as well).

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Guest TJHoenecke
If you manually run setup-murn'eth.exe from your game directory it should be able to update okay in most cases and continue on to the installing stage, but if not, you can always replace setup-murn'eth.exe with a newer version of WeiDU renamed to setup-murn'eth.exe, so it won't need to update.

 

Worked -- thanks!

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I don't have a BGT install handy. Could you replace the g3_bgee_tutu_bgt_vars.tpa file in murneth/lib with the one attached and try again? If so, I'll bundle it up and make v11.

g3_bgee_tutu_bgt_vars.tpa

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