eddy Posted October 18, 2008 Share Posted October 18, 2008 Hi, I noticed that Imoen doesn't get the 20 HP removed when leveling up from Level 0 to Level 1. This doesn't seem to happen with other NPCs (tested with Xzar and Montaron) Link to comment
eddy Posted October 18, 2008 Author Share Posted October 18, 2008 Hi, I noticed that Imoen doesn't get the 20 HP removed when leveling up from Level 0 to Level 1. This doesn't seem to happen with other NPCs (tested with Xzar and Montaron) It also seems to be bugged with Branwen. She starts at Level 1 and has 21 HP. Branwen also has a few other problems then, like having no weapon profiencies at all. Link to comment
Leomar Posted October 19, 2008 Share Posted October 19, 2008 Can you post the content of your WeiDU.log, please? O.K. I've found your WeiDU.log here and see you're playing with the newest BGT and the newest SCS version. I hope this information helps, so perhaps someone else could help you. Greetings Leomar Link to comment
Anomaly Posted October 19, 2008 Share Posted October 19, 2008 I've noticed this with BGT 1.06 and SCS 8 too (about Imoen, did'nt try further). Since when, I don't use this component anymore. Link to comment
Taimon Posted November 19, 2008 Share Posted November 19, 2008 crossplatform.tph: Delete the "2" from Imoen's scriptname on line 808. (BGT) Link to comment
cmorgan Posted November 19, 2008 Share Posted November 19, 2008 For BGT, all crossplatform variables, it looks like OUTER_SPRINT "IMOEN_BCS" "BGIMOEN2" should be OUTER_SPRINT "IMOEN_BCS" "BGIMOEN" but I want to recheck this - is this a change for BGT? We had a ton of testers on older versions of BGT get all of Imoen's script extensions working fine, at least by tester report. (Thank you for pointing this out, Taimon!) Link to comment
Taimon Posted November 20, 2008 Share Posted November 20, 2008 Don't know, but pro5 did let you know about it two years ago. You don't seem to use IMOEN_BCS in BG1NPC. (Can you check the EasyTutu name?) Link to comment
cmorgan Posted November 20, 2008 Share Posted November 20, 2008 heh. The lovely by-product of my early complete paranoia... I bet that puppy crept back in with versioning. EasyTutu has _IMOEN.BCS for the initial Gorion talking, assigned to _IMOEN.cre and then assigns a non-existent resource in _IMOEN[1246].cre of _IMOEN2.BCS A heavily-loaded EasyTutu install (almost every Tutu-usable mod out there and a few not so usable ones) creates entries in that file. Both Gavin and BG1NPC use it for a number of scripted taks - which is why I am confused. Wait a sec... Ahah. I knew we weren't crazy. Everything works with bg1npc installed - for bg1npc. But it is just as bad a problem. as what I thought it was. BG1NPC rebuilds the script reference in the .cre. lines 935 - 942 in bg1npc.tp2 END ELSE BEGIN /* BGT Versions */ /* Override Scripts addition */ COPY_EXISTING ~imoen1.cre~ ~override~ ~imoen2.cre~ ~override~ ~imoen4.cre~ ~override~ ~imoen61.cre~ ~override~ WRITE_ASCII 0x248 ~BGIMOEN2~ #8 // override script BUT_ONLY_IF_IT_CHANGES I strongly doubt that was intentional. Especially after pro5 vetted it. I bet he assumed I was going to repair both instances, but what I did was compare code cross-project without catching that post with pro5's notes. Testers reported happy-happy-joy-joy, but only because we were consistently wrong. I would have to do a search to find out who else's mod ends up being silently assassinated by this. It would have probably not shown up at all, as many folks adding SCS to BGT also added bg1npc. As far as I know BGT switches to a new script file for Imoen's BG2 content, so it might be relatively harmless, but if someone was scripting Imoen in BG content, there would be a big ugly footprint right across their mod Link to comment
Taimon Posted November 20, 2008 Share Posted November 20, 2008 So I shouldn't change IMOEN_BCS on Tutu, right? (I just checked if the script file was there, and it wasn't, so I changed it as well.) /Edit: For an unofficial fix, I think I will explicitly check which script is assigned and use that. Link to comment
cmorgan Posted November 20, 2008 Share Posted November 20, 2008 No, but I will re match BGT original behavior on bg1npc, after rechecking - and on BGT for the SCS materials, I think you have the safest/most widely compatible idea. Check to see which script is in use and modify the result makes sense. Link to comment
Taimon Posted November 20, 2008 Share Posted November 20, 2008 Okay, thanks. Offtopic: Do you know how attachments work here on G3? I've been able to post two attachments earlier, but it looks like I am unable to do it now. (feel free to reply per PM) Link to comment
cmorgan Posted November 20, 2008 Share Posted November 20, 2008 Taimon, let me see what I can do - in general, attachments are restricted. I'll reply by PM, with some more info Link to comment
cmorgan Posted July 16, 2009 Share Posted July 16, 2009 Note for Gavin, SCS, and BG1NPC - please recheck usage of Imoen's initial script - Search "BGIMOEN2" (2 hits in 2 files) E:\BG1NPC_Workspace\bg1npc-v18_working\bg1npc_18_prerelease\bg1npc.tp2 (1 hits) Line 941: WRITE_ASCII 0x248 ~BGIMOEN2~ #8 // override script E:\BG1NPC_Workspace\bg1npc-v18_working\bg1npc_18_prerelease\lib\g3_bgt_cpmvars.tpa (1 hits) Line 186: OUTER_SPRINT "IMOEN_BCS" "BGIMOEN2" I have rechecked and the g3_bgt_cpmvars.tpa for Imoen's .bcs need to be switched over for the BGT folks. Link to comment
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