Ascension64 Posted December 25, 2009 Share Posted December 25, 2009 I'll attempt to hand this to you on a platter. I think the actual compatibilities between components haven't changed, but I will check this in a moment. The following BG1UB components forbids BG1NPC components: Angelo Notices Shar-teel FORBID_FILE ~override/X#BG1NPCPhase2.G3~ @90000 COPY ~bg1ub/backup/bg1ubplaceholder~ ~override/BG1UBSharTeel.UB~ Finishable Kagain Caravan Quest FORBID_FILE ~override/X#BG1NPCCore.G3~ @90001 COPY ~bg1ub/backup/bg1ubplaceholder~ ~override/BG1UBKagain.UB~ Coran and the Wyverns FORBID_FILE ~override/X#BG1NPCCore.G3~ @90001 COPY ~bg1ub/backup/bg1ubplaceholder~ ~override/BG1UBCoran.UB~ Kivan and Tazok FORBID_FILE ~override/X#BG1NPCPhase1.G3~ @90002 COPY ~bg1ub/backup/bg1ubplaceholder~ ~override/BG1UBKivan.UB~ Branwen and Tranzig FORBID_FILE ~override/X#BG1NPCPhase1.G3~ @90002 COPY ~bg1ub/backup/bg1ubplaceholder~ ~override/BG1UBBranwen.UB~ Link to comment
Ascension64 Posted December 25, 2009 Author Share Posted December 25, 2009 Angelo Notices Shar-teel FORBID_FILE ~override/X#BG1NPCPhase2.G3~ @90000 COPY ~bg1ub/backup/bg1ubplaceholder~ ~override/BG1UBSharTeel.UB~ BG1NPC Phase 2 Adds Shar-Teel interjection after Angelo realises Shar-Teel is in the party. Strangely, Angelo's first words are "Good evening", although it might not be evening. If Shar-Teel not present, adds a big banter with Skie, Kivan, and some others. BG1UB Even if Shar-Teel is in the party, the interrogation first starts as if Shar-Teel isn't in the party. Soon, Shar-Teel will interject with "Why are you doing this Angelo?" (restored stuff), after which Angelo pretends he doesn't know her and chucks the party in jail. Game is set to midnight. In jail, Angelo will appear and the "Good evening" dialogue starts. So I guess it isn't really 'Angelo notices Shar-Teel' as much, since that happens in vanilla BG anyway, it is more like Shar-teel notices Angelo, then Angelo frees the party (unless Shar-Teel is Player2...). Compatibility I tested a whole bunch of scenarios and they appear to be fully compatible. Order of install does not matter. Action It appears that there are a few bugs with the BG1UB component alone: if you choose the first dialogue option and Player2 is killed, the party isn't transferred to the jail because of the DayNight() change. Also, if Player2 is already dead, nothing happens. The Player2 problem is a vanilla BG problem, so Fixpack might need a fix of some kind. I've made the necessary corrections for v11. However, the issue here is that BG1NPC would need to be installed after BG1UB, otherwise the Kivan interjection in the same state won't account for the extra transitions. I'm open to any suggestions to correct this. No issue with BGT, since I will be putting this in as an internal fix. Edit (31 Dec 09): This turned into a messy pile of code because the dialogue is annoying - it assumes that the player is in a party. The EXTEND_BOTTOM on ANGELO 0 should be OK even if BG1UB is installed after BG1NPC because that extra transition only fires if Player1 is the only one alive, so no banters fire anyway. %bgt_fwdslash_sign%%bgt_star_sign% //BG only %tutu_fwdslash_sign%%tutu_star_sign% ADD_TRANS_TRIGGER ~%tutu_var%ANGELO~ 0 ~InParty(Player2)~ DO 0 EXTEND_BOTTOM ~%tutu_var%ANGELO~ 0 IF ~InParty(Player3) !InParty(Player2)~ THEN REPLY #2144 JOURNAL #6537 GOTO 1 IF ~InParty(Player4) !InParty(Player3) !InParty(Player2)~ THEN REPLY #2144 JOURNAL #6537 GOTO 1 IF ~InParty(Player5) !InParty(Player4) !InParty(Player3) !InParty(Player2)~ THEN REPLY #2144 JOURNAL #6537 GOTO 1 IF ~InParty(Player6) !InParty(Player5) !InParty(Player4) !InParty(Player3) !InParty(Player2)~ THEN REPLY #2144 JOURNAL #6537 GOTO 1 IF ~!InParty(Player6) !InParty(Player5) !InParty(Player4) !InParty(Player3) !InParty(Player2)~ THEN REPLY #2144 JOURNAL #6537 GOTO 4 END %tutu_star_sign%%tutu_fwdslash_sign% %bg_fwdslash_sign%%bg_star_sign% //Tutu only ADD_TRANS_TRIGGER ~%tutu_var%ANGELO~ 0 ~OR(5) InParty(Player6) InParty(Player5) InParty(Player4) InParty(Player3) InParty(Player2)~ DO 0 EXTEND_BOTTOM ~%tutu_var%ANGELO~ 0 IF ~!InParty(Player6) !InParty(Player5) !InParty(Player4) !InParty(Player3) !InParty(Player2)~ THEN REPLY @20174 UNSOLVED_JOURNAL @20175 GOTO 4 END %bg_star_sign%%bg_fwdslash_sign% //BG and Tutu only ADD_TRANS_TRIGGER ~%tutu_var%ANGELO~ 1 ~InParty(Player2)~ DO 0 EXTEND_BOTTOM ~%tutu_var%ANGELO~ 1 IF ~InParty(Player3) !InParty(Player2)~ THEN DO ~StartCutSceneMode() Kill(Player3) SetGlobal("KillPC","GLOBAL",7) Dialogue([PC])~ EXIT IF ~InParty(Player4) !InParty(Player3) !InParty(Player2)~ THEN DO ~StartCutSceneMode() Kill(Player4) SetGlobal("KillPC","GLOBAL",7) Dialogue([PC])~ EXIT IF ~InParty(Player5) !InParty(Player4) !InParty(Player3) !InParty(Player2)~ THEN DO ~StartCutSceneMode() Kill(Player5) SetGlobal("KillPC","GLOBAL",7) Dialogue([PC])~ EXIT IF ~InParty(Player6) !InParty(Player5) !InParty(Player4) !InParty(Player3) !InParty(Player2)~ THEN DO ~StartCutSceneMode() Kill(Player6) SetGlobal("KillPC","GLOBAL",7) Dialogue([PC])~ EXIT //safety block IF ~!InParty(Player6) !InParty(Player5) !InParty(Player4) !InParty(Player3) !InParty(Player2)~ THEN DO ~StartCutSceneMode() SetGlobal("KillPC","GLOBAL",7) Dialogue([PC])~ EXIT END %bgt_star_sign%%bgt_fwdslash_sign% Finishable Kagain Caravan Quest FORBID_FILE ~override/X#BG1NPCCore.G3~ @90001 COPY ~bg1ub/backup/bg1ubplaceholder~ ~override/BG1UBKagain.UB~ BG1NPC Phase 2 Adds the bandit encounter to the Kagain quest BG1UB No bandit encounter, but just a dead Entar Silvershield's son. Compatibility Incompatible, since both resolve the quest in different ways and changes overlap. Action Looks like BG1UB currently forbids the wrong file, should forbid override/X#BG1NPCPhase2.G3 since the BG1NPC material is Phase 2. Coran and the Wyverns FORBID_FILE ~override/X#BG1NPCCore.G3~ @90001 COPY ~bg1ub/backup/bg1ubplaceholder~ ~override/BG1UBCoran.UB~ BG1NPC Core We kind of know already what's changed: unique wyverns, falsify old timer, killed wyvern banter. Core also fixes the re-introduction problems in Coran's initial dialogue. BG1UB Unique wyverns and fixes re-introduction problems. Compatibility What the mods do completely overlap, so they can be considered incompatible. Action Well, I've got to fix the stutter bug (BG1UB only, not required for BG1NPC), but it looks like no other action is required here. Kivan and Tazok FORBID_FILE ~override/X#BG1NPCPhase1.G3~ @90002 COPY ~bg1ub/backup/bg1ubplaceholder~ ~override/BG1UBKivan.UB~ BG1NPC Phase 2 Runs a separate dialogue line for Kivan. Has own banter for when Tazok is dead. BG1UB Two I_C_T2 with banter between Kivan and Tazok. Also a one-line banter when Tazok is killed. Compatibility Incompatible. The BG1UB I_C_T2s are nullified by Phase 2 because it adds OR(3) !InParty("kivan") !InMyArea("kivan") StateCheck("kivan",CD_STATE_NOTVALID) to all the I_C_T2'd stuff. Also the banter overlaps. Action Argh, looks like the Kivan stuff is Phase 2 as well. I am beginning to wonder whether the content was shuffled around since previous versions. BG1UB needs to change FORBID_FILE to override/X#BG1NPCPhase2.G3 Branwen and Tranzig FORBID_FILE ~override/X#BG1NPCPhase1.G3~ @90002 COPY ~bg1ub/backup/bg1ubplaceholder~ ~override/BG1UBBranwen.UB~ BG1NPC Phase 2 Has I_C_T (?) on TRANZI 7 (actually, the code was commented out in bg1npc/phase2/x#brint.d but TRANZI 7 was modified with a Branwen I_C_T - I couldn't work out where the real code was) and INTERJECT on TRANZI 0. Funny BG1UB Has INTERJECT on TRANZI 7 and CHAIN on TRANZI 0. Compatibility Um... they're almost the same!!! Except the actual dialogue is different. Incompatible to the max. Action It looks like the INTERJECT TRANZI 0 is Phase 2, yet again (not Phase 1). Could you let me know where the I_C_T on TRANZI 7 is? I think that just about does it. Lots of fixing on BG1UB side, not much on BG1NPC side. Edit: Formatting. Link to comment
cmorgan Posted December 25, 2009 Share Posted December 25, 2009 That is the coolest present! Thank you! Link to comment
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