Lollorian Posted March 31, 2010 Share Posted March 31, 2010 Heya In a BWP install, 2 areas from BG1NPCs: X#CH11.are and X#AJR1.are seem to point to a TuTu area (they point north/south/east/west to FW0007.are) Hope this isn't gamebreaking Link to comment
cmorgan Posted March 31, 2010 Share Posted March 31, 2010 It shouldn't be - these are both cutscene areas that should actually have no way for a player to move about and explore them. But, just to be sure, I can remove those exits on the next version up. Link to comment
Lollorian Posted March 31, 2010 Author Share Posted March 31, 2010 Awesome! (although putting aside from the if-it-ain't-broke thing, NI would stop throwing the areas out as "Illegal Resourcerefs" or stuff ) Link to comment
Lollorian Posted April 4, 2010 Author Share Posted April 4, 2010 Heya, there are some typoed OR() scripts in a file in this mod, please consider them for the next version up Tried to attach fixed files here Link to comment
cmorgan Posted April 4, 2010 Share Posted April 4, 2010 post http://www.shsforums.net/topic/42220-fixes...post__p__483696 linked for reference - will repair on next update - reminder to self, recheck also the headers of spells, etc. for old tutu refs; probably should adapt Miloch's CreatureFixer for Tutu if it needs any recheck, and either make it part of a tutu install recommendation or at least recheck against Nythrun's code included in BG1NPC: set eff2, recheck/rebuild .cres materials. [reminder to the universe, the materials are tested and working, but cleaning up code like the Or() stuff makes it less likely that anyone has troubles down the road when GemRB and such take the place of the original game engine. The cleaner and prettier things are, teh less likely something silly will choke less forgiving engines, i think - at least, that is why I am updating stuff like this ] Link to comment
fuzzie Posted April 4, 2010 Share Posted April 4, 2010 [reminder to the universe, the materials are tested and working, but cleaning up code like the Or() stuff makes it less likely that anyone has troubles down the road when GemRB and such take the place of the original game engine. The cleaner and prettier things are, teh less likely something silly will choke less forgiving engines, i think - at least, that is why I am updating stuff like this ] Well, the Or() fixes do stop GemRB from (quietly) complaining about how you terrible, terrible, merciless script authors have cruelly abused an unfinished OR block again, leaving it confused and alone, searching for lost triggers! Since Black Isle seem to have come up with far more evil ways to choke GemRB than all the third-party mod developers could ever manage, we try to be as forgiving as we can - but it's always nice to have cleaner code to look through when working out what we forgot this time around! Link to comment
cmorgan Posted May 10, 2010 Share Posted May 10, 2010 for the eventual v19, looks like only one OR() : D:\ie_checkfiles\bg1npc-v18\bg1npc\phase3\corom\dlg\p#corlt.d + ~OR(5) Class(Player1,MAGE_ALL) Class(Player1,BARD_ALL) Class(Player1,SORCERER) Class(Player1,THIEF_ALL)~ +@700 + COLT10.23 >> + ~OR(4) Class(Player1,MAGE_ALL) Class(Player1,BARD_ALL) Class(Player1,SORCERER) Class(Player1,THIEF_ALL)~ +@700 + COLT10.23 Rechecking all BWP threads. Link to comment
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