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BG1NPC v21 Confirmed WorkList


cmorgan

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Posted

done

[Q] Xan quest initiation error followup (should not need action, but just in case) http://forums.gibber...showtopic=23112

[A] Test installed and the quest initiation worked as expected (but then again it already did). Adding positional data via cutscreen is probably dangerous to do across platform and with BG:EE changes - it appears relatively bulletproof as coded.

 

to do

 

 

Repair of potential interrupted actions/spawning mishaps in Dynaheir Quest

http://forums.gibber...showtopic=20596

 

Recheck Karris' script assignments and make sure Karris does not go hostile (check against SCS, SCSII, and BP)

http://forums.gibberlings3.net/index.php?s...st&p=181515

 

Make block in Coran's de-charming more robust - probably either cutscene mode or set interrupt/noninterupt sequence

http://forums.gibberlings3.net/index.php?s...st&p=175544

 

Strengthen/push docs and pinned forum post for difference between BGT and Tutu on Dy's final lovetalks, and for the zillionth time recheck LT 26/27 in reference to BGT.

http://forums.gibber...showtopic=20649

 

Kivan/Faldorn Ankheg Quest vs. Gerde Quest on BGT repairs

http://forums.gibber...showtopic=20878

 

On BGT, listed hiccups (check for Tutu equivalents):

 

Journal Entry - "Rescue Dynaheir from the gnoll stronghold." - If you have both Minsc and Edwin in your party Minsc's journal entry isn't deleted when you rescue Dynaheir.

http://forums.gibber...showtopic=20698

 

Journal Entry - Protect the Tree - make sure the JOURNAL entry is carried through with Xzar's interjection

http://forums.gibber...showtopic=18691

 

Coran's Quest "Amelia" isn't removed from the Journal and nothing is created under Done Quests.

http://forums.gibber...showtopic=20698

 

Andarthe getting killed before banter (no minhp1.itm)

http://forums.gibberlings3.net/index.php?s...st&p=172164

 

Maretha in Jaheira's Quest spawning with "nothing to say" recheck on vars.

http://forums.gibberlings3.net/index.php?s...st&p=178515

http://forums.gibber...showtopic=20740

 

Recheck Winski P and his encounter, and see when/to whom we are adding the Protection and possible scroll.

http://forums.gibber...showtopic=20038

 

Repair nonexistent area resrefs for NI users to have less cruft in their checks.

http://forums.gibber...showtopic=19610

 

Recheck and confirm BGUB and BG1NPC mutual (identical) repair of Coran's Wyverns

http://www.shsforums.net/topic/43745-bug-c...post__p__472421

 

Update information and check against existing code, BG1NPC vs BG1UB as per Ascension64's work

http://forums.gibber...showtopic=18979

 

Recheck Minsc's interjection into Thalantyr's dialog possibly blocking Journal entry updates

http://forums.gibber...showtopic=18494

 

Tiax Quest bluff mismap, journal entry (may require a minor modification of 1 tra line, to add the name of the inn)

http://forums.gibber...showtopic=18888

 

Recheck Seasnake timing code for Day/night appearance

http://forums.gibber...showtopic=18855

 

Looks like a local problem, but recheck Kivan's reaction to Monty clobbering Sendai anyways:

http://forums.gibber...showtopic=18859

 

Recheck SharTeel Romance incrementing block (internal and external threads)

http://forums.gibberlings3.net/index.php?s...14430&st=15

http://forums.gibberlings3.net/index.php?s...mp;#entry144515

 

notes

Probably not fixable, but doublecheck:

 

Xan Pinkification/Depinkificaton issue with custom portraits - see if there is a way to determine/read/copy/manipulate assigned portrait with some sort of overlay or something so PC doesn't end up with a shapeshifing Xan when Imoen Punks... errr Pinks him.

http://forums.gibber...showtopic=20963

no action : not currently possible ingame to detect what custom portrait is assigned and swap in a copy that is "pinked' and then swap back to player's custom portrait. Save for GemRB implementation (and someone far smarter than I) . Side note - still not possible in BG:EE, as far as I can see. The trouble with player choice is that people... choose!

Posted

We don't seem to have a pinned "Bugs and typos for v20" thread, so I'll add it here:

 

New version of EasyTutu does NOT copy BG2 movies to the new EasyTutu directory, which means that

IF ~~ THEN DO ~StartMovie("FLYTHR03")~ EXIT

command in x#xanlt.d does not execute properly. The user gets a "please insert CD4 or ALT-F4" and loses their game progress.

Since that Xan lovetalk was written by me anyway, I propose to replace the offending line with

IF ~~ THEN EXIT

 

 

EDIT: Kaeloree, if you're reading this: it's very likely to screw BG:EE installs, too.

Posted

And there's another issue: Xan's first quest is bugged:

Phase2, files x#cru11.d, x#chop.d, x#davi.d

1) the player never receives a reputation+1 and their extra XP;

2) the second lady ogre, Chop, never leaves if you completed the quest successfully.

 

Solution:

See below: to rewrite ALL EscapeArea() commands in these three files so that EscapeArea is used LAST, after ReputationInc(1) AddexperienceParty(200) and certainly after actionoverride comands such as ActionOverride("X#CHOP", EscapeArea().

(Also, it's not necessary, but I'd make the same changes with Attack()/Enemy() just in case).

 

x#cru11.d, changes:

 

IF ~~ THEN BEGIN CRUXAN1

SAY @6

IF ~~ THEN DO ~SetGlobal("X#XanQuest1","GLOBAL",8) ReputationInc(1) AddexperienceParty(200) ActionOverride("X#CHOP", EscapeArea()) EscapeArea()~

EXIT

END

 

x#chop.d, changes:

 

IF ~~ THEN BEGIN CHOP2NORC

SAY @2

IF ~~ THEN DO ~SetGlobal("X#XanQuest1","GLOBAL",2) ReputationInc(-4) ActionOverride("X#CRU11", Attack("X#DAVID")) Attack("X#DAVID")~

EXIT

END

 

IF ~~ THEN BEGIN CHOP2ORC

SAY @3

IF ~~ THEN DO ~SetGlobal("X#XanQuest1","GLOBAL",2) ReputationInc(-4) ActionOverride("X#CRU11", Attack("X#DAVID")) Attack("X#DAVID")~

EXIT

END

 

IF ~Global("X#XanQuest1","GLOBAL",3)~ THEN BEGIN CHOPKILLEDDAVID

SAY @4

IF ~~ THEN DO ~ActionOverride("X#CRU11", EscapeArea()) EscapeArea()~

EXIT

END

 

IF ~~ THEN BEGIN CHOP3

SAY @5

IF ~~ THEN DO ~SetGlobal("X#XanQuest1","GLOBAL",2) Kill("X#DAVID") ReputationInc(-1) ActionOverride("X#CRU11", Enemy()) Enemy()~

EXIT

END

 

IF ~~ THEN BEGIN CHOP4

SAY @6

IF ~~ THEN DO ~SetGlobal("X#XanQuest1","GLOBAL",2) ActionOverride("X#CRU11", Enemy()) Enemy()~

EXIT

END

 

x#davi.d, changes:

 

IF ~~ THEN BEGIN DAVI2

SAY @3

= @4

= @5

IF ~~ THEN DO ~ReputationInc(1) AddexperienceParty(200) EscapeArea()~ EXTERN ~X#CHOP~ CHOP4

END

 

 

IF ~Global("X#XanQuest1","GLOBAL",8) OR(3) !InParty("xan") !InMyArea("xan") StateCheck("xan",CD_STATE_NOTVALID)~ THEN BEGIN DAVINOXAN

SAY @14

IF ~~ THEN DO ~ReputationInc(1) AddexperienceParty(200) EscapeArea()~ EXTERN ~X#CHOP~ CHOP4

END

 

Also, we're still getting three bandits in Coast Way/FW2800 standing around while their female leader does all the fighting, v20. No idea why, probably %tutu_var%tasight.bcs scripts missing or some bother.

Posted

We don't seem to have a pinned "Bugs and typos for v20" thread, so I'll add it here:

 

New version of EasyTutu does NOT copy BG2 movies to the new EasyTutu directory, which means that

IF ~~ THEN DO ~StartMovie("FLYTHR03")~ EXIT

command in x#xanlt.d does not execute properly. The user gets a "please insert CD4 or ALT-F4" and loses their game progress.

Since that Xan lovetalk was written by me anyway, I propose to replace the offending line with

IF ~~ THEN EXIT

 

 

EDIT: Kaeloree, if you're reading this: it's very likely to screw BG:EE installs, too.

 

We copy and include that file already (v20) so the user must be using an older version, I think.

 

D:\BG1NPC\bg1npc.tp2

 /* Add  BG2 movie for Xan Romance Dialog  to EasyTutu distributions */
 ACTION_IF FILE_EXISTS_IN_GAME ~FW0100.are~ THEN BEGIN
   COPY ~BG1NPC/core/mve/flythr03.mve~ ~override~
 END

 

the old .mve files play nicely with BG:EE, so when the BG:EE stuff rolls out it will be there for them as well. In fact, just to be sure, I'll toss it on and we can always back it down:

 

https://github.com/cmorganbg/BG1NPC/commit/46186c2147c0f4d9ce294c7fbebc1f3be8c51dce

 

Unless you want to lose the movie. I can only find that one reference, so if you want to cut it from the distribution, let me know.

Posted

And there's another issue: Xan's first quest is bugged:

Phase2, files x#cru11.d, x#chop.d, x#davi.d

1) the player never receives a reputation+1 and their extra XP;

2) the second lady ogre, Chop, never leaves if you completed the quest successfully.

 

Solution:

See below: to rewrite ALL EscapeArea() commands in these three files so that EscapeArea is used LAST, after ReputationInc(1) AddexperienceParty(200) and certainly after actionoverride comands such as ActionOverride("X#CHOP", EscapeArea().

(Also, it's not necessary, but I'd make the same changes with Attack()/Enemy() just in case).

 

x#cru11.d, changes:

 

IF ~~ THEN BEGIN CRUXAN1

SAY @6

IF ~~ THEN DO ~SetGlobal("X#XanQuest1","GLOBAL",8) ReputationInc(1) AddexperienceParty(200) ActionOverride("X#CHOP", EscapeArea()) EscapeArea()~

EXIT

END

 

x#chop.d, changes:

 

IF ~~ THEN BEGIN CHOP2NORC

SAY @2

IF ~~ THEN DO ~SetGlobal("X#XanQuest1","GLOBAL",2) ReputationInc(-4) ActionOverride("X#CRU11", Attack("X#DAVID")) Attack("X#DAVID")~

EXIT

END

 

IF ~~ THEN BEGIN CHOP2ORC

SAY @3

IF ~~ THEN DO ~SetGlobal("X#XanQuest1","GLOBAL",2) ReputationInc(-4) ActionOverride("X#CRU11", Attack("X#DAVID")) Attack("X#DAVID")~

EXIT

END

 

IF ~Global("X#XanQuest1","GLOBAL",3)~ THEN BEGIN CHOPKILLEDDAVID

SAY @4

IF ~~ THEN DO ~ActionOverride("X#CRU11", EscapeArea()) EscapeArea()~

EXIT

END

 

IF ~~ THEN BEGIN CHOP3

SAY @5

IF ~~ THEN DO ~SetGlobal("X#XanQuest1","GLOBAL",2) Kill("X#DAVID") ReputationInc(-1) ActionOverride("X#CRU11", Enemy()) Enemy()~

EXIT

END

 

IF ~~ THEN BEGIN CHOP4

SAY @6

IF ~~ THEN DO ~SetGlobal("X#XanQuest1","GLOBAL",2) ActionOverride("X#CRU11", Enemy()) Enemy()~

EXIT

END

 

x#davi.d, changes:

 

IF ~~ THEN BEGIN DAVI2

SAY @3

= @4

= @5

IF ~~ THEN DO ~ReputationInc(1) AddexperienceParty(200) EscapeArea()~ EXTERN ~X#CHOP~ CHOP4

END

 

 

IF ~Global("X#XanQuest1","GLOBAL",8) OR(3) !InParty("xan") !InMyArea("xan") StateCheck("xan",CD_STATE_NOTVALID)~ THEN BEGIN DAVINOXAN

SAY @14

IF ~~ THEN DO ~ReputationInc(1) AddexperienceParty(200) EscapeArea()~ EXTERN ~X#CHOP~ CHOP4

END

 

Also, we're still getting three bandits in Coast Way/FW2800 standing around while their female leader does all the fighting, v20. No idea why, probably %tutu_var%tasight.bcs scripts missing or some bother.

 

Repairs integrated:

 

https://github.com/cmorganbg/BG1NPC/commit/3e7d41f947b19fe966c69aa324ee17d9f59cc5fe

 

Still looking at the bandits - this has been solved and unsolved on various installs at varoius times. Sounds like a candidate for hard-scripting the boys to back their captain.

Posted

I re-downloaded and installed to check - yes, the movie worked. Still, I'm not comfortable with it. I would like us to lose the movie, please.

Posted

Still looking at the bandits - this has been solved and unsolved on various installs at varoius times. Sounds like a candidate for hard-scripting the boys to back their captain.

Added a global on first attack, removing the neutral. We will need to test this one before release on an install without SCS and an install with SCS. WTASIGHT WTARSGT _ _ et al, and all.

 

https://github.com/c...38edbbb864c65e4

Posted

Unused files that could be deleted to save translators unnecessary work etcpp: http://forums.gibber...l=&fromsearch=1

Jastey, could you please reconfirm this by deleting the files, running a test install out with them missing, and decompiling the resulting dialogs (or checking them in an editor)? I like efficiency, but we have been cautions about removing stuff like this (even leaving many ICTs commented out but in place). If you can, it would be great. If you can't, I will try to get someone else to do it.

 

Workroom log on these is cleared and confirmed in there with github links to the changes :)

 

Not to forget the extensive typo list from hook71: http://forums.gibber...opic=24778&st=0

Post 1 on this serious effort is done but I am out of time for today. I will resume with post #2 tomorrow.

Posted
Jastey, could you please reconfirm this
I don't have a running Tutu / BGT install until the week-end after this one, sorry!

 

What I did was checking the tp2 for the according d and tra files, and noticed they do not get compiled. All the lines are included in x#challenge.d/.tra. But you are right, of course, double-checking would be best. It is only Ajantis' dialogue file that would have to be decompiled, it's only his lines that are trippled by the files.

Posted

Well, then, I can test it pretty easily - I thought they were being compiled but not used. If they are missing from the .tp2, and as Ajantis's Queen you haven't found any missing content, we are probably ok. I'll do a text compare to be a second confirmation on it and then delete the files.

Posted

I didn't check the installed mod, but I did check the doubled lines in the files, and they are definietly all included in the one file as I stated in the other thread:

 

Both x#ajantischallenges_pr.d/tra and x#ajchal.d/tra are not used/compiled in the tp2. Their content is completely the same (I checked with WinMerge). All their lines are included in the x#challenges.tra (I also checked with WinMerge, albeit there, it is different line numbering, lines from @177.)

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