Roxanne Posted September 7, 2016 Share Posted September 7, 2016 (edited) Your arguments about getting money too quickly are based on the assumption that mods have been added on top of EET. In vanilla EET you are in the same situation as when you start a vanilla BG2 game (unless you metagame and prepare beforehand). You have to do at least Nalia's quest or some odd jobs to earn some money. If you install mods that allow you to gain money much faster then it's also no problem to install a tweak that increases the amount of money needed for the Shadow Thieves. I still believe that EET should not change the vanilla storyline without very good reasons, especially if it involves personal opinions about how to improve gameplay. There will always be at least one player having a different view. You are absolutely right. My view on EET is that it will be the new platform for modded games. But of course, this is just a single view. I have brought up the discussion mainly to avoid the situation where various mods now will introduce their own solution to the issue. However, if common approach remains that EET leaves this open to mods, so be it. I think the solution I will apply within my own mod ( which will only be applied when you have the respective NPC in the party) does not interfer with anything else, so the problem is solved for me. (And with NI any user can just replace the single value in baldur.bcs quoted further up to the sum he/she likes to have and be happy.) Edited September 7, 2016 by Roxanne Quote Link to comment
Jarno Mikkola Posted September 7, 2016 Share Posted September 7, 2016 I think the solution I will apply within my own mod ( which will only be applied when you have the respective NPC in the party) does not interfer with anything else, so the problem is solved for me.Sorry, but what you are doing is really concerning, cause it's like you are pulling a rabbit out of your ars and expect everyone just abbey it ... aka if the player has your character on their party, no matter what else happens before that point, the player is penalized just for that single thing with say 100 000 gold cost increase for this single thing. It's like you are building a wall that allows no one else to even play with the char. Or you just prefer the cheaters... C:AddGold(130000) Quote Link to comment
argent77 Posted September 9, 2016 Share Posted September 9, 2016 I don't know if this is caused by EET or one of my mods. I'm currently in Chapter 19 and just cleared Suldanessellar. Now I went back to Athkatla to invite Neera into my party so I can do her personal quests. While traveling from Athkatla City Gates to the Wild Forest I have been redirected to the area where you would meet Drizzt and companions (AR2601). Since I have met Drizzt already this is just an empty area which leaves you wondering about why you are here again. I have attached a save for you to reproduce. 000000075-FM - To Wild Forest.zip Quote Link to comment
K4thos Posted September 9, 2016 Author Share Posted September 9, 2016 (edited) I don't know if this is caused by EET or one of my mods. I'm currently in Chapter 19 and just cleared Suldanessellar. Now I went back to Athkatla to invite Neera into my party so I can do her personal quests. While traveling from Athkatla City Gates to the Wild Forest I have been redirected to the area where you would meet Drizzt and companions (AR2601). Since I have met Drizzt already this is just an empty area which leaves you wondering about why you are here again. I have attached a save for you to reproduce. I can reproduce it in your save on clean EET installation. Sounds like a vanilla problem although I can't find such thing reported on Redmine. I'm not quite sure how engine works when it comes to that encounter either. NI search reports that it is not triggered by the obvious: ForceRandomEncounter(S:Area*) The only AR2601 presence is in WMP file link entries where the area has 101 encounter probability set from AR2500 (Underdark exit) to various areas. Here is a direct result of vanilla WMP exporting: AR2500 N AR1700 CDExit 2 2 AR2601 N N N N 101 AR2500 N AR1304 ExitSE 3 2 AR2601 N N N N 101 AR2500 N AR0020 ExitNE 3 2 AR2601 N N N N 101 AR2500 N AR1300 ExitSE 3 2 AR2601 N N N N 101 AR2500 E AR1300 ExitSE 3 2 AR2601 N N N N 101 AR2500 E AR0020 ExitNE 3 2 AR2601 N N N N 101 AR2500 E AR1304 ExitSE 3 2 AR2601 N N N N 101 AR2500 E AR1700 CDExit 2 2 AR2601 N N N N 101 AR2500 S AR1700 CDExit 2 2 AR2601 N N N N 101 AR2500 S AR1304 ExitSE 3 2 AR2601 N N N N 101 AR2500 S AR0020 ExitNE 3 2 AR2601 N N N N 101 AR2500 S AR1300 ExitSE 3 2 AR2601 N N N N 101 AR2500 W AR1700 CDExit 2 2 AR2601 N N N N 101 AR2500 W AR1304 ExitSE 3 2 AR2601 N N N N 101 AR2500 W AR0020 ExitNE 3 2 AR2601 N N N N 101 AR2500 W AR1300 ExitSE 3 2 AR2601 N N N N 101 My guess is that the unusual 101 value is meant to somehow tell engine to not use this particular random encounter more than once. In your game the engine somehow forgot about it and triggered the encounter. Double weird considering AR2500 doesn't seems to be even connected with Wild Forest. Nothing comes to my mind what may have cause such engine quirk. If the same problem could be reproduced in vanilla BG2:EE we could request changing this implementation to ForceRandomEncounter via AR2500.BCS instead. Edited September 9, 2016 by K4thos Quote Link to comment
argent77 Posted September 9, 2016 Share Posted September 9, 2016 (edited) Judging by the travel time the party must have passed another area before arriving in AR2601. Travel time from City Gates to the Wild Forest is 20 hours. Travel time from AR2601 to Wild Forest is only 6 hours. Now I have encountered another issue. The entrance point of the Wild Forest is not right either. I'm arriving at the top right corner of the map which allows me to travel directly to the Hidden Camp without picking up Neera. The only mod in my installation that modifies the worldmap are the components "Restored Random Encounters" and "Minor Restorations" of Almateria's Restoration Project. Edited September 9, 2016 by argent77 Quote Link to comment
Roxanne Posted September 9, 2016 Share Posted September 9, 2016 Judging by the travel time the party must have passed another area before arriving in AR2601. Travel time from City Gates to the Wild Forest is 20 hours. Travel time from AR2601 to Wild Forest is only 6 hours. Now I have encountered another issue. The entrance point of the Wild Forest is not right either. I'm arriving at the top right corner of the map which allows me to travel directly to the Hidden Camp without picking up Neera. The only mod in my installation that modifies the worldmap are the components "Restored Random Encounters" and "Minor Restorations" of Almateria's Restoration Project. Just a guess - since Drizzt and company are spawned in ar 2601 by script, this may be an indication that this area was originally intended as a random encounter area with Drizzt appearing in the one special case. The mod may have restored this situation. Quote Link to comment
argent77 Posted September 9, 2016 Share Posted September 9, 2016 The area has the size of a typical ambush area, but the associated area script only handles Drizzt and friends. Judging from a quick search it doesn't look like Almateria's Restoration Project is modifying AR2601. It might be an unwanted side effect caused by that mod or a glitch in EET's worldmap handling. I have started Neera's quest very late (right before entering the Tree of Life) which might have something to do with it.Btw, it gets even weirder with the entrance points of the Wild Forest. If I travel to the Wild Forest via Small Teeth Pass I'm not redirected to AR2601 and arrive in the bottom right corner of the Wild Forest. Quote Link to comment
K4thos Posted September 9, 2016 Author Share Posted September 9, 2016 (edited) The area has the size of a typical ambush area, but the associated area script only handles Drizzt and friends. Judging from a quick search it doesn't look like Almateria's Restoration Project is modifying AR2601. It might be an unwanted side effect caused by that mod or a glitch in EET's worldmap handling. I have started Neera's quest very late (right before entering the Tree of Life) which might have something to do with it. Btw, it gets even weirder with the entrance points of the Wild Forest. If I travel to the Wild Forest via Small Teeth Pass I'm not redirected to AR2601 and arrive in the bottom right corner of the Wild Forest. It doesnt seem to be related to mods considering I've just tested it with clean EET Worldmap in your save by replacing the old one via this code (it's part of the save updating feature from setup-EET_end.exe): COPY_EXISTING_REGEXP - GLOB ~.+\.WMP~ ~override~ COMPRESS_INTO_VAR 0 SOURCE_SIZE 9 wmpData SET uncLen = SOURCE_SIZE SET compLen = STRING_LENGTH ~%wmpData%~ SPRINT $array_wmp_glob("%SOURCE_FILE%" "%uncLen%" "%compLen%") "%wmpData%" OUTER_SPRINT dir ~test/000000075-FM - To Wild Forest~ COPY ~%dir%/baldur.sav~ ~%dir%~ EDIT_SAV_FILE 9 BEGIN TO_UPPER SAV_FILE ///// \\\\\ ///// WMP \\\\\ ///// \\\\\ PATCH_IF ((~%SAV_FILE%~ STRING_CONTAINS_REGEXP ~\.WMP$~)=0) BEGIN PATCH_PRINT ~Editing *%SAV_FILE%* ...~ // local wmp arrays GET_OFFSET_ARRAY are_array WMP_AREAS //get predefined array WMP_AREAS PHP_EACH are_array AS are_num => are_offset BEGIN //go through the array WMP_AREAS READ_ASCII are_offset are_name //write area reference in variable TO_UPPER are_name READ_LONG are_offset+0x30 are_flags SPRINT $EVAL ~array_%SAV_FILE%~("%are_name%") "%are_flags%" END END END BUT_ONLY // replacing old worldmap with new worldmap and removing not existing resources COPY ~%dir%/baldur.sav~ ~%dir%~ //for some reason can't be added into previous patching block PATCH_IF (SOURCE_SIZE >= 0x8) BEGIN READ_ASCII 0 sig ( 8 ) PATCH_IF (~%sig%~ STRING_EQUAL ~SAV V1.0~) BEGIN SET curOfs = 0x8 WHILE (curOfs < SOURCE_SIZE) BEGIN // scanning resource entries... READ_LONG curOfs lenFileName //Length of filename READ_ASCII (curOfs + 0x4) fileName ( lenFileName ) NULL //Filename (length specified by previous field) READ_LONG (curOfs + lenFileName + 0x8) lenCompressed //Compressed data length SET entrySize = lenFileName + lenCompressed + 0xc //remove not existing resources PATCH_IF (NOT FILE_EXISTS_IN_GAME ~%fileName%~) AND (~%fileName%~ STRING_CONTAINS_REGEXP ~\.[Tt][Oo][HhTt]$~) BEGIN PATCH_PRINT ~%fileName% issue: does not exist in game! Removing file...~ // remove header and data from the BALDUR.SAV DELETE_BYTES curOfs entrySize SET SOURCE_SIZE = SOURCE_SIZE - entrySize END ELSE PATCH_IF ((~%fileName%~ STRING_CONTAINS_REGEXP ~\.[Ww][Mm][Pp]$~)=0) BEGIN // remove header and data from the BALDUR.SAV DELETE_BYTES (curOfs + lenFileName + 0xc) lenCompressed // inserting new data to the BALDUR.SAV PHP_EACH array_wmp_glob AS x => y BEGIN PATCH_IF ~%x%~ STRING_EQUAL_CASE ~%fileName%~ BEGIN SPRINT uncLen "%x_1%" SPRINT compLen "%x_2%" WRITE_LONG (curOfs + lenFileName + 0x4) uncLen WRITE_LONG (curOfs + lenFileName + 0x8) compLen INSERT_BYTES (curOfs + lenFileName + 0xc) compLen WRITE_ASCIIE (curOfs + lenFileName + 0xc) ~%y%~ //%wmpData% END END // optional if we want to continue scanning for other files SET SOURCE_SIZE = SOURCE_SIZE + compLen - lenCompressed SET entrySize = lenFileName + compLen + 0xc SET curOfs = curOfs + entrySize // terminate WHILE loop //SET curOfs = SOURCE_SIZE END ELSE BEGIN // skipping entry SET curOfs = curOfs + entrySize END END END END BUT_ONLY // updating wmp flags COPY ~%dir%/baldur.sav~ ~%dir%~ EDIT_SAV_FILE 9 BEGIN TO_UPPER SAV_FILE PATCH_IF ((~%SAV_FILE%~ STRING_CONTAINS_REGEXP ~\.WMP$~)=0) BEGIN GET_OFFSET_ARRAY are_array WMP_AREAS //get predefined array WMP_AREAS PHP_EACH are_array AS are_num => are_offset BEGIN //go through the array WMP_AREAS READ_ASCII are_offset are_name //write area reference in variable TO_UPPER are_name PATCH_IF (VARIABLE_IS_SET $EVAL ~array_%SAV_FILE%~(~%are_name%~)) BEGIN TEXT_SPRINT flags $EVAL ~array_%SAV_FILE%~(~%are_name%~) WRITE_LONG are_offset+0x30 flags END END END END BUT_ONLY Same problem occurred. Than Ive converted your save using the same code but inside vanilla BG2:EE installation (so using vanilla worldmap.wmp) and this time encounter didn't happen. So there must be a bug in EET WMP file. Strange that similar problems didn't happen earlier in the game. I will investigate it further, thanks for report. EET generates the WMP file using BP-BGT Worldmap code. I will begin the investigation by installing that mod and again use above mentioned code to see if the problem will show up again. If no than I've messed up in implementing it properly. Edited September 9, 2016 by K4thos Quote Link to comment
K4thos Posted September 10, 2016 Author Share Posted September 10, 2016 (edited) AR3000 had messed up links assigned during WMP generation. Nasty bug considering it not only screwed the random encounter area but also caused incorrect travel times around Tethyr and wrong entrances in few areas (second part of your report). It's now fixed for RC6 release. Once again thanks for the report, argent. edit: As mentioned in below post this was unrelated to Drizzt Encounter bug. Edited September 10, 2016 by K4thos Quote Link to comment
K4thos Posted September 10, 2016 Author Share Posted September 10, 2016 (edited) uhh, I give up. The reason why the problem didn't show up on Bp-BGT Worldmap at first try are the missing links from AR3000 to OH6000. As soon as I've added this to the tbl file used by worldmap mod (they should be there by default considering that's how vanilla game works): SRC_AREA SRC_NWSE TARGET_ARE ENTRY_NAME TRV_TIME DEF_ENTRY ENC1 ENC2 ENC3 ENC4 ENC5 ENC_PROB OH6000 W AR3000 ExitSW 1 4 N N N N N 0 OH6100 W AR3000 ExitSW 1 4 N N N N N 0 OH6200 W AR3000 ExitSW 1 4 N N N N N 0 AR3000 E OH6000 Exitwmp 1 4 N N N N N 0 AR3000 E OH6100 Exitwmp 1 4 N N N N N 0 AR3000 E OH6200 Exitwmp 1 4 N N N N N 0 the same problem with Drizzt random encounter area triggered second time when travelling from City Gates (AR0020) to Wild Forest (OH6000) occured. The only way to elminate it was changing these lines (Underdark Exit links to Watcher's Keep): AR2500 N AR3000 ExitSW 1 4 AR2601 N N N N 101 AR2500 E AR3000 ExitSW 1 4 AR2601 N N N N 101 AR2500 S AR3000 ExitSW 1 4 AR2601 N N N N 101 AR2500 W AR3000 ExitSW 1 4 AR2601 N N N N 101 to this (or completly removing them): AR2500 N AR3000 ExitSW 1 4 N N N N N 0 AR2500 E AR3000 ExitSW 1 4 N N N N N 0 AR2500 S AR3000 ExitSW 1 4 N N N N N 0 AR2500 W AR3000 ExitSW 1 4 N N N N N 0 Vanilla game doesn't have link between AR2500 and AR3000, so the problem can't be reproduced there (this is BP-BGT Worldmap addition that I've also adopted for EET to reduce the time travel between these areas considering they are just few pixels apart). I have no idea how to solve this without removing links between areas (those adopted from BP-BGT Worldmap) or using ForceRandomEncounter (which could conflict with mods) I assume the exact same thing would happen on vanilla game if some mod add more links from AR2500 with AR2601 used as a random encounter and 101 probability chance. Edited September 10, 2016 by K4thos Quote Link to comment
argent77 Posted September 10, 2016 Share Posted September 10, 2016 What are the consequences of removing the links between AR2500 and AR3000? If it would only increase travel time then I'm in favor of removing the links in question to solve the random encounter issue. Quote Link to comment
K4thos Posted September 10, 2016 Author Share Posted September 10, 2016 (edited) What are the consequences of removing the links between AR2500 and AR3000? If it would only increase travel time then I'm in favor of removing the links in question to solve the random encounter issue. no consequences, just bad looking travel distance (exactly the same as in vanilla BG2:EE though, so not a bug). http://i.imgur.com/hFaKvQq.jpg BP-BGT Worldmap adds 3 new connections with Watcher's Keep compared to vanilla game: - de'Arnise Hold (AR1304 version, in vanilla game for some reason only AR1300 is connected which is likely a bug) - Small Teeth Pass (12 hours) - and the problematic Underdark Exit (4 hours) Above screenshot has link between Underdark Exit and Watchers Keep removed. Edited September 10, 2016 by K4thos Quote Link to comment
Roxanne Posted September 10, 2016 Share Posted September 10, 2016 (edited) What are the consequences of removing the links between AR2500 and AR3000? If it would only increase travel time then I'm in favor of removing the links in question to solve the random encounter issue. no consequences, just bad looking travel distance (exactly the same as in vanilla BG2:EE though, so not a bug). http://i.imgur.com/hFaKvQq.jpg BP-BGT Worldmap adds 3 new connections with Watcher's Keep compared to vanilla game: - de'Arnise Hold (AR1304 version, in vanilla game for some reason only AR1300 is connected which is likely a bug) - Small Teeth Pass (12 hours) - and the problematic Underdark Exit (4 hours) Above screenshot has link between Underdark Exit and Watchers Keep removed. Is all of this maybe a consequence of the (old stupid) BGT feature to make Watcher's Keep available during SoA already? If I remember correctly, this was an option offered by BP-BGT worldmap and maybe all of it is no longer applicable for EET anyway? (Those links do not exist in vanilla, you said) Edited September 10, 2016 by Roxanne Quote Link to comment
K4thos Posted September 10, 2016 Author Share Posted September 10, 2016 (edited) Is all of this maybe a consequence of the (old stupid) BGT feature to make Watcher's Keep available during SoA already? If I remember correctly, this was an option offered by BP-BGT worldmap and maybe all of it is no longer applicable for EET anyway? (Those links do not exist in vanilla, you said) If I remember correctly Watcher's Keep has been always available from SoA, even in vanilla BG2 with ToB expansion installed. -------- After some more testing it looks like removing Underdark Exit <-> Watcher's Keep link doesn't really fix the problem. Underdark Exit was just on the route from City Gates to Wildrness Forest but any of the Underdark Exit links triggers this encounter. I've managed to reproduce the issue on vanilla BG2:EE by travelling to Underdark Exit instead of Wild Forest, using argent's save patched to use vanilla wmp file with all flags imported. So it doesn't seem to be related to WMP file and additional links at all. The only explanation I can think of in this case is just that the engine somehow forgot that you have been already in Drizzt encounter area before. Nothing has been changed in game resources by EET between Chapter 18 and Chapter 19 (other than chapter numbers of course), but clearly the data has been lost during that portion of the game. Once you exit that encounter area the problem no longer can be reproduced, so the engine once again saved the information somewhere. Any ideas where this information is saved? It's possible that the same problem would occur in vanilla game playthrough if you would go back from the end of Suldenesellar to Underdark Exit and try to travel from there. Or maybe it was just one-time engine quirk which caused the information about visiting the area being lost. Let's see if anyone else will report this problem in future. Also if anyone have a save from vanilla BG2:EE at the end of Suldenesellar please upload it here. -------- edit: The information about visited Drizzt area seems to be saved inside WMP file - 101 encounter probability is changed to 0 after you visit the area. This explains why I've managed to reproduce it after patching the save on vanilla game - only flags have been imported. Still no idea what may have caused encounter probability resetting back to 101 in argent's save in the first place though. Seems like a random engine quirk unless someone will be able to reproduce it in new game (I've tried without success for now) Edited September 10, 2016 by K4thos Quote Link to comment
argent77 Posted September 10, 2016 Share Posted September 10, 2016 (edited) The AR2601 map issue is definitely related to AR2500. You can trigger it in my save when you travel from AR0020 to AR2500, and from there to either Watcher's Keep (AR3000) or the Wild Forest (OH6000).The AR2601 encounter probability is set to 0 in the area script AR2601.BCS, but only for travelling from AR2500 to AR0020, AR1300, AR1304 and AR1700. Travelling between AR2500 and AR3000 is not affected.Comparing the worldmap.wmp from my EET save with the worldmap.wmp from a vanilla BG2EE save I can see that the vanilla WMP doesn't contain any links from AR2500 to AR3000. They are only present in my EET save. Edit: After travelling to AR3000 the encounter probability for AR2601 is set from 101 to 1 for one of the link entries in the AR2500 structure of worldmap.wmp. This is probably done automatically by the game engine if probability is >100. I couldn't find a related SetEncounterProbability() action in any of the scripts. Btw, setting probability to 100 caused the game engine to keep the value, so I could visit AR2601 repeatedly. Edited September 10, 2016 by argent77 Quote Link to comment
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