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Finally *playing* this mod


Meira

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I hit a hiccup that didn't appear before. After Candlekeep and Gorion's battle, Imoen joins. But we didn't take two steps and she says "Is that... Gorion?" etc. Normally we'd have to find his body first, which is half an area away. Didn't do anything particularly strange with this game but I'll test again to see if it reappears.

 

Also just to confirm, the .rar patches above are now incorporated in the latest Beta3 on the mirrors (and therefore unnecessary)?

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I wonder if the "force all dialogues to pause" has something that will make the state check for CD_STATE_NOTVALID have a false postitive...

 

Paging CamDawg?? (I love the new catch-all and really don't want to go back and change everything back to the InParty("dv") !Dead() combo...)

 

We don't use 'pause all dialogue' type components, no-party-requiring (non-pausing) trivial dialogue is a blessing in a multiplayer game. However, if I remember correctly in vanilla bg1 (and presumably in tutu) all dialogues pause the game anyway.

 

(As a off-topic side note: a great tweak for bg1 would be "don't pause the game for trivial dialogue". *Writes it down to TODO list.*)

 

hmmm... could you check Jaheira in an editor, and see if her DV is correct?

 

Jaheira's DV is in the latest save 'jaheira' and I don't thing it could be that anyway since the banter worked this far:

 

CHAIN
IF WEIGHT #-1 ~CombatCounter(0)
!See([ENEMY])
InParty("jaheira")
See("jaheira")
!StateCheck("jaheira",CD_STATE_NOTVALID)
Global("IMJA1","LOCALS",0)~ THEN ~_BIMOEN~ IMJA1
@378
DO ~SetGlobal("IMJA1","LOCALS",1)~

 

And terminated when it came to Jaheira's first line:

 

== ~_BJAHEI~ @379
== ~_BIMOEN~ @380
== ~_BJAHEI~ @381
== ~_BIMOEN~ @382
EXIT

 

If Jaheira's DV was out of order the banter would have never triggered. In addition Jaheira's interjections seem to work fine (and she does that a lot! :) ). And interjections would be checking her DV, right?

 

Imoen BTW has these three locals set to 1 in our latest save:

 

IMPC5 (about the first dream, this worked fine)

IMJA1

IMPC3 (about arriving to beregost, worked fine too)

 

Apparently the other Imoen banter that terminated to the first line (I think it might have been "Heya, Dynaheir, got some free time?") didn't even get the variable set, which is good because then it's bound to trigger again sometime in near future.

 

Oh, and I looked it up the Peanut Princess story terminated before the end too (and thus missed the RestParty() action):

 

/* DREAM SCRIPT */
CHAIN
IF WEIGHT #-2 ~Global("MIDY2","LOCALS",1)~ THEN ~_MINSCJ~ MIDY2
@23
DO ~SetGlobal("MIDY2","LOCALS",2)~
== ~_BDYNAH~ @24
== ~_BMINSC~ @25
== ~_BDYNAH~ @26
== ~_BMINSC~ @27
== ~_BDYNAH~ @28
== ~_BIMOEN~ IF ~InParty("imoen")~ THEN @29
== ~_BMINSC~ IF ~InParty("imoen")~ THEN @30
== ~_BDYNAH~ IF ~InParty("imoen")~ THEN @31
== ~_BIMOEN~ IF ~InParty("imoen")~ THEN @32
== ~_BDYNAH~ IF ~InParty("imoen")~ THEN @33
== ~_BIMOEN~ IF ~InParty("imoen")~ THEN @34
== ~_BDYNAH~ IF ~InParty("imoen")~ THEN @35
== ~_BIMOEN~ IF ~InParty("imoen")~ THEN @36
== ~_BDYNAH~ IF ~InParty("imoen")~ THEN @37
== ~_BMINSC~ IF ~InParty("imoen")~ THEN @38
== ~_BIMOEN~ IF ~InParty("imoen")~ THEN @39
== ~_BMINSC~ IF ~InParty("imoen")~ THEN @5 
DO ~RestParty()~
EXIT

 

The last line that we got was Dynaheir's:

 

@28 = ~Indeed. So, once upon a time the beautiful Princess Sunflower Seed went to a dance to the Sunflower Dale in the Peanut Forest-~

 

Imoen was in the party, she's never been dead, invisible or anything like that and since this was a rest talk the party members must have been relatively close to each other. When this occured we still had beta2.

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Apparently the other Imoen banter that terminated to the first line (I think it might have been "Heya, Dynaheir, got some free time?") didn't even get the variable set, which is good because then it's bound to trigger again sometime in near future.

 

Yes, I remember this and can confirm that it indeed was the "got some free time" one, which never got past that initial line.

 

P.S. Meira, are you sure that Jaheira's DV was really "jahera" as you wrote above, or was that just a typo? :)

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The one thing all these have in common is that the all end on a call to _BIMOEN.

 

IIRC, even in the aborted banter I posted, I think the chain is in X#XZAR.dlg, but the first line is hers.

 

No time: have to dash to an interview. Will look at some stuff when I get back.

 

I'm going to do a fresh install soon anyway, so I might play around a bit and see if I can get it to break.

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IIRC, if you link to (say) state 158 of _BDYNAH and the state doesn't exist, you get the standard 'no valid links or replies'. This message can also be prompted by all of the reply triggers evaluating False().

 

Since it's not displaying the 'no valid links etc.' message, it's linking to a valid state in a valid dialogue--but it seems no one around has that dialogue file assigned, hence the dialogue is prematurely terminating. I'd suggest checking the pdialog and interdia 2da files to make sure that the various entries are correct, particularly Imoen's.

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Found out something interesting. Imoen does not show up on the INTERACT.2da chart at all (when looking at it in NI). Every other NPC shows up on both axes, except Imoen.

 

INTERDIA.2da shows IMOEN linked to _BIMOEN, so that looks like it's all right.

 

Looking at PDIALOG.2da, IMOEN is linked to _IMOENP _IMOEN2 and _IMOEND, so that's probably all right, although it might be odd that everyone else is in the form _XZARJ.

 

But I found something *else* interesting, in the tp2. It's giving Imoen _IMOENJ for PDIALOG, but her CRE goes to _IMOEN2.

 

/* pdialog.2da preparation */
ACTION_IF FILE_EXISTS_IN_GAME ~FW0100.are~ THEN BEGIN
 PRINT @627
 PRINT ~~
 COPY_EXISTING ~pdialog.2da~ ~override/pdialog.2da~
REPLACE_TEXTUALLY ~^JOIN_DIALOG_FILE\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~JOIN_DIALOG_FILE\1DREAM_SCRIPT_FILE~
REPLACE_TEXTUALLY ~^_MINSCJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_MINSCJ\1_MINSCD~
REPLACE_TEXTUALLY ~^_FALDOJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_FALDOJ\1_FALDOD~
REPLACE_TEXTUALLY ~^_JAHEIJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_JAHEIJ\1_JAHEID~
REPLACE_TEXTUALLY ~^_CORANJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_CORANJ\1_CORAND~
REPLACE_TEXTUALLY ~^_DYNAHJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_DYNAHJ\1_DYNAHD~
REPLACE_TEXTUALLY ~^_XANJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_XANJ\1_XAND~
REPLACE_TEXTUALLY ~^_YESLIJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_YESLIJ\1_YESLID~
REPLACE_TEXTUALLY ~^_ELDOTJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_ELDOTJ\1_ELDOTD~
REPLACE_TEXTUALLY ~^_VICONJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_VICONJ\1_VICOND~
REPLACE_TEXTUALLY ~^_SHARTJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_SHARTJ\1_SHARTD~
REPLACE_TEXTUALLY ~^_SKIEJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_SKIEJ\1_SKIED~
REPLACE_TEXTUALLY ~^_KIVANJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_KIVANJ\1_KIVAND~
REPLACE_TEXTUALLY ~^_XZARJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_XZARJ\1_XZARD~
REPLACE_TEXTUALLY ~^_SAFANJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_SAFANJ\1_SAFAND~
REPLACE_TEXTUALLY ~^_QUAYLJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_QUAYLJ\1_QUAYLD~
REPLACE_TEXTUALLY ~^_KHALIJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_KHALIJ\1_KHALID~
REPLACE_TEXTUALLY ~^_TIAXJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_TIAXJ\1_TIAXD~
REPLACE_TEXTUALLY ~^_EDWINJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_EDWINJ\1_EDWIND~
REPLACE_TEXTUALLY ~^_AJANTJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_AJANTJ\1_AJANTD~
REPLACE_TEXTUALLY ~^_KAGAIJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_KAGAIJ\1_KAGAID~
REPLACE_TEXTUALLY ~^_MONTAJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_MONTAJ\1_MONTAD~
REPLACE_TEXTUALLY ~^_IMOENJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_IMOENJ\1_IMOEND~
REPLACE_TEXTUALLY ~^_GARRIJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_GARRIJ\1_GARRID~
REPLACE_TEXTUALLY ~^_BRANWJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_BRANWJ\1_BRANWD~
REPLACE_TEXTUALLY ~^_ALORAJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_ALORAJ\1_ALORAD~
 BUT_ONLY_IF_IT_CHANGES

 

 

I'll keep looking, because I doubt this is the reason. The Xzar dialog, at least makes a call to _BIMOEN, but it starts his at _XZARJ, which is fine.

 

Later on, there's this chunk, going back to _IMOEN2.

 

/* .2da patching */
/* allows us to regexp match tabs and newlines */
INCLUDE ~BG1NPC/LIB/extra_regexp_vars.tph~

ACTION_IF FILE_EXISTS_IN_GAME ~FW0100.are~ THEN BEGIN
 APPEND ~interdia.2da~ ~IMOEN					_BIMOEN~ UNLESS ~_IMOEN2~
END ELSE BEGIN  /* BGT Versions */
 COPY_EXISTING ~interdia.2da~ ~override~
REPLACE_TEXTUALLY ~IMOEN2[ %tab%]+NONE[ %tab%]+BIMOEN25~ 
  ~IMOEN2	  BIMOEN2	   BIMOEN25~
BUT_ONLY_IF_IT_CHANGES
END

 

and this

 

/* Override Scripts addition */
 COPY_EXISTING ~_imoen1.CRE~ ~override~
			~_imoen2.CRE~ ~override~
			~_imoen4.CRE~ ~override~
			~_imoen6.CRE~ ~override~
WRITE_ASCII 0x248 ~_IMOEN2~ #8 // override script
BUT_ONLY_IF_IT_CHANGES

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AFAIK, interact.2da is unused in BG2. It's used in BG to spark the few NPC-NPC interactions that it has (not proper dialogues; it prompted the auditory exchanges), whereas BG2 uses the full-featured banter engine and B dialogue files.

 

Anyone who's having this issue, if you could post the relevant lines from interdia.2da and pdialog.2da, it'd be worth a look.

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interdia.2da (on the hosting computer, if that matters)

2DA V1.0

0

FILE

MINSC _BMINSC

FALDORN _BFALDO

JAHEIRA _BJAHEI

CORAN _BCORAN

DYNAHEIR _BDYNAH

XAN _BXANNN

YESLICK _BYESLI

ELDOTH _BELDOT

VICONIA _BVICON

SHARTEEL _BSHART

SKIE _BSKIE

KIVAN _BKIVAN

XZAR _BXZAR

SAFANA _BSAFAN

QUAYLE _BQUAYL

KHALID _BKHALI

TIAX _BTIAX

EDWIN _BEDWIN

AJANTIS _BAJANT

KAGAIN _BKAGAI

MONTARON _BMONTA

GARRICK _BGARRI

BRANWEN _BBRANW

ALORA _BALORA

Imoen _bimoen

IMOEN _BIMOEN

Is it normal that Imoen is listed twice in there?

 

pdialog.2da (again on the host)

2DA V1.0

0

POST_DIALOG_FILE JOIN_DIALOG_FILE DREAM_SCRIPT_FILE

MINSC _MINSCP _MINSCJ _MINSCD

FALDORN _FALDOP _FALDOJ _FALDOD

JAHEIRA _JAHEIP _JAHEIJ _JAHEID

CORAN _CORANP _CORANJ _CORAND

DYNAHEIR _DYNAHP _DYNAHJ _DYNAHD

XAN _XANP _XANJ _XAND

YESLICK _YESLIP _YESLIJ _YESLID

ELDOTH _ELDOTP _ELDOTJ _ELDOTD

VICONIA _VICONP _VICONJ _VICOND

SHARTEEL _SHARTP _SHARTJ _SHARTD

SKIE _SKIEP _SKIEJ _SKIED

KIVAN _KIVANP _KIVANJ _KIVAND

XZAR _XZARP _XZARJ _XZARD

SAFANA _SAFANP _SAFANJ _SAFAND

QUAYLE _QUAYLP _QUAYLJ _QUAYLD

KHALID _KHALIP _KHALIJ _KHALID

TIAX _TIAXP _TIAXJ _TIAXD

EDWIN _EDWINP _EDWINJ _EDWIND

AJANTIS _AJANTP _AJANTJ _AJANTD

KAGAIN _KAGAIP _KAGAIJ _KAGAID

MONTARON _MONTAP _MONTAJ _MONTAD

IMOEN _IMOENP _IMOEN2 _IMOEND

GARRICK _GARRIP _GARRIJ _GARRID

BRANWEN _BRANWP _BRANWJ _BRANWD

ALORA _ALORAP _ALORAJ _ALORAD

 

And the WeiDU.log just in case

 

// Log of Currently Installed WeiDU Mods

// The top of the file is the 'oldest' mod

// ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name

~SETUP-TUTUFIX.TP2~ #0 #2 // Restored BG1 Loadscreens

~SETUP-TUTUFIX.TP2~ #0 #3 // BG2 Ammo Stacks

~SETUP-TUTUFIX.TP2~ #0 #4 // Totemic Druid Spirit Summons are Balanced

~SETUP-TUTUFIX.TP2~ #0 #5 // BG1 Summoning Spells

~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications for v12

~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections

~BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait.

~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait.

~BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues

~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Coran's Romance Core (adult content)

~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Dynaheir's Romance Core (teen content)

~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content)

~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Branwen's Romance Core (teen content)

~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Xan's Romance Core (teen content)

~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Ajantis Romance Core (teen content)

~BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran

~BG1NPC.TP2~ #0 #15 // Romance Timers -> Coran's Romance Speed (standard: 1 hour)

~BG1NPC.TP2~ #0 #20 // Romance Timers -> Dynaheir's Romance Speed (standard: 1 hour)

~BG1NPC.TP2~ #0 #25 // Romance Timers -> Xan's Romance Speed (standard: 1 hour)

~BG1NPC.TP2~ #0 #30 // Romance Timers -> Shar-Teel's Relationship Speed (standard: 1 hour)

~BG1NPC.TP2~ #0 #35 // Romance Timers -> Branwen's Romance Speed (standard: 1 hour)

~BG1NPC.TP2~ #0 #40 // Romance Timers -> Ajantis' Romance Speed (standard: 1 hour)

~BG1NPC.TP2~ #0 #45 // The BG1 NPC Project: NPCs can be sent to wait in an inn.

~BG1NPC.TP2~ #0 #47 // The BG1 NPC Project: Alora's Starting Location. -> Alora Starts in Gullykin.

~BG1NPC.TP2~ #0 #48 // The BG1 NPC Project: Eldoth's Starting Location. -> Eldoth Starts in the Cloakwood Forest.

~BG1NPC.TP2~ #0 #51 // The BG1 NPC Project: Quayle's Starting Location. -> Quayle Starts at the Nashkel Carnival.

~BG1NPC.TP2~ #0 #52 // The BG1 NPC Project: Tiax's Starting Location. -> Tiax Starts in Baldur's Gate.

~BG1NPC.TP2~ #0 #54 // Jason Compton's Accelerated Banter Script.

~BG1NPC.TP2~ #0 #55 // The BG1 NPC Project: Make Shar-Teel Unkillable until In Party

~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues

~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack

~SETUP-TUTUGUI.TP2~ #0 #0 // Baldurs Gate I GUI for Tutu

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Kick-out Dialogues

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1110 // Add Map Notes

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1140 // Gems and Potions Require Identification

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grand Mastery (Baldurdash)

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3001 // Higher HP on Level Up -> NWN Style

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Staffs, Clubs, and Slings (Icelus)

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls

~M#SETUP-TUTUTWEAKTWEAK.TP2~ #0 #0 // Tweaks to Tutu Tweaks

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Is it normal that Imoen is listed twice in there?

No. I'm not sure how the engine would handle this actually--if it's case sensitive (I suspect it's not) it should be fine, regardless of which entry it selects. It may be worth dumping the extra line, forcing Imoen to re-join (or start a quick new game) to see if it makes a difference.

 

Now this:

IMOEN					_IMOENP			 _IMOEN2 _IMOEND

looks like an issue. Third entry should be _IMOENJ, should it not?

 

~M#SETUP-TUTUTWEAKTWEAK.TP2~ #0 #0 // Tweaks to Tutu Tweaks

(Heh.)

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Confirmed that is what mine looks like, too:

 

BGT Imoen:

IMOEN1, 2, 4, 61

Override BCS: BGIMOEN2 Dialogue: IMOEN2 DV=IMOEN2

PDIALOG.2DA Post:IMOEN2P Join:IMOEN2J Dream:IMOEN2D

INTERDIA.2DA Banter file designations:IMOEN2 BIMOEN2 BIMOEN25

 

Tutu Imoen:

Override BCS: _IMOEN2 Dialogue: _IMOEN2 DV=IMOEN

PDIALOG.2DA Post: _IMOENP Join: _IMOEN2 Dream: _IMOEND

INTERDIA.2DA Imoen _bimoen (and repeated) IMOEN _BIMOEN

 

For some reason, the APPEND call to add _BIMOEN to INTERDIA.2DA has UNLESS ~_IMOEN2~ as far back as my archives go (v11). There is no code to see if _BIMOEN is there already (I bet Macready has it already in EasyTutu). The double entry is not likely to be the problem, though, as we have had all versions of v11 and v12 using this and having this INTERDIA double entry.

 

:) I must have messed up Imoen's banter calls somewhere, but I can't see where. I am taking a look at vanilla EasyTutu --

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~M#SETUP-TUTUTWEAKTWEAK.TP2~ #0 #0 // Tweaks to Tutu Tweaks

(Heh.)

 

House rules. :) Darios is playing a shapeshifter druid and we were not 100% happy with the shapeshifter re-balancing tweak.

 

damndamndamndamndamn

 

Familiar feeling... :)

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Hey, I don't see what did this. I have the following code messing with Imoen:

 

/* pdialog.2da preparation */
ACTION_IF FILE_EXISTS_IN_GAME ~FW0100.are~ THEN BEGIN
 PRINT @627
 PRINT ~~
 COPY_EXISTING ~pdialog.2da~ ~override/pdialog.2da~
REPLACE_TEXTUALLY ~^JOIN_DIALOG_FILE\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~JOIN_DIALOG_FILE\1DREAM_SCRIPT_FILE~	REPLACE_TEXTUALLY ~^_IMOENJ\( +[^ ]+ +[^ ]+ +\)[^ ]+~ ~_IMOENJ\1_IMOEND~

 BUT_ONLY_IF_IT_CHANGES
END ELSE BEGIN /* BGT Versions */
 PRINT @626
 PRINT ~~
COPY_EXISTING ~pdialog.2da~ ~override~
 COUNT_2DA_ROWS 8 "cnt_row"
 FOR ( cnt=0; cnt<"%cnt_row%"; cnt=cnt+1 ) BEGIN
READ_2DA_ENTRY "%cnt%" 0 8 "name"
PATCH_IF (("%name%" STRING_COMPARE_CASE "MONTARON")=0) BEGIN
 SET_2DA_ENTRY "%cnt%" 3 8 "MONTAD"
END
PATCH_IF (("%name%" STRING_COMPARE_CASE "KAGAIN")=0) 
 END

// There is no entry for Imoen here, as Imoen doesn't have a dream file; 

BUT_ONLY_IF_IT_CHANGES
END

 

/* .2da patching */
/* allows us to regexp match tabs and newlines */
INCLUDE ~BG1NPC/LIB/extra_regexp_vars.tph~

ACTION_IF FILE_EXISTS_IN_GAME ~FW0100.are~ THEN BEGIN
 APPEND ~interdia.2da~ ~IMOEN					_BIMOEN~ UNLESS ~_IMOEN2~
END ELSE BEGIN  /* BGT Versions */
 COPY_EXISTING ~interdia.2da~ ~override~
REPLACE_TEXTUALLY ~IMOEN2[ %tab%]+NONE[ %tab%]+BIMOEN25~ 
  ~IMOEN2	  BIMOEN2	   BIMOEN25~
BUT_ONLY_IF_IT_CHANGES
END

 

How is this entry getting changed? I have no tp2 code to specifically change it -

 

By the way, Miloch's savegames confirm that the J file reference is indeed messed up in his game, too. Picking up the diamond does not result in Imoen talking; force-talking her gets the ball rolling. Using ctrl-I results in no batnters after 5 minutes of repeated clicking; Imoen is definitely messed up :)

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OK, post deleted - I had a minute to think and I bet I am wrong about what happened. Rant deleted.

 

Macready has _IMOEN2.

 

A search of BG1 NPC has the Jfile for Imoen assigned to _IMOEN2.

 

Going back to research what is going on again.

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