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berelinde

Retired Gibberlings
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Posts posted by berelinde

  1. Cheating with the night WED, part 2, AKA how to recover when the modder screws up. Or, how to copy over the wallgroups to the night TIS when you forgot you would need one in the first place.

     

    I hesitate to bring this up in this thread since this is not the most elegant way of doing things by any stretch of the imagination, but it does help a modder recover from an episode of poor planning with minimal nail-biting.

     

    I had my area, but I got crashing at night for reasons I didn't understand until I realized that the night WED assignment was set for the day TIS. Oops. I didn't want to make the area all over again, and the thought of redrawing 293 polygons made me feel faint, so I tried to make the best of things. Hey, the worst that could happen was that I would have to remake the area, and it looked as if I would have to do that anyway. I couldn't do it with DLTCEP alone. I needed the more primitive functionality of IETME. I opened the NEARLY completed area (I had not yet done the doors!) with IETME and then opened the night time BMP, the darkened, slightly bluish one I planned to use for the night TIS. IETME lets you replace the BMP on the fly without having to redraw the polygons. I saved the file as something else, G3120N where my original area was G31200. IETME doesn't let you save areas with more than 6 characters. I rebuilt the TIS, lightmaps, the works, all with the new name. The sole purpose of this exercise was to get the TIS. I renamed it G31200N. This is very important. After this was done, I closed IETME and reopened DLTCEP. I opened the area I was working on and clicked on night WED. At this point, I imported the renamed tileset I made with IETME. It was scrambled, all in a single-tile column over 2000 tiles long. I thought it was hopeless, but it wasn't. By setting the X dimension of the frame count to my original X dimension number of tiles, in this case 69, everything lined up perfectly. From that point on, I set the overlay and carried on as if I had made up the tileset on the spot. All of my wallgroup polygons were preserved. Note that this only works if you have not yet set the doors. If you have, you'll have to redo them because your night door tileset inlays will have day coloring and it will be obvious. But it's still quicker and easier than copying over a couple of hundred polygons, and far, far quicker than starting an area from scratch. Unless somebody says "Yeah, tried it, the area still crashes on loading," I may decide to do this on purpose. Doing wallgroups once is far better than doing them twice, or even loading saved polygon parameters.

  2. Are you using v20 or the beta? I ask because another user had the crash issue with v20 but did not with the beta. I am not sure if she installed ToB in the meantime.

     

    Do you get a CTD or does the cutscene hang? With the one, it's a lot harder (for me) to diagnose. If it's a hanging cutscene (one that never seems to end), it can usually be solved by increasing one of the Wait() actions in the cutscene.

  3. A long time ago, before my time, somebody asked if Tutu mods should be included in Crossmod Banter Pack. The decision was no, since there were only three NPC mods for Tutu anyway... but now there are more. Maybe it's time that issue was addressed again. I wouldn't mind including it.

     

    Domi wrote the mod and coded the dialogue, but I did the scripting, the little there was. I asked Domi about the match conditions and she said "any female." When the Coran Friendship mod came out, I thought it was a bit strange for none of the lovers to complain about Coran and the PC going away for a week together, but there isn't any crossmod stuff for that, either.

     

    It's easy enough to work into mods that involve non-BioWare characters. The dialogue files already exist in the game and there's no need for detection code in the tp2, so any crossmod content can go in the mod itself. That doesn't work for the BG1 NPC Project stuff because that mod is locked down with no new content.

     

    Domi is insanely busy with RL these days, but she's usually willing to tweak dialogue that's already written. She has a policy of open crossmod without need for approvals for all her stuff, but I personally wouldn't want to write romance-related content for either Coran or Garrick without giving her a chance to check it for "voice" consistency. For quality control reasons, if nothing else. As for Ajantis responding to the situations in either of those mods, yes, I agree that Ajantis would definitely say something. Jastey, too, is insanely busy with RL, but I'll send her a PM and ask her what she wants to do about Ajantis.

     

    TL;DR: Write it up, get feedback from Domi if that's what you want to do, and put it in the CBP workroom. Once I see it there, I'll put it in the mod. I'm planning on updating the CBP next weekend, but there are no deadlines. Version 14 will not be the last update ever.

     

    Edit: And before anybody asks, if BG1 material does wind up in the CBP, it will be coded for both Tutu and BGT. If the modder isn't comfortable with crossplatform coding, I can code it up.

     

    Edit 2: Another possibility, and one that avoids adding BG1 content to CBP is to add any romance conflict stuff for BioWare NPCs to either the Coran Friendship or to Garrick's Infatuation themselves. Domi has author's rights to both mods, of course, but I maintain them. It's six of one half-dozen of the other, there. That said, I know there are other Tutu/BGT NPC romance mods in development (not by me). Eventually, we may want to get in the habit of putting Tutu/BGT crossmod in the CBP as a matter of principle.

  4. "Garrick's Infatuation" allows Gorion's foster daughter to explore a closer acquaintance with her very first biographer through a series of 25 conversations. The flirtation is available to females of any race, class, or alignment and it begins shortly after Garrick is recruited. The mod is intended for the Baldur's Gate segment of the saga and is fully compatible with the BG1 NPC Project, though the latter is not required. At present, the EasyTutu, BG Tutu, or the BGT conversion is required.

     

    This mod is designed to work with Baldur's Gate Tutu, EasyTutu, or Baldur's Gate Trilogy, with or without the Tales of the Sword Coast expansion. It should be fully compatible with all other WeiDU mods.

     

    The mod is currently available for Windows. Once beta-testing is concluded, Mac OSX and Linux versions will become available.

     

     

    Q: Are there romance requirements?

    A: There is a gender requirement. Garrick prefers ladies.

     

    Q: Do any of the dialogues require specific conditions (at an inn, etc.)?

    A: No.

     

    Q: Can I play it on vanilla Baldur's Gate?

    A: Not yet. Eventually, that feature will be implemented, but the timers will need to change.

     

    Q: No music?

    A: It's a beta. Version 1 will have music.

     

    Q: Are there romance conflicts with any other NPCs?

    A: No. It's flirtation, nothing more.

     

    Q: Who should I talk to about bugs?

    A: Er... an exterminator? Use the bug-report thread. Domi wrote the mod, but berelinde is maintaining it.

     

    Q: I have other questions.

    A: That isn't a question. But if there's something you want to know, ask here.

  5. Since the different size portraits require different formats (the small one needs to be 8-bit), starting with a JPG is definitely the easiest way to go. Thanks, and I'll add this and any other Angelo updates SisterVigilante wants to my "mod update weekend".

  6. Nobody blames him for having a daughter. Or at least it's been a while since I've heard anybody rant about how all potential love interests should have been saving themselves since birth on the off-chance that they will oneday meet the PC. The part that most non-evil aligned characters object to is that Gavin is out adventuring while he has a very young daughter at home. He conceals the fact that he has a daughter not because he's ashamed of his past (although there are certainly aspects of it he regrets), but because he is desperate for coin and believes that no one is going to hire him once they learn that he has family responsibilities. And many people do view withholding the truth as a lie.

  7. Note to self: typos fixed up to this point.

    - Corrected local variable set in dialogue/b!talks/d state st.2d2

    - "besides" > "beside" in dialogue/b!floaters.d line 4121

    - "wisful" > "wistful" in dialogue/b!pid.d line 4797

    - "the the Dawnbringer" > "the Dawnbringer" in dialogue/b!gavin_interjections.d line 128

    - "the the woman I love" > "the woman I love" in dialogue/b!npcrom.d line 652

    - "the the mayhem" > "the mayhem" in dialogue/b!pid.d line 4662

    - "satified" > "satisfied" in dialogue/b!floaters.d line 3905

    - "with kiss to your forehead" > "with a kiss to your forehead" in dialogue/b!pid.d line 5334

    - "Is this rigid visitation schedule" > "Is this a rigid visitation schedule" in dialogue/b!miranda_talks.d line 627

  8. Yeah, you might just have to give Gavin a pass this round. I was hoping I'd see something obvious in your weidu.log, but besides the BG2 mod, there's nothing there that shouldn't be. One of these days, I'm really going to have to revise the tp2 to take advantage of the "GAME_IS" code to prevent installation on the wrong game.

     

    That isn't what's causing your problem, though. The BG2 mod uses completey different resources.

     

    I'd almost say that you got a corrupted download. Creature dialogue and sound file assignments happen in the tp2, but your game is acting as if it never happened.

     

    One more thing you can try, and if that doesn't work, I've got nothing else to suggest.

     

    Uninstall Gavin (the BG1 mod, NOT the BG2 mod). Delete the mod folder (gavin) from the installation directory. Download a fresh copy of the mod (necessary since the copy you have seems to be corrupted), and install that. If the problem persists, you'll know that you tried everything. At least if you ever do decide to start another Tutu game and want to recruit Gavin, it would work then.

     

    It's a funny thing. After 5 years and thousands of downloads, every once in a while, you'll still come across something that makes you scratch your head and say "Huh. Wonder what's going on there."

  9. First of all, this isn't a bug. Bugs are caused by the code and turn up in predictable situations. In this case, the problem is that due to installation issues, the strings in your saved game match up with the wrong lines. As far as the game is concerned, it's working exactly the way it should. I might be able to help you unravel this, but I'm going to need more information and I cannot promise that fixing your saved game is possible. I will try, though.

     

    When you initiate dialogue with him, what happens? Do you get a choice of dialogue options?

     

    Would you post the contents of your weidu.log? It's a small file in your game directory called weidu.log. You can open it with any text editor, like Notepad. Just post the contents here.

  10. Oh, darn, his strings and scripts are scrambled. Did you reinstall the mod at any point?

     

    If you have a save from before you entered the Beregost Temple area the first time, you might be able to get things back on track, but if those scrambled strings and scripts are already part of your saved game... I hate to suggest that your only recourse might be to start a new game, but scramled strings/scripts are notoriously hard to fix through conventional means.

     

    You might want to look at this thread on buildig and maintaining a clean installation.

  11. I wonder what could possibly have happened to the archive you downloaded, then, since nobody else seems to be having this issue. I have heard of corrupted downloads before, but I have never heard of one that would swap portraits from one folder to another and rename them to match. Yoshimo is a regular in my party, as is Minsc, so I would definitely have noticed if they had the wrong portraits. I'll double-check when I get home, but right now, this is looking like it's April Fools' Day.

     

    I'd be curious to see a screenshot.

  12. The DA character creator has limited ability to portray Asian faces. The aesthetics might not suit your taste, but I assure you, Yoshimo's portraits are assigned as intended. I am not claiming to be infallible. It is very easy to make copy/paste errors. It's just that in this case, there is no error, you just don't like it. Here is the actual tp2 code.

    /* Yoshimo */
    BEGIN ~Yoshimo 1 (clean-shaven)~ 
    SUBCOMPONENT ~Yoshimo Portraits~ 
    REQUIRE_PREDICATE FILE_EXISTS_IN_GAME ~ar0083.are~ ~SoA is required to install this component~
    ACTION_IF FILE_EXISTS ~data/bg1are.bif~ THEN BEGIN // BGT
      COPY ~da_portraits/bmp/yoshimo/b_yos1l.bmp~  ~override/nyoshiml.bmp~
      COPY ~da_portraits/bmp/yoshimo/b_yos1m.bmp~  ~override/nyoshimm.bmp~
      COPY ~da_portraits/bmp/yoshimo/b_yos1s.bmp~  ~override/nyoshims.bmp~
    END ELSE BEGIN 
    ACTION_IF FILE_EXISTS_IN_GAME ~aerie.cre~ THEN BEGIN // BG2
      COPY ~da_portraits/bmp/yoshimo/b_yos1l.bmp~  ~override/nyoshiml.bmp~
      COPY ~da_portraits/bmp/yoshimo/b_yos1m.bmp~  ~override/nyoshimm.bmp~
      COPY ~da_portraits/bmp/yoshimo/b_yos1s.bmp~  ~override/nyoshims.bmp~
    END
     END
    
    BEGIN ~Yoshimo 2 (mustache)~ 
    SUBCOMPONENT ~Yoshimo Portraits~ 
    REQUIRE_PREDICATE FILE_EXISTS_IN_GAME ~ar0083.are~ ~SoA is required to install this component~
    ACTION_IF FILE_EXISTS ~data/bg1are.bif~ THEN BEGIN // BGT
      COPY ~da_portraits/bmp/yoshimo/b_yos2l.bmp~  ~override/nyoshiml.bmp~
      COPY ~da_portraits/bmp/yoshimo/b_yos2m.bmp~  ~override/nyoshimm.bmp~
      COPY ~da_portraits/bmp/yoshimo/b_yos2s.bmp~  ~override/nyoshims.bmp~
    END ELSE BEGIN 
    ACTION_IF FILE_EXISTS_IN_GAME ~aerie.cre~ THEN BEGIN // BG2
      COPY ~da_portraits/bmp/yoshimo/b_yos2l.bmp~  ~override/nyoshiml.bmp~
      COPY ~da_portraits/bmp/yoshimo/b_yos2m.bmp~  ~override/nyoshimm.bmp~
      COPY ~da_portraits/bmp/yoshimo/b_yos2s.bmp~  ~override/nyoshims.bmp~
    END
     END
    
    BEGIN ~Yoshimo 3 (mustache and earring)~ 
    SUBCOMPONENT ~Yoshimo Portraits~ 
    REQUIRE_PREDICATE FILE_EXISTS_IN_GAME ~ar0083.are~ ~SoA is required to install this component~
    ACTION_IF FILE_EXISTS ~data/bg1are.bif~ THEN BEGIN // BGT
      COPY ~da_portraits/bmp/yoshimo/b_yos3l.bmp~  ~override/nyoshiml.bmp~
      COPY ~da_portraits/bmp/yoshimo/b_yos3m.bmp~  ~override/nyoshimm.bmp~
      COPY ~da_portraits/bmp/yoshimo/b_yos3s.bmp~  ~override/nyoshims.bmp~
    END ELSE BEGIN 
    ACTION_IF FILE_EXISTS_IN_GAME ~aerie.cre~ THEN BEGIN // BG2
      COPY ~da_portraits/bmp/yoshimo/b_yos3l.bmp~  ~override/nyoshiml.bmp~
      COPY ~da_portraits/bmp/yoshimo/b_yos3m.bmp~  ~override/nyoshimm.bmp~
      COPY ~da_portraits/bmp/yoshimo/b_yos3s.bmp~  ~override/nyoshims.bmp~
    END
     END

    You can confirm it for real by looking at the portraits page, which can be found here.

     

     

     

    Really, there is no accounting for player preferences. If you don't like the mod, uninstall it. There are a lot of portrait mods out there. Perhaps one of them will suit your tastes better. If not, you could always make your own, or just assign portraits yourself using ShadowKeeper or another saved-game editor.

  13. The "lore version" of Minsc does have dark skin, copious hair, and a thick, heavy mustache. That's because Rashemi are known to be extremely hairy and the men take pride in thir abundant facial hair. Just like the "lore version" of Edwin has him bald and beardless because Thayvians traditionally shave their body hair. We're used to seeing bald, beardless Minsc because that's the way the original art was, but then the original game art for BG made Viconia a pale-skinned human-looking woman with obnoxious tattoos.

     

    If you would prefer a more traditional look for Minsc, choose "bald Minsc" during installation. I think that's option one. He will always be dark-skinned because even his BG2 concept art has him looking pretty dark, but he will be suitably bald, beardless, and tattooed.

     

    Sorry if Jaheira's portrait doesn't meet your expectations. If you look at the portraits page, maybe one of the other variations will be more satisfactory.

     

    Of course, it is possible that this mod just won't suit your aesthetic interpretation of the characters. If that's the case, it can be uninstalled just like any other WeiDU mod.

  14. Well, I should be able to at least build the installation between today and tomorrow. So I'll probably be able to get it sorted. No Fixpack? That's always risky, but it could be why you're having installation issues. But don't change anything. Not yet. With your weidu log, I'll build your exact installation and see what's going wrong. The mod cannot be dependant on *any* other mods to work, nor should it preclude any, either. We'll see how it goes.

     

    Oh, and I'm a chemist, although I'm currently doing temp work in a biology lab. Hopefully, the temp part will change, if the presentation goes well. :laugh:

  15. No, I can't let it go with a crash after that cutscene. It is simply not acceptable. Nor should there be installation issues at all. It did go through some pretty serious testing with a team of a dozen dedicated players.

     

    It just sucks that this comes at a really high-pressure time for work. My anticipated weekend of modding turned into a weekend of preparation for a possibly career-altering presentation for work. Naturally, I've got to do the work stuff because a gal's gotta eat, but if I've got a mod out there that's bugging out, I need to know why.

     

    Please post your weidu log so I can build your exact installation and attempt to duplicte your crash. Hopefully, Sunday.

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