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Gwaihir

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Everything posted by Gwaihir

  1. Hi! Been playing Sod with this mod, and so far, loving the extra dialogue options and tracking system. Nicely written, too. Just noticed a very small thing: in chapter 10, Sir Deggernaut is simultaneously in the coalition camp and in front of Dragonspear castle. I'm using version 0.8, so maybe it's already been fixed. Not a big deal anyway.
  2. Huh, didn't know there's a variable to check for that.. GetGlobal returns that the global is set to 9. So.. that seems fine too. Dang, I really wonder what happened. At least I learned something from all this Thank you @jastey for your support! I'll update this thread if something happens again.. maybe at the next chapter advancement.
  3. Yeah, it's the case for Sirene too. All talks are packed inside c0sire2j.dlg. Thank you for educating me Loaded one of the saves that work, travelled a bit, and banters eventually pop up - vanilla and modded, the second Sirene romance talk.. I was able to progress Aura's talks too, and now I realized those already started a while back, after Sarevok's death but still in BG1.. I hope that's intended. Any save made after that one seems to load just fine.. I'm tempted to just keep going on from there, but knowing the issue might reappear.. And of course there's the matter of the chapter jump from eight to twentyone, I'm worried it might cause problems after the transition to BG2. But I guess if nobody has ever seen this, that's what playthroughs are for, right? Only one way to find out...
  4. Derp, sorry I edited the first post attaching the real weidulog. Shooting in the dark.. I noticed c02Auraj.dlg and c02Sirej.dlg (which should contain banters for Sirene and Aura in Sod) are completely blank. Not a single state in them. Does someone know if this is normal? However, at some point while testing, the first romance talk with Sirene showed up, right after removing/readding her to the party. So.. I guess that's how it should work?
  5. So in my current EET run (that has been going fairly well, despite a few crashes here or there) the game started consistently crashing whenever loading a save made after the transition into chapter 9. Played through the troll woods (BD7100) in a single session, made it to Boareskyr Bridge, then when I tried to load the last save, game crashed after 1 second. And it did the same for every single quicksave or interval save or hard save I had made; the first playable save was one I made in the coastway crossing area (BD1000). Since then, I tried many times to reload that last good save, going to the next area (which triggers the transition into chapter 9), hard saving, then reloading that save. The results seem random: about half of the times, game crashes 1 second after reloading the save; a few times the crash occurs right after loading the area (and before the chapter 9 panel); and two times, just two, there were no crashes and I could travel, save, reload as normal. If anybody has a clue what might explain this behaviour, please help While doing all the reloads, I noticed that the game jumps from chapter 8 to 21: But this is only in the save menu, the journal seems fine. Could this mean something got screwed up? Maybe some mod npc content chokes on the unexpected chapter number? (I tried booting the only two I have, Aura and Sirene, and there were no crashes three attempts in a row...). Is there a console command or the like to set the correct chapter? Weidulog:
  6. @Nehreis Hi, I had the same issue a while ago. (I'm using EET with EndlessBG1 v13). The trigger fired in the middle of the dialogues you get after defeating Sarevok. Guards dead, everybody hostile, complete chaos, and Belt was like 'hey, would you like a new home?' right before trying to stab me. Anyway. Pretty sure this is caused by a script (DW#MG400.BCS) added by SCS to LIIA.CRE. Here's the relevant block: IF !GlobalTimerNotExpired("castspell","LOCALS") HaveSpellRES("dw#tg21") // Symbul's Spell Trigger !StateCheck(Myself,STATE_NOT_VISIBLE) !CheckSpellState(Myself,DO_NOT_TARGET_SPELLS) !CheckStatGT(Myself,0,WIZARD_IMPROVED_ALACRITY) !StateCheck(Myself,RZ_STATE_DISABLED) HPGT(Myself,0) Global("FIN_TIME_STOP_RUNNING","GLOBAL",0) See(Myself) OR(6) Range(Player1,10) Range(Player2,10) Range(Player3,10) Range(Player4,10) Range(Player5,10) Range(Player6,10) OR(2) Global("DMWW_mage_difficulty","GLOBAL",0) GlobalGT("DMWW_mage_difficulty","GLOBAL",2) OR(2) DifficultyGT(EASY) GlobalGT("DMWW_mage_difficulty","GLOBAL",2) THEN RESPONSE #100 SetGlobalTimer("castspell","LOCALS",ONE_ROUND) ReallyForceSpellRES("dw#tg21B",Myself) // Symbul's Spell Trigger ReallyForceSpell(Myself,WIZARD_CLOUDKILL) // SPWI502.SPL (Cloudkill) SmallWait(1) ReallyForceSpell(Myself,WIZARD_CLOUDKILL) // SPWI502.SPL (Cloudkill) SmallWait(1) ReallyForceSpell(Myself,WIZARD_SUN_FIRE) // SPWI523.SPL (Missile Storm) END I don't know enough about this stuff to understand if the 'Endless' state of BG1 checks some or all the conditions for the trigger; but in this case there's a very simple workaround: lower the difficulty to story mode right before talking to the dukes, and the trigger won't happen.
  7. Huh, yes it was. The CRE script was exactly named 'cre_strref'. Renaming it BPNAJIM fixed it. Thank you!
  8. @subtledoctor Hi, so I tried to start the black pits in my current EET run and immediately got stuck. Using version 0.9.1, the game hangs in OH9360.ARE right after the first Baeloth speech (What's next? Ah, this group...) when he tells Najim to 'take care of them'. If this is when the party items are taken, it might be an issue from this mod. Anyway, Najim plays the teleport visual effect, then the entire scene hangs there, with all the sprites animations playing and music in the background, but without UI or any type of command, so that I'm forced to kill the app from the task manager. As said before, this mod has been installed quite late. It's possible something went wrong at install time, though I got no clue where to start looking.
  9. Hi @jastey, I got a bit of a situation during Revianel's quest, on an EET 2.6 game: For starters, Taerom is nowhere to be found when I go in his shop. I didn't go there immediately, cause I was about to do the Nashkel mines for the serpents of Abbathor quest when the quest started, so I figured the timer had ran out (is this correct? If the timer runs out, he just disappear and we can't finish the quest?) I decided then to advance wtith the console creating ACTAEROM.CRE inside AC6701.ARE, then setting ACREVIQUEST to 5 and asking him where to go again. From there the quest played normally, until party returns to AC6701.ARE, where Revianel and Taerom greet each other, and dialog stops suddenly after Taerom's line 'I.. I don't know what to say' (state 26). When i hit continue, nothing follows. Neither Taerom or Revianel has anything to say to me. Is Breagar supposed to interject at this point? Should Tobin be there to say something? (because he's not). Or maybe I'm missing the area script? Opening the area with NI shows a greyed out AC6701.BCS, that file is not present in my install.. I probably screwed something up with the console, but I wanted to let you know about this in case there's a problem somewhere.
  10. Well, as I said before, I never experienced this issue. Since, as you say, you got most of your install list from my weidulog, the culprit is likely to be found among the changes you made to that list, either adding a mod or choosing a different component in a mod already present. At least it's a start. Sorry, wish I could help you more, but I'm not really knowledgeable about technical stuff.
  11. I'm going to answer this just to provide a bit of context, altough it's a bit unclear to me what the problem is; what does it mean 'save against itself'? Does the message 'save vs wand' get displayed whenever a wand is used? If that's the case, I never experienced this in my (old) install, so it's probably a conflict between some other mod or component that was added later. The only problem I had was with the fire wand: the fireball spell plays the animation, but has no effect. Which, by the way, it's still true, just tested this in my very recent new install. Specifically, the projectile used by the wand (PFIRE2.PRO) doesn't work. Changing it into the normal fireball projectile solved the issue. Might be EE fixpack material.
  12. Hi @morpheus562, getting this error while attempting to install the scripts: Here's my current weidulog:
  13. @subtledoctor sorry, I'm a little bit confused: I'm installing SoB, got these components so far: ~SCALES_OF_BALANCE\SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v6.3.4 ~SCALES_OF_BALANCE\SCALES_OF_BALANCE.TP2~ #0 #109 // IWO - All Potions Usable by Any Class: v6.3.4 But component 123, the new expanded combat skill system, just gets skipped because already included: Is this correct? Does it get skipped because I already installed the feats component from MnG? As far as I understand, SoB 123 should have adjusted the feat system, not be skipped entirely.. right? relevant part of the log:
  14. Would it be ok to install this after kits and tweaks? (I'm at that point of an EET install, normally I would put this pretty early among the quests group).
  15. And I just installed it with no warnings. Awsome, the new EET install can resume. Thanks again.
  16. If it helps, I can install 'Change All Casters to 5E System' just fine on a bg2 test install with just these components: '
  17. @subtledoctor Getting this error while attempting to install the first component: The components installed so far: Changelog for kitlist.2da, if it is of any help:
  18. Thank you so much @subtledoctor for going out of your way and finding this solution. It's easy enough to edit CLABTH01 and filling up the empty columns. For the record, I installed the artisan's kitpack on a clean BG2 folder, fixed CLABTH01.2da, then installed a few components from MnG one by one, and none of those caused the same issue:
  19. Don't know about that, I prefer picking components anyway. The version I used I got from artemius's github. Speaking of which, there was a new release 4 days ago. Going to test that on a clean BG2 with subtledoctor's mods first, though
  20. Never installed that. I believe that lets the single class thief kit 'trickster' pick up other mods abilities, and sounded too risky for me XD What was causing issues is the multiclass mage/thief kit 'arcane trickster': ArtisansKitpack:20001;The Artisan's Kitpack - Artisan's Kitpack: Arcane Trickster (Mage / Thief Kit) I'm going to go as far as to say it might be a multiclass issue, since I tested other single class kits from the Artisan one by one, and for those multiclass druids from FnP was installing fine.
  21. @subtledoctor it's one of the Artisan's kits. I installed a few of those, plus my usual FnP components (without the weapon/armor usability) and multicalss druids failed with the same error. Will try to see if it's a specific component. EDIT - aaaand.. it's the arcane trickster multiclass kit. Installed only that and multiclass druids, and it fails again:
  22. Hi! Thanks nevertheless for reaching out and providing additional info (though I'm afraid the mod author hasn't been around for a while). I indeed had Aura installed after Glam's NPC pack in my previuos EET game, had no idea that mod adds another version of the idol. (had that mod installed for 2 playthroughs, never spoke to Aura once so many mod npcs!) Anyway, as far as I can understand, you not having the conditional !PartyHasItem("C0AUIM04") might just mean that Aura's current version doesn't add it. Maybe the author decided to handle the idol a bit differently. I still believe the real issue is that nested OR() trigger that Nearinfinity pointed out.. but I should stop saying stuff that I really don't know anything about, good luck for your run!
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