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Roberciiik

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Everything posted by Roberciiik

  1. Hello David, I looked at spellhold price change and I think changing price from 49999 to 4999 was incorrect. You changed "PartyGoldGT(49999) => PartyGoldGT(%asking_price_minus_one%)" into "PartyGoldGT(4999) => PartyGoldGT(%asking_price_minus_one%)". But there is already such replacement later: "PartyGoldGT(4999) => PartyGoldGT(%threshold_price_minus_one%)". I think that 49999 and 50000 prices were bugs from original game.
  2. Yes, there was a question about component "A" again, so I chose "No change", as it should be already installed (I thought so). But it looks like "No change" is the same as "No install" for installer during batch.
  3. Hello, I think I found a bug in batch installation. If you install a component "A" first and then choose to install let's say component "B" in batch mode, the component "A" will be uninstalled and never installed during batch. So in fact, batch mode overrides previous installation.
  4. Hello, I'm not sure, but it looks like "dw#carsa.d" and "carsa_add.d" files are not traified.
  5. Hi David, I replied to your comment on my GitHub pull request. Let me know if you agree with me, I would need to open a new PR as this one was closed.
  6. Yes, I think we can try to help with debugging and testing. As our gemaplay can last a year, we could rename "current" game folder to reinstall mods on clean setup. This way we can switch games by renaming directories. Let me know if you have any idea how to start with this issue. Maybe we should move discussion to new topic to not spam here on bugthread.
  7. Yes, banter always ends after Dynaheir line (with @24) and before Minsc (@25). The issue probably is related only to "sleep talks" before party resting. We had also seen the problem with first (MIDY1) sleep talk, but after second occurance I posted issue here. We are still in the beginning of the game (Nashkel) so it is hard to tell if there are more situations related to this. Can we add some kind of "TODO" to move all the dialogues from banter file to joined filed? Why Minsc need to start with joined dlg file here and then switch? Is it possible to start script from banter file instead of switching?
  8. Hi, Oh, now I see what you mean - @25 response is from MINSC_BANTER file, not from MINSC_JOINED. So yes, it looks like very similar problem. We reproduced the issue today. However after setting the global variable dialog didn't start even when we typed in the console Eval with StartDialogNoSet. Our results: - Dynaheir is controlled by me, Minsc controlled by host: issue occurred. - Mincs is controlled by me, Dynaheir controlled by host: issue NOT occured. - Both Dynaheir and Minsc controlled by me: issue NOT occured. - Both Dynaheir and Mincs controlled by host: issue NOT occurred. I forgot to mention that first dream banter was also wrong (MIDY1). Do you think it is a game engine bug?
  9. Probably... To reproduce I need to play multiplayer on my friend's savefile before sleeping (we have quicksave file). Is there anything I can check, like variables or files? Let me know if you need my savefile or whole game installation folder. It is weird as Mincs used some banters from this file before, for example when we reached Gnoll Stronghold.
  10. Hello, I'm playing BGEE multiplayer with my friend and we have BG1 NPC Project installed. We experienced a some kind of a bug during a dream talks. I controlled Dynaheir and my friend has PC and Minsk. As below code shows, Minsk initiated a conversation with Dynaheir and I had a control over a dialog windows. After clicking "next" for Dynaheir respone (@24), dialog ended and nothing was happened, especially there was no resting. When we tried to sleep second time but game stucked in pause and we could not unpause. Of course when my friend went to sleep without me in the multiplayer game, everything was ok. Have you encountered such behaviour in the past? Is there any problem with BGEE engine, multiplayer game or modification itself? // x#mincs.d /* Dream Script */ /* Dynaheir banter - Princess Sunflower Seed */ CHAIN IF WEIGHT #-2 ~%BGT_VAR% Global("X#MIDY2","LOCALS",1)~ THEN ~%MINSC_JOINED%~ MIDY2 @23 DO ~SetGlobal("X#MIDY2","LOCALS",2)~ == ~%DYNAHEIR_BANTER%~ @24 == ~%MINSC_BANTER%~ @25 == ~%DYNAHEIR_BANTER%~ @26 == ~%MINSC_BANTER%~ @27 == ~%DYNAHEIR_BANTER%~ @28 == ~%IMOEN_BANTER%~ IF ~InParty("%IMOEN_DV%") InMyArea("%IMOEN_DV%") !StateCheck("%IMOEN_DV%",CD_STATE_NOTVALID)~ THEN @29 == ~%MINSC_BANTER%~ IF ~InParty("%IMOEN_DV%") InMyArea("%IMOEN_DV%") !StateCheck("%IMOEN_DV%",CD_STATE_NOTVALID)~ THEN @30 == ~%DYNAHEIR_BANTER%~ IF ~InParty("%IMOEN_DV%") InMyArea("%IMOEN_DV%") !StateCheck("%IMOEN_DV%",CD_STATE_NOTVALID)~ THEN @31 == ~%IMOEN_BANTER%~ IF ~InParty("%IMOEN_DV%") InMyArea("%IMOEN_DV%") !StateCheck("%IMOEN_DV%",CD_STATE_NOTVALID)~ THEN @32 == ~%DYNAHEIR_BANTER%~ IF ~InParty("%IMOEN_DV%") InMyArea("%IMOEN_DV%") !StateCheck("%IMOEN_DV%",CD_STATE_NOTVALID)~ THEN @33 == ~%IMOEN_BANTER%~ IF ~InParty("%IMOEN_DV%") InMyArea("%IMOEN_DV%") !StateCheck("%IMOEN_DV%",CD_STATE_NOTVALID)~ THEN @34 == ~%DYNAHEIR_BANTER%~ IF ~InParty("%IMOEN_DV%") InMyArea("%IMOEN_DV%") !StateCheck("%IMOEN_DV%",CD_STATE_NOTVALID)~ THEN @35 == ~%IMOEN_BANTER%~ IF ~InParty("%IMOEN_DV%") InMyArea("%IMOEN_DV%") !StateCheck("%IMOEN_DV%",CD_STATE_NOTVALID)~ THEN @36 == ~%DYNAHEIR_BANTER%~ IF ~InParty("%IMOEN_DV%") InMyArea("%IMOEN_DV%") !StateCheck("%IMOEN_DV%",CD_STATE_NOTVALID)~ THEN @37 == ~%MINSC_BANTER%~ IF ~InParty("%IMOEN_DV%") InMyArea("%IMOEN_DV%") !StateCheck("%IMOEN_DV%",CD_STATE_NOTVALID)~ THEN @38 == ~%IMOEN_BANTER%~ IF ~InParty("%IMOEN_DV%") InMyArea("%IMOEN_DV%") !StateCheck("%IMOEN_DV%",CD_STATE_NOTVALID)~ THEN @39 == ~%MINSC_BANTER%~ IF ~InParty("%IMOEN_DV%") InMyArea("%IMOEN_DV%") !StateCheck("%IMOEN_DV%",CD_STATE_NOTVALID)~ THEN @5 END IF ~~ THEN DO ~RestParty()~ EXIT Thanks for help.
  11. Hi @jastey please add this Polish translations for the upcoming release v7 : @5023 = ~Ten mod musi zostac zainstalowany przed EET_End w przypadku instalacji EET.~ You can try to send me PM for such oneliners
  12. I used the newest weidu (v247) and it does not work. If you have a tip how to enable polish characters in terminal, I would love to restore those characters.
  13. Hi, I corrected Polish translations for BG2 fixpack and opened github pull request: https://github.com/Gibberlings3/BG2-Fixpack/pull/8 Could you look at this and merge it for next version. Thank you.
  14. Hi jastey, I’ve played your great mod, thank you for your work! I found some issues during gameplay and I want to give a feedback to you: - I had a sorcerer (dragon disciple) in the party and he could use Sarevok’s armor. I checked that sorc without kit also can use this armor. So I'm assuming this is a bug in the item. - I have also a suggestion that wearing Sarevok’s armor could change appearence of the character to Sarevok sprite. I would love it. Eventually I can try to implement this one if you agree. I saw a similar tutorial to do something like this, somewhere. What do you think? - Flaming Fist Healer does not remove those two traps that can be disarmed by player. I think he could disarm them also. - In dialogues_ee.d file, there is a part related to BGT. As I understand this code will not be run. Probably you want to keep this dialog however without BGT_VAR active? IF WEIGHT #-1 ~%BGT_VAR% Dead("Sarevok") !IsGabber(Player1) !InMyArea(Player1)~ victory_npc SAY @12 /* ~Greetings to you as well, companion of <CHARNAME>.~ */ IF ~~ THEN EXIT END - I noticed that one string in duke eltan is not translated so I made a PR with the fix: https://github.com/Gibberlings3/EndlessBG1/pull/8 - And also I’ve provided PL translations for your great mod! https://github.com/Gibberlings3/EndlessBG1/pull/9 Oh, the change includes the above missing translations, so in case of any changes before merging this one, please remember to apply them here as well. Thanks!
  15. Thank you jastey! I found out why my replacement had not worked... I installed my mod over BGEE without modmerge. I thought that installation would fail if I try to install mods when SoD is active. Anyway thank you for your good examples in imoen4ever, I will check correctness of my mod with your examples. About EET: it is great to know! It will really help me to align my mod to EET as well. For BGT I probably would need to use Miloch and Ascension64 method provided in the link. But base games are more important to me right now.
  16. Hi, I need to replace some dialogs from few characters in BGEE. As an example, let's consider Phlydia's initial dialog (which is #15993), I want to replace it with my @1 in phlydi.tra file. I've tried this one: STRING_SET 15993 @1 USING "mymod/phlydi.tra" But nothing happened. I opened NI and the game, and Phlydia still answers with #15993. Do I need something more to apply this replacement? I think this way would be the easiest way to replace a pack of dialogs. Moreover, as per my understanding, it will not work with EET, because strref will be different, right? I've also tested altering tlk, but I did something wrong so it's also not working. ALTER_TLK_LIST BEGIN 15993 END BEGIN PATCH_WITH_TRA ~mymod/phlydi.tra~ BEGIN Phy1 = RESOLVE_STR_REF( @1 ) GET_STRREF %Phy1% phyStr GET_STRREF 15993 myStr1 REPLACE_TEXTUALLY ~%myStr1%~ ~%phyStr%~ END END "REPLACE ~%myStr1%~ @1" also did not work. I've found also this idea: http://www.shsforums.net/topic/27196-bgt-string-references/?p=312437 but it looks like overhead to my simple replacement. Maybe it will be required to apply replacement to EET. Finnaly, I'm considering decompile all .dlg files and store them in temp folder, then replace strref, and then recompile them to override folder. But still it is more complicated way. Thanks, Roberciiik
  17. Whoa... You're right - BGT crashes without my mod. Traveling with worldmap works good. I think AR7230.bcs script is still running even in the another area. Probably game does not unload the scripts from previous location when moved via console. I edited BGT script to check if Alora IsActive() to prevent double activation when Alora is not in AR7230. And it looks like working solution. I will push my fix to BGT repo later. Thanks a lot!
  18. It is really weird... I have changed my script to not use a MakeGlobal function at all. I observed that game still crashes but there was no Alora's DestroySelf() call by my script. I uses CLUAConsole:MoveToArea() to access some areas for testing my scripts. Can it be related to this?
  19. Thanks! Unfortunately I would need to create an account to download your patch from this site. Could you upload it here, please?
  20. Hi jastey, This mod looks temptingly, I need to play it in my BGT setup. I think I found a bug during installation of the second component (More Flavor to Hero...). As I understand your code, you don't compile dialogs_ee.d for BGT but you reference one entry from this file for BGT installation: So my installation fails: Am I correct with my small debug? Thanks for your time.
  21. Hi, Patching with weidu-generated patch file works excellent. I will consider using Weigo's macro in case of incompatibility in the future of my mod. Thank you!
  22. I don't know what tools can be used to debug it further. Without my logic game runs correctly. My setup contains only TobEx + BG2fixpack + BGT + my mod. I'm not sure if the root cause is MakeGlobal(). Maybe "ActionOverride("Alora", DestroySelf())" causes that BGT AR7230 script crashes because it checks for Alora existence... It is my deduction that MakeGlobal and then NPC joining will add entry twice in GAM because in EE there is MakeGlobalOverride() which prevents this, right? I will check later if moving NPC (without destroy) causes this crash.
  23. Hi again, I work on my first small mod for BG1 part of BGT and I'm still learning modder world. I encountered a game grash when I wrote a moving NPC to another area baf script. From the beginning: I need to remove joinable NPC from the world (from any place) after entering to my area. There are 3 posibilities on how I should handle such NPC: 1. I've never enter area where NPC spawns. This is easy - to disable NPC I've just set "BGTNPCxxxx" variable to 1 2. I've met NPC but disallowed to join the party. As I understand, NPC is not included in GAM file yet so I've tried to do this by MakeGlobal() function. Then I can call MoveGlobal on my area. 3. NPC joined my party so script from 2 bullet is applied and it looks like game adds NPC to GAM file twice. As an example let's consider Alora NPC. I extended top AR7230.bsc (Hall of Wonder) script with this snippet: IF Global("MyMod_AloraIsGlobal", "GLOBAL", 0) Exists("Alora") THEN RESPONSE #100 ActionOverride("Alora", MakeGlobal()) SetGlobal("MyMod_AloraIsGlobal", "GLOBAL", 1) Continue() END As Alora is now Global I should be able to move her with MoveGlobal. My area's script contains: IF !InPartyAllowDead("Alora") Global("MyMod_AloraDestroyed", "GLOBAL", 0) THEN RESPONSE #100 MoveGlobal("MyAR", "Alora", [0.0]) ActionOverride("Alora", DestroySelf()) SetGlobal("MyMod_AloraDestroyed", "GLOBAL", 1) Continue() END As of now everything works. However when I allowed Alora to join, kicked her from party later, and I moved to my area (to remove her from world) and came back to AR7230 - game crashes. Is it related to doubled NPC entry in GAM file? I can't find what exacly causes the crash, last TobEx entry is "[Sun 28 Jun 2020 18:46:43] AREA-TRANSITION: CInfGame::SetVisibleArea" How can I fix this? Is there any good solution to track position of NPC (NPC could be in party or not). Thanks!
  24. Thank you all! I will try those options and give a feedback if it works
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