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plainab

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Posts posted by plainab

  1. From BG1 vanilla: MXSPLPAL.2DA

    2DA V1.0
    0
    	1   2   3   4
    9	   1   0   0   0
    10	  2   0   0   0
    11	  2   1   0   0
    12	  2   2   0   0
    13	  2   2   1   0
    14	  3   2   1   0
    15	  3   2   1   1
    16	  3   3   2   1
    17	  3   3   3   1
    18	  3   3   3   1
    19	  3   3   3   2
    20	  3   3   3   3

    Looks to me like the spells start at level 9. I don't know if there is any modification done by the various levels of intelligence.

  2. Been quiet for a while here, so how're things going on this project?

     

    I've a couple of items, noted in the BG1 Tweakpack thread, but I'll restate them here.

     

    My paladin (CHARNAME) hit 9th level, has one 1st level spell slot to memorize, but doesn't have anything showing for him to memorize...

     

    Also, several stores are "shared". The Naskel and Gullykin temples is a known bug. I've also found the following are shared:

     

    Magic Item Merchant: AR4907, AR0706

    General Store: AR0803, AR1112, AR1116, AR0304

    Potion Store: AR1302, AR1320, AR1115, AR1117

     

    Don't know what, or if, you will do anything with this info...

    Yep, this thread has been rather slow...

    We've got a workroom where we've been doing most of our initial discussions.

    Did ya need access? Might give you some additional tweak components as some things might get coded but then later dropped as we make our final decisions....

     

    As for the stores that are shared, I think there is a mod out there that dealt with it, and once we find that one we'll probably just use that code...

     

    I'm not sure what to do about the paladin issue. I've never even played one. (I like to have a little leeway for the occasional fits of evil) Can't be good all the time.

  3. I didn't check vanilla P.dlgs, that is true, my apologies if it doesn't apply there. (I didn't came to my mind there could be differences, but then I have no idea how the Tutu conversion works.)

     

    The fix in BG1NPC was introduced not long ago, which internal version were you looking at?

    I did a double check and it is a tutu only thing.

    BG1NPC does modify the files in question but the global set in question was present prior to BG1NPC's modification (I checked the backup files to confirm) Can't be certain, but I don't think I have any other mods prior to my installation of BG1NPC which dinks around with the npc dlg files. My guess is that MacReady tried to use those kickout variables to work around certain issues. You'll have to ask him. I'm not even sure what they are supposed to do.

     

    I believe it was beta 4 but can't be certain without going back home and looking at it on my computer...

  4. Maybe you already squashed this bug:

     

    in IMOENP.dlg, Imoen's leaving dialogue, in state 2, the action reads

     

    ~JoinParty() SetGlobal("KickedOut","LOCALS",0)~

     

    In this order, the setting of the variable does not get performed, at least not in BG1Tutu, independent of LOCALS or GLOBAL variable, leading to Imoen giving her "left and return" dialogue upon kickout after the second kick out.

     

    Instead, it should read

     

    ~SetGlobal("KickedOut","LOCALS",0) JoinParty()~

    Will look into it.

    Thanks

    I looked into it. I must say that it is apparently a tutu or modded tutu issue. There is no global set anywhere within the imoenp.dlg file. For your reference, I looked at the unmoddifed original non-totsc file.

    In looking at my heavily moddified easytutu file I did notice such a global variable, but I've got a ton of mods installed and am unsure if any modifiy the imoenp.dlg file.

    BG1NPC solves this by replacing "JoinParty()" with "ActionOverride("npcx",JoinParty())" in JAHEIP and IMOENP. At least that was the last status I know of.

    I have bg1npc internal beta installed and there were still the simple JoinParty() commands within the imoenp.dlg file (which I looked up at the first mention of this issue) So, I am unsure of what's going on....

     

    If I can determine what's going on, I'll let ya know....

  5. Maybe you already squashed this bug:

     

    in IMOENP.dlg, Imoen's leaving dialogue, in state 2, the action reads

     

    ~JoinParty() SetGlobal("KickedOut","LOCALS",0)~

     

    In this order, the setting of the variable does not get performed, at least not in BG1Tutu, independent of LOCALS or GLOBAL variable, leading to Imoen giving her "left and return" dialogue upon kickout after the second kick out.

     

    Instead, it should read

     

    ~SetGlobal("KickedOut","LOCALS",0) JoinParty()~

    Will look into it.

    Thanks

  6. However, all bug reports and support issues will go directly to plainab :(.
    Yes, if you have a real bug or issue let me know. Otherwise, if you just want to complain for no reason send those coments to Miloch. That's something even a Half-Orc can handle. ;)

     

     

    Seriously though, do let me know of any issues that you may have when trying out these fixes. Thank you.

     

     

    EDIT: Okay, okay... Put that axe down! I'll go an fix it...

  7. Regarding the Yeslick issue in the two posts prior...

     

    Thank you for bringing this to our attention. We have in fact been aware of this issue and a fix has been developed, at least in theory if not in practice. I will look into it once again and make sure that all aspects of the fix are properly coded.

     

    IF you have a save prior to first time you entered the cloakwood mine level where Yeslick can be found and you would like to test the proposed fix, let us know. With Miloch's help I'm sure we can figure out a way to get you what you would need...

  8. Starfleet to the Rescue! Quick, CamDawg, listen carefully .... "I always tell the Truth. But I AM LYING!"

    Do you say that while standing? If so, then it is truly a mind blower.

     

    Else you're just lying down somewhere..... :)

  9. I have always given BG1 Fixpack as much importance as the BG2 Fixpack has. Idobek has already done a good part of the job. The goal would be to have a team like the BG2 Fixpack's team work on it.

     

    I am no modder but I got to know Dudleyville's fixes so I can help with a little experience in there to perhaps individuate those fixes that should be moved to OBC.

     

    Also, it's a must to make it EasyTuTu/BGT compatible as well, just like Miloch said. Problems with EasyTuTu is that it comes "prepatched" as MacReady's intention is to make EasyTuTu as userfriendly as possible. At today, if I am not mistaken, BG2 Fixpack's corrections, despite reaching a pretty stable status, cannot be had on EasyTuTu which is very rigid in its structure. On the other hand, a BG1 Fixpack would not work on BGT for another reason (Ascension64 has coded his own BG1's fixes - very limited - in BGT but that doesn't mean that future fixes, if well documented, can't be included)... :)

    I certainly want to make it as compatible as possible to all the different versions. That's why I'm sticking with a non-totsc install. I want to make sure that it works there as well, just in case there are others who don't have TOTSC.

     

    I know nothing about BGT, but we can certainly include it. Perhaps, we need MacReady (EasyTuTu) and Ascension64 (BGT) to join the bandwagon so to speak and give their input on how would be best to make a fixpack that would include their versions of the game as well.

     

    Your input on Dudleyville will I'm sure be helpful.

  10. This is a project we've discussed on PPG that should really be completed. I agree with Salk we should aim at making it compatible as possible - encompassing not only TotSC and non-TotSC but also BG1, Tutu and BGT. It could be Tutu, particularly EasyTutu, already includes a lot of the Baldurdash stuff, in which case it could be skipped. Though I never got a definitive answer on that. Not sure about BGT. I think Unfinished Business also addresses some of the Dudleyville stuff. He has a pretty thorough log at http://www.dudleyville.com/dudleyfix/index.htm - I was going to go through and compare it with the EasyTutu changelogs at one time but haven't gotten around to it. Maybe once I finish current projects. But it'd be great to have all the fixes in a central, compatible repository. :)

    I know we touched on the topic in the middle of another thread at PPG. As long as we can get a good fixpack for BG1 with/without TOTSC in any flavor or variety, we can have the discussion wherever you want it to be. :)

    So let's discuss.

    I've looked briefly at dudley, but I somehow missed his list of reasons why. I'll have to check again.

    Also, I think it is pretty much critical to cover also the TotSC part of the game as most players (I would think) have the expansion too (which is, by the way, very much worth its money so go and find one!! )

    I don't disagree. However, I want to make sure that the mod will work with a non-totsc install. I have ran across a few mods/components that were supposed to install if the game was TOTSC and bypass if it did not have TOTSC. However, some of these mods/components asked or tried to install anyway. I'll keep my game the way it is for now, so that I can be one of the non-totsc testers. Maybe down the road after the game has one centralized fixpack. :hm:

    Towards the end, in Alec's words, he had included a number of items that weren't strictly bugfixes (probably the equivalent of OBC stuff) which is his main reservation about it today.

    Hey, Cam. I'm registered here now. :p

    Optional But Cool is good to. We can certainly have a section reserved for such things. We just need to decide what goes where.

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