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grogerson

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Posts posted by grogerson

  1. Finished the Severed Hand. Add AR5301 and 02 to the list of blinking enemies. Common to all are they are shadowed, and spawned after crossing a floor trigger.

     

    Also Sheemish failed to give me the key to the chest, or even mention it.

     

    @ decado - just to make sure, you're using v8, not v7? Also, did you agree to Kresselack's demand to kill her? She won't appear until you do...

  2. This area ? Or the Red Toe's ? Erhm, the priest should summon two, but Red Toe is there alone, and they are in different areas... and there are more Verbeeg's in the real temple area.

    No. Upon entering AR3602. As for Red Toe, he was still there when I left the temple only this time he went hostile.

     

    I've entered the Severed Hand. All the "ambushes" encountered had problems.

     

    AR5201 - West side of outer ring, the enemies appeared but began blinking in and out. No discernible pattern or speed. It made it difficult to attack them or they to attack the party.

     

    AR5202 - Same as above with the wargs. The ambush in the northern chamber failed to trigger.

     

    AR5203 - Southwest outer ring same as AR5201, only the armored skeletons were able to attack. The second in the northwest of the outer ring failed to trigger.

     

    Some of the creatures that spawned where they couldn't be seen did not blink, some when hidden by the fog of war stopped blinking.

  3. In my v7 install the Shadow's got the immune1.itm in a quickslot, making it non-effective. If it works now then that's a bugfix.

    I also noted them in v7. I'm referring to vanilla IWD, not this conversion. I guess I'm going to have to replay the Vale of Shadows in the vanilla game to see if those Shadows function correctly or not...
  4. [Grogerson - can you have a look at the "final v7 bug list" on the forum? Some of these things are on it, either because I don't think they're bugs (the shadow in AR3000) or because they're unfixable (Gerth's keys).

    I have now, and checked the areas with NI. Gotta wonder about the Shadows, though. In vanilla IWD I don't recall them ever appearing, or else they didn't function properly (no immunity to normal weapons or strength drain). Maybe this is one of those things the conversion actually fixes...
  5. AR3502 - the three skeleton archers from a random encounter on rest had no ammunition.

     

    AR3503 - found two more full Shadows in the northern alcove. Holvir (L4 paladin) showed "Diseased" after being hit by a mummy, though he didn't seem to be affected (no continuing HP loss, healing worked).

     

    AR2113 - Gerth still doesn't buy keys.

     

    AR3600 - the Verbeeg Red Toe doesn't move to flee the area.

  6. Just finished my first run through Planescape Torment, now I'm on to this. I've reached Kuldahar and so far the only items of note are from the level-up screen.

     

    Here's my WieDU.log:

    // 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 [ : Version]

    ~ICE_TUTU_TWEAKS/SETUP-ICE_TUTU_TWEAKS.TP2~ #0 #10 // Fixpack (fixes residual errors in the converter - MUST BE INSTALLED): v8.0

    ~ICE_TUTU_TWEAKS/SETUP-ICE_TUTU_TWEAKS.TP2~ #0 #2000 // Game ends when the main character dies: v8.0

    ~ICE_TUTU_TWEAKS/SETUP-ICE_TUTU_TWEAKS.TP2~ #0 #3010 // Add map notes: v8.0

    ~ICE_TUTU_TWEAKS/SETUP-ICE_TUTU_TWEAKS.TP2~ #0 #3030 // Restore (most) BG2 spells and make scrolls available - WARNING: they will look very out of place: v8.0

    ~ICE_TUTU_TWEAKS/SETUP-ICE_TUTU_TWEAKS.TP2~ #0 #3040 // Never lose access to Orrick the Gray's trade goods: v8.0

    ~ICE_TUTU_TWEAKS/SETUP-ICE_TUTU_TWEAKS.TP2~ #0 #3050 // BG2-style journal [work in progress]: v8.0

    ~IWDNPC/SETUP-IWDNPC.TP2~ #0 #0 // Icewind Dale NPCs: v4

    ~IWDNPC/SETUP-IWDNPC.TP2~ #0 #15 // Alternate class for Korin, IWD-in-BG2 -> Korin, multiclass cleric/ranger: v4

    ~IWDNPC/SETUP-IWDNPC.TP2~ #0 #20 // Alternate class for Nella, IWD-in-BG2 -> Nella, multiclass fighter/druid: v4

    ~IWDNPC/SETUP-IWDNPC.TP2~ #0 #34 // Alternate class for Teri, IWD-in-BG2 -> Teri, multiclass thief/mage: v4

    ~UB_IWD/SETUP-UB_IWD.TP2~ #0 #0 // The Voice of Durdel Anatha: v7

    ~UB_IWD/SETUP-UB_IWD.TP2~ #0 #100 // Malavon's Golems: v7

    ~UB_IWD/SETUP-UB_IWD.TP2~ #0 #200 // Expanded Guello/Beorn Quest: v7

    ~UB_IWD/SETUP-UB_IWD.TP2~ #0 #300 // Marketh's Ring: v7

    ~UB_IWD/SETUP-UB_IWD.TP2~ #0 #500 // Orrick's Rhino Beetle Shield: v7

    ~UB_IWD/SETUP-UB_IWD.TP2~ #0 #600 // The High Baptist's Flock: v7

    ~UB_IWD/SETUP-UB_IWD.TP2~ #0 #1500 // Minor Item Restorations: v7

    ~UB_IWD/SETUP-UB_IWD.TP2~ #0 #2000 // Restored Random Drops: v7

    ~IU_IWD/SETUP-IU_IWD.TP2~ #0 #0 // Item Upgrade for Icewind Dale: v5

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v12

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v12

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v12

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v12

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v12

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor: v12

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: v12

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v12

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v12

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v12

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v12

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2295 // Alter Druid Spell and Level Progression Tables -> Use Cleric Level Progression Changes With Normal Cleric Spell Table: v12

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v12

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v12

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v12

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v12

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v12

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v12

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v12

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v12

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v12

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3210 // Minimum Stats Cheat: v12

     

    Thieving skills: I see only four, and it won't scroll to show any more. Is this intentional, using IWD1 instead of BG2 skills? If so you should also reset the skill points gained from 25 to 20 per level.

     

    Details window: It doesn't scroll, showing only part of the information. The rest is somewhere outside the window.

  7. Glad to hear I'm not the only vanilla BG1 player. :-) Well, I have a few small things, I'll PM you about that. And if you need a modder to implement something, let me know and I'll see what I can do.

    There are still some of us who prefer vanilla BG1 to BGT/Tutu. And thanks for the info. I've posted your PM in the work room.

  8. @ w221 - Fact is, plainab hit burnout, and he may or may not be back. Others are still involved, but progress is much slower since Miloch and the others are involved with many other projects when real life isn't sucking up their time. Though as a vanilla BG1 player I'd like to see the last BETA hosted here as well (with Github being a data nexus for finalizing the project).

     

    If you want to get involved, even if just testing or looking for game problems, PM me with your observations and I'll post it in the workroom here.

  9. Thanks for the explanation, Miloch. The tp2 is updated.

     

    I finally got the bard to spawn in an unmodded game. I was running Zed's area check emulation, and when I removed it he appeared. I tried it in a modded game (with the area check emulation running) and no spawn occurs. I'll do some more checking, see if installing before the emulation to see if it will run if it's before the emulation in the baf file or not. If the former, then I can still incorporate it, but if the latter, then there may be a problem to work out.

     

    Edit: It seems my character spawning is blocked by the area check emulator somehow - if it's after the code in the bcs file. It runs fine if before. It's something that may need looking into. Can someone validate this result, or get the opposite result?

  10. BG1 coding tutorial

     

    CreateCreature() For BG1:TotSC, the syntax for CrateCreature() is the same as in BGII: "CreateCreature("name",[x.y],0)", with "0" being the face orientation of the creature.

    For BG1 without TotSC, there is no face orientation: "CreateCreature("name",[x.y])" is the correct syntax here.

    To code for both in one file, the method described by cmorgan's "Crossing the Great Divide" tutorial using OUTER_SPRINT has to be used (see here for more details: crossing the great divide: Coding for BG1, Tutu and BGT).

    This may be necro-posting, but I believe it's appropriate for this thread. I'm converting a component from BGT/TUTU to BG-TotSC, but for some reason the spawn does not occur. Help here would also give a concrete example of BG1 coding of spawns.

     

    From the tp2:

     /* Area Scripts for spawning */
     COPY_EXISTING ~ar2301.bcs~ ~override~
    			~ar4809.bcs~ ~override~
    			~ar0705.bcs~ ~override~
     EXTEND_BOTTOM ~ar2301.bcs~ ~Bardic/baf/X#LP1REPAS.BAF~ //The Friendly Arm Inn
     EXTEND_BOTTOM ~ar4809.bcs~ ~Bardic/baf/X#LP2REPAS.BAF~ //The Belching Dragon
     EXTEND_BOTTOM ~ar0705.bcs~ ~Bardic/baf/X#LP3REPAS.BAF~ //The Elfsong

    From the creature's baf file:

    IF
    Global("X#LP1RExists","GLOBAL",0)
    Global("X#LakeP1RepTalk","GLOBAL",0)
    THEN
     RESPONSE #100
    CreateCreature("X#LP1REP",[542.592],0) // Lake Poet Sam  Friendly Arm Inn
    SetGlobal("X#LP1RExists","GLOBAL",1)
    END
    
    IF
    Global("X#TT1Deactivate","GLOBAL",1)
    THEN
     RESPONSE #100
     SetGlobal("X#TT1Deactivate","GLOBAL",2)
     SetGlobalTimer("X#TroubadorTimer1","GLOBAL",THREE_DAYS)
     Wait(4)
     Deactivate("X#LP1REP")
    END
    
    IF
    Global("X#TT1Deactivate","GLOBAL",2)
    GlobalTimerExpired("X#TroubadorTimer1","GLOBAL")
    THEN
     RESPONSE #100
     SetGlobal("X#TT1Deactivate","GLOBAL",0)
     Wait(4)
     Activate("X#LP1REP")
    END

    I'm focusing on this code since the creature, script and dialog all seem to install with no problem. I CreateCreature and everything works fine, it just does not spawn. The spawn code looks right to me...

     

    Edit: I notice there are two GLOBALs called before the CreateCreature command. I don't find them created or set anywhere. Are they created when called, or do I need to create the GLOBALs somewhere?

  11. I've been inspired to create a tweak to make him a generalist mage, thanks to Kulyok's Xan mods. :D

     

    What I currently have:

    COPY_EXISTING_REGEXP GLOB ~^_?xan[0-9]*.*\.cre$~ ~override~
     PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN // protects against invalid files
    WRITE_BYTE 0x246 16384 // change mage type to generalist mage
     END
     BUT_ONLY_IF_IT_CHANGES

    What I get:

    Installing [Make Xan a Generalist Mage (grogerson)]

    ...

    Copying 1 file ...

    [./override/sw1h01.itm] loaded, 314 bytes

    Copied [sw1h01.itm] to [override/cdb04090.g3]

    Copying and patching 3 files ...

    [./override/XAN.CRE] loaded, 1100 bytes

    ERROR: [XAN.CRE] -> [override/XAN.CRE] Patching Failed (COPY) (Invalid_argument("Char.chr"))

    Stopping installation because of error.

     

    ERROR Installing [Make Xan a Generalist Mage (grogerson)], rolling back to previous state...

    Any guidance would be appreciated.

  12. Now I have another problem, which I believe is linked to the area check emulator.

     

    From the DEBUG file:

    [NewTweaks/dlg/depart.d] loaded, 6160 bytes

    Copied [NewTweaks/dlg/depart.d] to [override/dw#ajant.d]

    Compiling 1 dialogue file ...

     

    [override/dw#ajant.d] LEXER ERROR at line 76 column 1-4

    Near Text: !

    invalid character [!]

     

    [override/dw#ajant.d] ERROR at line 76 column 1-4

    Near Text: !

    Parsing.Parse_error

    ERROR: parsing [override/dw#ajant.d]: Parsing.Parse_error

    ERROR: compiling [override/dw#ajant.d]!

    Stopping installation because of error.

    When I had it working without the emulator, this problem did not occur. I can find no "!" in any of the base code to create this problem.

     

    I'll try creating the globals without the Z! in the code just to be sure. If it works, I will be certain to give proper attribution within and follow up on this post.

  13. Thanks for the variable correction, jastey. Fixed.

     

    Strange as it seems, I can't get that error to go away, even though "newtweaks/baf/Z!EmulAreaCheck.BAF" is properly pointed to. To make matters worse, I've another tweak I'm working on using this emulation, and it works with no trouble. I even copied the working code over with no effect. The only difference is the non-working is vanilla BG1, the working is with TotSC...

  14. I've been working with the SCS component Send NPCs to an Inn. I have found you can use:

    IF ~~ THEN DO ~RunAwayFromNoInterrupt([PC],2)
    LeaveAreaLUA("AR3304","",dmwwbereloc,0)~

    However, to be able to limit it at the Gnoll Stronghold, Ice Island and the lower levels of Durlag's Tower, I've attempted to use this emulator.

     

    I've run into a problem. I've used the code from both this thread and from the Ajantis Friendship mod. It fails. Here is the relevant portion of the Debug file:

    Copying and patching 505 files ...

    [./override/AR0002.ARE] loaded, 1472 bytes

    [./override/MASTAREA.2DA] loaded, 1353 bytes

    [./override/MASTAREA.2DA] loaded, 1353 bytes

    Copying and patching 1 file ...

    ERROR: error loading [newtweaks/baf/Z!EmulAreaCheck.BAF]

    Stopping installation because of error.

    Stopping installation because of error.

    ERROR: [AR0002.ARE] -> [override/AR0002.ARE] Patching Failed (COPY) (Unix.Unix_error(20, "stat", "newtweaks/baf/Z!EmulAreaCheck.BAF"))

    Stopping installation because of error.

     

    ERROR Installing [NPCs go to inns], rolling back to previous state

    [NewTweaks/backup/0/UNSETSTR.0] SET_STRING uninstall info not found

    Will uninstall 439 files for [NEWTWEAKS/SETUP-NEWTWEAKS.TP2] component 0.

    Have I missed something? I assume it can but just to make sure, can it be used with a negative such as:

    !Global("Z!EmulAreaCheck","GLOBAL","AR5100")?

  15. There's a lot of info here to sort through, especially for a non-coder like me, but I found this...

    BG1 coding tutorial

    ... Post-dialogue of joinable NPCs

    In BG1, the engine does not switch automatically from the joined dialogue "...J.dlg" to the post dialogue "...P.dlg" upon kickout. The kickout dialogue state is contained in the joined dialogue. Upon kickout, the post-dialogue has to be set via ~SetDialog("mynpcP")~. Upon joining, the dialogue is triggered via the post dialogue and the dialogue file is changed to the joined dialogue like in BGII.

    An example: Ajantis' kickout dialogue is in his AJANTJ.dlg:

    // this is what we say when we were just recently kicked out
    IF ~Global("Waiting","LOCALS",0)
       !InParty(Myself)~ THEN BEGIN left SAY @103003 // It has been a pleasure adventuring with you. Well met, and farewell.
     IF ~~ THEN REPLY @103004 DO ~SetGlobal("Waiting","LOCALS",1)~ EXIT // wait here
     IF ~~ THEN REPLY @103002 DO ~JoinParty()~ EXIT    // "Please rejoin the party."
     IF ~~ THEN REPLY @103001 DO ~SetGlobal("Waiting","LOCALS",1)
                                                      RunAwayFromNoInterrupt([PC],2)
                                                      LeaveAreaLUA("AR2301","",[311.715],14)~ EXIT // FAI
    END
    

    I'd like to modify the kick-out dialogs of the 25 Bioware NPCs for the next BG1 Tweaks. When they leave, they stay where they were kicked out. Is it possible to get the same result by modifying the *j.dlg files? Is it possible to add two responses to their leaving comments, one to "remain here" and another to "meet us at..."?

     

    My concern is two-fold: My ignorance of dialog coding, and I don't want to screw up the Ajantis, Xan or any other NPC mod dialogs since Tweaks get installed last...

  16. Now that the BG1 Tweaks is up for testing, I'm back to good ol' Baldur's Gate for playing/testing. If you need an extra pair of hands/eyes/whatever, I'm on the available list.

     

    We need to make sure the tweaks don't overwrite the fixpack stuff, so can you get me access to the workroom?

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