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Caillean

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Posts posted by Caillean

  1. Concerning your fiend problem: The BWP pdf states:

    Quote

    aTweaks’ Fiend components are at least partially incompatible with Improved fiends; to be safe, use one or the other.

    Might be useful to read up in the latest one about the mods and their components you want to install:

    http://www.shsforums.net/files/category/72-big-world-project/

     

    According to this, the installation order should be something like:

    - Ascension

    - Tweaks Anthology

    - SCS

    - aTweaks

    - custom modifications

    Why the latter won't work, not qualified to answer, sorry.

  2. Will do.

    As a general question - is this character 'µ' problematic, other than causing a mess if you try to tolower the files? Just wondered, because some Infinity Animations components just work, some don't. Perhaps that's the cause? If not, the Windows people wouldn't need to bother with renaming files at all.

  3. A little guide for those interested in playing Ulb's wonderful Bearwalker ranger kit mod on the GemRB engine (including future me). Infinity Animations core is not needed for this.

     

    1. Extract the mod to your game folder

    2. To be on the safe side use any rename tool to rename the animation files,  e. g. KRename on Linux: Replace 'µ' with '_' in all file names contained in the BearWalker/Animations folder. Do this because tolower would make a mess of those filenames otherwise.

    3. Open Setup-BearWalker.tp2 in your editor of choice and use the Find / Replace function to also change 'µ' to '_' - should be two instances.

    4. Install the mod. You can ignore the warning about IA not being installed.

    5. Only needed for GemRB versions older than from October 2019: Copy gemrb/unhardcoded/bg2/avatars.2da (exact location depends on your OS) to your installation's override folder and add the following line:

    0x5294		_DJ		_DJ		_DJ		_DJ		9		2		1		*

    The animations should now work in GemRB.

  4. Definitely not the Randomiser, sorry! There are all sorts of problems like scripts not working properly, I'm getting stuck in cutscene mode all the time. I tried  installing the Windows version, it has the same problems. So now I'm pretty much fed up with EE, will go back to classic BG2. Anyway, thanks a bunch for your help :)

  5. [weidu] WeiDU version 24600
    [./chitin.key] 222 BIFFs, 64694 resources
    [./lang/en_us/dialog.tlk] 160118 string entries
    
    
    
    Mods affecting AR1202.BCS:

    I had already checked if AR1202.bcs was modded in some way, but no.  I started over with a new installation because I wanted to add some mods anyway, and this time I could install the option to randomize with game scripts. In my first attempt that wouldn't work either. So it's just the randomize with weidu option that won't work. I can live with that and enjoy your mod very much. I tried installing Wheels of Prophecy and that gave me similar errors - some scripts or other game files couldn't be modified. Plus, I have  pretty much the same mod setup on my classic installation I use with GemRB, and all mods installed without problems. So I think that issue might be connected to the Linux version of BG2:EE and not to any of the mods?

  6. Hello,

    while installing the Randomiser I get the following error message:

    ERROR: [ar1202.bcs] -> [override] Patching Failed (COPY) (Failure("cannot find an argument of the right type"))

    I tried installing with both the Linux and the Windows version of Weidu (Installation mounted on a case-insensitive fs via ciopfs). I don't have any of the mods with known compatibility issues mentioned in the readme installed.

    Any pointers would be great, since I'd really love to have this mod installed for my next playthrough.

    setup-randomiser.debug weidu.log

  7. XXXXXXXa.wav     : Battle Cry
    XXXXXXXb.wav     : Becoming Leader
    XXXXXXXc.wav     : Tired
    XXXXXXXd.wav     : Bored
    XXXXXXXe.wav     : Badly Wounded
    XXXXXXXf.wav     : Selected 1
    XXXXXXXg.wav     : Selected 2
    XXXXXXXh.wav     : Selected 3
    XXXXXXXi.wav     : Action Acknowledgement 1 
    XXXXXXXj.wav     : Action Acknowledgement 2 
    XXXXXXXk.wav     : Action Acknowledgement 3 
    XXXXXXXl.wav     : Being Hit
    XXXXXXXm.wav     : Dying
    XXXXXXXn.wav     : In Forest
    XXXXXXXo.wav     : In City
    XXXXXXXp.wav     : In Dungeon
    XXXXXXXq.wav     : Daytime
    XXXXXXXr.wav     : Nighttime
    XXXXXXXs.wav     : Action Acknowledgement 4
    XXXXXXXt.wav     : Action Acknowledgement 5
    XXXXXXXu.wav     : Action Acknowledgement 6
    XXXXXXXv.wav     : Action Acknowledgement 7
    XXXXXXXw.wav     : Reaction to Party Member Death
    XXXXXXXx.wav     : Rare Select 1
    XXXXXXXy.wav     : Rare Select 2
    XXXXXXXz.wav     : Critical Hit Given
    XXXXXXX1.wav     : Critical Miss
    XXXXXXX2.wav     : Target Immune
    XXXXXXX3.wav     : Inventory Full
    XXXXXXX4.wav     : Successfully Picked A Pocket
    XXXXXXX5.wav     : Successfully Hid In shadows
    XXXXXXX6.wav     : Spell Disrupted
    XXXXXXX7.wav     : Set A Trap
    XXXXXXX8.wav     : Battle Cry 2
    XXXXXXX9.wav     : Battle Cry 3
    XXXXXXX0.wav     : Selected 6
    XXXXXXX_.wav     : Action Acknowledgement 8

    Is this what you're looking for? These file names can be found in BG2s readme.txt.

  8. Greetings Jastey,

    I noticed something strange with Magdalene in the Master Wraith Encounter in the Forest of Mir. In the fight after the cutscenes and dialogues she's just standing there, doing nothing. If I hover the cursor over her, it doesn't turn into a sword, I can't attack or target her with spells. It's almost as if she wasn't there, just the party attacks her if AI is on. They can't do any harm, however. I resorted to cheating, tried to Ctrl+T in case she has some protection spells active, leave the area and come back, rest, reloading saves from before I first entered the Forest of Mir, makes no difference. I can't seem to get rid of her. Is it okay to ignore her or is there some important dialogue with Valygar going on after defeating his 'parents'?

  9. I think you're right here, it seems those additions to charnames' script are BGT specific. Well, if that's helping, those dream spells do two things. First, it adds the innate ability to player 1. Then it prints the message 'Gained special ability: ...'

  10. The Bhaal powers are added via charname's script (player1d.bcs). It uses ApplySpellRES:

    ApplySpellRES("GOODDRM2",Player1)
    

    EDIT: Found something else about the Breagar cutscene, since I had just another one that didn't work: in both scripts, it seems an actor is called that isn't there - yet. Simply changing the order of the lines in the script makes both cutscenes work as intended. In case of the first cutscene script we talked about, changing

    ActionOverride(Player2,LeaveAreaLUA("AC6701","",[651.547],10))
    ActionOverride(Player3,LeaveAreaLUA("AC6701","",[762.666],10))
    ActionOverride(Player4,LeaveAreaLUA("AC6701","",[682.617],10))
    ActionOverride(Player5,LeaveAreaLUA("AC6701","",[633.582],10))
    ActionOverride(Player6,LeaveAreaLUA("AC6701","",[602.523],10))
    ActionOverride("ACBRESMI",LeaveAreaLUA("AC6701","",[851.508],10))
    LeaveAreaLUAPanic("AC6701","",[758.620],10)
    LeaveAreaLUA("AC6701","",[758.620],10)
    

    to

    ActionOverride("ACBRESMI",LeaveAreaLUA("AC6701","",[851.508],10))
    LeaveAreaLUAPanic("AC6701","",[758.620],10)
    LeaveAreaLUA("AC6701","",[758.620],10)
    ActionOverride(Player2,LeaveAreaLUA("AC6701","",[651.547],10))
    ActionOverride(Player3,LeaveAreaLUA("AC6701","",[762.666],10))
    ActionOverride(Player4,LeaveAreaLUA("AC6701","",[682.617],10))
    ActionOverride(Player5,LeaveAreaLUA("AC6701","",[633.582],10))
    ActionOverride(Player6,LeaveAreaLUA("AC6701","",[602.523],10))
    
    

    will resolve the whole problem. So it seems like GemRB wanted to apply the visual effects to acbresmi even though that actor wasn't in the area yet.

  11. Great, just grabbing the latest sources. Plus, I noticed something else about the Bhaal powers not being added correctly in BGT, if you're interested. Started a new game to double-check... The problem is, if charname is supposed to get the same innate spell a second time, it won't work. If you're playing a good char, and you have one cure light wounds spell already, after defeating Mulahey in the Nashkel mines you're supposed to get a second cure light wounds spell after the dream. It says 'Gained special ability...' in the console, but you still have just one cure light wounds.

  12. Well, should there be a bug, it surely will show itself sooner or later elsewhere. So, uhm... do you think I can get my hands on your sources that include all the fixes and the changes you mentioned or do you give out just pre-compiled builds between releases?

  13. Here you go:

    $2 = 0xaf38d80 "acbresmi"
    (gdb) p actor->Persistent()
    $3 = false
    (gdb) n
    3110	}
    (gdb) 
    GemRB::GameScript::ExecuteAction (Sender=0xaf38d50, aC=0x89e18f8)
        at /home/nadia/Software/Games/gemrb-0.8.4/gemrb/core/GameScript/GameScript.cpp:2440
    2440		if (actionflags[actionID] & AF_IMMEDIATE) {
    (gdb) 
    2453		if (!( actionflags[actionID] & AF_BLOCKING )) {
    (gdb) 
    2454			Sender->ReleaseCurrentAction();
    (gdb) 
    2456			return;
    (gdb) 
    2458	}
    (gdb) 
    GemRB::Scriptable::AddAction (this=0xaf38d50, aC=0x89e18f8)
        at /home/nadia/Software/Games/gemrb-0.8.4/gemrb/core/Scriptable/Scriptable.cpp:468
    468				return;
    (gdb) 
    473	}
    (gdb) 
    GemRB::GameScript::ExecuteAction (Sender=0x850da68, aC=0xa4cc440)
        at /home/nadia/Software/Games/gemrb-0.8.4/gemrb/core/GameScript/GameScript.cpp:2391
    2391				if (!(actionflags[actionID] & AF_INSTANT)) {
    (gdb) 
    2405			aC->Release();
    (gdb) 
    2458	}
    (gdb) 
    [OpenAL]: WARNING: Buffer Underrun. AutoRestarting Stream Playback
    GemRB::Scriptable::ProcessActions (this=0x850da68)
        at /home/nadia/Software/Games/gemrb-0.8.4/gemrb/core/Scriptable/Scriptable.cpp:577
    577			if (WaitCounter) {
    (gdb) 
    581			if (CurrentAction) {
    (gdb) 
    586			if (InMove()) {
    (gdb) 
    560			if (!CurrentAction) {
    (gdb) 
    559			CurrentActionInterruptable = true;
    (gdb) 
    560			if (!CurrentAction) {
    (gdb) 
    561				if (! (CurrentActionTicks == 0 && CurrentActionState == 0)) {
    (gdb) 
    565				CurrentAction = PopNextAction();
    (gdb) 
    569			if (!CurrentAction) {
    (gdb) 
    565				CurrentAction = PopNextAction();
    (gdb) 
    569			if (!CurrentAction) {
    (gdb) 
    575			GameScript::ExecuteAction( this, CurrentAction );
    (gdb) 
    574			lastAction = CurrentAction->actionID;
    (gdb) 
    575			GameScript::ExecuteAction( this, CurrentAction );
    (gdb) 
    577			if (WaitCounter) {
    (gdb) 
    581			if (CurrentAction) {
    (gdb) 
    586			if (InMove()) {
    (gdb) 
    560			if (!CurrentAction) {
    (gdb) 
    559			CurrentActionInterruptable = true;
    (gdb) 
    560			if (!CurrentAction) {
    (gdb) 
    561				if (! (CurrentActionTicks == 0 && CurrentActionState == 0)) {
    (gdb) 
    565				CurrentAction = PopNextAction();
    (gdb) 
    569			if (!CurrentAction) {
    (gdb) 
    565				CurrentAction = PopNextAction();
    (gdb) 
    569			if (!CurrentAction) {
    (gdb) 
    575			GameScript::ExecuteAction( this, CurrentAction );
    (gdb) 
    574			lastAction = CurrentAction->actionID;
    (gdb) 
    575			GameScript::ExecuteAction( this, CurrentAction );
    (gdb) 
    
    Breakpoint 1, GemRB::GameScript::LeaveAreaLUA (Sender=0x850da68, 
        parameters=0xa899df8)
        at /home/nadia/Software/Games/gemrb-0.8.4/gemrb/core/GameScript/Actions.cpp:3098
    3098	{
    (gdb) 
    3099		if (Sender->Type != ST_ACTOR) {
    (gdb) 
    3104		if (parameters->string1Parameter[0]) {
    (gdb) 
    3107		if (actor->Persistent() || !CreateMovementEffect(actor, parameters->string0Parameter, parameters->pointParameter, parameters->int0Parameter) ) {
    (gdb) 
    3108			MoveBetweenAreasCore( actor, parameters->string0Parameter, parameters->pointParameter, parameters->int0Parameter, true);
    
    
  14. I couldn't get BGT to install without errors, too. Neither with wine, nor with Weidu for Linux. So I did the installation to this point on Windows :p Don't you have an old XP or even 2k around to set up in a VM for such purposes?

     

    Oh hell, I hope I got this right:

    (gdb) p actor->GetScriptName()
    $2 = 0xaf4dcd8 "acbresmi"
    (gdb) p actor->Persistent()
    $3 = false
    (gdb) n 20
    569			if (!CurrentAction) {
    (gdb) quit
    
    
  15. Heh, great that it wasn't all too ugly - you're really quick with fixing that stuff! Sure, I'd love to try that new build, and also the debugging, if you don't think it's a waste of your time. I guess it's tedious for you 'cause you need to give me those step-by-step instructions.

     

    Edit: Living in the eternal yesterday, I'm on a 32-bit Linux. Do you have the sources for download somewhere, so I can build it myself?

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