Jump to content


  • Posts

  • Joined

Everything posted by Lollorian

  1. To be clear, the Solaufein mod with specifically break BG2EE installs for any mods that use DECOMPILE_AND_PATCH in their installation scripts (which includes this mod) This patch should let Sola install properly in a BG2EE install without breaking anything else... As for your dilemma, CrevsDaak's solution works
  2. ~SETUP-SOLAUFEIN.TP2~ #0 #0 // Solaufein Romance for Baldur's Gate II (SoA & ToB) Your TRIGGER.IDS overwriter
  3. Most likely this. WeiDU.log should give you the list of mods currently installed through WeiDU
  4. Closer look at the error should reveal the problem: ERROR: cannot resolve trigger 0x40de ERROR: [AR0406.BCS] -> [override/AR0406.BCS] Patching Failed (COPY) (Not_found) Translation: When decompiling AR0406.BCS, I couldn't understand what the trigger code 0x40de means. I understand trigger codes using the TRIGGER.IDS so this code is not present there either (sidenote: 0x40de is not present in the vanilla TRIGGER.IDS as well so whatever mod you installed earlier that added this trigger to AR0406.BCS is the culprit)
  5. Game breaking stuff related to the 'starting location changer' components
  6. Looks awesome! Was curious - do NPC #7 and above fire periodic banters?
  7. Could you suggest another way that a mod could check whether the party has encountered Centeol that would work in a vanilla BG game? (the mod in question does not need Centeol to be dead - only needs to check if she has been encountered - which in vanilla BG is a fight to the death)
  8. Small issue here - Having Xan in your party when you face Centeol breaks any mod that checks for Dead("centeol") (the report mistakenly says BG1RE)
  9. micbaldur reported this in his BWP game The file to change is ajantisbg2\dialogues\ajantis_anomen.d. The CHAIN blocks at line 59 and 81 check for the NPC who is speaking instead who is to be spoken to (just change 59's block to check for C#Ajantis and 81 to check for anomen :cheers:)
  10. Since ToBEx no longer restricts ony 255 kits, the code snippet: WRITE_SHORT 0x244 0 // doesn't change WRITE_BYTE 0x246 ~%A#SHAR%~ // the internal name of your kit, surrounded by % WRITE_BYTE 0x247 0x40 // doesn't change will fail for any kits added by ADD_KIT that happen to have a serial number >255 (because BYTEs) How about changing it to something more dynamic like: SET x = IDS_OF_SYMBOL(~kit~ ~A#SHAR~) // the internal name of your kit SET y = x / 0x10000 // doesn't change SET z = x & 0xFFFF // doesn't change WRITE_SHORT 0x244 ~%y%~ // doesn't change WRITE_SHORT 0x246 ~%z%~ // doesn't change Preserves the old functionality while allowing kit values >255 :cheers: EDIT: Wisp provided a much more elegant solution here WRITE_LONG 0x244 (A#SHAR + 0x4000) << 16 // the internal name of your kit
  11. Hi there! Wanted to report that installing SCS #5000 (Smarter General AI) along with SCSII #6000 (same thing ) seems to give lots of thieves a double Invisibility effect. Also, I checked out the code in genai.tph and the intention seems to be to leave mod-added thieves alone... But the doubling effect applies to mostly mod-added thieves in my game (a thievy encounter from Dark Horizons was the one that made me try to check out why they seemed to have permanent invisibility ) The CREs in question: CMBOU08.CRE, CMBOU09.CRE and CMBOU10.CRE Also should mention a nice little 'SCS' moment I had in my game: A bunch of Hobgoblins surrounded Minsc and Viconia walked up, trying to cast Minor Heal on him... she was promptly foiled when the Hobgoblin closest to her decided to whale on her instead of Minsc, mucho impressive! (Level 3 party btw )
  12. Heya again Line 1255 and 1267 in gavin_bg2\dialogue\b!pid.d: + ~InParty("HaerDalis") InMyArea("HaerDalis") !StateCheck("",CD_STATE_NOTVALID)~ + ~What do you think of Haer'Dalis?~ + pp_HaerDalis + ~InParty("Keldorn") InMyArea("Keldorn") !StateCheck("",CD_STATE_NOTVALID)~ + ~What do you think of Keldorn?~ + pp_Keldorn The StateCheck()'s should prolly check for "HaerDalis" and "Keldorn" respectively Prolly ignorable though
  13. From DLTCEP: B!GRING2 Invalid ground icon reference: '_GRING01' Invalid description icon reference: '_CRING06' B!PCRING Invalid description icon reference: '_CRING06'
  14. Heya! I noticed that the files - bgav_s2.wav and bg_blank.wav aren't present in my game. This had happened before but I ignored it thinking it's some installing glitch, but it happened again ... Dunno if they're not being oggdec'ed or if they're just not being moved to the override Here's my WeiDU.log, BWP Debug.txt and GAVIN_BG2.DEBUG ... Debug files
  15. Heya, there are some typoed OR() scripts in 2 files in this mod, please consider them for the next version up Tried to attach fixed files here
  16. And greetings again It looks like many of Ajantis' scripts and dialogs make references to non-existent items C#AJSHL1 and C#AJSHL3. I dunno if these are old remnants of some item or just placeholders for future items but I thought I'd report anyway (the only non-existent items being referred in my game's .bcs's come from C# prefixed .bcs ... these 2 items and the problem I mentioned above ... as well as an item from the Angelo mod Reporting there too ) The files where these items are referenced are - romance.d - c#ajan.baf - romance_core.baf Just need confirmation whether these are just old forgotten items or whether they're missing stuff EDIT: Also, line 358 in c#ajantis_sva\scripts\ajantis_nbromance_baf.baf has OR(5) while it checks for just 4 conditions
  17. Heya again I'm not sure if this is something at my end or just something in NearInfinity but ... after I installed the BWPv8.3, my c#aj0042.bcs contains all sorts of stuff like: (for example) IF Clicked([ANYONE]) Range(LastTrigger,12) !PartyHasItem("01") PartyHasItem("05") THEN RESPONSE #100 SetGlobal("C#AjantisPulver","GLOBAL",1) DisplayString(Myself,209149) // You rummage through the documents for information about the items in your pack. The blue powder seems to be an adhesive that, if laid upon a surface, will form a durable coating. You see figures that show how to dredge a rough surface to obtain an even result. However, you have nothing that you want to use it on. END and when I checked the c#aj0042.baf in your mod, the same block is properly written as: IF Clicked([ANYONE]) Range(LastTrigger,12) !PartyHasItem("C#AJ0001") //unsichtbare Rune PartyHasItem("C#AJ0005") //blaues Pulver THEN RESPONSE #100 SetGlobal("C#AjantisPulver","GLOBAL",1) DisplayString(Myself,@1) END So, as you can see, all the items have "C#AJ00" removed Here's my c#aj0042.bcs in baf-mode and the changelog Mods affecting C#AJ0042.BCS: 00000: /* from game biffs */ ~C#AJANTIS_SVA/SETUP-C#AJANTIS_SVA.TP2~ 1 0 // Sir Ajantis NPC for BGII-SoA: open Beta 0.2.20 Please have a look Oh, and WeiDU.log too! Please ignore all this Was a false-positive glitch thin with NearInfinity! Double-checked with DLTCEP and everything's fine
  18. Heya there Ajantis' shield recipe with the amulet is kinda broken Reported for the BWP and tried to fix here. PS: Would it be possible to get the BWP Linkliste to link to this thread for ENG bug-reports (I saw Rosenranken and thought ... omg, I dunno german ) Sorry for the misunderstanding and thanks!
  19. Heya First post here (loooook ... new smilies ) Anyway, the items may be necessary for NPCs that use custom items based on their kits. So that, if the kits are changed, the item usabilities can be changed as well Don't hesitate to hit me if I'm wrong though And dialog files for dialogs that reference the NPC by class?? (PS: Including the mod NPCs is a very good idea btw ) Cheers, Lol
  • Create New...