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Roxanne

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Posts posted by Roxanne

  1. Here are some new mods to be considered under Section 2 of the compatibility list

    - Chloe http://www.shsforums.net/topic/58685-bg2ee-chloe/?do=findComment&comment=591197

    - NTotSC-interim (required for Sandrah) https://github.com/RoxanneSHS/NTotSCEET-Interim/archive/master.zip

    - Sandrah Saga http://www.shsforums.net/files/file/1154-sandrah-saga-for-eet/

     

    If you want to install all of it, the sequence should be 1. NTotSC(both parts) 2. Chloe 3. Sandrah (all three parts), Sandrah also requires BP-BGT Wolrdmap (patched for EET) to be installed afterwards.

     

    PS There is a lot of crossmod contents if Sandrah is installed after Chloe (but not other way round).

    Forgot this one - moves EET imported items to the dungeon after you activated the Golem
  2. Here are some new mods to be considered under Section 2 of the compatibility list

    - Chloe http://www.shsforums.net/topic/58685-bg2ee-chloe/?do=findComment&comment=591197

    - NTotSC-interim (required for Sandrah) https://github.com/RoxanneSHS/NTotSCEET-Interim/archive/master.zip

    - Sandrah Saga http://www.shsforums.net/files/file/1154-sandrah-saga-for-eet/

     

    If you want to install all of it, the sequence should be 1. NTotSC(both parts) 2. Chloe 3. Sandrah (all three parts), Sandrah also requires BP-BGT Wolrdmap (patched for EET) to be installed afterwards.

     

    PS There is a lot of crossmod contents if Sandrah is installed after Chloe (but not other way round).

  3. In EET for TOB does imoen still use IMOE25 files for script and dialogue?

    EET uses the Imoen2J in game BUT in your mod you can leave everything in the 25 files as the EET install process does the merge for you. (The EET_end function appends the 25 contents to the end of the BG2 files and sets all the respective states and references from all mods that ever append to any Imoen dialogue.) All you need to do is to define the files to be used for the different campaigns for your mod - in your case Imoen there is even no need for it since all these definitions already exist for the vanilla creature.

  4. @vanatos: Since Imoen uses the same CRE resource for the whole game you should add a chapter check to her banters with Jaheira (and Minsc, if there are any), so that they are not triggered in Chateau Irenicus.

    There may be some additional issues to be considered - based on the way EET moves continuous NPCs between campaigns. Imoen uses DV Imoen2 throughout (the BGT version of your mod did the same for the dreamscene Imoen, in BGT in some mod constellation Imoen was not in Spellhold). Please make sure that an otherwise enjoyable mod has no such unpleasant bugs (maybe consider to use other DVs for your dream characters)..

  5. Thank you, that fixed my issue! Everything works fine, except for the missing transition items that were already mentioned. Boo! WHERE IS BOO YOU EVIL MONSTER? What did Irenicus do with that poor innocent miniature giant space hamster?

    For missing items you might try this http://gibberlings3.net/forums/index.php?showtopic=28161&page=45&do=findComment&comment=248474.

     

    The mystery of Boo is still unresolved. Imoen has her own theory where he might be hiding,,,

  6. Not sure this is EET bug or vanilla

    Firkrag (as Lord Jierdam) is still at Copper Coronet and trying to recruit you even after you visited Windspear Hills and received his challenge.

    Or maybe this is intended?

     

    I would propose to add

     

    IF
    GlobalGT("DomainPaladinBattle","GLOBAL",0)
    AreaCheck("ar0406")
    THEN
    RESPONSE #100
    DestroySelf()
    END

     

    to Firkra01.bcs

     

    PS - you can go to Windspear Hills already when you accepted the Acorn quest from Irenicus Dryads, so no need to have Firkrag reveal area ar1200, you have it already on your map.

  7. I had exactly the same problem in my current run (including the chunked Imoen during the assassination attempt). Inspecting Imoen in Near Infinity she had several effects in place which prevented her from appearing. If you provide a zipped save from before entering the map where Imoen is supposed to meet you I can try to fix it.

     

    In my recent run (couple of days ago I had the transition) - I left the cave, there was some "heya over here" from Imoen but no creature, just like you described. Re-loaded the game with the autosave from leaving the cave and Imoen was there and started correct dialogue and all. (I was not worried and did not report at that time because I thought it was a local problem - obviously it is not.) In my case the repeat was all that was needed.

  8. Find some of your items from BG1/SoA campaign in Irenicus Dungeon

     

    See discussion above http://gibberlings3.net/forums/index.php?showtopic=28161&page=45&do=findComment&comment=248449 and following.

     

    Here is a little patch for it

    EETMoveItemsSoA.zip

    Install like any mod (Extract to game folder and run setup) -

     

    After you activated the golem to open the doors you can check out the area with the duergars in the north. (Of course only if you did a transition, not if you started/imported game in SoA only.)

     

    Note - this is not intended to be a mod, just a little example of how the EET functionality might be used by modders,

  9.  

     

    So, no way to actually import the items anyhow right now?

     

    You can transfer them via debug console if you need the items badly:

    C:Eval('MoveContainerContents("AR0602*K#ImportContainer","AR0602*Picture1")')
    

    This command will place all items into the container behind the picture in the room with starting equipment in Chateau Irenicus.

     

    Because of a bug in the current version of the game you probably won't find items that are supposed to be transferred if you imported a character from BG1 (such as the Golden Pantaloons). The bug has to be fixed by Beamdog first.

     

     

    What? So everything will be lost in the transition from SoD to SoA? And we have to wait for a Beamdog patch that will probably come in a year or two? I got it right?

     

    Anyone who thinks such a feature is needed is free to provide a simple mod to move the stuff that EET brings into the Irenicus dungeon (i.e. the things carried by the final party) to the tables or shelfs in the area. Things are already transferred into AR0602 to a container (upper left corner, named "K#ImportContainer") where you cannot walk. A mod with code similar to what Argent77 has posted will do that.

     

    The bean dog stuff refers to old mechanisms like putting golden pantalons and such into the dungeon. So that are different issues.

    The thing with EET is that (other than BGT) it is really continuous, you can go back and forth between all parts and areas in the game and can get stuff you left (e.g in a container or with a merchant) on the Sword Coast later on (unless you dropped it in some unreachable area in BG1).

     

    There are already more methods to keep your things during the whole EET than there ever were in BGT.

     

    It is just the EET philosophy not to provide such features per default but to leave cheats and tweaks to independent mods you may install on top.

  10. Hey there.

     

    Is there some sort of SoD -> SoA item transition implemented yet?

    This was just discussed a few days ago http://gibberlings3.net/forums/index.php?showtopic=28161&page=44&do=findComment&comment=248413.

    It is this same thread, just scroll back a bit to the post and some posts prior to that.

    EET has prepared the transport (and it seems to work according to my own experience) but it does not give you direct access to your stuff itself - K4thos leaves this for modders to do.

    I am not aware of any such mod that already works.

  11. The reputation reset is most likely aimed at the BG2 part, but it would be more logical to postpone it to after the trial has ended.

    Like in BGT - it was set in Irenicus dungeon to the value you had when starting a new BG2 game. The justification was that you are a complete unknown when you arrive at Amn and neither your good nor your evil deeds are known there (or at least people there do not know you as the former "Hero of Baldur's Gate"). No idea why K4thos choose that other method.

  12. The change is caused by EET which adds a couple more blocks to bdcut61.bcs, including the reputation reset.

    I agree, this is not the best solution.

    The reset is quite extreme.

    The trial surely scratches on your reputation (like -3) but even the best character is severely loosing here.

  13. Many options refer to certain decisions you made during SoD, but some options depend on other conditions:

     

     

    If reputation is 17 or higher you can also select the following option:

    My deeds are well known throughout the land. Many call me "hero." Surely that speaks to my character.

     

    If Charname is a paladin (s)he also has the following option:

    I am a paladin, a holy warrior. My god still blesses me with divine power. Were I guilty of this crime, that would not be the case.

     

     

    Thanks - but those are just dialogue options, they do not add an additional way out of BG, right?

     

    Still - it seems to be a bug, question is it EET doing it?

  14. Another issue I've noticed is that reputation will be reset before the final trial in SoD. This action robs you of an option to follow the good ending if you had a high reputation.

    Which option do you refer to?

    I just went through this part a day ago and I tried several variations to end SoD. Did I miss one?

    Are your options at the trial not dependent on which actions/subquests you did in the campaign before?

     

    Helping the sick soldiers at the camp

    Poisoning or not the crusaders

    Freeing the blind Bhaal priestess or not

    Positioning the explosives in the barrens

    etc

     

  15.  

    Roxanne, do you know where in the EET code that area script is changed from what is in BGEE? I don't see where that "HP("sarevok",1)" block gets removed.

     

    I agree with the conclusion, anyway - SCS #7250 expects the area script to kill Sarevok when HP = 1, as it did in BGEE and BGT.

    It is not really removed but the whole proceeding around Sarevok's defeat is revised by

    • bg1_bcs.tph
    • EET/temp/patch/bcs/BG0125.BAF
    • EET/temp/patch/bcs/sarevok_.baf
    • Sarevo,cre

    Not sure this is the whole list, probably K4thos knows some more.

     

     

     

     

    Roxanne, do you know where in the EET code that area script is changed from what is in BGEE? I don't see where that "HP("sarevok",1)" block gets removed.

     

    I agree with the conclusion, anyway - SCS #7250 expects the area script to kill Sarevok when HP = 1, as it did in BGEE and BGT.

    I think "kill Sarevok" is handled in Sarevok.bcs resp. Sarevok_.bcs in EET:

    Clean BGEE (only modmerge):

     

    IF
    	OR(2)
    		HPLT(Myself,2)
    		Die()
    THEN
    	RESPONSE #100
    		ClearAllActions()
    		MoveViewObject("Sarevok",INSTANT)
    		AddexperienceParty(15000)
    		Kill(Myself)
    END
    

    Heavily modded EET:

     

    IF
    	OR(2)
    		HPLT(Myself,1)
    		Die()
    THEN
    	RESPONSE #100
    		ClearAllActions()
    		SetGlobalTimer("DeathOfSarevok","GLOBAL",3)
    		MoveViewObject("sarevok",INSTANT)
    END
    
    

    Does HPLT(xxx,1) vs HPLT(xxx,2) make a difference?

     

    I would say yes. With his MonHP1.itm amulet, the block never trigger in EET + SCS.

     

    This is why I gave this solution to those who had the problem, an addition to bg0125.bcs

     

    IF

    Global("DMWWSarevokFight","GLOBAL",4)

    THEN

    RESPONSE #100

    ActionOverride("Sarevok",DestroyItem("MONHP1"))

    SetGlobal("DMWWSarevokFight","GLOBAL",5)

    END

     

    It does nothing good or bad if the global is never set. However, if you have whatever mod making changes, then you have to fight and kill Sarevok's goons to trigger his final speech. Afterwards the global is 4, Sarevok destroys his minhp item and you can fight to kill him.

    Alternatively the same could be done in Sarevok's script but I propose to use the area script because the next best mod to "improve" Sarevok battle may tweak his script as well.

    Anyway it is like fighting windmills - it would be the responsibility of the mod tweaking the battle to implement a solution that makes the game playable (but this may forever remain wishful thinking).

  16. Roxanne, do you know where in the EET code that area script is changed from what is in BGEE? I don't see where that "HP("sarevok",1)" block gets removed.

     

    I agree with the conclusion, anyway - SCS #7250 expects the area script to kill Sarevok when HP = 1, as it did in BGEE and BGT.

    It is not really removed but the whole proceeding around Sarevok's defeat is revised by

    • bg1_bcs.tph
    • EET/temp/patch/bcs/BG0125.BAF
    • EET/temp/patch/bcs/sarevok_.baf
    • Sarevo,cre

    Not sure this is the whole list, probably K4thos knows some more.

  17.  

     

    Final BG1EE fight bug : Sarevok unkillable

     

     

     

    Yet another old bug ? well, this time I don't think so.

     

    Reminder : I play with SCS, so, I need to kill the 4 mates before being able to kill Sarevok.

    In, the old bug, you just had to CLUA 1 (or 2) of the missing mates, kill the 4 mates, and then kill Sarevok.

     

    Here, everything goes as it should until the very end :

    - first time I hit Sarevok, He says he is invincible thanks to his 4 mates : "Oh, my foolish <PRO_BROTHERSISTER>... You have no power to harm me. Do you think I chose to confront you in this place through some sense of theater?"

    - as soon as I kill, one mate, he says I understood but it remains 3 mates : "A predictable ploy, <PRO_BROTHERSISTER>. And impressive, as well, but ultimately futile. I have three others..."

    - as soon as I have killed all 4 mates, he says "Does it end here, then, <PRO_BROTHERSISTER>? You have taken my acolytes, taken my shield from harm. Am I not to become a god?"

     

    But after that, I should be able to kill him ! I am not :)

    I think one "Action" is missing in the last dialog : there is only "SetGlobal("DMWWSarevokFight","GLOBAL",4)"

     

    But I've checked, only SAREVOK_.bcs is using this var :

    IF
        Global("DMWWSarevokFight","GLOBAL",4)
        !GlobalTimerNotExpired("castspell","LOCALS")
        HasItem("potn07",Myself) // Potion of Storm Giant Strength
    THEN
        RESPONSE #100
            SetGlobalTimer("castspell","LOCALS",ONE_ROUND)
            UseItem("potn07",Myself) // Potion of Storm Giant Strength
            DisplayStringHead(Myself,278836) // Quaffs potion of storm giant strength
    END
    Well... nothing that will make him killable.

     

    I would be glad if someone could help me :)

     

     

     

    Edit : probably a SCS bug... but could not find something similar in SCS forum :(

     

    BG0125.ARE (renamed from AR0125.ARE in BG:EE) is the final BG1 temple area in EET.

     

    In BG:EE, that area script (AR0125.BCS) has a block that triggers Sarevok's final death:

     

     

    IF
    	HP("sarevok",1)
    	Dead("galdor")
    	Dead("diarmi")
    	Dead("semaj")
    	Dead("tazok")
    THEN
    	RESPONSE #100
    		Kill("sarevok")
    		SetGlobalTimer("DeathOfSarevok","GLOBAL",3)
    END
    

     

     

    SCS #7250 (improved final BG1 battle) does not change that area script.

     

    So, after you saw the 'You have taken my acolytes' line, you had satisfied the 4 deaths condition and that block should finish him off once you lowered his health to 1. Removing the monhp1 amulet should not be necessary.

     

    Since that didn't happen, can you check what script is associated with BG0125.ARE in your game and see if that block is there?

     

    BG0125.BCS is the script associated with BG0125.ARE in my game, but, it has not the line you posted.

    According to change-log there is no mod that have changed BG0125.BCS (no mod in BG1EE part before EET no mod after EET).

     

    This is correct. While AR0125.are becomes BG0125.are in EET, the script for the area (i.e.BG0125.bcs) is NOT identical to BGEE because EET uses continuous characters and it uses the area of Sarevok's defeat for the transition into SoD.

    The script has been posted here http://gibberlings3.net/forums/index.php?showtopic=27741&page=29&do=findComment&comment=248398 already.

     

    It has no issues in itself, I have tested it extensively just yesterday in my playthrough.

     

    (The issue reported comes from mods that were designed for BGEE or the old BG1 and BGT. They have not been properly adjusted to EET and expect code that is not there.)

  18. Party inventory is supposed to be stored in an inaccessible container (as it's done in your case), so that (tweak) mods could potentially make use of it. The amount of money is also stored in the global variable "K#ImportGold", so a mod could restore it as well.

    Isee

     

    I've just noticed that Minsc lost Boo during the SoD/SoA transition in my current run (using EET-RC7). I tested it with an older RC6 installation and Boo was missing there as well. I never noticed it before since I didn't use Minsc as party member. Both games are very heavily modded though, so it could be a mod incompatibility.

     

    Has anyone else encountered this issue?

     

    Yes, - with RC 7.1. I am still in Irenicus Dungeon, Minsc in party, no Boo (just noticed it due to your post). I did not have *real* Minsc in SoD party, only the one that you just meet with Imoen for the transition scene. I have no save of this to check if that (Cutscene-)Minsc had a Boo.

  19. It may be related to the issue I described in this post. We probably have to wait for a new patch from Beamdog to get it fixed.

    I think it is another issue (if at all) - maybe just a misunderstanding I had.

     

    Because

    MoveContainerContents("BD6100*K#ImportContainer","AR0602*K#ImportContainer")

    seems to have worked. My old stuff IS in that container....only the container is at a non-accesible point, far outside of the tunnels.

    Maybe there is a component to grab it from there that I have not found.

  20. SoA item import

    Not sure where to report this observation and I cannot find the discussion already held on the issue.

     

    I just did the SoD to SoA transition using RC 7.1 (according to EET changelog nothing was changed in this respect, so I think this is still valid).

    I have no item import mods/tweaks installed, just pure EET in that respect.

     

    I find none of the former BG1/SoD items anywhere in Irenicus dungeon. (Personally I do not care, but other players might...)

     

    I have checked with NI for the relevant actions and found that

    a) Global("TakeImportItems","AR0602",1) is set

    b) The former items have been transferred to the K#ImportContainer in ar0602, and there they still are.

    c) from the Script block in ar0602.bcs only some actions from the Global("TakeImportItems","AR0602",0) block have been executed

    - ActionOverride("Malaaq",MoveBetweenAreas("AR0601",[345.591],SE)) NOT, the djinni is at the usual place in AR0602

    - NONE of the item shuffling actions was done.

  21.  

    eXistenZe: The BG0125.BCS script you attached above is missing a block from the original BG1EE script (AR0125.BCS) that triggers when Sarevok's health = 1.

     

    Can you run "weidu.exe --log nul --change-log bg0125.bcs" in your game folder?

     

    Start Menu -> Run ... (or press Windows key + R key)

    Enter "cmd" and hit Enter

    Type "cd C:\BG2EE\" (or whatever your game folder path is) and hit Enter

    Type "weidu.exe --log nul --change-log bg0125.bcs > change.log" and hit Enter

     

    When it finishes, open the text file named "change.log" in the game folder and paste the contents here. This will show if any other mods changed that script.

    Not sure you are on the right track here - In EET what kills Sarevok is in Sarevok_.bcs The script Sarevo,cre has in EET.

     

    IF

    OR(2)

    HPLT(Myself,2)

    Die()

    THEN

    RESPONSE #100

    ClearAllActions()

    MoveViewObject("Sarevok",INSTANT)

    AddexperienceParty(15000)

    Kill(Myself)

    END

    and

     

    IF

    Global("SarevokBehavior","GLOBAL",1) This is set after the Ducal Palace showdown

    THEN

    RESPONSE #100

    SetGlobal("SarevokBehavior","GLOBAL",2)

    CreateCreature("Sarevo",[581.437],S) // Sarevok

    END

     

    The condition you look for is not in BG0125.bcs in EET.

    (Problem is that some tweak mods say they are compatible with EET while not being and not having been tested)

     

    Forgot to mention that the file posted by eXistenZe in the problem report is the UNTWEAKED EET file for BG0125 - which works perfectly unless you change OTHER files for that battle.

    I was just doing that battle yesterday more than a dozend times (to test my own mod addition to the scene.), so I can give you my word there is nothing wrong with the original.

  22. eXistenZe: The BG0125.BCS script you attached above is missing a block from the original BG1EE script (AR0125.BCS) that triggers when Sarevok's health = 1.

     

    Can you run "weidu.exe --log nul --change-log bg0125.bcs" in your game folder?

     

    Start Menu -> Run ... (or press Windows key + R key)

    Enter "cmd" and hit Enter

    Type "cd C:\BG2EE\" (or whatever your game folder path is) and hit Enter

    Type "weidu.exe --log nul --change-log bg0125.bcs > change.log" and hit Enter

     

    When it finishes, open the text file named "change.log" in the game folder and paste the contents here. This will show if any other mods changed that script.

    Not sure you are on the right track here - In EET what kills Sarevok is in Sarevok_.bcs The script Sarevo,cre has in EET.

     

    IF

    OR(2)

    HPLT(Myself,2)

    Die()

    THEN

    RESPONSE #100

    ClearAllActions()

    MoveViewObject("Sarevok",INSTANT)

    AddexperienceParty(15000)

    Kill(Myself)

    END

    and

     

    IF

    Global("SarevokBehavior","GLOBAL",1) This is set after the Ducal Palace showdown

    THEN

    RESPONSE #100

    SetGlobal("SarevokBehavior","GLOBAL",2)

    CreateCreature("Sarevo",[581.437],S) // Sarevok

    END

     

    The condition you look for is not in BG0125.bcs in EET.

    (Problem is that some tweak mods say they are compatible with EET while not being and not having been tested)

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