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Roxanne

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Posts posted by Roxanne

  1. I managed to take the Sword of Chaos from Sarevok's body but it shouldn't be the case anyway since SoD states that the sword was shipped to Athkathla.

     

    You can take the sword - you are the only one present at Sarevok's defeat. SoD says it was taken from the Ducal Palace and shipped to Athkatla, i.e. after you returned to the Dukes. There is some time interval between Sarevok's death and SoD start.

  2. Nothing on Redmine about it, I've never had it before so I assumed it'd be related. Let's wait and see if it happens to other persons.

    Looking at the scripts of ar2000 and those monks there is a good chance for the scene to evolve as you describe it (EET or no EET).

    The monks spawn independently and the cutscene can trigger if Rasaad is still in the area (you say he was walking north to escape area) and one of your party is standing close enough (20) to one of the monks.

  3. I don't know which subject I should use but I've just had a weird thing happen as I met Rasaad. Luckily, I have a save just before(though not just before entering trademeet).

    He was in the street next to the High Merchant's home, I had the discussion with himto recruit him, I did and then kicked him out then I went north to the center of the town and the cutscene where he beats other monks happened weirdly.

     

    Here's the save, he's to the right outside the building.

    I remember this issue from an earlier playthrough. It may not be related to EET but a bug from the vanilla game. Did you look at the bean dogs forum for the issue? Much of the Rasaad quest was bugged when I last played with him.

  4. It works, he initiates dialog as if I just kicked him from the party but then I can initiate dialog with him to start his quest.

     

    Thank you :)!

    You said earlier

    Dorn disappeared during the following black screen...

    at the end of SoD And now

    he initiates dialog as if I just kicked him from the party

    When he comes back he still has to say his goodbye lines from earlier on. This may be another thing to look into.

  5. Oh ok, I misunderstood the problem, could I technically use a save from before the temple district but after SoD and replace him in the save? (I have the chapter debut etc)

     

    If it's linked to his character it might be plausible actually. I'm still a noob when it comes to modding though.

    Here is something to try

     

    Modify AR0900.bcs like this

     

    IF

    HasDLC("dorn")

    GlobalLT("OHD_PLOT","GLOBAL",1)

    Global("K#DornImport","AR0900",0)

    BeenInParty("Dorn")

    GlobalLT("chapter","GLOBAL",20)

    !StateCheck("Dorn",STATE_REALLY_DEAD)

    THEN

    RESPONSE #100

    ActionOverride("Dorn",ChangeAIScript("DORN",OVERRIDE)) //ADD the line here

    MoveGlobal("AR0900","Dorn",[2550.3394])

     

    Move to the temple area near where you expect Dorn to be

    via Console do C:SetGlobal("K#DornImport","AR0900",0)

     

    See if he is now spawned.

     

  6. I have already visited the temple district, but I haven't done much there, I basically walked around to get to the other maps. I'm afraid of what would happen if I were to reset the map and go through the eyeless cutscene again as it could mess up some stuff I guess. It's however not much so I guess someone with the skills could restore the variables to a post eyeless cutscene(I don't care much for the garrick one tbh).

    This is not the problem, the issue is to restore Dorn, since the same thing that made Viconia disappear has happened to him. In Viconia's case you had a save from before that happened, in Dorn's case you have not. Maybe someone else knows how to restore him to the game in this new version 2.3 with EET.

  7. Yay! She's there. Good job again.

     

    Tell me about the temple district thing though, I have no idea how to "reset" a map from a save and then partly restore it.

    Good news - this means that k4thos fix will work for this and similar cases (...not that we doubted it...).

  8. Yay! She's there. Good job again.

     

    Tell me about the temple district thing though, I have no idea how to "reset" a map from a save and then partly restore it.

    You already have visited it, right?

    Or do you have a save from before you went there?

  9. If you really have a save from before you ever entered ar1000 you could already check the proposed solution by modifying your ar1000.bcs with k4thos new code, then go there and find Viconia is there (hopefully)

     

    IF
    Global("K#ViconiaImport","AR1000",0)
    BeenInParty("Viconia")
    GlobalLT("chapter","GLOBAL",20)
    !StateCheck("Viconia",STATE_REALLY_DEAD)
    THEN
    RESPONSE #100

    ActionOverride("Viconia",ChangeAIScript("VICONIA",OVERRIDE)) //ADD THIS LINE
    MoveGlobal("AR1000","Viconia",[1821.1081])

    etc...

  10. I had them both up to the end of SoD. Viconia left with a mini banter commenting on Skie's murder and Dorn disappeared during the following black screen (transition between Dragonspear and Baldur's Gate).

    You are right, Viconia shoulöd be there, she has BeenInParty Flag, she is not dead, so according to

    ar1000.bcs

    IF

    Global("K#ViconiaImport","AR1000",0)

    BeenInParty("Viconia") yes

    GlobalLT("chapter","GLOBAL",20) yes, is 14

    !StateCheck("Viconia",STATE_REALLY_DEAD) not dead

    THEN

    RESPONSE #100

    MoveGlobal("AR1000","Viconia",[1821.1081])

    etc...

     

    The Global("K#ViconiaImport","AR1000",1) is set, which means that the block was triggered, So question is, what made her go again?

     

    My guess is that it is this code in BDViconi.bcs

    IF

    GlobalGT("CHAPTER","GLOBAL",13)

    THEN

    RESPONSE #100

    DestroySelf()

    END

     

    The import code in ar1000.bcs changes her last script BDViconi.bcs to Viconia.bcs but maybe that did not work?

     

    Let us see what k4thos has to say...

  11.  

    PS - Most likely the only campaign in the game using such triggers is SoD

    This has nothing to do with the way SoD uses proximity triggers. In all EE and not EE games PIDs can be triggered by code like:

    ActionOverride("Viconia",StartDialogueNoSet(Player1))

    from any script. And this shouldn't be the case if we are talking about "Player-Initiated Dialogues".

     

    I also made a series of tests of situations from my own mod where I use IsGabber(Player1). There are no issues. (I saw my dialogues in the install window for the mod, so they were changed indeed).

    use this code in command line to extract your dialogue file to d format:

    weidu.exe yourdialogue.dlg

    Now try to search for 'ObjectActionListEmpty(Myself)'. If I didn't make a mistake than the code should only change PID initial dialogues, nothing else. Dialogues with more triggers are skipped too. Your other IsGabber(Player1) instances should be unaltered by it.

    If there are any side effects on other mods or uses, it may be best to add this solution as a feature to BG1NPCs which is normally installed pretty early in the game and in front of other contents adding mods - this way it will not impact others.

    This fix will be included in RC5 finalise component to handle this automatically although I will limit the patching only to JOIN dialogue files mentioned in 2da files, so it will be impossible to patch a block that is not actually a PID.

     

    You made no mistake - it really only affects solo IsGabber(Player1) in initial dialogue triggers.

    I was alerted because i use this trigger quite often and in conjunction with other conditions, so it was not clear what the extra would do.

    Looks like there is no reason to worry.

  12.  

    that would explain it. Never played with PID (Player-Initiated Dialogues) installed, so never encountered it. There is also nothing like this in vanilla game. But it makes sense considering the only trigger check in PID dialogues in BG1NPC Project is:

    IsGabber(Player1)

    Same would happen in vanilla game if any mod installed after BG1NPC Project would append a new dialogue to VICONJ.DLG file because PID would be earlier and would trigger without our intention instead of that later dialogue. But there is a way to make PID dialogues compatible with mods installed later and EET that automatically merges join dialogue files. This additional trigger should do the job:

    ObjectActionListEmpty(Myself)

    Once it's there PID won't be initiated when dialogue is triggered by script for example via:

    ActionOverride("Viconia",StartDialogueNoSet(Player1))

    And you will be still able to initiate dialogue manually with her, so nothing really is changed.

     

    Please install mod attached to this message and let me know if it fixes the problem. It should update every single PID dialogue in your game.

    I agree with your analysis, but I have a question to the solution. It seems this is aimed at PIDs from BG1NPC mod specifically. What will it do to any other use of IsGabber(Player1) that is in the game?

    Besides, there are also other mods with PIDs...

    If there are any side effects on other mods or uses, it may be best to add this solution as a feature to BG1NPCs which is normally installed pretty early in the game and in front of other contents adding mods - this way it will not impact others.

    PS - Most likely the only campaign in the game using such triggers is SoD. Maybe the BG1NPC PIDs could have something not to trigger in SoD? I think the makers of that mod have declared several times that they will not add SoD contents to their work ?

     

     

     

    I don't know enough to discuss this choice but I can at least confirm that the fix works!

    The fix works for the SoD triggers.

    I also made a series of tests of situations from my own mod where I use IsGabber(Player1). There are no issues. (I saw my dialogues in the install window for the mod, so they were changed indeed).

    Looks okay for the time.

  13. that would explain it. Never played with PID (Player-Initiated Dialogues) installed, so never encountered it. There is also nothing like this in vanilla game. But it makes sense considering the only trigger check in PID dialogues in BG1NPC Project is:

    IsGabber(Player1)

    Same would happen in vanilla game if any mod installed after BG1NPC Project would append a new dialogue to VICONJ.DLG file because PID would be earlier and would trigger without our intention instead of that later dialogue. But there is a way to make PID dialogues compatible with mods installed later and EET that automatically merges join dialogue files. This additional trigger should do the job:

    ObjectActionListEmpty(Myself)

    Once it's there PID won't be initiated when dialogue is triggered by script for example via:

    ActionOverride("Viconia",StartDialogueNoSet(Player1))

    And you will be still able to initiate dialogue manually with her, so nothing really is changed.

     

    Please install mod attached to this message and let me know if it fixes the problem. It should update every single PID dialogue in your game.

    I agree with your analysis, but I have a question to the solution. It seems this is aimed at PIDs from BG1NPC mod specifically. What will it do to any other use of IsGabber(Player1) that is in the game?

    Besides, there are also other mods with PIDs...

    If there are any side effects on other mods or uses, it may be best to add this solution as a feature to BG1NPCs which is normally installed pretty early in the game and in front of other contents adding mods - this way it will not impact others.

    PS - Most likely the only campaign in the game using such triggers is SoD. Maybe the BG1NPC PIDs could have something not to trigger in SoD? I think the makers of that mod have declared several times that they will not add SoD contents to their work ?

  14.  

    Does anyone have any information about work done to make one of the following mods compatible with EET?

    • [...]
    • Aurora (I made a tp2 version - similar TDDz - for private use, just to install the creatures, shops and story without the animations and tweaks but could get no feedback from the original author on it)

    Thank you all for feedback on this topic

    @Sam

    I think the condition list you posted is very helpful - even if such should be common horsesense among modders, it is a useful and readable guideline for all those interested in the topic.

     

    PS - I have no intention to publish my attempt at Aurora anywhere as it does not fulfill condition 3). It was just to proof the concept that such a conversion can be accomplished by just modifying tp2 and without altering much of original content (maybe encouraging the original author to try it). In the specific case of Aurora however, condition 3) is not applicable in my opinion as the original mod is fully functional in the old game while for EE/EET only a slightly modified subset of the mod can be used (minus the animation and tweak parts). Something like Aurora Lite for EET.

    I would be very interested to see what you have done so far. If the core components are there and EE(T) compatible, that's the majority of the strictly necessary work. The optional/animation/tweak components need not be EE-ized immediately. It would be enough simply to leave the existing code (which would still install on classic engines) intact but exclude those components from being installed on EE-based games for now. Such an approach would still adhere to condition #3.

     

    I sent you a PM with the info.

  15.  

    The halfling messenger in BG3800 (Halfmiri.cre) does not drop the letter for Miriam (scrl3i.itm). I checked in NI and he should have this inventory item, but it has no flags set in the cre file (not flag droppable).

    The letter is dropped by one of the Ogrillons. However, it's not flagged as quest item, so it might disappear if you come back later to pick it up.

     

    The letter is also present in the dead halfling's inventory. But he shouldn't drop anything since he's already dead when the map is loaded.

     

     

    You are right, now I remember as well. Found it - the second Ogrillon ran away in panic and was at a far end of the map with the letter.

    Thanks

  16. The dialog that starts is "*The dark lady of the underdark walks beside you - a mystery made flesh. [...]" I believe it's the "Player-initiated dialogue" added by BG1 npc.

     

    https://i.imgur.com/1E3CXwY.png

    This is the PID from BG1NPC mod.

    I had a similar event with Imoen during SoD when she (not even in party) issued the opening line from her PID. (some trigger in bd6200 or bd6100 in my case).

     

    Most likely this is because something triggers a dialogue but the only one the engine finds at that point is the Joined dialogue file (where the PIDs are) - just guessing, but there seems to be a pattern here.

  17.  

     

    Here's a new iteration of Sheena, compatible with BG2EE: https://forums.beamdog.com/discussion/60784/sheena-the-half-dragon-tale/p1#latest

    Unless I am completely mistaken, this should be compatible with EET as it is. I installed it sucessfully.

     

     

    Sheena is not even compatible with BG2:EE:

    - it doesn't use HANDLE_CHARSETS but have French and Spanish language files encode it ANSI - this means it will crush the game if you install those languages

    - it doesn't use ADD_JOURNAL (although not even weidu supports patch 2.x journal yet but still)

    - it overwrites mno1 animation instead of using EE new animation system and simply add new one (if it doesn't exist already) which means some creatures will use wrong animation (while BG2:EE doesn't use it, mno1 is used by SoD, so if you install it on EET some crusaders will have incorrect animation)

     

    As for the EET 'EET_modConverter' tool prints following changes needed to make it compatible:

    Patching Sheena/Dialogues/k#bsheen.D: GlobalLT("Chapter","GLOBAL",4) => GlobalLT("Chapter","GLOBAL",%bg2_chapter_4%)
    Patching Sheena/Dialogues/k#bsheen.D: GlobalLT("CHAPTER","GLOBAL",4) => GlobalLT("CHAPTER","GLOBAL",%bg2_chapter_4%)
    Patching Sheena/Dialogues/k#sheen.D: GlobalLT("CHAPTER","GLOBAL",4) => GlobalLT("CHAPTER","GLOBAL",%bg2_chapter_4%)
    Patching Sheena/Dialogues/K#sheenj.D: GlobalLT("CHAPTER","GLOBAL",4) => GlobalLT("CHAPTER","GLOBAL",%bg2_chapter_4%)
    Patching Sheena/Dialogues/K#sheenj.D: GlobalLT("CHAPTER","GLOBAL",4) => GlobalLT("CHAPTER","GLOBAL",%bg2_chapter_4%)
    Patching Sheena/Dialogues/K#sheenj.D: GlobalLT("CHAPTER","GLOBAL",4) => GlobalLT("CHAPTER","GLOBAL",%bg2_chapter_4%)
    Patching Sheena/Dialogues/K#sheenj.D: GlobalLT("CHAPTER","GLOBAL",4) => GlobalLT("CHAPTER","GLOBAL",%bg2_chapter_4%)
    Patching Sheena/Dialogues/K#sheenj.D: GlobalLT("CHAPTER","GLOBAL",4) => GlobalLT("CHAPTER","GLOBAL",%bg2_chapter_4%)
    Patching Sheena/Dialogues/K#sheenj.D: GlobalLT("CHAPTER","GLOBAL",4) => GlobalLT("CHAPTER","GLOBAL",%bg2_chapter_4%)
    Patching Sheena/Dialogues/K#sheenj.D: GlobalLT("CHAPTER","GLOBAL",4) => GlobalLT("CHAPTER","GLOBAL",%bg2_chapter_4%)
    Patching Sheena/Dialogues/K#sheenj.D: GlobalLT("CHAPTER","GLOBAL",4) => GlobalLT("CHAPTER","GLOBAL",%bg2_chapter_4%)
    Patching Sheena/Dialogues/K#sheenj.D: GlobalLT("CHAPTER","GLOBAL",4) => GlobalLT("CHAPTER","GLOBAL",%bg2_chapter_4%)
    Patching Sheena/Dialogues/K#sheenj.D: GlobalLT("CHAPTER","GLOBAL",4) => GlobalLT("CHAPTER","GLOBAL",%bg2_chapter_4%)
    Patching Sheena/Scripts/K#Sheena.baf: Global("CHAPTER","GLOBAL",6) => Global("CHAPTER","GLOBAL",%bg2_chapter_6%)
    Patching setup-Sheena.TP2: ALWAYS command expanded
    ALWAYS
      ACTION_IF (GAME_IS ~eet~) BEGIN
        OUTER_SET bg2_chapter = 12
      END ELSE BEGIN
        OUTER_SET bg2_chapter = 0
      END
      OUTER_FOR (i=1; i<=10; i=i+1) BEGIN
        OUTER_SET bg2_chapter = bg2_chapter + 1
        OUTER_SPRINT name_source ~bg2_chapter_%i%~
        OUTER_SET EVAL ~%name_source%~ = bg2_chapter
      END

    It would also need following changes to support EET continuity system (take a look at any of the available compatibility patches and you will see exactly the same steps for each BG2 NPC as below ones):

    1. Add EVALUATE_BUFFER in tp2 file when COMPILE is used on k#bsheen.D, k#sheen.D, K#sheenj.D, K#Sheena.baf

    2. Get rid of FATESP.DLG code when GAME_IS ~eet~

    3. Add EET_functions.tph to mod folder

    4. Use EET_NPC_TRANSITION function from above mentioned file the same way as other BG2:EE NPC mods that have compatibility patches available.

     

    So no, it's not compatible as it is.

     

    Yes, you are right. Just found some of these issues...sorry for confusion.

    it overwrites mno1 animation instead of using EE new animation system and simply add new one (if it doesn't exist already) which means some creatures will use wrong animation (while BG2:EE doesn't use it, mno1 is used by SoD, so if you install it on EET some crusaders will have incorrect animation)

     

    Yes

  18.  

    Does anyone have any information about work done to make one of the following mods compatible with EET?

    • Longer Road
    • Planar Sphere
    • Region of Terror
    • Secret of Bone Hill
    • Extended Thief Stronghold
    • Yasraena
    • Tashia
    • Chloe
    • Sheena
    • Iylios
    • Multi Strongholds
    • Aurora (I made a tp2 version - similar TDDz - for private use, just to install the creatures, shops and story without the animations and tweaks but could get no feedback from the original author on it)

     

    Thank you all for feedback on this topic

     

    @Ser Elryk

    The list was not intended to be complete, it just asked for a few mods that have shown little/no activities for a long while.

    I am confident that many other mods (including those you added) will be converted pretty soon when EET is published and will gather momentum among players and modders.

     

    @Sam

    I think the condition list you posted is very helpful - even if such should be common horsesense among modders, it is a useful and readable guideline for all those interested in the topic.

     

    PS - I have no intention to publish my attempt at Aurora anywhere as it does not fulfil condition 3). It was just to proof the concept that such a conversion can be accomplished by just modifying tp2 and without altering much of original content (maybe encouraging the original author to try it). In the specific case of Aurora however, condition 3) is not applicable in my opinion as the original mod is fully functional in the old game while for EE/EET only a slightly modified subset of the mod can be used (minus the animation and tweak parts). Something like Aurora Lite for EET.

     

    @AlienQuake

    I would be willing to include any versions of Longer Road or Bone Hill into my next playthrough to test them. Since I developped crossmod contents for both mods way back in BGT I think I am quite familiar with contents and code of those mods and maybe can provide feedback to enable EET versions. Especially Bone Hill should not be too tricky, it is an island on its own (in every sense) with only some dedicated connection points/scenes to the main game.

  19. Does anyone have any information about work done to make one of the following mods compatible with EET?

    • Longer Road
    • Planar Sphere
    • Region of Terror
    • Secret of Bone Hill
    • Extended Thief Stronghold
    • Yasraena
    • Tashia
    • Chloe
    • Sheena
    • Iylios
    • Multi Strongholds
    • Aurora (I made a tp2 version - similar TDDz - for private use, just to install the creatures, shops and story without the animations and tweaks but could get no feedback from the original author on it)
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