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ithildurnew

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Everything posted by ithildurnew

  1. Such a classy post, directed towards someone who isn't around/active anymore and won't respond.
  2. Yep, that seems to do the trick (swapping the action order); console jumped party from early save to cloakwood, got the quest, etc. did the quest in the same order as previously (killing the head shadow druid before encountering beador) just to make sure, encountered andarthe and got him to surrender, accepted, went inside and the captive NPC gets spawned properly, indicating global is being set properly. Quick and dirty fix for NI users unable/unwilling to wait for hotfix/update: in X#Andart.dlg, change Action 0 DestroyItem("MINHP1") SetGlobal("X#AndSurrender","GLOBAL",2) to SetGlobal("X#AndSurrender","GLOBAL",2) DestroyItem("MINHP1") This is a pretty significant and probably not widely known detail regarding how the game engine handles global variables in these situations; I wonder if there are other bugs are out there in the wild that might be similar in nature? Also got Beado1.cre to not crash the game by addressing the missing quarterstaff animations issue with 1pp (set up a temp/new install with component 210 of 1PP installed, copied over relevant missing bam files) http://www.shsforums.net/topic/58532-heads-up-on-1pp-component-dependency/ All is well, thanks for the help AstroBryGuy!
  3. Seems quite possible; like I said the dialog fired properly and in order, everything seemed to work as it should, except for the global variable being set. I suppose I could try swapping the action order and going to the earlier save, using cluaconsole to jump the party to the cloakwood and see if I can get the quest to trigger, etc to test.
  4. That's a pretty significant find... could explain a number of odd dialog/global related bugs people have reported at various times over the years.
  5. I manually (with NI) set the variable to 7 and moved on, so all my auto, quick, and main save are past this point. Unfortunately I usually don't keep a lot of saves with attempts at no reload runs; the only save old enough to attempt to run through this quest again is a much earlier save that would require quite a bit of gameplay to get to the cloakwood, and I don't have that much time currently to dedicate solely to bug fixing. If I do manage to find enough time to do this I can upload a savegame someday. One thought, does the game engine have trouble incrementing globals (or by design doesn't do so) while combat is going on? I always assumed that was not the case...
  6. Well, I seem to have found the real issue with Beador at least; it was staf02.itm, staff +1, that Beador comes equipped with. Equipping a +1 staff with a party NPC and going from the inventory screen to the main game screen resulted in the same sort of ctd/assertion error. From checking the changelog the culprit most likely is 1pp with it's new animations for quarterstaves. Regardless this issue with beador crashing isn't a BG1NPC error.
  7. http://imgur.com/lW5xt55 Everything went normally as far as dialog, no repeats, loops, etc. btw, my memory might be faulty but I think I remembering this occurring a few years ago
  8. The issue most likely isn't the items themselves; as you said the first Beador has the same items and he doesn't cause crashes. I've found that when you get an assertion error like this with ctd it's often a glitch in rendering animations and such. There's only two differences between the two versions of beador I've found, 1. the animation/avatar (sleeping man vs human male cleric iirc) 2. spell list, one has Insect Plague for it's lvl 5 spell the other Summon Animals. I've tried changing the spell list to match Beador.cre My guess is it's due to some glitch with the particular combination of the animation for the beado1.cre file and the equipped items; it's possible that a mod like 1pp v4 which tweaks avatars/animations and is known to occasionally bug out during installs might be causing this. What I definitely know is getting rid of the equipped weapons from Beado1.cre solved the problem. Andarthe EscapeArea() worked fine, dialog was fine; everything seemed to work as it should, except for the one global somehow ending up at 2.
  9. Yes, aware of the (unrelated to main issue) conflict; the reason I wanted BGTTweak's component is because bg1ub Creature Corrections wasn't properly tweaking bear.bcs to behave when there's a ranger or druid in the party.
  10. Jaheira/Beador quest was horribly buggy this install. 1. The cutscene where Jaheira heals Beador and Beado1.cre replaces Beador.cre, getting ctd with assertion failed message as soon as the new beador is spawned in: [Tue 26 Jan 2016 17:59:30] ASSERTION FAILED! Return Address: 0x9FFB75 File: ChVidImage3d.cpp Line: 899 Expression: FALSE Message: CVidCell::FXRender3dSetPalette: LoadFrame() failed -----TobEx: Throne of Bhaal Extender build 0.26.3.25 (Tue 26 Jan 2016 17:59:51) Apparently something wasn't kosher about the darts or the staff being equipped on the new Beador; removing equipped weapons from beado1.cre file fixed this issue and prevented the ctd. 2. Maretha is not spawning in ar8401 after Andarthe surrenders and party lets him go. According to bgjaheira.bcs: IF !Global("endofbg1","GLOBAL",2) OR(2) Dead("andarthe") GlobalGT("X#AndSurrender","GLOBAL",6) InParty(Myself) AreaCheck("AR8401") Global("X#JaheiraQuest","GLOBAL",4) Global("X#MarethaExist","AR8401",0) THEN RESPONSE #100 SetGlobal("X#MarethaExist","AR8401",1) CreateCreature("X#MARETH",[369.273],3) // Maretha END The problem is global X#AndSurrender; the variable seems to be setting to 2 for some reason, in spite of the dialog ("I suppose so, Charname. But for now...") that sets it to 7 clearly firing. I'm guessing it may have something to do with the fact that the head of the Shadow Druids was killed already before encountering Beador and Andarthe.
  11. Upon further playthrough it seems there are a number of other troll cre files besides the ones listed above that become unkillable in a EE install with Polytweaks' troll component, for example Roger the fence's Sea Troll (ROGTRO01 and ROGTRO02.cre), the snow trolls in the planar sphere (OBSICE01.cre), etc. Hard to say how many more there will be as I'm still in the early stages but it gets pretty tedious to run away from an immortal troll, save game, and NI to fix the scripts and restart, reload, etc. repeatedly. It's really fantastic how Polytweaks implements trolls but for now this component needs to be considered incompatible with EE (it's worked fine with non EE installs as far as I remember) until someone compiles a comprehensive list of affected trolls and patches the mod to modify their scripts properly with EE. A shame; I hope a fix/update does come through at some point.
  12. Simon280586, I'm having the same issues with the 'near dead' trolls being up and active on a BG@EE install; seems like for some reason the scripts are not being assigned properly, possible conflict with SCS assigned scripts perhaps. I've installed the component long after SCS per the author's instructions too. I'll go ahead and manually swap out the scripts as you described for now.
  13. BWS is well and good but it'd also be good to have a fixed tp2 here in the mod's own forum for people who don't use/know about BWS. I did look again more closely at the attached file provided by subtledoctor; there's some kind of tp2 file content buried in there but it doesn't look like it's related to this particular mod.
  14. The attached file above (when extracted) doesn't look like a tp2 file? Subtledoctor, would you be willing to collaborately incorporate a fix for BGT installs to correctly issue Adventurer kit to Imoen into a tp2? Appending line 541 from ACTION_FOR_EACH script IN _imoen bgimoen2 BEGIN to ACTION_FOR_EACH script IN _imoen bgimoen bgimoen2 BEGIN should do the trick.
  15. Well, 3e Bladesingers ... unless you have a very high level character with statospheric INT 30 (rather unlikely without nerfing other melee relevant stats), +10 ac isn't going to be that common. 2E Bladesingers didn't even get that; they got a (level/2 - 1) amount of bonus to ac vs melee attacks only when casting spells. The ac bonuses granted to this version of Bladesinger (+3, +5, +7, +9 with passive bonus and Bladesong active) leaves the 2e version in the dust and probably surpasses most 3e guys as well for x times/day (which is what makes it somewhat balanced, that it's x/day). Add to that the superior spellcasting of 2e fighter/mages (even without the specialization/extra slot quirk) vs 3e Bladesingers and the offensive spin bonuses, it's a more potent combo than either pnp version. If BG1 style grandmastery could actually be implemented, that's even more oomph. Which is of course entirely at modder's discretion, but just pointing that out. Personally since BG2 is mostly (loosely) 2e with a handful of 3e elements, I've tweaked it into something closer to 2e, but that's just my preference. The work on the mod is appreciated, and hopefully the odd quirks can get ironed out somehow.
  16. Bladesingers in 2e didn't get any special treatment regarding ability to progress in specialization - they had the same restrictions normal fighter/mages did (they did get a set +1/+1 bonus to thac0/dmg with their weapon which I would probably add as bonus to melee thac0/dmg, opcode 284/285 iirc, tacked onto the initial D5_acbon ability received at lvl 1). There's probably no need to try and get them to gain grandmastery if they get the +1/+1 set bonus. As for the loss of an extra attack/rnd (with BG1 Grandmastery), Bladesong helps make up for that, especially if it can stack with Haste effects (as I've modified it to do on my install). The result is slightly less attacks/rnd than a dual wielder (especially one with say, Belm or Kundane in offhand) limited to a few times /day, but still competitive enough to fit the archetype imo. Overall this version of Bladesinger still is more powerful than the 2e version (which probably is put to shame by the shredding machine that is the BG2 Improved Hasted/Belm dual wielding Ftr/Mage) As for the extra spell slots, just confirmed, it does look like the behavior matches a character with wizard specialization, i.e. gained TWO rather than one lvl 2 slots upon reaching lvl 3 on the wizzie side. However, no restriction from necromancy (or any other) school, so it ends up gaining the benefits of specialization without it's restrictions, probably not a good thing balancewise.
  17. http://gibberlings3.net/iesdp/files/2da/2da_tob/profsmax.htm According to the iesdp, re: profsmax.2da This file is ignored in BG2: ToB And I'm pretty sure kits when implemented properly do get to use their own columns in weapprof.2da. Wondering if the issue is with this particular kit; possibly some of these issues (extra spell slots, weapprof.2da reference) might be related to EE vs ToB as well?
  18. You can do that, but you must add seperate AC bonus headers (one for slash, one for crush etc.). Ticking 2 or more boxes is crash. This may be the culprit for the ctd then; it was that way in the default D5_Blad1.spl file, 3 boxes checked in one ac bonus header. Also, the Bladesinger kit cannot progress past specialization in any weapons, in spite of what the readme says. Kitlist.2da looks fine and weaponprof.2da has up to 5 pips in several weapons for Bladesinger, however upon testing it seems it's using the standard fighter/mage's column (tweaking the standard ftr/mage column allowed me to advance past specialization). If it matters, the name on top of the character record as well as the kit description from the same page also show 'Fighter/Mage', not Bladesinger. The only place where 'Bladesinger' shows is the right side 'parchment' area by the experience points. I'm not using EE, btw, but a fairly standard BGT/ToB installation.
  19. Yeah I figured it might be based on Offensive Spin, so I replaced the default D5_Blad1.spl with a copy of Offensive Spin with added ac bonus (btw, when I set the ac bonus to be vs melee, i.e. checked the boxes for slashing, crushing, piercing, it crashed. when I unchecked them, i.e. applicable vs all attacks, crashing stopped) and thac0 bonus scaled to be +1 every 5 lvls, and it seems to work fine now. Also toned the ac bonus down slightly, +1 at lvl 1, +2 at lvl 5, +4 at 10, +6 at 15 (matches 2e Bladesinger more closely; overall he's still more powerful than pnp 2e, but at least he's a guy locked into single weapon style which balances out vs how powerful BG2 makes dual wielders). I might also remove the 'immunity to haste' effect as there's no such restriction for bladesingers and their capstone ability in 3e is the ability to gain 2 additional attacks/rnd via Song of Fury plus Haste. It still falls short of what dual wielders can do, but imo brings them closer to an iconic flurry of single weapon slashing fury. As for the extra spell slots, for now I'll just remove them via SK or NI manually.
  20. Keep in mind standard fighter/mages can put on full plate or banded/splint mail etc when they run out of spells and function pretty much just like fighters. Bladesingers should have the same armor restrictions as thieves or perhaps bards/Blade kit, though otherwise item useage should be the same as other fighter/mages. I'm not using any other components other than the multiclass component, so no altered spell tables (other than the ones provided by BG2Tweaks, but those only effect the wizard levels side of things). It's also not an illusionist specialist thing because I can use necromancy spells/scrolls without any issues. I'm guessing if you switched fighter kit to a wizard kit that may be the issue. One other thing: http://www.shsforums.net/topic/58123-interesting-ctd-when-resting-with-injured-party-members/?do=findComment&comment=577681 I've confirmed that ever since obtaining the kit, whenever I try to rest with injured members in the party, the game crashes to desktop with the errors listed above. It seems some part of the bladesinger component isn't interacting well with the Rest/heal x amount of hp's routine that's supposed to run when resting (the crash so far only occurs if someone in the party is injured). [edit] Further confirmed that it's D5_BLAD1.spl that's the issue; removing it via SK from the character allowed resting with injured members in the party without ctd. In fact, using the spell at all results in a ctd regardless of resting or not.
  21. So it's not intended by design, gotcha. Is there a way to fix this via NI or SK (so as to not add the extra slot at lvl up; I'm currently manually removing the slot every time this occurs via NI/SK)? I'm not aware of where the specialist usability flag data is stored. As for necromancy spells being restricted, I haven't had a chance to come across one yet, will report if such is the case. Also, a suggestion/request, if you could restrict Bladesingers from using armor heavier than chain mail, I think it would help with both balance as well as match the 2e incarnation more closely.
  22. Interesting mod; I've installed the multiclass tweaks component and am trying out the Bladesinger kit. One thing I've noticed is that the Bladesinger gains spells castable per day as if he'd gained a wizard level, when he gains levels in wizard AND Bladesinger BOTH. Is this by design? It means he ends up progressing in spellcasting ability waaay faster than a standard Fighter/Mage, which is debatably one of the most devastating class choices in BG2 to begin with... I realize the 2e Bladesinger kit was considered extremely powerful (which fits the descriptive fluff/lore more or less, along with having some stringent restrictions), but I would say this along with the other advantages this particular version of the kit gets makes him extremely unbalanced.
  23. Anyone else getting the old entrance point in Beregost when going there from the temple?
  24. Re-checked; it seems excellent weapons break regardless of install order and whether options to not break or break are selected. They also display the wrong string ('paralyzation aura') over effected party member (rather than 'my weapon has broken!'). The error can be verified by taking a peak at dplayer2.bcs; my guess is the 'excellent weapons do not break' section of the tp2 needs to be tweaked.
  25. Big World folks have been claiming for some time that SCS component 8050 Improved Random Encounters is incompatible with Ding0 Quest Pack component 'Miscellaneous Enhancements'. I've never seen anyone report such is the case in either Quest Pack's or Stratagem's forums. Can anyone confirm whether there's any truth to this?
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