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AstroBryGuy

Gibberlings
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Posts posted by AstroBryGuy

  1. Yes, the BGFixpack overwrites large amounts of the BG1 DIALOG.TLK file, including string #11696. This particular change isn't correcting a spelling or grammar. It's removing the string "Northern Light" from the game. Since the string "Belching Dragon" occurs elsewhere in the DIALOG.TLK, the change should have been made by editing the STO file to point to the existing string.

     

    Ironically, BGFixPack DOES change the name of the .STO file for the tavern by the bridge to point to the original "Belching Dragon" string in the DIALOG.TLK! So, the overwriting of #11696 is rendered completely pointless. :rolleyes:

    COPY_EXISTING ~tav4809.sto~ ~override~ //The Belching Dragon
      SAY NAME2 #11764
    BUT_ONLY
    

    The best I can do is block the name change of the Nashkel Inn to "Northern Light" if BGFixPack is installed.

     

    EDIT: Fix committed to GitHub - https://github.com/AstroBryGuy/bg1ub/commit/8f0ebd9e5a7a54e2d3b0f077715bf4a2e10da137

  2. In vanilla, the inn next to the Nashkel Store is simply called "Nashkel Inn" on the sign outside and on the tavern menu page. Technically, this is fine, if a bit boring. The tavern by the bridge is marked "Belching Dragon Inn" on the sign outside but "Northern Light" on the tavern menu screen. So, there is a issue in vanilla.

     

    This is fixed in BG1UB. On my test install, the taverns are renamed. "Northern Light" by the store and "Belching Dragon" by the bridge. I don't see the problem you are seeing with both taverns having the same name.

     

    Do you have Dudleyfix installed? It has a different fix for the tavern names. It leaves the "Nashkel Inn" alone, but changes the name of the tavern by the bridge to "Belching Dragon" by rewriting string #11696 in the dialog.tlk. BG1UB points the name for the "Nashkel Inn" to that string, assuming it is still "Northern Light", as per the original dialog.tlk. If you have both installed, you end up with both taverns named "Belching Dragon". It's a mod conflict.

     

    See: http://www.forgottenwars.com/dudleyfix/bg1_dialogue.htm

  3. OK, less of my bad attempts of humor, more dry facts. :p This is vanilla thing, obviously.

     

    Humor is fine. I just wasn't sure at first if I should be looking in the existing BG1UB stores component for something it was doing wrong or at vanilla BG1. So, same amount of humor, then more dry facts. ;)

     

    EDIT: Fix is pushed to GitHub. Will be in next release.

     

    https://github.com/AstroBryGuy/bg1ub/commit/6460ae7a0f304ae9fb8e35350cbb19914078b39d

  4. I'll take a look at it. For future reports, please indicate if the bug is in BG1UB content or "vanilla" BG1/BGEE content. It makes it simpler to figure out if I'm fixing existing BG1UB content or adding a fix to vanilla content.

     

    EDIT: I checked the Red Sheaf Inn store file (INN3357.STO). I can confirm that this bug is fixed in BGEE and Tutu (the rumor dialog file points to RBEREG.DLG (or _RBEREG.DLG). I don't have BGT install to check. Can anyone with a BGT install check if this bug is fixed in BGT?

  5. Post any comments or bug reports for BG1 Unfinished Business Mod here.

    The most important links:

    bg1ub mod page at PPG (older version)

    Download bg1ub current version from official PPG GitHub Mirror

    Discussion thread at BeamDog Forums

     

    -------

    Hello all,

     

    New users are not currently able to get accounts on the Pocket Plane forums, so I am opening a support thread for BG1UB here.

     

    For the latest version of BG1UB, please see my GitHub page: https://github.com/AstroBryGuy/bg1ub/releases

     

    Cheers,

    AstroBryGuy

  6.  

     

    I figure something like:

    - Stay in control of the party after the Sarevok fight, just like in BGT.

    - Go back outside and maybe do the TotSC content, if you feel like it.

    - At some point talk to the Duke(s), just like BGT. You can be told "we've discovered there are three of Sarevok's minions still running around trying to cause trouble: Joe, Bob, and Korlasz. We know the location of Joe's hideout and Bob's hideout."

    - After clearing those two hideouts, you find a letter/journal/map pointing you to Korlasz' hideout. You go to the entrance, start to descend a rope ladder... and boom, you're in SoD.

     

    A mod like that would be pretty small, but a) it would be faithful to the existing transition; and b) it would give you a perfect excuse/opportunity to go at your own pace, maybe take a trip to Werewolf Island or Ice Island first, etc.

    I had made this mod.

     

    I developed it because my original Sandrah mod had content in the frame between Sarevok's death and talking to Belt in the BGT version. So you could leave the Sarevok temple again, go back into BG1 and play my stuff but of course also all the other things like TotSC and then report back to the Dukes and they would send you after Korlasz. On your second journey to Undercity there were some new opponents and a new entry among the ruins in the south that led to Korlasz tomb.

     

    Again, I decided to trash that mod and put my interim content into SoD instead. The reason was mainly compatibility. All other mods and NPCs would follow the original sequence and the diversion felt a bit like hijacking the game.

     

    (Did you play that version? Your description is pretty exact, only that Bob was Talos in my case, and Joe was Tamoko.)

     

    You made content that was part of a huge mod that spans the entire game... naturally that would have compatibility issues with other mods.

     

    The solution to me seems to be to just divorce it from a major campaign like the Sandrah mod. You can add the Talos and Tamoko hideouts, someone else could add hideouts for Bob and Joe, or a temple of Cyric, whatever. As long as they both occupy the same section, a player could use either one and still carry on into SoD and play the rest of the Sandrah mod.

     

    Since the transition from BG1 to SoD is NOT a chapter increment (Chapter 7 of the game is from leaving Candlekeep Catacombs until you finish Korlasz Tomb).

     

    Therefore most mods (and mods adding to vanilla NPC) use a Global that was already used in the classic games and in BGT Global("EndOfBG1,""Global",X).

    X can be 0 (BG1) 1 (SoD or) 2 (BG2)

    Events that advance it are Sarevok's Death 0>1 and Entering Irenicus Dungeon 1>2.

     

    Thus, defeating Sarevok but returning again to the *BG1 world* prior to Chapter 8, is a state that would require additional checks in many scripts and dialogues. You will otherwise have NPCs and triggers referring to events and conditions that not yet happened.

    Can't you simply rmeove the script action incrementing the "EndOfBG1" global from the end of the Sarevok fight, and add it to the conversation with the Dukes or whatever trigger you want to enable the entry to Korlasz' tomb? So you defeat Sarevok, leave the undercity, and you are still considered to be within BG1. Now you can go to Durlag's Tower, and Werewolf Island, maybe Bone Hill or whatever.

     

    At its most basic, that's all you have to do: eliminate that script action, and add a conversation somewhere that triggers that script action and shoots you to Korlasz' tomb. Just give the player a tiny bit more agency to decide when they want that transition to happen.

     

    THEN, separately, modders could come in a fill this new section of the game with more stuff, if they want to. Add the Talos/Tamoko hideouts. Add events or conversations that foreshadow the conflict stirred up by Caelar, so the beginning of SoD isn't such a sudden and jarring change in the conditions in the city. Could do all sorts of stuff...

     

     

    One potential issue with changing when "EndOfBG1" is triggered - you may get content intended for before the final battle with Sarevok in the time between the battle and triggering the transition to Korlasz' tomb.

     

    Let's say an NPC mod has a dialog with CHARNAME about the upcoming confrontation with Sarevok. The mod uses ~GlobalLT("EndofBG1","GLOBAL",1)~ as a check on BGT/EET to make sure Sarevok has not been defeated. If the condition that sets EndOfBG1 is changed, this dialog could then trigger on an EET install after Sarevok's defeat.

  7. I don't think it's mod interference between BG1NPC and BG1UB. It sounds like the default (#0) transition actions were firing, even though you are choosing an alternative transition. I've added a trigger to the default transition to block it if the BG1NPC bandit caravan variable has been set. You can get it on GitHub:

     

    https://github.com/Gibberlings3/BG1NPC/releases/tag/v23.3

     

    This works fine in my tests of Kagain. With the bandit caravan variable set and unset, and with and without the fibula.

  8. You will still have the option to not accept Kagain into the party. Right after you pick one of those three options in your screenshot, Kagain will give his revenge line and you can either accept him into the party or turn him down.

     

    The lines you posted were always on that particular dialog state (that hasn't changed). The earlier one bypassed the normal dialog states, including an interjection by Shar-Teel, since it derailed the dialog and never returned to the vanilla dialog states. I can reactivate the original derailing dialog, but it does have the possibility of bypassing other mod content added to Kagain's dialog.

  9. The first is apparently stemming from the fact that your Tutu install is based on an SoA-only BG2. The DisplayStringNoNameHead action was added by ToB.

     

    It was reported here previously: http://gibberlings3.net/forums/index.php?showtopic=23868

     

    I don't have an SoA-only BG2, so I don't know if this action can be safely added to the SoA ACTION.IDS (some ToB actions can, some can't). You could replace the DisplayStringNoNameHead actions with DisplayStringHead. I'm certain DisplayStringHead should work in the SoA engine.

  10.  

     

    OK, your setence is much clearer than mine. I give you that.

    In my mind I was taking to @subtledoctor and @agent77 expecting them to have no problem with my lingo.

    You give me what ? No answer to my indirect question of: How should they package their files ? As that was the origin of their comments.

     

    How should their package their files? Most modders use zip archives. That's okay for windows. Compressed tar files for linux and macos because extended file attributes (e.g execution bits) are only part of tar archives if and only if one uses the operating system specific tar command.

     

    This discussion needs a complete other thread than "EET on a tablet".

     

    Zip can store Unix file permissions by using the "external attributes" field inside the ZIP header (using the Info-ZIP standard). The macOS zip/unzip commands will preserve and restore file permissions for archives created on Unix-like OSes.

  11. Hail and well met!

     

    v23.3 of the BG1 NPC Project is released!

     

    Get the latest release at: http://gibberlings3.net/forums/index.php?app=downloads&showfile=908

     

    Please post bugs and feedback to this thread.

     

    Changes for version 23:
    • Updates for EET compatibility to bg1npc.tp2 and x#player1_bgee.d.
    • Moving some large code blocks to .tpa files to clean up bg1npc.tp2
    • Fixed hardcoded strings in x#mag14d.baf
    • Fixed bug with Amarande dialog
    • Fixed bug with Edwin's golems in Spiderwood
    • Fixed bug with Winski's demon spawning neutral
    • Fixed minsc dialogue problame x#miint.d + x#miint2.baf
    • (BGT) Jaheira's interjection in Black Lotus tent
    • Remove added trans triggers from Seniyad's dialog
    • Replace David Jansen's "shout" script
    • tp2: changed from REQUIRE_FILE to REQUIRE_COMPONENT to enable automated deinstall of components if the required component is deinstalled
    • corrected Imoen-Yeslick rest banter for BGT
    • added li/g3_dreamscript_cpmvars.tpa for dream scripts of NPCs
    • lib/tp2: removed eet_cpmvars and linked to EET original one instead (not used yet anyway)
    • unified DV or entill.cre to "Entillis" as it is in BG:EE and fixed usage in x#jaint.d
    • x#dyered.baf: added "See("dynaheir") to trigger (although it might not be needed because group can only sleep if together)
    • Typos and many small bugs quashed!
    • Un-hardcoded strings for Imoen's Tome
    • Adding an unused line for Imoen's dialogue about Tarnesh's spellbook
    • Copying over x#blank.wav to silence default dialog sounds
    • Updates to German, French, and Polish translations
    UPDATE: Version 23.1 - 2017-12-03
    • Fixed Tutu install + more German proofreadings from jastey
    UPDATE: Version 23.2: 2017-12-24
    • Fix for SoA-based Tutu installs: only use of DisplayStringNoNameHead on ToB/EE engine installs, default to DisplayStringHead on SoA-Tutu.
    UPDATE: Version 23.3: 2017-12-29
    • Fix for Kagain's Quest not allowing to be "completed" without accepting Kagain into the party.
    • Fix for Cloakwood Mines not appearing when "Open Cloakwood Mines early" component is installed.
  12. Do you have more information about the Ajantis banter? With whom or maybe even a quote? I have problems identifying it.

     

    David Jansen uses a script with a shout call also used by enemies throughout the game (Shout(151)). Maybe that was the problam here, it takes only one fight with another foe and this shout my have fallen. ideally this would be changed into something custom.

    David Jansen seems to belong to Xan's quest and spawns north of Nashkel Road in Chapter 3 or higher.

     

    I'll replace the x#gpsht script with %tutu_var%wtarsgt. That one doesn't listen for shouts, but if you attack David, he will turn Enemy().

  13. There was a report about the Kivan-Imoen nighttalk repeating indefinitely. (v2.8 link). Setting the corresponding local variable did the trick. I have no idea why it wouldn't be set in the dialogue as it should be if looking at the code.

     

    I don't see a problem with the code either. The variable should be set when the pre-rest dialog starts. I'm stumped.

  14. BG1NPC's interpretation of Imoen is different than the BG2 Imoen, but the difference is intentional. BG1 Imoen's soundset is a rather "childish", e.g, "Yer all buffle-headed," "Borrrinnngg...,", etc. The BG1 in-game biography says "[imoen] seems the eternal child...". In BG2, Imoen has just suffered severe psychological and physical trauma, which has affected her. BG2 Imoen's soundset is far more somber and serious, and her in-game biography notes "the dark confines and horrors of your current location have definitely taken their toll." That said, it is certainly a valid opinion to find the difference to be too great.

     

    Uninstalling BG1NPC mid-play-through is not recommended. If you uninstall the mod, it is recommended to start a new play-through.

  15. But upon checking the dlc folder I see Sod-dlc.zip has not been renamed. should I manually rename it then?

    That would explain the issue, since the dialog.tlk file in the DLC .zip file will override the regular dialog.tlk file.

     

    You could try renaming sod-dlc.zip to sod-dlc.disabled manually. If you continue to encounter problems, I'd suggest starting from a fresh install.

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