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AstroBryGuy

Gibberlings
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Posts posted by AstroBryGuy

  1. The unreleased GitHub code is a work in progress. It will likely have bugs and errors. Use a released version of you want something a little more stable.

     

    Just a minor typo in the command. It should be REPLACE_STATE_TRIGGER. Whoops.

  2. a) Only if you are still on the Lion's Way. The timer is attached to the Lion's Way area script. So, if you are on the Lion's Way after 12 hours, Gorion's body decomposes. If not, it doesn't decompose until you return to the Lion's Way. This has not changed from old BG1NPC behavior.

     

    b) I think that's BG2 Tweaks. That component in BG2 Tweaks includes dialog by Domi, if I remember correctly.

     

    c) To fix this, I'd need to know what DLG file BGT uses for the character. This looks like it could be common issue when the BG1 name of a DLG file is the same as a different BG2 file. Tutu renames all BG1 files with a leading "_", I think BGT only renames when there is a conflict, but I'm not sure what it does.

  3. a) If the X#GorionBuried variable is triggered, then the dialog with Jaheira will not happen. There is a timer added to the Lions Way area script that decomposes Gorion's body after 12 hours. If you are still on the Lions Way after 12 hours (or journey back there before going to the FAI), then the timer will expire and increment the variable, blocking the dialog. This is not new behavior.

     

    b) There is no script or dialog in BG1NPC that checks for Khalid's class to be a Fighter-Mage. Search the code yourself if you like.

     

    c) Looking at the code the dialog is added to %tutu_var%MTOWN3.DLG. On BGT, that would be MTOWN3.DLG. But, there is a BG2 dialog file called MTOWN3.DLG. I'm going to guess that this dialog never worked on BGT, since the interjection is apparently being applied to the wrong file. I don't know what the BGT name for the BG1 version of MTOWN3.DLG would be, since I don't run BGT.

     

    d) Imoen's interactions are not valid after Chapter 1 and the condition for the other dialogs with the Keeper require Imoen to not be in the party.

  4. There is a timer on the "Where do you think we should inter Gorion's remains?" dialog. Since Jaheira says "Khalid and I have been discussing this", it doesn't make much sense for her to immediately blurt it out upon meeting CHARNAME. If you rest or travel to another area, it should fire.

     

    BG1NPC doesn't change Khalid's class. So, AFAIK, none of his dialogs depend on being a fighter/mage.

     

    Jaheira's interaction in the Black Lotus tent is there.

     

    As for the Keeper, did you have Imoen in your party? Her interjections block that dialog option, but that's not something that has changed.

  5. With the release of the expansion I would love to play this again but I have the gog version (I like drm free) since they have bg1 ee on sale for 5$ I'm hoping this mod can be made to be compatable because it is a must for BG1

     

    BG1NPC should work ok (minor bugs may occur with changes to BG1 content) with BGEEv2 without SoD. If you don't download the SoD DLC, you can play through BGEE. Then load SoD and transfer your final save

  6. Ouch. Yeah, I got the game from Steam. Now I obviously wish I hadn't. Bummer.

     

    Anyway, thanks for your prompt answer! Now, I hope you don't mind me asking, but do you have a workaround planned for this and if so, do you have any idea how long it will take to implement? I mean, should I wait or just get my install from another source?

     

    Cheers!

     

    Not at this time. I don't have the game on Steam or GOG (which is also affected by this), so I don't have an example game to play with.

     

    Reading CamDawg's post at the Beamdog forums (https://forums.beamdog.com/discussion/comment/731882/#Comment_731882), the fix is probably some kind of utility to unpack the zip file and the BIF files inside the zip file into the override folder. You'd run it after installing SoD, but before installing any mods. Maybe something along the lines of BGT-WeiDU.

  7. Two possibilities:

     

    1. You upgraded your install to BGEEv2 and/or installed SoD *after* you installed mods. Don't do that. Updating the base game overwrites the modded BGEEv1.3 dialog.tlk file with a new BGEEv2/SoD one. Also, the modded game resources in your override would be from the v1.3 game. They won't be up-to-date. Start with a clean install of BGEEv2 (don't install SoD if you got the game from Steam - see below) and then install mods.

     

    2. You downloaded the game from Steam. Steam downloads all the SoD files into a zip file in a dlc folder. It doesn't replace the original dialog.tlk file in the lang folder. WeiDU sees the original dialog.tlk file and patches that. Then your game uses the SoD dialog.tlk file in the zip file from the dlc folder. Hilarity ensues.

    BG1NPC should work ok (minor bug with Coran's wyvern quest) with BGEEv2 without SoD. But, until there is a workaround for this dlc zip file stuff, it won't work on SoD on Steam (or any other service that uses a similar dlc mechanism).
  8. What game are you running? BGEE? Did you recruit Viconia at level 6?

     

    If so, I see the problem. The component doesn't update the level 6 version of Viconia in BGEE. The list of Viconia CREs has VICONI61 but not VICONI6. The former is for BGT compatibility. The mod will need a minor update to add VICONI6 to the list.

     

    If you have EE Keeper, you can edit the portrait in your saved game.

  9. Would there be a downside to adding more actions to INSTANT.IDS as another way to avoid unintended delays?

    I don't know. I wouldn't necessarily think so, but considering Avenger's example of how GemRB's attempt to "fix" the setting of internal states actually broke the dialog for the Machine of Lum the Mad, I wouldn't be too surprised if there were a dialog that relied on this aspect dialog engine's behavior.

     

    http://gibberlings3.net/forums/index.php?showtopic=27592&p=238721

  10. I see a possibility....

    In this post (http://gibberlings3.net/forums/index.php?showtopic=27592&p=238721) Avenger said:

    Instants take one more transition than you would expect.
    Non instants (and anything after them) are delayed until the dialogue ends.


    Looking at the action connected to Andarthe's dialog: "Please! I... I implore you... have mercy and spare my life... I will leave these lands and never return. I stand defenseless"

    DestroyItem("MINHP1")
    SetGlobal("X#AndSurrender","GLOBAL",2)
    

    DestroyItem() is *not* in INSTANT.IDS. So, according to Avenger's post, this could be delaying the SetGlobal() action to after the dialog completes. So, it could happen after the SetGlobal("X#AndSurrender","GLOBAL",7) action on the last dialog state.

    Gotta go back and re-test!

     

    EDIT: It works on my BGEE testing install - X#AndSurrender was set to 7, but it could be something the EE engine fixed. I'll try on Tutu when I get a chance.

     

    I can try swapping the action order so that the SetGlobal is before the DestroyItem. Maybe that will fix the issue you are seeing on BGT.

  11. OK. No problem.

     

    I've been researching for similar issues, and I found this one posted on SHS:

     

    http://www.shsforums.net/topic/58351-looping-banters-variables-are-not-set-during-some-dialogues/

     

    Sounds like it could be a similar issue: variables are not being successfully set during a dialog. The proposed solution is changing the SetGlobal() actions to DialogueSetGlobal() actions - which requires ToBEx.

     

    EDIT: Bigg's test mod works on BGEE. He noted that his test worked on BG2, but was having issues on BGT. Unfortunately, I don't have a BGT install. I have an archived Tutu install. If I find some time, I'll break it out and see if the issue presents itself.

  12. Searching the forum, there have been some issues with this quest. I'm reading the old threads to see if the same issue was reported, but I haven't found any references to X#AndSurrender being set to 2 after the actual surrender dialog. There have been some previous issues with the quest, so I hope there will be something there to shed light on it.

     

    So far, I haven't been able to reproduce the problem. I just can't see how the variable gets reset to 2 after the surrender dialog (or never gets set to 7). If you have a save game you'd be willing to share, I can spelunk into the all the variables and try to see what happened.

  13. Andarthe EscapeArea() worked fine, dialog was fine; everything seemed to work as it should, except for the one global somehow ending up at 2.

     

    That's very odd. Did Andarthe restart his surrender dialog? The only actions to set X#AndSurrender to 2 are in Andarthe's dialog (double-checked with a search on my test install with NearInfinity). It is set to 2 only when he tries to surrender. There should be no other actions to set the variable to 2.

  14. The items that x#beado1.cre has are the exact same as x#beador.cre, and they are all stock items (i.e., not mod items). Beador has the following items: LEAT04, MAGE05, STAF02, DART01, POTN21

     

    Do you have any mods installed that edited those items?

     

    Amarande's dialogs/scripts don't set X#AndSurrender at all, so I don't see how killing him would affect the variable.

     

    Did Andarthe do an EscapeArea(), or did he just stand there blue-circled?

  15. Ah yes, I checked my game version and it's 1.0.1 which explains my issue I think. I haven't updated since I bought it and should have done so first.

     

    Thanks for the help, very much appreciate it :)

    Yep. Use the latest version of BG:EE, v1.3. ITEM_USE.2DA was not in BG:EE 1.0.

     

     

    What version of what game do you have ?

    I have also seen the file to be "item_use.2DA", but mostly it's ITEM_USE.2DA... but this was on a PC, at least according to Near Infinity, as that could matter on MACs.

    OSX's file system, HFS+, is (by default) case-insensitive (but case-preserving), like Windows.

  16. Came across a very strange bug where after talking to the guy who stole the dagger from the tomb in the area you enter after leaving the Nashkel Mines, Dynaheir interjects as normal, but whatever you say to the guy she then leaves the party and the area permanently.

     

    I'm running with BG:EE

     

    I've tested it, but don't see any problems with Hentold's dialog. What version of BG1NPC do you have installed and what other mods are you running?

     

    EDIT: It's BG1UB. BGEE changed the state order for Hentold's dialog. The Minor Dialog Restoration Component was causing the problem (writing changes to the wrong state in BGEE). It is fixed in the latest version of BG1UB.

     

    https://github.com/AstroBryGuy/bg1ub/releases/tag/v14.0_beta_151227

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