Jump to content


  • Content Count

  • Joined

  • Last visited

About Daeva

  1. Thanks for the reply - I normally work on Win7 with the UAC off and have set the ownership so that I log in as the admin, but you were right about the C:\Programsx86\ pathway - even as an admin it doesn't like me unpackaging files there, so it didn't work. Reinstalling the game under the C:\Games\ allowed it to work fine. I hate windows... Thanks for the help! Looking forward to playing this mod again, I haven't used it since it was version 7 on the pocketplanegroup!
  2. Hey, I've recently started up a new game in BGT after many, *many* years and was trying to install the BG1NPC mod, on what is essentially a fresh BGT install but it keeps throwing errors at me. The error log is: ... Compiling 1 dialogue file ... WARNING: internal label [3] not found in processed DLG [LENA] ERROR: COPY_TRANS LENA state #3 out of range 0-0, SKIPPED ERROR: Cannot process COPY_TRANS ERROR: processing COPY_TRANS [tb#_compile_eval_buffer/BG1NPC/Phase2/dlg/X#FAINT.D] Failure<"COPY_TRANS out of range"> Stopping installation because of error. ... If I comment out the part of X.FAINT.D that's throwing the error, I receive a similar error, also with the LENA.D file and, when commenting out that one, I receive yet another error to do with .CRE files, etc. My WeiDU log is below and, as you can see, at this point it's still largely a clean install - and I can't think of anything that would be causing any problems here. If you could offer any help, that would be great. Cheers! WeiDU log: // Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version] ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1001 // BG2 Fixpack - Game Text Update -> GTU Classic (from Baldurdash, by Kevin Dorner): v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01 ~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.11 (January 2011) ~W_GUI/SETUP-W_GUI.TP2~ #1 #0 // W_GUI ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v3 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v3 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #40 // Cure Sleep Fix: v3 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v3 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v3 ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: v2 (Hotfix 20100919) ~SETUP-DRUID_REVERSION.TP2~ #0 #0 // Druids Can Wear Helmets Again: v1 ~SETUP-DRUID_REVERSION.TP2~ #0 #1 // Fighter/Druids Can Wear Armor Again: v1 ~1PP.TP2~ #0 #3 // One Pixel Productions: v3 Flame Short Swords (4): v2.7 ~1PP.TP2~ #0 #4 // One Pixel Productions: v3 Flame Short Swords item patches (5): v2.7 ~1PP.TP2~ #0 #10 // One Pixel Productions: v3 Colourable Quarterstaves core (11): v2.7 ~1PP.TP2~ #0 #11 // 1PP: Colourable Quarterstaves core item patches (12): v2.7 ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #0 // 1PP: Avatar fixes * female elves w. leather armour [EFB2] ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #1 // 1PP: Avatar fixes * female elves w. chain mail [EFB3] ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #2 // 1PP: Avatar fixes * female elven cleric w. plate armour [EFC4] ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #3 // 1PP: Avatar fixes * female elven fighter w. plate armour [EFF4] ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #4 // 1PP: Avatar fixes * female human unarmoured [HFB1] ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #5 // 1PP: Avatar fixes * female human w. leather armour [HFB2] ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #6 // 1PP: Avatar fixes * female human w. chain mail [HFB3] ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #7 // 1PP: Avatar fixes * female human cleric w. plate mail [HFC4] ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #8 // 1PP: Avatar fixes * female human fighter w. plate mail [HFF4] ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #9 // 1PP: Avatar fixes * female human unarmoured mage [HFW1] ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #10 // 1PP: Avatar fixes * female human mage w. light robe [HFW2] ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #11 // 1PP: Avatar fixes * fixed halfling progression [iFB1, IFB2, IFB3] ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #12 // 1PP: Avatar fixes * fix frame error on cleric plate [iFC4] ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #13 // 1PP: Avatar fixes * dwarves w. chain mail [DMB3] ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #14 // 1PP: Avatar fixes * male elves w. chain mail [EMB3] ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #15 // 1PP: Avatar fixes * male human w. leather armour [HMB2] ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #16 // 1PP: Avatar fixes * male human w. chain mail [HMB3] ~1PP_FEMALE_DWARVES/SETUP-1PP_FEMALE_DWARVES.TP2~ #0 #0 // Separate Avatars for Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II ~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #1 // 1ppv3: Unique Thief Avatars (patch) -> BGII - Unique Thief Avatars (patch) ~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #2 // 1ppv3: Unique Thief Avatars (content) ~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #3 // 1ppv3: Improved Improved Galactygon's Avatar Switching ~1PP_AWINGS/SETUP-1PP_AWINGS.TP2~ #0 #0 // 1PP: Attachable wings core [beta] ~1PP_AWINGS/SETUP-1PP_AWINGS.TP2~ #0 #1 // 1PP: Attachable wings test items ~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v18 I get a similar problem when trying to install the portrait part of the mod - first riggilo.cre doesn't exist in the CHITIN.KEY then, if I edit that out, silke.cre doesn't (this is when I stopped).
  3. likewise still following this - first mod i discovered and i will def wait 'til it's finished! keep up the good work!
  4. Genius - it worked, obviously I should learn to read... Thanks, v much!
  5. A few more questions (been a while since I last worked on this but it seems to be going okay). Firstly (rather daft this one) what is the duration for an in-game day? Secondly, I've been using the "unused" secondary types for spells and abilities granted by the vestige but have read somewhere that this can cause problems, is this true? Thanks for any and all help.
  6. Thanks for replying. I was fresh into the game with the standard rep of 10 so it wouldn't be due to reputation. Also, I've checked pdialog.2da and everything is alligned just fine and there seem to be no problems with the script as they do it even when I remove the script from the npcs. They're not npcs I've designed myself but ones from elsewhere - amber's one, kivan another. Both of them suffer from the same problem.
  7. Right, I'm not sure what is causing this, but whenever I meet a custom added npc in game, they join fine but then walk up to the pc and initiate their leaving dialogue. This dialogue works fine, however, if you tell them to leave, talking to them only leads to conversation dialogues as if they were still in the party. I can't post my weidu log right now but the only new mods I've got installed are the bgii fixpack (instead of baldurdash) and the g3 aniversary mod - could either of these be causing the error? I've already tried unistalling and reinstalling every mod on a fresh install but still encounter the error. Any help would be great! Cheers.
  8. In all respects, that's a shame... Unfortunately, since you eventually able to bind 4 vestiges simulataineously, using unremovable items would require 4 slots to be kept permanantly free which is absurd... So it looks like I'll be sticking with my current workaround... Ah well. Ironically, adding the shine and glitter seems to be the hardest part - now there's a first! One other thing - I've discovered a bug, I suppose it is. Using one spell you gain from a vestige changes your character appearance (using change appearance rather than polymorph) but, for some reason, this crashes the game while you're transformed in the underdark - is this a known bug or have I done something daft? As always, thanks for you help!
  9. Ah, I never realised that - I don't really use the spell sanctuary in-game. Well, if it dispells due to any action then it's far from perfect but I would prefer that to the alternative that it mimics protection from undead since that would be hugely overpowered. I had considered using undroppable items but was under the impression that the "create item in slot" command was broken or bugged and therefore couldn't be used? Also I don't understand how you mean I could use primary and secondary types? One other question - not so important, just want the summoning to look purty. Is there anyway to enter a cutscene upon casting a spell, while pausing all actions that are currently happening? eg - in combat, cast the spell, everyone stops and you go into a (brief) cutscene, I know how to do it using a script and trigger but is there anyway to do it directly using a spell? Thanks again for your help.
  10. Right, hide from undead is actually very easy to do - just coded like the protection from undead scroll but with a sanctuary condition of dispelled when you attack, etc (already coded it and it works okay). Detect undead can be done but involves a lot of ugly scripting so I think you're right about scrapping that one. As for the effects - I'm sorry, I didn't explain my problem at all well. I'm fully aware of making it dispellable / duration / etc. The problem I have is simple - if it is not dispellable, there is not way to unbind the vestige so you are stuck with that one until it wears out (taking away the point of the class), while, if it can be dispelled, then the vestige can become unbound halfway through the pact (cf the the shapeshifting bug) so, my workaround is that the effect is cast with a short duration and a comand to recast itself after that duration ends, to unbind the vestige, I simply add temporary immunity to that spell and, if it is dispelled halfway, it reappears after a short time. The problem with this is, as I mentioned, it can cause some stuttering, which I would rather avoid. If I'm being daft and there is a way to remove non-dispellable effects before their duration ends then please let me know, otherwise I'll have to stick to my workaround... I had completely forgotten about a ranger falling with low reputation to be honest... My reasons for choosing ranger were that some of the vestiges grant spell-casting, some stealth and some turn undead and the ranger allowed for at least 2 of those to be easily included... Is there really no way to prevent a ranger from falling? The virtue mod ties it to a different statistic so it must be possible to do it...? I did originally code it as a cleric with the stealth ability being a spell that mimicked the ability (invis, etc) but that didn't really look very good or work hugely well (going into stealth while being watched was one problem...). It also ran into the problems of item restrictions... (and a dodgey stronghold) And talking to the vestiges is also a really good idea - I hadn't actually considered that. Thanks for the help so far!
  11. Right, I've been creating the binder class from Tome of Magic into BGII and have run across some hitches. The main problem I've been having is how to create effects that last for a duration and cannot be dispelled. The only workaround I've been able to do is for the effects to be refreshed every x seconds but that seems to cause a stutter while playing, it's not overly noticeable unless regeneration is involved but I would rather avoid it nonetheless. Another question I had was how to describe what each of the vestiges do since they're bindable via special abilities rather than spells so there's no desciption. One workaround I was considering was to make them appear as spells (that can't be cast) to provide information on the vestiges and the abilities they bestow. (at present it's a ranger sub-class for weapon usage and armour). The class as it stands is: Ranger sub-class only 1* proficiency allowed disable stealth, disable magic casting only up to studded leather armour non-lawful (any good/neutral/evil) bind vestiges 1 per day (lv 1, 2 at lv 5, 3 at lv 10, 4 at lv 15, 5 at lv 20 - distribution needs work and level 20 might become a HLA) Binding a vestige - lasts 24 hours (can be unbound and restores ability to rebind if done so). "Battle of wills" with summoned vestige - 1 round stun with will save to see if you win or not - either way it is bound if you fail then there is some negative effect as well. Example vestige - Acerarak (Level 5 vestige) appears as a demi-lich if you fail to win the influence then all healing magic/potions/etc hurt you for the duration that he is bound. Abilities granted: - Hide from undead - sanctuary vs undead creatures - Detect undead - same as ranger Track HLA but only for undead - Lich energy immunities - immune to cold and electricity - Paralyzing touch - as name - Undead healing - negative energy heals you. I know this sounds very powerful especially since you can bind up to 4 at once but it gets not other class abilities and the THACO will likely be nerfed as well, also the above vestige is a high-level one and you won't get it until around level 16. A weaker vesitige (available at level 4): Amon - level 1 vestige, if fail influence the immune to healing spells, and "lawful" spells (bless, aid, etc...) also immune to fire spells (both good and bad) and -2 charisma. Abilities - infravision - Fire breath (similiar to anganazars scorcher - unlimited uses per day but cool-down time of 10 secs after each use) - Ram attack - natural weapon, 1d6 + 2 crushing damage can be created in slot as magic weapon and dispelled at will. Any thoughts / help as mentioned would be great! Cheers
  12. Assuming this is for your Skald, npc, then I'd have to go with 7 as it sounds suitably melodramatic, for a bard. If done well, then the animal cry would also be a good choice, however, any example I can think of, of a war-*cry* (eg those on the standard voice selection) are pretty shoddy...
  13. I don't think anyone's mentioned Unfinished Business as of yet, which, in my opinion, is one of the best mods out there. Also, if you've not played BGII before you may want to skip on Divine Remix, it's a great mod but you may want to experience the 'original' cleric, druid, etc classes. Also, you may want to check out the eSeries AI scripts as they also greatly improve playability.
  14. Likewise, still eagarly anticipating this mod - keep at it!
  15. Actually I disagree with this as you can pick up two +3 scimitars before reaching nashkel, a +2 longsword (+1 cold damage) in nashkel, and various other pieces of powerful weapons / armour quite early on (+3 shadow armour, anyone?). Also, the bastard sword +1/+3 is, in fact, available in cloakwood if you either side with the druids or pick his pocket by which stage it is of limited use anyway until you fight the dopplegangers. I would, however, suggest that you not make the blade a scimitar since, as I've said, you can pick up drizzt's scimitars early and with relative ease, both of which are better than this - you may want to consider making it a bastard sword, in fact, since there are only 2 magic bastard swords in the game. One other point on the idea of balance - how have you implemented the conditional +3, since, often when "nighttime" is implemented, it translates as "not sunlight" so dungeons, etc count, which would make it essentially +3, which would be overpowered for tutu.
  • Create New...