Zed Nocear's Trigger-Simulations for BG1
#31
Posted 17 March 2010 - 10:07 AM
#32
Posted 17 March 2010 - 05:14 PM
Thanks for the hard work.
(Now if I can only get those "bags" of holding to work properly...)
And all the time, such is the tragi-comedy of our situation, we continue to clamour for those very qualities we are rendering impossible. . . . In a sort of ghastly simplicity we remove the organ and demand the function. We make men without chests and expect of them virtue and enterprise. We laugh at honour and are shocked to find traitors in our midst. We castrate and bid the geldings be fruitful.
C.S. Lewis, The Abolition of Man
#33
Posted 18 March 2010 - 01:54 AM
(True bags of holding are impossible in BG1, if someone doesn't make a 5th type of shop in BG1 engine. I make some substitute solution in my own mod TWM, this part of mod has even english translation, but 80% of whole mod doesn't:
Download site: http://wrota.cob.netarteria.pl/dwdl
Direct link: http://wrota.cob.netarteria.pl/download/mo...mo3(v29,58).exe
These "bags of holding" work properly, they allow to store high numbers of items and don't allow earn money
a/ containers have the interface of a shop,with buy and sell buttons
b/ "unsellable" items cannot be put in the container.
c/ You cannot see how many of the same items are in the container. You must remove them individually one by one, which may be annoying when it is group of items, like arrows or many of the same potions.
d/ The game engine does not see items within the container as being in possession of the party.
e/ Before selling items in shop we must take them out from the container.
f/ "Bags of holding" always have unlimited stack of items, engine doesn't consider a limit of items in STO file.)
Edited by Zed Nocear, 18 March 2010 - 01:55 AM.
#34
Posted 18 March 2010 - 03:52 AM
Zed Nocear, on Mar 18 2010, 03:54 AM, said:
(True bags of holding are impossible in BG1, if someone doesn't make a 5th type of shop in BG1 engine. I make some substitute solution in my own mod TWM, this part of mod has even english translation, but 80% of whole mod doesn't:
Download site: http://wrota.cob.netarteria.pl/dwdl
Direct link: http://wrota.cob.netarteria.pl/download/mo...mo3(v29,58).exe
These "bags of holding" work properly, they allow to store high numbers of items and don't allow earn money
a/ containers have the interface of a shop,with buy and sell buttons
b/ "unsellable" items cannot be put in the container.
c/ You cannot see how many of the same items are in the container. You must remove them individually one by one, which may be annoying when it is group of items, like arrows or many of the same potions.
d/ The game engine does not see items within the container as being in possession of the party.
e/ Before selling items in shop we must take them out from the container.
f/ "Bags of holding" always have unlimited stack of items, engine doesn't consider a limit of items in STO file.)
Edit: (03-18) I've a working tweak now, though it needs testing. All "stores" open with TotSC installed, crash without (either from .bam problems or program rejection). I can tag it TotSC only, but I'd like to also tag it to skip if TWM is installed. My version will have only the five basic containers. Questions - Is there an area file specific to TWM I can use as the skip tag? Are there limits to how many times they can be opened? How much will they hold?
Edited by grogerson, 18 March 2010 - 06:08 PM.
And all the time, such is the tragi-comedy of our situation, we continue to clamour for those very qualities we are rendering impossible. . . . In a sort of ghastly simplicity we remove the organ and demand the function. We make men without chests and expect of them virtue and enterprise. We laugh at honour and are shocked to find traitors in our midst. We castrate and bid the geldings be fruitful.
C.S. Lewis, The Abolition of Man
#35
Posted 19 March 2010 - 04:22 AM
Because TWM is not know worldwide, I didn't add tags for components yet, but I can make it very quickly in the next update. TWM is also ONLY for BG1+TotSC, therefore I didn't have your problem.
I'm afraid, tag in BG1 Tweaks, that causes skipping code for "bags of holding" if TWM is installed, doesn't solve the problem of compatibility between TWM and BG1 Tweaks definitely. TWM has also some tweak components, which modify every file of specified type (e.g. CRE or AREi) and more tweaks, which double the content of BG1 Tweaks (I have made them bevor first BG1 Tweaks were published). Therefore I recommend to install TWM as the last. Recently I have added to TWM the code that lets skip the doubling content with BG1 Tweaks, IF (!) TWM is installed last. Because the component in TWM with "bags of holding" is more expanded, with some special magic type of items of this art, which are associated with dialogs and quests, I wouldn't like skip my whole component, if "bags of holding" from BG1 Tweaks are installed.
Maybe it's too late for this proposal, but I had an idea, that I cut out from TWM the code with basic type of bags of holding, you can modify all what you dislike or find buggy, and next the same code will be placed to both mods. Of course solution from TWM and BG1 Tweaks could work fully separately, but if "bags" in BG1 has infinity capacity, one exemplar of any type is enough for party. It's meaningless to put more "bags" of the same type.
I don't know how many efford do you allready spend for this component, but maybe you will agree for my proposal? My solution of "bags of holding" I made not at once, but it remains some month of thinking and tests, until the solution was enough good for me.
Edited by Zed Nocear, 23 March 2010 - 11:28 AM.
#36
Posted 19 March 2010 - 06:16 AM
I helped in your English translations, so I have a rough idea of what to expect.
As for my Portable Containers component, yours will include a couple of nice items that I will skip. The bookcase and cloaks really belong in a full mod like yours. If nothing else, including it in BG1 Tweaks will give your work a platform for testing (it will be flagged BETA).
Edit: (03-20) I've checked out your method. I was a bit confused at first by the apparent money gains. Then I closed the store. Nice work-around to the Dark Side problem. And I'll take your previous post as permission to use your Bags (z!bag01, 02, 03, 04 and 11) in the next version of BG1 Tweaks (proper attribution given, of course, and not in the same locations as yours).
Edit: (03-22) I have included your codes in BG1 Tweaks v2. I have noted in the component readme to skip this component if your mod is installed as it will cause duplicates to appear. I still believe TWM should be installed before BG1 Tweaks. All components of BG1 Tweaks install separately, and I have added a comment in the Overview section that care should be taken with my mod, especially when other mods such as yours have similar components, and to skip those BG1 Tweak components that will conflict with the other mod. This should work until you have a better level of completion of your work, and have added tags to your components.
Until then, good modding.
Edited by grogerson, 22 March 2010 - 05:12 PM.
And all the time, such is the tragi-comedy of our situation, we continue to clamour for those very qualities we are rendering impossible. . . . In a sort of ghastly simplicity we remove the organ and demand the function. We make men without chests and expect of them virtue and enterprise. We laugh at honour and are shocked to find traitors in our midst. We castrate and bid the geldings be fruitful.
C.S. Lewis, The Abolition of Man
#37
Posted 24 March 2010 - 12:05 AM
grogerson, on Mar 19 2010, 03:16 PM, said:
I,m not happy that you ask me for permission when you have almost finished the work and I don't have any influence on details of this component. It's not fair. I don't want any strike with you, and what should I do in this situation?
I give you permission, to use my solution in BG1 Tweaks, but if you copy a part of my mod to BG1 Tweaks, I expect that you make me at least as a co-author of this component. I would like to see the code of this component before publication, maybe I could propose some changes, not important for you and not visible for players, but important for me. I will discuss some important issues yet later.
#38
Posted 24 March 2010 - 10:32 AM
Zed Nocear, on Mar 24 2010, 02:05 AM, said:
I give you permission, to use my solution in BG1 Tweaks, but if you copy a part of my mod to BG1 Tweaks, I expect that you make me at least as a co-author of this component. I would like to see the code of this component before publication, maybe I could propose some changes, not important for you and not visible for players, but important for me. I will discuss some important issues yet later.
Yours is the first Bags tweak I've found that works properly for me. That is why I included it. You are the author and you (and TWM) are given credit at every point - in the index, overview, component description and thanks/acknowledgments. I have also noted that it is not to be installed with TWM. I take no credit. As my tag says, I'm a "Blithering Idiot and BG1 Tweaks Scavenger," nothing more. I am more than willing, and quite happy, to let you review what I have done.
Do you wish me to pm or e-mail you the code, or post it here?
Edit: (03-24) And I apologize for any misunderstanding. I have re-read your previous posts and make no excuse. I was overzealous with adapting your work and it clouded my judgment. Your input is more important now than ever, and I want no bad feelings between us over this.
Edited by grogerson, 24 March 2010 - 10:56 AM.
And all the time, such is the tragi-comedy of our situation, we continue to clamour for those very qualities we are rendering impossible. . . . In a sort of ghastly simplicity we remove the organ and demand the function. We make men without chests and expect of them virtue and enterprise. We laugh at honour and are shocked to find traitors in our midst. We castrate and bid the geldings be fruitful.
C.S. Lewis, The Abolition of Man
#39
Posted 25 March 2010 - 09:56 AM
I dont' know structure of G3 forum very well, but I suggest, that we should create a new topic for "bags of holding in BG1 Tweaks and related issues" in more proper place, and shift the latest posts (from #33) to this topic, if you have the rights to make this.
You know also my email address. It can get attachments up to 100MB. I will write my proposals for "bags", when I see your work.
You persuaded me, that TWM should be installed before BG1 Tweaks. I didn't correct it for now, but in the next readme-file I will recommend to install TWM after other mods except BG1 Tweaks. that should go last. However, I don't get a message, that TWM installed after BG1 Tweaks have corrupted something. Therefore I want keep the possibility, that if someone install TWM after BG1 Tweaks, it makes no incompatibility with "bags" component. I have fast prepared an published a new version of TWM (demo 3.1), which contain tag-files (and 28 other fixes): http://wrota.cob.netarteria.pl/download/mo...3,1(v29,87).exe
The list of conflicts, if BG1 Tweaks is installed after TWM:
*/ BG1TWEAKS: Change Experience Point Cap and TWM component @54: tag-file TWM-54lvl50.CoB
*/ BG1TWEAKS: Higher HP on Level Up and TWM component @55: tag-file TWM-55maxHP.CoB
*/ BG1TWEAKS : Shut Up "You Must Gather Your Party ..." and TWM component @56: tag-file TWM-56ShutUp.CoB
*/ BG1TWEAKS : Wear Multiple Protection Items and TWM component @98: tag-files TWM-980ItmEXCL.CoB TWM-981ItmEXCL.CoB
TWM has also other typical tweak-components, but I don't know, if they can make any incompatibility with BG1 Tweaks components, maybe you find any incompatibility or suggest conflict with BG1 Tweaks componnets:
@63 ~Accelerated banters in BG1~
@90 ~Separated portrait sets for NPC's and for main character v1,5~
@91 ~Experience for Disarming Traps and Lockpicking v3.5~
@92 ~Experience for learning new spells v2.1~
@93 ~For hardcore players: alternative experience's table above 15. level~
@94 ~For hardcore players: limited respawn of creatures - less hack & slash in BG1~
@95 ~For hardcore players: Less experience for killing enemies~
By the way one hint to "Send Bio-Ware NPC's to an Inn": Its better to use combination of Face+MoveGlobal, instead of LeaveAreaLUA for joinable NPCs. By LeaveAreaLUA the destinate area is loaded with ugly load-screen, and Face+MoveGlobal works silent. First Face, then MoveGlobal, because in MoveGlobal you couldn't set the orientation of creature and after execution of MoveGlobal you lost the control on creature. I have tested this solution in TWM and recommend it, e.g.:
instead LeaveAreaLUA("AR2301","",[778.754],12)
better Face(12) MoveGlobal("AR2301","NPCScriptName",[778.754])
#40
Posted 25 March 2010 - 06:00 PM
I will try out your code adjustment for Send Bio-Ware NPC's to an Inn, but it will be a while. I don't want to mess up the installation I'm running now. It would be nice to get rid of the black load screen as the NPC's leave the area...
I do not think it necessary to start a new topic now. Let us continue the Containers discussion by email and return this topic to its proper focus - your emulation codes. Many thanks for your hard work.
Edit: I have added checks for your tag files. One last tag is needed - for the Portable Containers tweak. What is it?
Edited by grogerson, 25 March 2010 - 07:31 PM.
And all the time, such is the tragi-comedy of our situation, we continue to clamour for those very qualities we are rendering impossible. . . . In a sort of ghastly simplicity we remove the organ and demand the function. We make men without chests and expect of them virtue and enterprise. We laugh at honour and are shocked to find traitors in our midst. We castrate and bid the geldings be fruitful.
C.S. Lewis, The Abolition of Man
#41
Posted 26 March 2010 - 12:12 AM
If I watch your email, I write answer soon.
EDIT: One quick comment to your email:
grogerson said:
1/Add block on the top of Dplayer3_bagsAD.BAF:
IF
Global("Z!WhichPartyMember","LOCALS",0)
THEN
RESPONSE #100
ActionOverride(Player1,SetGlobal("Z!WhichPartyMember","LOCALS",1))
ActionOverride(Player2,SetGlobal("Z!WhichPartyMember","LOCALS",2))
ActionOverride(Player3,SetGlobal("Z!WhichPartyMember","LOCALS",3))
ActionOverride(Player4,SetGlobal("Z!WhichPartyMember","LOCALS",4))
ActionOverride(Player5,SetGlobal("Z!WhichPartyMember","LOCALS",5))
ActionOverride(Player6,SetGlobal("Z!WhichPartyMember","LOCALS",6))
END
2/ Add trigger Global("Z!WhichPartyMember","LOCALS",1) to every other block of Dplayer3_bagsAD.BAF.For example:
IF
Global("Z!WhichPartyMember","LOCALS",0)
THEN
RESPONSE #100
ActionOverride(Player1,SetGlobal("Z!WhichPartyMember","LOCALS",1))
ActionOverride(Player2,SetGlobal("Z!WhichPartyMember","LOCALS",2))
ActionOverride(Player3,SetGlobal("Z!WhichPartyMember","LOCALS",3))
ActionOverride(Player4,SetGlobal("Z!WhichPartyMember","LOCALS",4))
ActionOverride(Player5,SetGlobal("Z!WhichPartyMember","LOCALS",5))
ActionOverride(Player6,SetGlobal("Z!WhichPartyMember","LOCALS",6))
END
IF
Global("Z!WhichPartyMember","LOCALS",1)
Global("bagus01","LOCALS",1)
THEN
RESPONSE #100
SetGlobal("bagus01","LOCALS",0)
CreateCreature("Z!BAG01",[0.0],1)
CreateCreature("Z!BAG0X",[0.0],1)
END
IF
Global("Z!WhichPartyMember","LOCALS",1)
Global("bagus02","LOCALS",1)
THEN
RESPONSE #100
SetGlobal("bagus02","LOCALS",0)
CreateCreature("Z!BAG02",[0.0],1)
CreateCreature("Z!BAG0X",[0.0],1)
END
IF
Global("Z!WhichPartyMember","LOCALS",1)
Global("bagus03","LOCALS",1)
THEN
RESPONSE #100
SetGlobal("bagus03","LOCALS",0)
CreateCreature("Z!BAG03",[0.0],1)
CreateCreature("Z!BAG0X",[0.0],1)
END
IF
Global("Z!WhichPartyMember","LOCALS",1)
Global("bagus04","LOCALS",1)
THEN
RESPONSE #100
SetGlobal("bagus04","LOCALS",0)
CreateCreature("Z!BAG04",[0.0],1)
CreateCreature("Z!BAG0X",[0.0],1)
END
IF
Global("Z!WhichPartyMember","LOCALS",1)
Global("bagus11","LOCALS",1)
THEN
RESPONSE #100
SetGlobal("bagus11","LOCALS",0)
CreateCreature("Z!BAG11",[0.0],1)
CreateCreature("Z!BAG0X",[0.0],1)
END
Now only dplayer3.bcs of Player1 should handle the portable containers behavior.
EDIT2: I have tested this solution in TWM and it works. Thanks for the bug report.
Edited by Zed Nocear, 05 April 2010 - 12:19 PM.
#42
Posted 01 June 2010 - 11:58 AM
The changes are for the Party Rested Check, the Combat Counter Simulation and the AreaCheck Emulation. Every BG1 mod using these simulations should be updated accordingly to maintain compatibility.
Edited by jastey, 01 June 2010 - 12:47 PM.
#43
Posted 27 August 2010 - 12:10 AM
Quote
#44
Posted 02 February 2011 - 12:15 PM
IF
Delay(2) // was 1
ActionListEmpty()
THEN
RESPONSE #100
SetGlobal("Z!EmulAreaCheck","GLOBAL",Variable_Number)
SetGlobal("Z!EmulAreaType","GLOBAL",Variable_Flags)
SetGlobal("Z!EmulAreaOutdoor","GLOBAL",Variable_Outdoor)
SetGlobal("Z!EmulAreaCity","GLOBAL",Variable_City)
SetGlobal("Z!EmulAreaForest","GLOBAL",Variable_Forest)
SetGlobal("Z!EmulAreaDungeon","GLOBAL",Variable_Dungeon)
SetGlobalTimer("Z!EmulAreaNotMaster","GLOBAL",4) // was 4
END
And all the time, such is the tragi-comedy of our situation, we continue to clamour for those very qualities we are rendering impossible. . . . In a sort of ghastly simplicity we remove the organ and demand the function. We make men without chests and expect of them virtue and enterprise. We laugh at honour and are shocked to find traitors in our midst. We castrate and bid the geldings be fruitful.
C.S. Lewis, The Abolition of Man
#45
Posted 03 February 2011 - 03:25 PM
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