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#46 Guest!

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Posted 31 October 2009 - 09:44 AM

Can you give please me a recommended installation order?

#47 DavidW

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Posted 03 November 2009 - 06:12 AM

View PostGuest!, on Oct 31 2009, 05:44 PM, said:

Can you give please me a recommended installation order?

WoP after Ascension and Fixpack, but otherwise pretty early in the install order. SCSII as late as possible (last, for preference, though it copes with being before Tweakpack).

#48 Jarno Mikkola

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Posted 03 November 2009 - 07:06 AM

View PostDavidW, on Nov 3 2009, 04:12 PM, said:

SCSII as late as possible (last, for preference, though it copes with being before Tweakpack).
Well, not exactly, if you look at this, but almost, just a few tweak mods, exe hacks etc. misc. "preference tools".--> The last AI mod.
Yes... I am probably still editing the post above.
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#49 DavidW

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Posted 03 November 2009 - 03:24 PM

View PostJarno Mikkola, on Nov 3 2009, 03:06 PM, said:

View PostDavidW, on Nov 3 2009, 04:12 PM, said:

SCSII as late as possible (last, for preference, though it copes with being before Tweakpack).
Well, not exactly, if you look at this, but almost, just a few tweak mods, exe hacks etc. misc. "preference tools".--> The last AI mod.

I said my preferred/recommended install order. Others are of course welcome to recommend differently.

#50 aVENGER_(RR)

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Posted 07 November 2009 - 07:54 AM

A player recently reported an issue with a corrupted AI script to me and I was able to trace it back to Wheels of Prophecy. The corruption occurs due to a missing COMPILE_BAF_TO_BCS line in the setup-wheels.tp2. Also, two spaces which are supposed to separate script triggers from each other seem to be missing as well. In order to fix that, this block:

// change monk and guard scripts to deal with the battle with Abazigal/Sendai and the possibility of an early attack on the monastery

COPY_EXISTING ~gpmerc.bcs~ ~override~
	DECOMPILE_BCS_TO_BAF
	REPLACE_TEXTUALLY CASE_INSENSITIVE ~Die()~ ~Die()!Global("DMWWVillageAttacked","GLOBAL",1)~
	REPLACE_TEXTUALLY CASE_INSENSITIVE ~Heard([EVILCUTOFF],ALERT)~ ~Heard([EVILCUTOFF],ALERT)!Global("DMWWVillageAttacked","GLOBAL",1)~

Should be replaced with this one:

// change monk and guard scripts to deal with the battle with Abazigal/Sendai and the possibility of an early attack on the monastery

COPY_EXISTING ~gpmerc.bcs~ ~override~
	DECOMPILE_BCS_TO_BAF
	REPLACE_TEXTUALLY CASE_INSENSITIVE ~Die()~ ~Die() !Global("DMWWVillageAttacked","GLOBAL",1)~
	REPLACE_TEXTUALLY CASE_INSENSITIVE ~Heard([EVILCUTOFF],ALERT)~ ~Heard([EVILCUTOFF],ALERT) !Global("DMWWVillageAttacked","GLOBAL",1)~
	COMPILE_BAF_TO_BCS


BTW, this error uncovered an interesting quirk in WeiDU behavior. If you use DECOMPILE_BCS_TO_BAF and then forget to include a COMPILE_BAF_TO_BCS you'll end up with the decompiled contents of the BAF file inside a BCS file without any error report. Very odd.
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#51 ScuD

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Posted 26 February 2010 - 08:58 PM

In addition to aVENGER's fix I'd recommend changing the following lines in the TP2.
lines 168-170
WRITE_ASCII 0x248 ~~ #8
WRITE_ASCII 0x280 ~dw#cutme~ #32
WRITE_ASCII 0x2cc ~dw#cutme~ #8
lines 248-249
WRITE_ASCII 0x248 ~dw#wrmon~ #8
WRITE_EVALUATED_ASCII 0x280 ~%DEST_RES%~ #32
lines 304-307
WRITE_ASCII 0x248 ~dw#melis~ #8
WRITE_ASCII 0x250 ~cmage20a~ #8
WRITE_ASCII 0x280 ~dw#melis~ #32
WRITE_ASCII 0x2cc ~dw#melis~ #8
lines 345-347
WRITE_ASCII 0x280 ~dw#monme~ #32
WRITE_ASCII 0x248 ~dw#monme~ #8
WRITE_ASCII 0x2cc ~dw#monme~ #8
line 552
WRITE_ASCII 0x248 ~dw#vilat~ #8
line 567
WRITE_ASCII 0x248 ~dw#vilat~ #8
line 579
WRITE_ASCII 0x248 ~dw#ampp1~ #8
line 581
WRITE_ASCII 0x248 ~dw#ampp2~ #8
line 583
WRITE_ASCII 0x248 ~dw#ampp3~ #8
line 639
WRITE_ASCII 0x248 ~dw#amksd~ #8
line 646
WRITE_ASCII 0x248 ~dw#vime1~ #8


#52 Drelnza

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Posted 31 March 2010 - 12:20 AM

To get these last two fixes in Wheels of Prophecy v2, I assume I just edit the .tp2 with a text editor before installing?

Does anyone know why ScuD recommends changing the lines he mentions?

#53 Drelnza

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Posted 11 April 2010 - 06:11 AM

Well I edited the .tp2 and WoP installed ok....it would be nice to know what all these #8 additions to the .tp2 mean though.....anyone?!

Thanks for listing the fixes Avenger & ScuD!

I hope to be able to give some WoP feeback in.....a few months!

#54 Grim Squeaker

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Posted 11 April 2010 - 06:19 AM

View PostDrelnza, on Apr 11 2010, 03:11 PM, said:

Well I edited the .tp2 and WoP installed ok....it would be nice to know what all these #8 additions to the .tp2 mean though.....anyone?!

Okay, here's what it means. The files in question are full of information at various points e.g. dialogue file names. In order to set new names we write over specific parts of the file.

Imagine the original file says "BLAHBLAH" at some stage. We want to change that so it says "WEASEL". If we just try to write over it with the word "WEASEL", it'll end up saying "WEASELAH" because we didn't write over those last two characters (and so the game would look for the file WEASELAH.dlg). If we put the #8 business it says "write the word I say and fill any left over space upto and including character 8 with blank space" and so it'd correctly say "WEASEL__" where the _s are blank space, which the game would read as the file WEASEL.dlg

Does that make some kind of sense?
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#55 Drelnza

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Posted 11 April 2010 - 10:24 AM

View PostGrim Squeaker, on Apr 11 2010, 03:19 PM, said:

View PostDrelnza, on Apr 11 2010, 03:11 PM, said:

Well I edited the .tp2 and WoP installed ok....it would be nice to know what all these #8 additions to the .tp2 mean though.....anyone?!

Okay, here's what it means. The files in question are full of information at various points e.g. dialogue file names. In order to set new names we write over specific parts of the file.

Imagine the original file says "BLAHBLAH" at some stage. We want to change that so it says "WEASEL". If we just try to write over it with the word "WEASEL", it'll end up saying "WEASELAH" because we didn't write over those last two characters (and so the game would look for the file WEASELAH.dlg). If we put the #8 business it says "write the word I say and fill any left over space upto and including character 8 with blank space" and so it'd correctly say "WEASEL__" where the _s are blank space, which the game would read as the file WEASEL.dlg

Does that make some kind of sense?

That makes complete sense thank you. I was reluctant to change something without reason, so this makes me happy with my install :-)

#56 Guest_Fennek_*

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Posted 28 April 2010 - 12:07 PM

Anybody here who has already heard of such an incident?
a) I start ToB and talk with the heads, everything is fine, their eyes burn etc.
b) I start ToB, save the game, load it (then an auto-save takes place) and the stones do not talk anymore, no fire in their eyes, nothing. I have no idea what to do then. Is this a feature? Cannot believe that...

#57 Guest_Fennek_*

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Posted 28 April 2010 - 02:32 PM

It seems that it is Worgas mod. Sorry...

#58 Ardanis

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Posted 10 June 2010 - 10:47 AM

1) The second block either destroys the assigned 'dw#vilat' script or you've meant to do something else
COPY_EXISTING
	~behold01.cre~ ~override/dw#vibeh.cre~
	~drofod02.cre~ ~override/dw#vidr2.cre~
	~drofod04.cre~ ~override/dw#vidr4.cre~
	~mindfl01.cre~ ~override/dw#viill.cre~
	~goliro01.cre~ ~override/dw#vigol.cre~
	~eyesek01.cre~ ~override/dw#visek.cre~
	~eyeegl01.cre~ ~override/dw#viegl.cre~
	~gorbat5.cre~ ~override/dw#vibon.cre~
	WRITE_ASCII 0x248 ~dw#vilat~
	WRITE_BYTE 0x275 15

COPY_EXISTING
	~eyesek01.cre~ ~override/dw#visek.cre~
	~eyeegl01.cre~ ~override/dw#viegl.cre~
	~gorbat5.cre~ ~override/dw#vibon.cre~
	WRITE_BYTE 0x275 15


2) The 'cut236b.bcs' replacement - doesn't work because it decompiles as StartDialogNoSet, not StartDialogueNoSet.

COPY_EXISTING ~cut236b.bcs~ ~override~ // restore cut line from Sendai
  DECOMPILE_BCS_TO_BAF
	REPLACE_TEXTUALLY CASE_INSENSITIVE ~"sengua02",StartDialog\(ue\)?~ ~"sendai",StartDialogue~
  COMPILE_BAF_TO_BCS

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#59 hook71

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Posted 25 March 2012 - 06:27 AM

Some Ascension typos as reported by Daulmakan in 2006 here are valid for Wheels of Prophecy v2 as well.

balth.tra:

@1091 = ~I have mastered the power within me and held the evil in check, but I know as well...if not better...then most of my brethren the threat that it holds for all of Faerun. I will not allow this. I have dedicated my life to preventing it.~

then -> than

@1112 = ~You're a weaker fool then I thought. Let's just end this now, shall we? I have an appointment with god-hood.~

then -> than

@1167 = ~It...it is true. I paid little attention to my men's actions, but I...I knew what they were doing. I thought it a great sacridice, necessary to maintain secrecy, to attain my ultimate goal that they, in their ignorance, did not know would benefit them more in the end. But...it is how we treat the most helpless of our brethren in the worst of times that marks the goodness of a man, does it not? I...I am ashamed, <CHARNAME>. I sought...only to do what was best for us all.~

sacridice -> sacrifice

@1174 = ~And despite what you might profess, I think the taint sits closer to your heart then you would have me believe. I must walk my own path, <CHARNAME>...and you must walk yours.~

then -> than

#60 Jothay

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Posted 13 May 2013 - 03:18 PM

WARNING! SPOILERS!!! NO SERIOUSLY, SPOILERS!
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dsa
sad
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I'm having an issue with my install, I didn't even know that I could do the five in a different order as this was part of a BiGWorld MegaMod Plus install. :/

Anyways, I did it in the following order: Yaga, the Dragon Guy, the Drow then when I got to Balthazar, everything seemed to be going fine. I convinced him we should fight Mel together, said I would refuse the taint, he said he felt safe and then offed himself. Then nothing. I should have been triggered into the final challenge conversation with the Solar back in my pocket plane, but that didn't happen. I've poured through the dialogs and responses using NearInfinity and I can't see what was supposed to trigger. If you could tell me a CLUA command that would either let me reset the Bal encounter so I could try again or something I could put into the tlk that would let me fix this I would appreciate it.




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