Bugs
#47
Posted 03 November 2009 - 06:12 AM
Guest!, on Oct 31 2009, 05:44 PM, said:
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
Posted 03 November 2009 - 07:06 AM
DavidW, on Nov 3 2009, 04:12 PM, said:
FAQ for the Megamods. Frequently Answered Questions.
#49
Posted 03 November 2009 - 03:24 PM
Jarno Mikkola, on Nov 3 2009, 03:06 PM, said:
DavidW, on Nov 3 2009, 04:12 PM, said:
I said my preferred/recommended install order. Others are of course welcome to recommend differently.
#50
Posted 07 November 2009 - 07:54 AM
// 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.
Rogue Rebalancing - Author
aTweaks - Author
Wizard Slayer Rebalancing - Co-Author
BG2 Fixpack - Contributor
#51
Posted 26 February 2010 - 08:58 PM
lines 168-170
WRITE_ASCII 0x248 ~~ #8 WRITE_ASCII 0x280 ~dw#cutme~ #32 WRITE_ASCII 0x2cc ~dw#cutme~ #8lines 248-249
WRITE_ASCII 0x248 ~dw#wrmon~ #8 WRITE_EVALUATED_ASCII 0x280 ~%DEST_RES%~ #32lines 304-307
WRITE_ASCII 0x248 ~dw#melis~ #8 WRITE_ASCII 0x250 ~cmage20a~ #8 WRITE_ASCII 0x280 ~dw#melis~ #32 WRITE_ASCII 0x2cc ~dw#melis~ #8lines 345-347
WRITE_ASCII 0x280 ~dw#monme~ #32 WRITE_ASCII 0x248 ~dw#monme~ #8 WRITE_ASCII 0x2cc ~dw#monme~ #8line 552
WRITE_ASCII 0x248 ~dw#vilat~ #8line 567
WRITE_ASCII 0x248 ~dw#vilat~ #8line 579
WRITE_ASCII 0x248 ~dw#ampp1~ #8line 581
WRITE_ASCII 0x248 ~dw#ampp2~ #8line 583
WRITE_ASCII 0x248 ~dw#ampp3~ #8line 639
WRITE_ASCII 0x248 ~dw#amksd~ #8line 646
WRITE_ASCII 0x248 ~dw#vime1~ #8
#54
Posted 11 April 2010 - 06:19 AM
Drelnza, on Apr 11 2010, 03:11 PM, said:
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?
I just get confused and I come all undone.
If I agree, well it's just to appease you,
'Cause I don't remember what we're fighting for."
#55
Posted 11 April 2010 - 10:24 AM
Grim Squeaker, on Apr 11 2010, 03:19 PM, said:
Drelnza, on Apr 11 2010, 03:11 PM, said:
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_*
Posted 28 April 2010 - 12:07 PM
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...
#58
Posted 10 June 2010 - 10:47 AM
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
Before you start breaking wall tiles with your bare fists, ask yourself first - do you truly need it?
#59
Posted 25 March 2012 - 06:27 AM
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
Posted 13 May 2013 - 03:18 PM
asd
sad
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dsa
sad
sad
sad
sad
sad
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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