lynx Posted March 18, 2017 Share Posted March 18, 2017 how many you have before doesn't really matter. Can you dig up the dialog/script that gets run (I guess it calls AddSpecialAbility)? Btw, if you ctrl-m on a character, you'll also get a dump of her spellbook. Quote Link to comment
Caillean Posted March 18, 2017 Author Share Posted March 18, 2017 (edited) The Bhaal powers are added via charname's script (player1d.bcs). It uses ApplySpellRES: ApplySpellRES("GOODDRM2",Player1) EDIT: Found something else about the Breagar cutscene, since I had just another one that didn't work: in both scripts, it seems an actor is called that isn't there - yet. Simply changing the order of the lines in the script makes both cutscenes work as intended. In case of the first cutscene script we talked about, changing ActionOverride(Player2,LeaveAreaLUA("AC6701","",[651.547],10)) ActionOverride(Player3,LeaveAreaLUA("AC6701","",[762.666],10)) ActionOverride(Player4,LeaveAreaLUA("AC6701","",[682.617],10)) ActionOverride(Player5,LeaveAreaLUA("AC6701","",[633.582],10)) ActionOverride(Player6,LeaveAreaLUA("AC6701","",[602.523],10)) ActionOverride("ACBRESMI",LeaveAreaLUA("AC6701","",[851.508],10)) LeaveAreaLUAPanic("AC6701","",[758.620],10) LeaveAreaLUA("AC6701","",[758.620],10) to ActionOverride("ACBRESMI",LeaveAreaLUA("AC6701","",[851.508],10)) LeaveAreaLUAPanic("AC6701","",[758.620],10) LeaveAreaLUA("AC6701","",[758.620],10) ActionOverride(Player2,LeaveAreaLUA("AC6701","",[651.547],10)) ActionOverride(Player3,LeaveAreaLUA("AC6701","",[762.666],10)) ActionOverride(Player4,LeaveAreaLUA("AC6701","",[682.617],10)) ActionOverride(Player5,LeaveAreaLUA("AC6701","",[633.582],10)) ActionOverride(Player6,LeaveAreaLUA("AC6701","",[602.523],10)) will resolve the whole problem. So it seems like GemRB wanted to apply the visual effects to acbresmi even though that actor wasn't in the area yet. Edited March 18, 2017 by Caillean Quote Link to comment
lynx Posted March 18, 2017 Share Posted March 18, 2017 That seems like a bgt-only spell, since it doesn't resolve in bg1 or bg2 here. Quote Link to comment
Caillean Posted March 18, 2017 Author Share Posted March 18, 2017 I think you're right here, it seems those additions to charnames' script are BGT specific. Well, if that's helping, those dream spells do two things. First, it adds the innate ability to player 1. Then it prints the message 'Gained special ability: ...' Quote Link to comment
lynx Posted March 18, 2017 Share Posted March 18, 2017 I took it from github and it appears that opcode ignores flags, that's all. Quote Link to comment
Caillean Posted March 18, 2017 Author Share Posted March 18, 2017 Works now, great Quote Link to comment
lynx Posted September 16, 2017 Share Posted September 16, 2017 I've investigated Cernd now and he works fine in an unmodded game. Must've been some mod that changed his shapeshift spells for the worse. Quote Link to comment
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