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Epic Endeavours Mod on GemRB


Ishad Nha

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Playing unmodded BG2 is all very well but Gem won't have arrived until it can play all the mods, BG2 players are fond of their mods.

Mod starts with five PCs assigned by LH0602.bcs, one of them is a Halfling Fighter/Thief named Maztica. She has thief skill points spread all over the place, she is all things to all people and nothing to anyone, it is like an Aesop fable. Hence her Open Lock and Find Traps skills are not maxed out, she fumbles all too many traps. She wiped out half the party when she did not detect an Ice Storm trap.

I altered the script to create my own party:
Abdel Adrian - Human Paladin (Undead Hunter)
Reynold - Human Cleric
Jorgenheim - Dwarf Fighter (Barbarian)
Jaheira - Human Fighter-Druid
Imoen - Human Thief-Mage
Bryn - Elf Thief-Sorceror

Cleric, was going to be a Cleric of Helm. But the mod has no CLAB file for this kit.
T -> M concentrates on traps and locks.
"T -> Sor" will concentrate on stealth.
The T-Sor won't be able to use Thief-only items, don't know if there are any in the EE mod. SPCL915, "Use Any Item", should be helpful here. The Thief class is purely notional.

Only Reynold and Jorgenheim were in the original mod.
Last three PCs are dual class, this is true for Bryn too, I play by no rules except my own.

So far there have been only two problems.

EE Mission Scrolls, "LHMIS#A":
Don't rest with scrolls in your possession, ditto don't rest with the scroll anywhere in the same town/dungeon, otherwise they become unusable. You get this message in the console:
"[GUIScript]: QuickItem has no charges."
Then nothing happens!
If all else fails, use the Console:
CreateItem(1,"LHMIS#A")
Here # is the mission number.
Maybe it is an item not recharging on resting issue?

Mission 2, LH1005A.bcs:
Extraction Point script was going into a loop and continually giving everyone 5,000XP! This is the original code:

 


IF
IsOverMe([ALLY.0.HUMAN.FIGHTER])
THEN
RESPONSE #100
DisplayStringHead([ALLY.0.HUMAN.FIGHTER],167) // Thank you.
ReallyForceSpell([ALLY.0.HUMAN.FIGHTER],CLERIC_HEAL)
Deactivate([ALLY.0.HUMAN.FIGHTER])
AddXPObject(Player1,5000)
AddXPObject(Player2,5000)
AddXPObject(Player3,5000)
AddXPObject(Player4,5000)
AddXPObject(Player5,5000)
AddXPObject(Player6,5000)
IncrementGlobal("Knight","AR1005",1)
END

IF
Global("Knight","AR1005",4)
THEN
RESPONSE #100
DisplayStringHead(Player1,74114) // Primary Objective Complete!
AddXPObject(Player1,10000)
AddXPObject(Player2,10000)
AddXPObject(Player3,10000)
AddXPObject(Player4,10000)
AddXPObject(Player5,10000)
AddXPObject(Player6,10000)
SetGlobal("Knight","AR1005",0)
END



I altered the code as follows:

 


IF
IsOverMe([ALLY.0.HUMAN.FIGHTER])
GlobalLT("Knight","AR1005",4)
THEN
RESPONSE #100
DisplayStringHead([ALLY.0.HUMAN.FIGHTER],167) // Thank you.
ReallyForceSpell([ALLY.0.HUMAN.FIGHTER],CLERIC_HEAL)
Deactivate([ALLY.0.HUMAN.FIGHTER])
AddXPObject(Player1,5000)
AddXPObject(Player2,5000)
AddXPObject(Player3,5000)
AddXPObject(Player4,5000)
AddXPObject(Player5,5000)
AddXPObject(Player6,5000)
IncrementGlobal("Knight","AR1005",1)
END

IF
Global("Knight","AR1005",4)
THEN
RESPONSE #100
DisplayStringHead(Player1,74114) // Primary Objective Complete!
AddXPObject(Player1,10000)
AddXPObject(Player2,10000)
AddXPObject(Player3,10000)
AddXPObject(Player4,10000)
AddXPObject(Player5,10000)
AddXPObject(Player6,10000)
SetGlobal("Knight","AR1005",5)
END


This worked. Maybe "Deactivate([ALLY.0.HUMAN.FIGHTER])" is not working properly for the four NPC Knights of the Order?

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So two bugs if I understand correctly? You'll have to tell me more about what is supposed and not supposed to happen with the scrolls.

 

The other one clearly is our bug, as I doubt the authors would overlook something like that.

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"On use?"

Yes, the Scrolls must be used in a Quick Slot before they do the variable setting and hence cause the town script to do the teleporting.

"What does resting have to do with it?"

It seems that resting, in the same town/dungeon as a given Scroll, stops the Scroll from working at all. (I have no idea why this the case.) If you then use the Console to create a new Scroll it will then work properly.

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Changing offset 94h, "# charges", from 0 to 1 made the scroll work

Scrolls have some interesting flags, it all makes sense now:
# charges 0 94 h
When drained Item recharges (3) 96 h
Flags ( Recharge after resting(11) ) 98 h

 

Druid can't cast any other spell while Find Traps is in effect. Ditto True Seeing.

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Uhh, so the flags value is 11 or is that just the index of "recharge after resting" in whatever you're looking at it? Just asking, since there's so far been no known use of bit value 8 in the recharge flags. But silly modders, setting charges to 0.

 

Great catch with the spells! I've been looking for easy to reproduce cases where we lose the target and this is perfect.

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Mission Four is ambitious, it features aerial combat in three outdoor areas before you hit the main dungeon. Not only that, the PCs are mounted on the backs of Pseudo Dragons! It crashes totally for reasons I don't get.
GemRB log shows:
[Actor/COMBAT]: Damage animation type: 8
[ResourceManager]: Found 'spshkimp.bam' in 'chitin.key'.
[ResourceManager]: Found 'spsparks.bam' in 'chitin.key'.
[unknown]: Performattack for Elle, target is: Air Mephit
[Attack/COMBAT]: (Main) Left: 1 | Next: 746715 [Missed]
[CharAnimation/FATAL]: Four frames Animation: unhandled stance: mwyv 8

Main dungeon is AR1304, it is now Chez D'Arnise in the middle of the air, a castle in the sky. I used the Console to get there. Then I jumped to the outdoor stockade in the SW. We needed to meet a Pseudo Dragon there, mercifully he was there, and party returned to their normal forms. Now party is successfully exploring the castle.

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I was able to complete Mission 4 easily enough once I reached the (De Arnise) castle in the sky.

Mission Five was quite straightforward, it worked as it should. As the party needed to stay out of sight we really could have done with Invisibility 10' Radius...

Now I am on to do the vexatious Mission 6, where we have to keep alive unarmed civilians.

Edit

Mission Six has a malfunctioning deactivate NPCs trigger like Mission Three, that I fixed up. There is still a problem with party not being given a couple of items and NPCs not polymorphing into the creatures that rescue them.

I did a Text Search for "LHVIL4", this lead me to LH1502.bcs, I may get an answer there.

LH1502.BCS CreateCreatureObject("lhVIL4a",Player1,0,0,0) // Fat Lady 318

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Mission Six had two problems
(1) The completion of the quest was going into a loop which continually awarded XP.
(2) The second version of the Fat Lady never appeared to give the two items as a reward.

LH1100C.bcs had to be altered as follows:

 


IF
IsOverMe([CONTROLLED.0.HUMAN.INNOCENT])
GlobalLT("Peasants","AR1100",5)
THEN
RESPONSE #100
IncrementGlobal("Peasants","AR1100",1)
DisplayStringHead([CONTROLLED.0.HUMAN.INNOCENT],167) // Thank you.
ReallyForceSpell([CONTROLLED.0.HUMAN.INNOCENT],CLERIC_HEAL)
Deactivate([CONTROLLED.0.HUMAN.INNOCENT])
AddXPObject(Player1,20000)
AddXPObject(Player2,20000)
AddXPObject(Player3,20000)
AddXPObject(Player4,20000)
AddXPObject(Player5,20000)
AddXPObject(Player6,20000)
END

IF
IsOverMe([CHARMED.0.MIMIC.INNOCENT])
GlobalLT("Peasants","AR1100",5)
THEN
RESPONSE #100
IncrementGlobal("Peasants","AR1100",1)
SetGlobal("FatLady1","GLOBAL",1)
DisplayStringHead([CHARMED.0.MIMIC.INNOCENT],167) // Thank you.
ReallyForceSpell([CHARMED.0.MIMIC.INNOCENT],CLERIC_HEAL)
Deactivate([CHARMED.0.MIMIC.INNOCENT])
AddXPObject(Player1,20000)
AddXPObject(Player2,20000)
AddXPObject(Player3,20000)
AddXPObject(Player4,20000)
AddXPObject(Player5,20000)
AddXPObject(Player6,20000)
END


IF
Global("Peasants","AR1100",5)
THEN
RESPONSE #100
SetGlobal("Peasants","AR1100",6)
CreateCreatureObject("lhVIL4a",Player1,0,0,0) // Fat Lady
END

 

 

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Wizard Eye does not work properly, its range seems to be 100', which translates to line of sight only. Mission Seven is based upon a version of this spell hence the mission can't be completed in the usual way. I altered the range (of effect of item LHRIF1) from 100' to 10000', everything worked properly.
In a side dungeon there is a Shadow Dragon, it has to be watered-down, no energy-draining breath weapon for starters. We don't have the Wardstone to stop him seeing us, nor can we get mass Negative Plane Protection from a Limited Wish spell. Nobody is high enough level to have access to that spell.
EE has a format: you use a scroll to go to a mission. There is no World Map, the scrolls are the only way to travel. Hence you don't have the oppurtunity to wander around and gain loot.

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"That's odd, normal line of sight is 30'. Do you know if it works ok in plain bg2?"
Here "Line of sight" is a figure of speech, not the official definition of line of sight.
Original BG2 is having crash problems with EE installed, any attempt to access the Area Map crashes the game?! Before I can figure out if Wizard Eye works on my official, year 2000, version of BG2 I will need to figure out the cause(s) of the crashes. EE is playing quite well on GemRB.

 

It is a problem in the first dungeon but not in the modded Government District, AR1000.
You can aim the Sniper Rifle at a place near the party, this produces a mobile killer Wizard Eye which you can then move to near where the target is. You can't directly aim the Rifle at the target unless you are very close to it.

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