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Improved Multi-Player Kick-out Dialogues problem


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Hi,

 

I installed Tweaks Anthology v4 on a couple Win98SE game machines to play a two-person game. But the Improved Multi-Player Kick-out Dialogues is not working correctly. I get the dialog option to send someone to the Copper Coronet, and they walk off the screen as if they are going there. But they do not show up at the Copper Coronet, and when I go back to the spot I kicked them out at I find them right where I initiated the Reform Party. It looks like the mod is installed:

 

Install Component [improved Multi-Player Kick-out Dialogues]?
nstall, or [N]ot Install or [Q]uit? [./override/ar6111.are] loaded, 2776 bytes

Installing [improved Multi-Player Kick-out Dialogues] [v4]
[./override/ar6111.are] loaded, 2776 bytes
Compiling 1 dialogue file ...
Processing 1 dialogues/scripts ...
Adding MULTIG to internal list of available DLGs
[MULTIG.DLG] saved 4 states, 6 trans, 4 strig, 0 ttrig, 3 actions
override/MULTIG.dlg copied to cdtweaks/backup/1070/MULTIG.dlg, 1188 bytes
[./override/ar6111.are] loaded, 2776 bytes
[./override/ar6111.are] loaded, 2776 bytes
Compiling 1 dialogue file ...
Processing 1 dialogues/scripts ...
[./override/MULTIG.DLG] loaded, 638 bytes
[MULTIG.DLG] loaded
[MULTIG.DLG] saved 6 states, 22 trans, 4 strig, 16 ttrig, 19 actions
[./override/ar6111.are] loaded, 2776 bytes
[./override/ar6111.are] loaded, 2776 bytes


[./override/ar6111.are] loaded, 2776 bytes

 

Also, when I use Near Infinity to look at MULTIG.DLG I see text referring to the Copper Coronet. Any ideas why the NPCs are walking off screen but then popping back up where kicked out? Is some other mod I installed earlier causing the problem? Mods (not all components) were installed in following order:

WeiDU-Ascension

Oversight v13 (Tougher Sendai)

BG2 Fixpack v10

One Pixel Productions v4

Unfinished Businsess v26

DungeonCrawl_v9
Tower of Deception v3.2.1)
QuestPack-v32
aTweak-v451

Oversight v13 (Class Tweaks/Fixes, Improved Continuity, Cleric Kits, Monk High Level Abilities)

Rogue Rebalancing

Improved_Horns

d0tweak_v22

Tweaks Anthology v4

gMinion-v2

 

Thanks,

DJ

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I tried as you suggested and loaded the game from the SP folder in SP mode and it worked, the NPC was waiting at the CC. I then tried moving the save back to the MP folder and loading the game in MP mode but without any clients. This also worked, the NPC was waiting at the CC.

 

The first time the problem occurred we were in MP mode and the client had control of the NPC at the time of the kick-out, so I tried a variation on that scenario but with the protagonist's game in control of the NPC to be kicked out instead of the client. Again, it worked correctly.

 

Now the bad news, I can no longer reproduce the problem. I could reproduce it previously by starting with the same save, but now I can't reproduce it. Nothing has been changed with the game that I can recall, nothing new added to the override folder. The only difference I can think of at all is at the time we were having the kick-out problem we were also experimenting with different AI scripts for the party. I've tried to remember what scripts we were trying on what NPCs but still can't reproduce the problem.

 

So I guess it was some fluke occurrence that has now resolved itself. Thanks for solving my problem! ;)

 

Any ideas on my other problem with the circus animals not not being in their cages?

 

Best regards,

DJ

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Hi again,

 

Sorry to resurrect an old thread, but I'm still having odd problems that may be due to Improved Multi-Player Kick-out Dialogues.

 

The problem I originally had was that when we kicked-out a NPC (Minsc) in an area and told him to go to the CC, he would walk off-screen as if doing so. But if we left the area and went to the CC he would not be there and instead would be found back in the original area. After trying the various scenarios mentioned in the previous posts it seemed to start working--he was at the CC when we visited. But now after not having been to the CC in a while we went back and Minsc was not there, he was back in the area where we originally dropped him. We did not go back to a previous save, we kept playing from the point where the NPC was present at the CC, so at some point he shifted locations back to where he was originally dropped.

 

In addition, we had Nalia in the party and some time after the funeral Isaea comes to abduct Nalia as he should. Nalia leaves the party and we leave the area. But when we return to the area where Nalia was abducted, she walks up and asks to rejoin the party even though we have not started gathering the evidence against Isaea. Another oddity is that Isaea's guards are still hanging about even though Isaea is gone. A clue as to what might be going wrong is that if we let Nalia rejoin the party (even though she should still be abducted) she joins with all the equipment she had when she left--even though she dumped her stuff on the party when abducted.

 

I'm on v4, the latest that was available when we started the game. Any fixes to Improved Multi-Player Kick-out Dialogues since then?

 

Any ideas?

 

Thanks,

DJ

Edited by Feamane
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I'm on v4, the latest that was available when we started the game. Any fixes to Improved Multi-Player Kick-out Dialogues since then?

Any ideas?

Did you install the mod after you had saved the game, and played on from a save that was already present ? As it sounds very much as if your in-game plot had already partially finished before any changes were made, which will lead to bad variables and bad side effects.

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Minsc, Nalia, and other joinable NPCs have their own kick-out dialogues and are unaffected by this component. Named NPCs use the 'post' dialogue file set in pdialog.2da when they're kicked out (e.g. Minsc and Nalia use minscp.dlg and naliap.dlg, respectively, in SoA).

 

The component only makes changes to multij.dlg (original BG) or multig.dlg (everything else), which is used exclusively for people in the party not listed in pdialog.2da--IOW, characters created by the player.

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I'm on v4, the latest that was available when we started the game. Any fixes to Improved Multi-Player Kick-out Dialogues since then?

Any ideas?

Did you install the mod after you had saved the game, and played on from a save that was already present ? As it sounds very much as if your in-game plot had already partially finished before any changes were made, which will lead to bad variables and bad side effects.

 

Hi,

 

No, all mods were installed before we started the game and no mods have been installed since we started playing. I'm paranoid about making changes to the game once it's in progress: so I'm glad to know my paranoia is not without some merit. ;)

 

Thanks,

DJ

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Minsc, Nalia, and other joinable NPCs have their own kick-out dialogues and are unaffected by this component. Named NPCs use the 'post' dialogue file set in pdialog.2da when they're kicked out (e.g. Minsc and Nalia use minscp.dlg and naliap.dlg, respectively, in SoA).

 

The component only makes changes to multij.dlg (original BG) or multig.dlg (everything else), which is used exclusively for people in the party not listed in pdialog.2da--IOW, characters created by the player.

Hi,

 

OK, so I'm barking up the wrong tree here. Any ideas where the source of my problems might be then? Is the order in which I installed the mods (listed in the first post) OK? I've played the game with multiple players and a good number of mods often before but never run into bugs like this. FWIW I've not noticed any other bugs in this run-through so far (still in chapter 2 though). How do I go about troubleshooting this? Is the location of NPCs stored in the save file and can it be read? What script or dialog files would I look at to try to figure out why Nalia reappeared when she should have still been kidnapped? Why would she reappear with all her equipment when she should have dropped everything but her ring?

 

Thanks!

DJ

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on leaving: make sure you don't exit the area before they manage to escape.

Hi,

 

OK, that's good to know. Thinking back, I'm positive that in one case the NPC escaped the area long before the party did. In the other, I'm not so sure. I do know that Isaea disappeared, and I thought Nalia did. But Isaea's guards are still at that spot so maybe Nalia didn't have time to escape after all and that caused the weirdness? I'll have to see if I have a save before that point and test it.

 

Thanks,

DJ

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