Roxanne Posted January 26, 2016 Author Share Posted January 26, 2016 Some more info about scrl75 ITEMSPEC.2DA by one of the latest game patches. Make sure SCRL75 is listed in this file. You should see two entries in an unmodded game (SCRL75 and MISC3P). Checked and this is the case in my install. So I created Misc3P and Book08 (unidentified, requires 60 lore) Misc3P can identify (button scroll is enabled) Scrl75 cannot (button greyed out) for the same NPC. https://www.sendspace.com/file/rksffa In the save Imoen has the items in her inventory Link to comment
Roxanne Posted January 27, 2016 Author Share Posted January 27, 2016 Some more info about scrl75 ITEMSPEC.2DA by one of the latest game patches. Make sure SCRL75 is listed in this file. You should see two entries in an unmodded game (SCRL75 and MISC3P). Checked and this is the case in my install. So I created Misc3P and Book08 (unidentified, requires 60 lore) Misc3P can identify (button scroll is enabled) Scrl75 cannot (button greyed out) for the same NPC. https://www.sendspace.com/file/rksffa In the save Imoen has the items in her inventory The issue related to identification with scroll seems to be dependent on the item you try to identify??? I picked up some item now later in the game and just for curiosity tried it once more - it worked.(Hamm05.itm unidentified, requires 60 lore) Link to comment
Roxanne Posted February 1, 2016 Author Share Posted February 1, 2016 Animation Issue in Area CM3373 x=358 y=1697 Area is from dark Horizons mod Link to comment
K4thos Posted February 2, 2016 Share Posted February 2, 2016 Animation Issue in Area CM3373 x=358 y=1697 Area is from dark Horizons mod not related to EET. I've just tested it on vanilla BG:EE and there is the same animation issue. Please report it to DH author. Link to comment
Roxanne Posted February 2, 2016 Author Share Posted February 2, 2016 Not sure if this is the same reported on beandog (11802) for Rasaad, but a creature *entillis* does not exist to trigger his quest, there is an Entillis with DV entill, but is that the same creature targeted here?? IF GlobalTimerExpired("DARK_MOON_AMBUSH","LOCALS") Global("RASAAD_PLOT","GLOBAL",1) AreaCheckObject("AR1200",Myself) OR(2) !Range("entillis",30) Dead("entillis")THEN RESPONSE #100 FadeToColor([10.0],0) SetGlobal("RASAAD_PLOT","GLOBAL",2) Deactivate("KERRACHUS") SmallWait(10) DayNight(MIDNIGHT) Weather(RAIN) Continue()END Does it make any sense at all to have Rasaad in an EET party?? He seems to have the same contents as Bub Snikt?? Link to comment
K4thos Posted February 5, 2016 Share Posted February 5, 2016 Not sure if this is the same reported on beandog (11802) for Rasaad, but a creature *entillis* does not exist to trigger his quest, there is an Entillis with DV entill, but is that the same creature targeted here?? yep, sounds like a known BG:EE bug reported before: https://forums.beamdog.com/discussion/comment/554793 https://forums.beamdog.com/discussion/comment/520654 Does it make any sense at all to have Rasaad in an EET party?? He seems to have the same contents as Bub Snikt?? not entirely sure if I understand. You mean DSotSC Bub Snikt content? I'm surprised there is any considering how underdeveloped these NPCs are. Link to comment
Roxanne Posted February 10, 2016 Author Share Posted February 10, 2016 In BG0700.bcs (inherited from original ar0700.bcs) this block IF OnCreation() Global("Chapter","GLOBAL",7) Global("AddySpawn","GLOBAL",0) !Exists("ADDY")THEN RESPONSE #100 CreateCreature("ADDY",[2664.2874],S) // Addy SetGlobal("AddySpawn","GLOBAL",1) Continue()END The red marked condition is not necessary, it is indeed dangerous as the whole block may not trigger if some mods later on add stuff to the area script. It would be safer to remove it. Link to comment
Roxanne Posted February 10, 2016 Author Share Posted February 10, 2016 Another issue with zooming in cutscenes. A cutscene starts - you are transported to another area - cutscene ends,,,,you continue game. When you later return to the area where the cutscene started, you are stuck in the zoomed out mode without chance to change it. Example - talk to Scar outside Flaming Fist - you get transported to Duke Eltan - afterwards you walk out to the city again and are stuck in zoomed out mode.This mode is maintained until you move to another area via worldmap (not when you just enter a building and come out again), i.e. only when you change master area. Link to comment
Roxanne Posted February 11, 2016 Author Share Posted February 11, 2016 In BG0700.bcs (inherited from original ar0700.bcs) this block IF OnCreation() Global("Chapter","GLOBAL",7) Global("AddySpawn","GLOBAL",0) !Exists("ADDY") THEN RESPONSE #100 CreateCreature("ADDY",[2664.2874],S) // Addy SetGlobal("AddySpawn","GLOBAL",1) Continue() END The red marked condition is not necessary, it is indeed dangerous as the whole block may not trigger if some mods later on add stuff to the area script. It would be safer to remove it. Here is another one - this one did not trigger in my game even being the first block in BG1100.bcs. The OnCreation serves no purpose here. IF OnCreation() Global("laola","GLOBAL",1) >>>this is set when you find Doppelgangers in 7 Suns Global("LaolaSpawn","GLOBAL",0) Global("ScarMission","GLOBAL",1) >>> this is set when talking to Scar on Wyrms Crossing Bridge !Exists("LAOLA") THEN RESPONSE #100 CreateCreature("LAOLA",[3656.1458],S) // Laola Axehand >>>this is supposed to happen when you leave 7 Suns, i.e. you ARE IN BG1100 masterarea, so no OnCreation event SetGlobal("LaolaSpawn","GLOBAL",1) Continue() END Link to comment
Roxanne Posted February 12, 2016 Author Share Posted February 12, 2016 In Area BG2610 - the area where you meet the iron throne leaders in Candlekeep - there is an issue with the assignment of Shout.bcs to ALL creatures in the area. When the Iron Throne scoundrels get hostile and attack you, the oghma priests etc in the area get hostile as well as they react to the same Shout triggers. If not staying neutral, they should at least assist YOU - and of course your reputation goes way down because you have to kill them. Link to comment
K4thos Posted February 12, 2016 Share Posted February 12, 2016 In Area BG2610 - the area where you meet the iron throne leaders in Candlekeep - there is an issue with the assignment of Shout.bcs to ALL creatures in the area. When the Iron Throne scoundrels get hostile and attack you, the oghma priests etc in the area get hostile as well as they react to the same Shout triggers. If not staying neutral, they should at least assist YOU - and of course your reputation goes way down because you have to kill them. check if your SHOUT.BCS looks like this: IF OR(2) StateCheck(Myself,STATE_STONE_DEATH) StateCheck(Myself,STATE_FROZEN_DEATH) THEN RESPONSE #100 SmallWait(5) END IF AttackedBy([GOODCUTOFF],DEFAULT) !GlobalTimerNotExpired("shouted","LOCALS") THEN RESPONSE #100 Shout(99) SetGlobalTimer("shouted","LOCALS",ONE_ROUND) SmallWait(5) Enemy() END IF HitBy([GOODCUTOFF],CRUSHING) !GlobalTimerNotExpired("shouted","LOCALS") THEN RESPONSE #100 Shout(99) SetGlobalTimer("shouted","LOCALS",ONE_ROUND) Continue() END IF !Class(Myself,INNOCENT) Heard([NOTEVIL],99) !Detect(NearestEnemyOf(Myself)) OR(6) Alignment(Myself,LAWFUL_GOOD) Alignment(Myself,CHAOTIC_GOOD) Alignment(Myself,NEUTRAL_GOOD) Alignment(Myself,LAWFUL_NEUTRAL) Alignment(Myself,CHAOTIC_NEUTRAL) Alignment(Myself,NEUTRAL) THEN RESPONSE #100 Enemy() MoveToObject(LastHeardBy(Myself)) END IF !Class(Myself,INNOCENT) Heard([NOTGOOD],99) !Detect(NearestEnemyOf(Myself)) OR(3) Alignment(Myself,CHAOTIC_EVIL) Alignment(Myself,NEUTRAL_EVIL) Alignment(Myself,LAWFUL_EVIL) THEN RESPONSE #100 Enemy() MoveToObject(LastHeardBy(Myself)) END IF Class(Myself,INNOCENT) Heard([NOTEVIL],99) OR(6) Alignment(Myself,LAWFUL_GOOD) Alignment(Myself,CHAOTIC_GOOD) Alignment(Myself,NEUTRAL_GOOD) Alignment(Myself,LAWFUL_NEUTRAL) Alignment(Myself,CHAOTIC_NEUTRAL) Alignment(Myself,NEUTRAL) THEN RESPONSE #100 Enemy() END IF Class(Myself,INNOCENT) Heard([NOTGOOD],99) OR(3) Alignment(Myself,CHAOTIC_EVIL) Alignment(Myself,NEUTRAL_EVIL) Alignment(Myself,LAWFUL_EVIL) THEN RESPONSE #100 Enemy() END IF Class(Myself,INNOCENT) Heard([ANYONE],99) THEN RESPONSE #100 RunAwayFromNoLeaveArea(LastHeardBy(Myself),180) END IF Heard(NearestMyGroupOfType,99) Allegiance(Myself,NEUTRAL) THEN RESPONSE #100 Enemy() END If yes than I suspect you attacked one of the neutral innocent characters. I've tried many times to reproduce it (by simply teleporting there with new character) and Innocent good and neutral people (readers and priests of oghma) always run away from me until I hit one of them (for example with AOE spell by mistake). Which is expected. If you made a save before speaking to those evil guys there please try again and see if you will be able to reproduce the problem. Link to comment
Roxanne Posted February 13, 2016 Author Share Posted February 13, 2016 In Area BG2610 - the area where you meet the iron throne leaders in Candlekeep - there is an issue with the assignment of Shout.bcs to ALL creatures in the area. When the Iron Throne scoundrels get hostile and attack you, the oghma priests etc in the area get hostile as well as they react to the same Shout triggers. If not staying neutral, they should at least assist YOU - and of course your reputation goes way down because you have to kill them. check if your SHOUT.BCS looks like this: IF OR(2) StateCheck(Myself,STATE_STONE_DEATH) StateCheck(Myself,STATE_FROZEN_DEATH) THEN RESPONSE #100 SmallWait(5) END IF AttackedBy([GOODCUTOFF],DEFAULT) !GlobalTimerNotExpired("shouted","LOCALS") THEN RESPONSE #100 Shout(99) SetGlobalTimer("shouted","LOCALS",ONE_ROUND) SmallWait(5) Enemy() END IF HitBy([GOODCUTOFF],CRUSHING) !GlobalTimerNotExpired("shouted","LOCALS") THEN RESPONSE #100 Shout(99) SetGlobalTimer("shouted","LOCALS",ONE_ROUND) Continue() END IF !Class(Myself,INNOCENT) Heard([NOTEVIL],99) !Detect(NearestEnemyOf(Myself)) OR(6) Alignment(Myself,LAWFUL_GOOD) Alignment(Myself,CHAOTIC_GOOD) Alignment(Myself,NEUTRAL_GOOD) Alignment(Myself,LAWFUL_NEUTRAL) Alignment(Myself,CHAOTIC_NEUTRAL) Alignment(Myself,NEUTRAL) THEN RESPONSE #100 Enemy() MoveToObject(LastHeardBy(Myself)) END IF !Class(Myself,INNOCENT) Heard([NOTGOOD],99) !Detect(NearestEnemyOf(Myself)) OR(3) Alignment(Myself,CHAOTIC_EVIL) Alignment(Myself,NEUTRAL_EVIL) Alignment(Myself,LAWFUL_EVIL) THEN RESPONSE #100 Enemy() MoveToObject(LastHeardBy(Myself)) END IF Class(Myself,INNOCENT) Heard([NOTEVIL],99) OR(6) Alignment(Myself,LAWFUL_GOOD) Alignment(Myself,CHAOTIC_GOOD) Alignment(Myself,NEUTRAL_GOOD) Alignment(Myself,LAWFUL_NEUTRAL) Alignment(Myself,CHAOTIC_NEUTRAL) Alignment(Myself,NEUTRAL) THEN RESPONSE #100 Enemy() END IF Class(Myself,INNOCENT) Heard([NOTGOOD],99) OR(3) Alignment(Myself,CHAOTIC_EVIL) Alignment(Myself,NEUTRAL_EVIL) Alignment(Myself,LAWFUL_EVIL) THEN RESPONSE #100 Enemy() END IF Class(Myself,INNOCENT) Heard([ANYONE],99) THEN RESPONSE #100 RunAwayFromNoLeaveArea(LastHeardBy(Myself),180) END IF Heard(NearestMyGroupOfType,99) Allegiance(Myself,NEUTRAL) THEN RESPONSE #100 Enemy() END If yes than I suspect you attacked one of the neutral innocent characters. I've tried many times to reproduce it (by simply teleporting there with new character) and Innocent good and neutral people (readers and priests of oghma) always run away from me until I hit one of them (for example with AOE spell by mistake). Which is expected. If you made a save before speaking to those evil guys there please try again and see if you will be able to reproduce the problem. You are right, my mistake. I should have used changelog first...Mea culpa - shout was overwritten by one of the mods I am testing. It had the issue that everybody reacts to each others cry for help. Sorry for this. Link to comment
Jarno Mikkola Posted February 16, 2016 Share Posted February 16, 2016 It had the issue that everybody reacts to each others cry for help.But don't they kinda should ? If they hear friendly, they run in, but if they hear anyone else, they should walk away. And the (notevil) and especially the Heard([ANYONE] ...) in the above are not a very good indicator of what the creature itself is, so having a little more steadfast conditions would be good. Especially on the receiving end. Yes, the innocent in the above saves the above for most.... but there are situations where it doesn't apply very well, and the interactive partners are not evil... Link to comment
K4thos Posted February 16, 2016 Share Posted February 16, 2016 feel free to suggest better shout.bcs implementation. What is there in EET is a compromise between vanilla BG2 behaviour where everyone goes hostile as soon as you attack somebody in public if innocent characters have shout functionality too (if you don't remember such situations than some mod changed it in your game) and BG:EE implementation that has made all innocent people with shout.bcs never change their allegiance, resulting in ridicules situations like the one with Bentley Mirrorshade who is running away from level 1 party instead of protecting his Inn like in vanilla BG1. Link to comment
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