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BG1: Problems and bug reports


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#121 jastey

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Posted 11 August 2015 - 09:19 AM

argent77: Good to know.

 

Yes, i's usually safer to do one reply option with conditions an one with the opposite, to be on the safe side.

 

For Gavin, the text goes (these are no quotes): PC is elf: "You will live much longer than I do, I'll die before you'll even notice time went by." PC is human/halfling/halforc: "Your lifespan is about the same as mine." PC is half-elf, gnome, dwarf: "You'll live decades longer than me."

 

That is what I meant with I don't know how to cover a race I don't know. Because I don't know the life-span. And the whole dialogue goes on about this. I am clueless what to assume here as a general thing for the mod-added races. Same life-span? Longer?



#122 argent77

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Posted 11 August 2015 - 09:41 AM

Why not let the player choose? You could add a conversation branch where Gavin doesn't know how long Charname can live and provide a (small) number of possible replies.



#123 kimmuryiel

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Posted 11 August 2015 - 10:16 AM

I do use a subrace mod. I can't remember who made it, but it is specifically for BGEE and adds such interesting subraces as half dragons and avariel. I am a half-drow (half-elf subrace)



#124 kimmuryiel

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Posted 11 August 2015 - 10:33 AM

I got it to work (EEkeeper, change race to half elf)

next question, are there any other conversations that may bug out like this? So I know if I should avoid choosing a subrace in BG2



#125 jastey

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Posted 11 August 2015 - 10:49 AM

No idea. Best you start an own topic in the General Mod forum. It is a very interesting question, for players as well as modders.
Thank you very much for the report! Next version will address this.

argent77: not a bad idea. I'll have to ponder about this some more.

#126 cmorgan

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Posted 11 August 2015 - 01:11 PM

My gut (built from testing and searching hundreds of mods while testing weidu for The Bigg) says lots of mods expect player1 to be one of the original .ids races; only a very few have widespread use within any given mod, and very few actually create "completely screened by race" situations like this where you would run into a dead-end.. I will take a look through the archives with a notepad++ search this weekend ( rebuilding the archive with updated mods and extracting some of these and organizing them takes a bit of time) I can tell you that Kivan, Xan, Aran Whitehand, Gavin, ( I think Haldimir) and several other mods have discussions that are only available to Elves/Half Elves, but that most mods only have "scenery" or byplay that is conditioned by race. I think Jastey's Ajantis does, too, she could tell you more definitively :)
Time to figure out what happens when you compile a race setting that does not exist yet in the game.... you can get away with DVs, because I do and have tested it extensively - but investigating Kits, it was a dialog-breaking deal to call on a kit that was not installed (thread in Aran Whitehand forums).

And that adds *another* thing to do before my release - check for these and add "race not found" condition, check for "class not found" condition, write two "final epilogue choice" dialogues, package. I love the extensibility and freedom EE gives us, but that law of unintended consequences is kicking by butt!


EDit: WAIT - big problem. Subrace mod just completely kicks the crap out of any match checks for romances. Bleh.

So how did the romance start in the first place? Was it added after Gavin did his check for a match for romance?

Edited by cmorgan, 11 August 2015 - 03:05 PM.

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#127 cmorgan

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Posted 11 August 2015 - 03:00 PM

Jastey, I took a stab at "coding around this" here: https://forums.beamd...#Comment_666870

using one of your "engaged match blocks" from C#Ajantis ToB (edited) to demonstrate some difficulties coding around the problem in the first place.

I may play with it for fun, but I don't have romances screened by race - and it is installl order dependent - and - yuck. You can't have nested OR statements, so we can't just OUTER_SPRINT our way out of it. Anything in a .baf that says

OR(3)
  Race(Player1,HUMAN)
  Race(Player1,ELF)
  Race(Player1,HALF_ELF)
has to be broken off into duplicat eblocks, because Race just became a multiple condition statement -

ACTION_IF MOD_IS_INSTALLED ~SUBRACE/SETUP-SUBRACE.TP2~ ~0~
      OUTER_SPRINT player1human ~OR(8) Race(Player1,1) Race(Player1,50) Race(Player1,51) Race(Player1,52)Race(Player1,53)  Race(Player1,54)  Race(Player1,55)  Race(Player1,56) ~
END ELSE BEGIN
      OUTER_SPRINT player1human ~Race(Player1,1)~
END
I don't klnow if the engine will pick up the "readable" designations that mod uses or not - conventional format is either HALFORC or HALF_ELF, and these have spaces in between the words. So just the number seems safest.

sample of the APPEND to race.ids (humans) :

~50 Aasimar~ UNLESS ~^50~
~51 Deep Imaskari~ UNLESS ~^51~
~52 Firesoul Genasi~ UNLESS ~^52~
~53 Earthsoul Genasi~ UNLESS ~^53~
~54 Stormsoul Genasi~ UNLESS ~^54~
~55 Watersoul Genasi~ UNLESS ~^55~
I love deadlines. I love the whooshing noise they make as they go by. - Douglas Adams

#128 jastey

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Posted 20 March 2017 - 02:52 AM

I decided to use additional reply options for ~!Race(Player1,HUMAN) !Race(Player1,ELF) !Race(Player1,HALF_ELF) !Race(Player1,HALFLING) !Race(Player1,DWARF) !Race(Player1,GNOME) !Race(Player1,HALFORC)~ assuming similar lifespan for the PC and Gavin. I know this is not perfect but considering all the subraces from the subrace mod would be a lot of work.

If the subrace mod gets more popular this can still be done in later versions.

 

cmorgan: Thank you for your input (sorry for the late reply). If Beamdog introduces subraces, maybe it would be possible they make the triggers Race(Player1,HUMAN) etc. still work. Otherwise, it would eat the existing game-triggers, too, and I don't think BeamDog would want to rework all of those.


Edited by jastey, 20 March 2017 - 02:52 AM.


#129 Frostfyre7

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Posted 20 March 2017 - 03:40 PM

Sadly, it seems that Gavin's parents aren't spawning in Ulgoth's Beard. I'm playing Baldur's Gate EE Trilogy, so it's probably a mod conflict somewhere. Is there a way to spawn them...? (I went digging through the files, but I'm not finding the correct code.)


Edited by Frostfyre7, 20 March 2017 - 03:40 PM.


#130 jastey

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Posted 20 March 2017 - 09:16 PM

That was reported already, but I was hoping it was a local glitch, ahem. I'll look into it. Thank you for reporting!



#131 jastey

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Posted 20 March 2017 - 09:39 PM

EDIT: the problem goes a bit deeper than I thought.

The code would be "B!EVIE" for the mother and "B!DARLOS" for the father, but I think they do not get installed for BG:EE.

 

This will be fixed for v10.


Edited by jastey, 20 March 2017 - 10:57 PM.


#132 jastey

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Posted 22 March 2017 - 05:11 AM

v10 is up.

Changes are:

  • Corrected kit.ids patching using *[ %TAB%]
  • Tagged ids patches for non-EE games only
  • Integrated compatibility fix for BG Graphics Overhaul from BWP Fixpack
  • Deleted unused b!stats.tph from mod folder
  • Added cover-all-other-races to BGavLT14 (b!gavinlovetalks.d) in case the BG:EE subrace mod (or similar) is installed. This assumes equal lifespans for PC and Gavin.
  • Fixed "endless curing by engagement ring" exploit
  • Set flag 22 for b!Gavin.cre (I hope)
  • (BG:EE) fixed missing spawn of Gavin's parents
  • Optimized tra handling to prevent doubled "setup.tra"s
  • Fix unlocking of Door1007 in AR1000 (Ulgoth's Beard)
  • Moved icons into folder "install"
  • Update to WeiDU v240


#133 jastey

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Posted 23 March 2017 - 10:35 AM

OK, that was quick. v11 is up. Changes are:

  • Removed default portrait from the "Alternate Portrait" component (is already installed by the main component).
  • Removed portraits with unclear Copyright status and expanded the Credits and Copyright Information section in the readme.
  • Fixed missing tp2 lines for German version




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