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The Baldur's GAte remake thread


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#1401
Axe_Edge

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Fatigue System Multi-Player, disabling it ;)

Howdy,

Looking for a little help/advice on the fatigue system. I've run into the problem while playing multiplayer with the entire party become fatigued, when they should not have been. Seems to happen when the module is loaded. I think it may have to deal with the "bgr_onmoduleload" script (I'm away from my computer currently). Do you think I could just comment out the script and recompile, or would it be best to edit the module's onload script that calls it.

A simple point in the right direction would do quite nicely.

(or, maybe someone can be kind enough to whip something up? ...pretty please)

Hoping to start a mp session tomorrow (Sunday), but I'm away at a soccer tournament and will have very little time.

Thanks in advance

Axe

#1402
Shallina

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The check is on the heartbat I think. Module heartbat.

#1403
Axe_Edge

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Thanks. I'll be able to look into it a little later. :)

Edit:

Thanks Shallina, I found them.  I modified two files to take care of the fatigue system during my multiplayer game.  I left all of the code telling the NPCs to complain about being tired, needing rest, etc..  That's when our party will try to find rest.

bg_module_on_heartbat.NCS

and

bg_on_client_enter_module.NCS



Edit 2:

Death screen causing a multiplayer server to kick players is taken care of:

player_death_script_bg

and

player_dying_script_bg

Modifié par Axe_Edge, 14 août 2013 - 10:48 .


#1404
Dann-J

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Arkalezth wrote...

Either way, I haven't played with the new patch yet, but all the clerics used to have the Air/Animal domain bug, which is present in many other modules as well, meaning that they'd get the bonus spells from those two domains, regardless of the "real" ones (Destruction and Earth in this case).


That companion cleric domain bug has bothered me for years. The only way I've found to fix it is to use the character editor to open the companion's ROS file in a saved game and set the domains there.

Although I've grown used to cleric companions being able to cast 'Call Lightning'. Image IPB

#1405
Arkalezth

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Yes, it's a very common bug, although it doesn't happen in every module. IIRC (I might not, as it was a while ago), Kamal was able to fix it on a cleric companion in Path of Evil, so maybe he can help.

#1406
kamal_

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Arkalezth wrote...

Yes, it's a very common bug, although it doesn't happen in every module. IIRC (I might not, as it was a while ago), Kamal was able to fix it on a cleric companion in Path of Evil, so maybe he can help.

I was? I thought I wasn't able to fix it. I'll have to go look at what happens when you get that companion.

Edit: I checked and the companion has the Trickery and Death domains selected on her, instead of the ones assigned by the assign feats button. Someone would have to test with a companion where the domains were manually selected on the npc.

Modifié par kamal_, 12 août 2013 - 02:55 .


#1407
Arkalezth

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I was thinking of Muta'sin (you checked Laisera, right?), but I'm not completely sure, so I may be wrong. I would check it, but I don't know how to do it quickly.

Either way, it doesn't always happen. For instance, I recall the cleric companion in Harp and Chrysantemum having the correct domains (one of them is Animal, but it's intended). Some other modules too, but I don't recall which ones. The bug is probably present in most, though.

Modifié par Arkalezth, 12 août 2013 - 03:22 .


#1408
kamal_

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Arkalezth wrote...

I was thinking of Muta'sin (you checked Laisera, right?), but I'm not completely sure, so I may be wrong. I would check it, but I don't know how to do it quickly.

Either way, it doesn't always happen. For instance, I recall the cleric companion in Harp and Chrysantemum having the correct domains (one of them is Animal, but it's intended). Some other modules too, but I don't recall which ones. The bug is probably present in most, though.

Mutasin has Destruction and War selected.

#1409
Dann-J

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I've checked an old saved game for one of my own modules (Isle of Shrines), and the dwarven cleric in it also correctly shows his domains (Animal/Plant). Perhaps the domains show up properly if one of them is Animal?

A cleric in my current module shows Air/Animal on the character sheet instead of her War/Earth domains. Perhaps there are certain combinations that work, and some that don't? With 28 domains available, that's only 378 combinations to experiment with. Who's volunteering?

#1410
mattp516

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Axe_Edge wrote...

Thanks. I'll be able to look into it a little later. :)

Edit:

Thanks Shallina, I found them.  I modified two files to take care of the fatigue system during my multiplayer game.  I left all of the code telling the NPCs to complain about being tired, needing rest, etc..  That's when our party will try to find rest.

bg_module_on_heartbat.NCS

and

bg_on_client_enter_module.NCS



Edit 2:

Death screen causing a multiplayer server to kick players is taken care of:

player_death_script_bg

and

player_dying_script_bg


Would anyone mind dropping a quick tutorial on how to make these changes?

#1411
mattp516

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More specifically, how to compile the new .NCS files. I can figure out the code myself, I'm pretty sure (though some pointers certainly wouldn't go amiss ;D) but I have no experience with the NWN2 Toolkit.

#1412
mattp516

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EDIT: Figured out the toolkit and compiling, ect. Having no luck dealing with the death issue though. Tried replacing player_dying_script_bg with an empty function "void main() {}"... which caused some interesting behavior to say the least. Namely, characters would die, stay dead, then randomly resurrect after a seemingly random amount of area transitions. Never had other PCs die upon area transition though.

Any help would be most appreciated. Thanks! :)

EDIT 2: Discussing it with Axe_Edge. Appreciate it. :)

Modifié par mattp516, 28 août 2013 - 07:57 .


#1413
Arkalezth

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Regarding the Air-Animal domain bug we were discussing above: I've started playing the module "Fate of a City", and the cleric companion has the correct domains - Fury and Strength.

If anyone wants to take a look at it and try to figure out why it works there...

#1414
Dann-J

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I wonder if the 'new' domains introduced in MotB are causing the problem? Fury and Strength are both 'old' domains, for instance.

#1415
Shallina

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the problem is the toolset, the toolset affect default domain, and we can't touch them.

So the solution I found was to reset the class of those NPC with script, and assign a cleric package wich is correct for the lore of the cleric.

There is only 3 or 4 package, they covered the need for most of BG cleric, but not Viconia....
I tried to do a custom package for viconia, but it didn't work., so she is stuck with the default package.

But I think Branween and Yeslick have their correct dommain, but the only reason it worked is beceause those package existed in default NWN2 and I was able to assign them with scripts when those NPC are loaded the first time in game, or join the Party the first time, I dont remember :P .

#1416
drechner

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BTW, Patch 2 (and like the final patch) will be released within a week!

Then it's on to making an original, small NWN2 mod...

#1417
darthni1

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Regarding that, are bugs from patch 1 included in patch 2, or is it required to install patch 1 beforehand?

#1418
drechner

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darthni1 wrote...

Regarding that, are bugs from patch 1 included in patch 2, or is it required to install patch 1 beforehand?


Good question; I'll include all of Patch 1 with Patch 2 so there's no need to download both in order, etc. since that would likely be a pretty frustrating experience.

#1419
Atrumitos

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Small mod huh? Someone broke his back making this ;P Enjoy the making of your next mod drechner :D

#1420
darthni1

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Drew, thanks for the info and once again, your effort over the years resulted in making a lot of people very happy as they can enjoy and relive the most epic tale once again in a more realistic environment with better graphic performance, so thank you so much, it was worth waiting all these years!

Looking forward to the patch 2, and good luck in your future endeavours!

Greetings from Serbia :)

#1421
Arkalezth

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Just in case Drechner and Shallina forgot to announce it here: Patch 1.2 has been released.

Patch notes.

#1422
darthni1

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uhm... did anyone have the issue with Kivan not appearing at the high hedge area?

#1423
Arkalezth

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I think you need to complete the Nashkel mines before he appears.

#1424
darthni1

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strange...will do that, thanks

#1425
Kaldor Silverwand

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I've uploaded to nexusmods.com a small set of unofficial enhancements to BGR.  Here is the description:

 

 

Overview:
A collection of enhancements to Baldurs Gate Reloaded by Brendan Bellina / Kaldor Silverwand.  These are not endorsed by BGR Team. They have been tested for compatibility with patch 2. They have not been tested with multi-player games. Use at your own risk.
 
 
Description of Enhancements:
 
UI enhancements:
1. Adds the Party Editor menu option to the Baldur's Gate Reloaded player menu. This will allow management of player created characters, as was an original feature of Baldur's Gate. The party editor will allows 6 player created party members (5 in addition to the main PC).
2. The clock is displayed.
3. Standard companions now can be multi-classed at level up through the standard UI. This was implemented in BGR only through conversations.
4. There is a retire option added to the player menu which plays the BG end game death movie and ends the game.
 
Death system enhancements:
1. The game no longer ends automatically when the main PC dies. This eliminates the need to completely protect the main PC during battle. Note that the game conversations and scripts assume the main PC is alive at all times, so leaving him/her dead for an extended period is not recommended and could introduce game-breaking bugs. You will need to use a coin of life to resurrect him/her.
2. Coins of life can be purchased at the Friendly Arm temple (for certain) and 75% chance at other stores throughout the game.  These can be used to resurrect party members. They are required to resurrect the main PC.  It is cheaper to resurrect standard party companions using the temple conversations.
3. When a party member dies up to 142 of his items will be dropped into a nearby named loot bag (exp. "Imoen's Gear"). The loot bag will self-destroy when emptied. This is similar to the feature of original BG that caused belongings to be dropped when party members were killed. If the party member has more than 142 items then another loot bag should be dropped after a few seconds.
 
Regards

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