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Icewind Gate Delta: Third Edition Baldur's Gate 2


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#51
Ishad Nha

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Cleaned out the old Prison in Saradush, now the party is in the Sewers. So far, so good.

Prison graveyard, two Prison Spirits appear and one remains after the grave is sanctified.
Arcane Archives, you can't actually buy the Ring of Fire Resistance, initially. I managed to do so by buying some potions above it.???!!!???
Finished off Gromnir, now out of Saradush like it or not.
Forest clearing, some Yaga Shura soldiers stand around while we kill them. Their scripts are obviously not being triggered.
Ruined Temple went smoothly enough, only two major fights.
Next stop, Marching Mountains or I could do Watcher's Keep.

Modifié par Ishad Nha, 05 août 2011 - 08:01 .


#52
Ishad Nha

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In IWG 2, unlike BG 2, the town script in Gromnir's hideout bounces you after you kill all the monsters. There is a delay of 9 or 10 seconds, then you get sent to the Pocket Plane. If you try to use the Console to return you get bounced immediately. This is a change introduced by the author of the Delta version, ditto the alterations to the exit from the Pocket Plane. Thus loot Gromnir's body immediately he is dead, you can have time frozen with the Spacebar while you do it. His bodyguards only have routine treasure.
Marching Mountains, some monsters start out badly wounded, maybe due to the hostile party led by Toop the Brave, or maybe due to bad programming.

#53
Ishad Nha

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Marching Mountains completed, Nyalee wiped out, now it is off to face Yaga Shura.
Improved Haste doubles the melee power of the party, this came in handy when fighting the Fire Giants.

Yaga Shura's camp lacked an army, there is only him until he go gets some reinforcements, are they all in Saradush? He is now dead, party will head to Watcher's Keep.
Watcher's Keep
Ammo Belt not in the game?
Kuo-Toa can detect invisible, even when the spell does not work in the game?!
Chromatic Demon, in the wrong place, most of the way out of his cell.
Ice Mists are invulnerable to everything that I throw at them.
Cause: At least one door seems to have been automatically closed when the party went off to rest.
Yakman not recovering his marbles when you heal him?!

Modifié par Ishad Nha, 14 août 2011 - 03:28 .


#54
Ishad Nha

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Double Post

Modifié par Ishad Nha, 14 août 2011 - 03:31 .


#55
Ishad Nha

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Does Slow affect Neutrals? It seems to be what causes the Aesgereth and the Tieflings to go hostile.
Cut-scene not ending when Aesgereth wins the draw, this is _cut203A.
There was an error message:
"WeiDU: GORCAMB.DLG AddXP2DA("PLOT2B")
: Not_found (do not report this unless something actually goes wrong)"
I will need to console-in item _PLOT02E
Maze level completed, now to the level below.

#56
Ishad Nha

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AR0335: Machine of Lum the Mad Area, some text keeps looping… even after the party went outside and came back in. I had to remove all the offeding text from the file _AR3017.bcs. Another ambient effect missing was the flame for each of the six braziers. Arms of the Machine currently don't do anything.
Graphic for the glass canopy of the Machine of Lum the Mad disappears before you hit it.
I currently can't get the Machine to clear the stairway to the next level, so had to use the Console:
SetGlobal("StairButton","GLOBAL",1)

AR0362: Demilich, was defeated by Anomen using the Antimagic Field spell and a +5 weapon. It took a while to hack him to bits, a few hit points at a time, but it did happen. Anomen took no damage at all.

#57
Ishad Nha

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Machine of Lum the Mad may not work at all, so you may need to use the Console to give Storm Star to your party.
Storm Star Mace +3, code = _BLUN28, thus in the console you would use the code below
createitem("_BLUN28",1)
The Heart Key fight, what did work: have the Mage cast Iron Body on herself then distract the Hive Mother until all her allies were dead.
Ixil's Spike +6, gives permament Free Action?!
Fight with Demogorgon is something else, his combat script, _EMOGOR2.BCS, immediately ends the fight by killing all of the party! I can only imagine that Nameless One intended that the party seal the Knights of the Vigil into the prison along with Demogorgon.

#58
Ishad Nha

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Watchers Keep: can't use the Ritual Scroll?! This is "Plot01A.itm".
Amkethran, I could not kill the Monk outside the Temple of Waukeen, presumably that was intended.
Marlowe was not killed in the Graveyard. Party did not seem to receive the Soul Gem, _MSOUL01 when it should have. Thank God for the console.
Now onto Sendai's Enclave. In the area outside there is a Hive Mother!
I will be adding to the notes in my spreadsheets, a new page on Watchers Keep, especially level 3.

#59
Ishad Nha

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Paladin spellcasting is not worth the effort. You spend scarce points on Wisdom, exactly the same as for a Cleric, you get nothing much to show for it. Paladin is basically a fighter, so he needs to concentrate on melee abilities like Strength and Constitution.
Druid excels at nothing much, like the Bard. Party Druid is 1 spell level/2 character levels behind the Cleric in casting healing spells. (Sole exception is Cure Light Wounds.) He has better offensive spells but they have all sorts of limitations. They must be cast in a cone, they hit only one target or they hit allies too. Shapeshifting is nice but not battle-winning.
A better idea is a Silverstar of Selune, has some interesting Domain spells and all the standard healing spells. Even taking a level of Fighter or Ranger, the Selune Cleric will be one level ahead of the Druid in healing spells.

#60
Ishad Nha

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Cleaned out Sendai's Enclave, now it is on to the Lair of Abazigal.
Clay Golem provided punch in key battles like the last one. Sendai took a lot of time to bring down. Was it because the party had her cornered on the stairs where only a few could get at her?
Second last statue did nothing, did not transform into a hostile Sendai, until the party attacked it.

#61
hannibal555

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I personally favor 2nd edition and would like IWD II in the BG2/ToB engine :P.

Nevertheless, an interesting project, could you provide some screens maybe along your playthrough?

#62
Ishad Nha

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Screenshots were included halfway down page 2 of this topic:
www.freewebs.com/ishadnha/IcewindGate2Screenshots.png
Reverse translation, back to 2E, would at least make it compatible with IWD 1. Currently there seems to be a shortage of programmers for such a task.
IWD 2 is nerfed, missing a whole lot of basic 3E spells. A 2E version using the BG2 game would at least correct the nerfing.

Modifié par Ishad Nha, 14 août 2011 - 03:39 .


#63
hannibal555

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Ishad Nha wrote...

Screenshots were included halfway down page 2 of this topic:

Oh thx, I somehow missed it.

#64
Ishad Nha

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I am trying to customize the NPCs from BG2 so they have the classes I want along with their original dialog and quests.
There are three basic approaches:
· Create NPCs of my desired classes then alter them to give the dialog and quests. This will leave out any casual remarks not found in the dialog file. (Assuming the casual banter is supported by the IWD2 game.)
· Alter the imported BG2 NPCs so they have the desired kits and classes. This would be easy for most classes, you don't need to alter things that are automatically generated by the program when an NPC gains levels.
· A third approach is to create a version of iwg2.exe, the program that creates Icewind Gate 2. Now this version will only deal with the importing of NPCs. You can thus run it whenever you want.
For new Wizards I could make a new usable item that, when used, creates 23 Mage scrolls. They will last for around 200 seconds. There are only 24 item slots in the main inventory area. Said Wizard can scribe the scrolls via Write Magic, this should give him some spells for his spellbook, especially for the third and fourth spell levels.

Abyss Fortress, at one point Cespenar says that you need a Scroll of Protection from Normal Weapons, this does not exist in IWD2. Here what you actually need is a Scroll of Summon Shadow:
createitem("SPWI513Z",1)

Abazigal's Lair, first fight against Draconis was a total massacre. Five of the party were dead and the last looked likely to join them in death before I reloaded. His sleep power left them mostly helpless on the floor while he tore them to bits.
Next fight, the first three members were protected against sleep by Chaotic Commands, this may not have been the key to victory. Soon after his transformation into a dragon, the first four members went off to the side and were Mass-Healed. The fifth member was a Mage protected by Iron Body, she fell asleep. However the first four were unaffected and went on to finish off Draconis.

Bondari and two friends, no spellcastonme function in IWD2?

Modifié par Ishad Nha, 15 août 2011 - 03:38 .


#65
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Abazigal took three whacks with the altered Hammer before dying, each whack was 500+ hp. This monster seems to be way too powerful.
Twice in a row the Juggernaut Golem has suffered instant death for no apparent reason?!
Now it is time to take out Balthazar.

#66
Ishad Nha

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Now I will have to take time out to learn some of the triggers and op codes.
First item on the agenda is a script that creates Mage scrolls so that a Wizard can get a whole lot of scrolls at the beginning of the game. This means that the Wizard will actually have spells to memorize and cast from spell levels 2,3 and 4.
I don't know of a trigger that checks if a Mage (Wizard or Sorceror) actually knows a spell. So I will have to skip this bit.
Edit:
In BG 2 newly created Mages can select up to 23 Wizard spells for their spellbooks. In IWG 2 they only start off knowing a few first-level spells. Obviously they need a lot of scrolls to copy into their spellbooks. I created an item that temporarily creates a selection of 24 spells that can be scribed, it is in the Patches zip at the start of this topic.
Items created by other items are apparently created for a finite interval of real time, an interval where the game is not paused. Here the interval is only 20 seconds. However spells can be scribed while the game is paused. Thus the ability to create scrolls won't be abused by players.

Modifié par Ishad Nha, 18 août 2011 - 03:42 .


#67
Ishad Nha

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First relative success at fixing problems in IWG2, if the Keep is your Stronghold you now go there without any need to use the Console.
This is the original SoA code, from NaliaJ Response 260:
SetGlobal("PCKeepOwner","GLOBAL",1)
SetGlobal("PlayerHasStronghold","GLOBAL",1)
RevealAreaOnMap("AR1304")
HideAreaOnMap("AR1300")
StartCutSceneMode()
StartCutScene("Cut32a")

Original De Arnise Keep in BG2 is area AR1300, while in IWG2 it is AR0120. Restored Fighter stronghold Keep in BG 2 is AR1304 while in IWD2 it is AR0136.
The Keep: RevealAreaOnMap("AR0136") is not paired with HideAreaOnMap("AR0120"). As far as anyone knows, IWD2 has no HideAreaOnMap action. Simple stopgap, have AR0120.bcs file send the party to area 136 if the two global variables hold true.

IF
Global("PCKeepOwner","GLOBAL",1)
Global("PlayerHasStronghold","GLOBAL",1)
THEN
RESPONSE #100
ActionOverride(Player1,LeaveAreaLUA("AR0136","",[3815.3035],4))
ActionOverride(Player2,LeaveAreaLUA("AR0136","",[3845.3035],4))
ActionOverride(Player3,LeaveAreaLUA("AR0136","",[3894.2960],4))
ActionOverride(Player4,LeaveAreaLUA("AR0136","",[3981.2883],4))
ActionOverride(Player5,LeaveAreaLUA("AR0136","",[3992.2983],4))
ActionOverride(Player6,LeaveAreaLUA("AR0136","",[3905.3072],4))
END

Modifié par Ishad Nha, 19 août 2011 - 03:16 .


#68
Ishad Nha

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What happens above is that town 0120 is mostly loaded, the script is run then town 0136 is fully loaded.
Now I am trying to improvise a move to Pocket Plane ability, so far it is not working.

#69
Ishad Nha

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Two-handed sword Lilarcor has dialog, this text seems to have been removed from Baldur.bcs, but the relevant code has been left in the file, and duplicated for good measure! You will see some silly message like
"WeiDU: BALDUR.BCS DisplayStringHeadOwner("sw2h14",#####)
: Not_found (do not report this unless something actually goes wrong)".
Lilarcor has an identification code of "sw2h14".

I can alter Crom Faeyr to usually kill Trolls based upon opcode 55: Slay, but it does not effect Golems at all.
Rod of Smiting any good? No, the golems are unaffected by effects from that too.

Pocket Plane Ability
Currently, use of Baldur.bcs means that the party will arrive in the right place in the Pocket Plane. Previously it arrived in the upper left corner.  Here is the code from that file:
IF
    Global("IWG2PP","GLOBAL",1)
THEN
    RESPONSE #100
        ActionOverride(Player1,LeaveAreaLUA("AR0315","",[1966.1251],9))
        ActionOverride(Player2,LeaveAreaLUA("AR0315","",[1889.1233],9))
        ActionOverride(Player3,LeaveAreaLUA("AR0315","",[2045.1265],9))
        ActionOverride(Player4,LeaveAreaLUA("AR0315","",[1935.1330],9))
        ActionOverride(Player5,LeaveAreaLUA("AR0315","",[1852.1312],9))
        ActionOverride(Player6,LeaveAreaLUA("AR0315","",[2012.1352],9))
        SetGlobal("IWG2PP","GLOBAL",0)
END

To get this code to run you would use this command in the Console:
SetGlobal("IWG2PP","GLOBAL",1)
I don't know how to do this from an item.
The If part of the code could be strengthened with triggers that toggle on when the first challenge in the Pocket Plane is completed. Ditto, !AnyPCSeesEnemy()

Modifié par Ishad Nha, 22 août 2011 - 03:13 .


#70
Ishad Nha

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A possible cause of a lot of the problems affecting the Delta version may be that the Chapter number is not being set! I was looking at the problem affecting the Graveyard, after you return from Spellhold& the entrances don't lead to a new version of the Vampire dungeon. It originally was area AR0056 (BG2 area AR0801), this should be leading to the new version AR0224 (BG2 area AR0808). But instead, you still go back to AR0056! I compared the BG2 and IWG2 town scripts for the original dungeon, I could see a bit of stray code in the latter but that was about it. Then I used the Dalekeeper and Near Infinity editors to check the save game Gam files. I was surprised to learn that the Chapter was still at a value of 1!
To check the chapter number, paste this command into the Console:
CheckVar("Chapter","Global")

To set the Chapter number to 2, paste this command into the Console:
SetChapter(2)
You will then see the intro to Chapter 3…

#71
Ishad Nha

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The gibberish seen in the load screen and the Journal seems to be Chapter headings with the wrong string references. I was able to find more appropriate text strings using the Find what: box in the StringRef lookup of Near Infinity. I found:
15340: Chapter,
15873: Chapter <CurrentChapter>, this won't work properly in practice,
16203 thru 16209, Chapter One through Chapter Seven.
Chapters.2DA seems to give the correct intro text for each chapter. When I altered the column 0 in this file I got the correct chapter headings for the Load Saved Game screen and the Journal. Though the chapter numbers themselves were not rightly kept up to date by other files in the game…
Need to create Chapter Eight, Chapter Nine and Chapter Ten strings.
CHPTXT0.2DA thru CHPTXT8.2DA are holdovers from BG1!

Edit:
The Journal only seems to have provision for 7 chapters, that seems to be completely hard-coded.
The ScreenText that introduces a Chapter can possibly be shown on the screen without the chapter actually starting.

Modifié par Ishad Nha, 27 août 2011 - 02:09 .


#72
Ishad Nha

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Corrected notes from this topic have been added to the patches zip found on Page 1 at the start of this topic.

Level 1 NPCs mod has not been translated into a form suitable for Icewind Gate 2.
I want the ability to choose the class and kit of an official Bioware NPC, so I came up with this plan:
(1) Create a new IWD2 PC with the correct race and class.
(2) Admit a Bioware NPC into the party, Export them to a character file.
(Here I shut down IWD2 as a precaution.)
(3) Now open the NPC character file in Dalekeeper. Using the IWD2 PC file as a reference, reduce the NPC and his/her abilities to level 1 for the desired class. (Because the reference IWD 2 PC will be level 1 too.)
(4) In the game, use the Console to increase the NPCs level to 7.

I did not need to add in all the level 1 Cleric spells, the game did it for me.
From what I can see so far, the idea works in actual practice.

I had a temporary initial Rogue to help out before Yoshimo could be added to the party. Initial Rogue was the one who had the Portal Key stuck to him, just before he was due to be replaced by Yoshimo. Said key had to be consoled in, it is item _MISC4G.

#73
Ishad Nha

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Now I am trying to deal with Lady Yuth having a morale failure every time we enter the Adventurers' Mart.
I am trying to correct this with no luck at all. IWD2 notes from IESDP don't show where Morale Rating is found in the Cre file, nor do they give any idea how it works. I can't even find references to how it works in the pen and paper variety. I only have the 3E Players Handbook, not the Dungeon Master's Guide.
I have managed to assign her dialog, and scroll shop, to a female customer. These changes only take effect for a party that has not already visited the Adventure Mart.

Modifié par Ishad Nha, 01 septembre 2011 - 02:35 .


#74
Ishad Nha

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One solution is to make a new version of Lady Yuth, based upon the female customer who is usually in the Mart. This solution has worked in practice.
You may need to shut down the IWD2 program in order to enact any changes to a CRE file. I figure that the entire Override folder is loaded when the program starts but this is only a guess.
Another solution is to try and figure out where the fear is coming from. I copied the Lonk the Sane, Perth the Adept, Lady Yuth and Ribald CRE files into a spreadsheet. Ribald is the only one not suffering from fear. I have compared the differences and similarities in the four files, especially the parts marked as Unknown. I found three key unknown sections and altered them one at a time to see if that made any difference.
At offsets 26C h thru 26F h, the original string "5f 5f 53 48 h" was replaced by "0a 05 3c 00 h". The latter string comes from Ribald.cre, Ribald Barterman never showed any panic. What each of the four individual hex numbers mean I don't know.
Offsets 26C thru 26F: changing only one offset at a time showed that offset 26D was the one that controlled the panic. Offset 26D: 5F was replaced by 05, or in decimal terms 95 was replaced by 5, this stopped the panic of Lady Yuth. Setting offset 26D to  a value of 5 also worked to stop the panic of Perth the Adept and Lonk the Sane.

Modifié par Ishad Nha, 03 septembre 2011 - 04:01 .


#75
Ishad Nha

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Currently I am trying to get Crom Faeyr to work as it should, so far no luck giving it more than one main power.
With the help of opcode 402 I can create a replica of Crom Faeyr to kill either Golems or Trolls.. I am getting the hang of it slowly. I created three new versions (crushing, piercing and slashing) of EffUhc1.spl. Each does around 1,000 points of damage, more than enough to kill any Troll or Golem.
It seems that I can only give one major melee power to "Crom Faeyr". This late in the game Trolls are no big deal but Golems are still painful to face, so I will make it slay them with mega-damage.