Now I am playing through the game again trying to fix the problems as they appear.
Raelis Shai dialog to audience did not trigger until party the spoke to her.
Jaheira, Baron Ployer quest: party paid off the three mages, too tough otherwise. They were well-meaning too.
Chromatic Orb can sometimes paralyze a Mage before he can cast Improved Invisibility, guaranteeing his demise.
One lot of Trolls in Druid Grove are immune to fire damage coming from weapons?! This is unlike all the other Trolls that the party has fought. Fortunately the party Sorceror knows Agannazar's Scorcher, that proved enough to keep them dead.
Icewind Gate Delta: Third Edition Baldur's Gate 2
Débuté par
Ishad Nha
, juin 18 2011 09:37
#76
Posté 09 septembre 2011 - 11:49
#77
Posté 12 septembre 2011 - 08:36
I could not get the Harper quest to kick off, even when the party took the body to the Docks, Rylock never showed up. So I had to insert this code into the script _AR0300.bcs:
IF
PartyHasItem("_MISC5F") // Renfeld's Body
GlobalTimerNotExpired("RenfeldDeath","GLOBAL")
!GlobalGT("_DEADRylock","GLOBAL",0)
!Exists("rylock")
THEN
RESPONSE #100
CreateCreature("_RYLOCK","rylock",[1436.2947],13)
END
Problem is now fixed.
IF
PartyHasItem("_MISC5F") // Renfeld's Body
GlobalTimerNotExpired("RenfeldDeath","GLOBAL")
!GlobalGT("_DEADRylock","GLOBAL",0)
!Exists("rylock")
THEN
RESPONSE #100
CreateCreature("_RYLOCK","rylock",[1436.2947],13)
END
Problem is now fixed.
#78
Posté 16 septembre 2011 - 02:12
Initial damage problem, you enter the Docks District and you read
"Rylock- Damage Taken (#)"
Is this due to Xzar/Lyros? Anyway, this leads to Jaheira turning hostile too! This is no small hassle as she leaves the party and start attacking the nearest PC! I was able to fix this with an alteration to Harper.bcs:
"IF
Or(3)
HPPercentLT(Myself,100)
AttackedBy([GOODCUTOFF],DEFAULT)
Allegiance(Myself,ENEMY)
Global("AttackFirstHarpers","GLOBAL",0)
THEN"
The above code means that if one of the first three conditions are met, along with the Global("AttackFirstHarpers","GLOBAL",0), Rylock will turn hostile. If he is attacked the party must have done it! Even though the party is nowhere near him.
This problem went away when the code was changed to:
"IF
Or(2)
AttackedBy([GOODCUTOFF],DEFAULT)
Allegiance(Myself,ENEMY)
Global("AttackFirstHarpers","GLOBAL",0)
THEN"
HarpClr.bcs problem, the global is actually set to a value of 2, when it should be 0. The three Harpers never show up inside the Harper HQ. IWG2 Game may intend that Jaheira not meet the three Harpers… so I removed the reference to JaheiraHarperPlot and replaced it with LyrosJob. (For whatever reason Xzar is frequently called "Lyros".)
IF
GlobalGT("JaheiraHarperPlot","GLOBAL",0)
THEN
RESPONSE #100
DestroySelf()
END
This was changed to:
IF
GlobalGT("LyrosJob","GLOBAL",2)
THEN
RESPONSE #100
DestroySelf()
END
Patches.zip has been updated, see the first post on page 1 of this topic.
"Rylock- Damage Taken (#)"
Is this due to Xzar/Lyros? Anyway, this leads to Jaheira turning hostile too! This is no small hassle as she leaves the party and start attacking the nearest PC! I was able to fix this with an alteration to Harper.bcs:
"IF
Or(3)
HPPercentLT(Myself,100)
AttackedBy([GOODCUTOFF],DEFAULT)
Allegiance(Myself,ENEMY)
Global("AttackFirstHarpers","GLOBAL",0)
THEN"
The above code means that if one of the first three conditions are met, along with the Global("AttackFirstHarpers","GLOBAL",0), Rylock will turn hostile. If he is attacked the party must have done it! Even though the party is nowhere near him.
This problem went away when the code was changed to:
"IF
Or(2)
AttackedBy([GOODCUTOFF],DEFAULT)
Allegiance(Myself,ENEMY)
Global("AttackFirstHarpers","GLOBAL",0)
THEN"
HarpClr.bcs problem, the global is actually set to a value of 2, when it should be 0. The three Harpers never show up inside the Harper HQ. IWG2 Game may intend that Jaheira not meet the three Harpers… so I removed the reference to JaheiraHarperPlot and replaced it with LyrosJob. (For whatever reason Xzar is frequently called "Lyros".)
IF
GlobalGT("JaheiraHarperPlot","GLOBAL",0)
THEN
RESPONSE #100
DestroySelf()
END
This was changed to:
IF
GlobalGT("LyrosJob","GLOBAL",2)
THEN
RESPONSE #100
DestroySelf()
END
Patches.zip has been updated, see the first post on page 1 of this topic.
Modifié par Ishad Nha, 16 septembre 2011 - 08:24 .
#79
Posté 16 septembre 2011 - 11:27
So are you attempting to make this mod playable for the masses (i.e. the people who don't know how to mod themselves)?
I'd be really interested in seeing how each of the NPCs play differently now that they're in third edition. How close are their stats to their original ones?
I'd be really interested in seeing how each of the NPCs play differently now that they're in third edition. How close are their stats to their original ones?
#80
Posté 16 septembre 2011 - 03:57
"So are you attempting to make this mod playable for the masses (i.e. the people who don't know how to mod themselves)? "
Yes, that is why I uploaded Patches.zip. Mod is broadly playable, just not all minor quests in it. (To call me a "modder" might exaggerate my actual abilities.)
"I'd be really interested in seeing how each of the NPCs play differently now that they're in third edition."
I change their classes to suit my desired party line-up. Aerie is a single-class Sorceror... so comparison is not possible. For how I do this, see the post midway down page 3 of this topic, the one that begins
"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:".
"How close are their stats to their original ones?"
I have not paid much attention to this, it is not a big issue to me, I will have to look into it. This being 3E you get a 1 point stat increase every four levels.
BG2 did not particularly apply the pen and paper rules for minimum spellcasting Int/Wis ability scores. By contrast, IWG2 does apply the rules, hence you would not want some of those BG2 scores. You need a minimum initial ability score of 15 to stay on track with maximum spell levels, if you are a serious spellcaster (Wizard, Sorceror, Cleric or Druid). For a Bard, only a 12 Charisma is needed.
IWG2 mostly plays a lot like BG2. A lot of the time you won't be conscious that you are playing a 3E mod rather than the original BG2. Biggest single difference is spellcasting, IWD2 has much less variety in the area of mage v mage spell combat. At higher levels you find that Abi-Dalzim's Horrid Wilting will harm party members and allies, hence it can't be used at close range. But the Improved Haste now works for the entire party.
Yes, that is why I uploaded Patches.zip. Mod is broadly playable, just not all minor quests in it. (To call me a "modder" might exaggerate my actual abilities.)
"I'd be really interested in seeing how each of the NPCs play differently now that they're in third edition."
I change their classes to suit my desired party line-up. Aerie is a single-class Sorceror... so comparison is not possible. For how I do this, see the post midway down page 3 of this topic, the one that begins
"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:".
"How close are their stats to their original ones?"
I have not paid much attention to this, it is not a big issue to me, I will have to look into it. This being 3E you get a 1 point stat increase every four levels.
BG2 did not particularly apply the pen and paper rules for minimum spellcasting Int/Wis ability scores. By contrast, IWG2 does apply the rules, hence you would not want some of those BG2 scores. You need a minimum initial ability score of 15 to stay on track with maximum spell levels, if you are a serious spellcaster (Wizard, Sorceror, Cleric or Druid). For a Bard, only a 12 Charisma is needed.
IWG2 mostly plays a lot like BG2. A lot of the time you won't be conscious that you are playing a 3E mod rather than the original BG2. Biggest single difference is spellcasting, IWD2 has much less variety in the area of mage v mage spell combat. At higher levels you find that Abi-Dalzim's Horrid Wilting will harm party members and allies, hence it can't be used at close range. But the Improved Haste now works for the entire party.
Modifié par Ishad Nha, 17 septembre 2011 - 01:53 .
#81
Posté 22 septembre 2011 - 07:05
Nalia Kidnapping Problems:
In Icewind Gate 2 Delta version the author, Nameless One, had Nalia remain in her slot when she was kidnapped but she could not be selected. I wanted her to actually leave the party as happened in BG2. This involved alterations to the files _cut39A.bcs, _cut 39B.bcs and _cut39C.bcs.
In Icewind Gate 2 Delta version the author, Nameless One, had Nalia remain in her slot when she was kidnapped but she could not be selected. I wanted her to actually leave the party as happened in BG2. This involved alterations to the files _cut39A.bcs, _cut 39B.bcs and _cut39C.bcs.
#82
Posté 23 septembre 2011 - 01:20
A Pocket Plane ability is possible if it is done the same way as the Svirfneblin Earthquake Scroll. The Earthquake scroll is used to summon an invisible creature with a script, it is that script ("__AO335.bcs") that sets the relevant local variable in the script _AR2100.bcs.
For the PP ability the Global variable would trigger some code in the game script Baldur.bcs. I have tried this and it has worked.
I have repeatedly tried to set the variable directly, without summoning an invisible creature, I used an item opcode (#296) but it crashed the game every time.
I don't know if this approach will work for the Slayer transformation or not, not that you need or want the Slayer.
For the PP ability the Global variable would trigger some code in the game script Baldur.bcs. I have tried this and it has worked.
I have repeatedly tried to set the variable directly, without summoning an invisible creature, I used an item opcode (#296) but it crashed the game every time.
I don't know if this approach will work for the Slayer transformation or not, not that you need or want the Slayer.
#83
Posté 24 septembre 2011 - 12:33
Currently I can get this to work exactly ONCE. I will try various approaches...
#84
Posté 27 septembre 2011 - 07:53
Cool Ishad.
Keep up the hard work. :-)
Keep up the hard work. :-)
#85
Posté 29 septembre 2011 - 08:30
This mod is slowly being fixed up, it is worth it.
StDeath.bcs: Shadow Thief guildhall, that script was common to all three thieves in the plot to assassinate the guild leader Aran Linvail. It seems to guarantee that the two loyalist Shadow Thieves will turn hostile and massacre the PCs one at a time. I think I fixed it.
Now I am trying to get the Tiris quest to fire up in Trademeet. The problem seems to be one or more of three triggers:
AnyPCOnMap()
Global("JeniaSpawn","AR0304",0)
AreaType(OUTDOOR)
StDeath.bcs: Shadow Thief guildhall, that script was common to all three thieves in the plot to assassinate the guild leader Aran Linvail. It seems to guarantee that the two loyalist Shadow Thieves will turn hostile and massacre the PCs one at a time. I think I fixed it.
Now I am trying to get the Tiris quest to fire up in Trademeet. The problem seems to be one or more of three triggers:
AnyPCOnMap()
Global("JeniaSpawn","AR0304",0)
AreaType(OUTDOOR)
#86
Posté 08 octobre 2011 - 02:46
I deleted "AreaType(OUTDOOR)" because it is redundant, all of Trademeet map (BG2: AR2000, IWD2: AR0304) is outdoor and this trigger may not be supported by IWD2.
CreateCreatureObject("_RSKIN05",[ANYONE],0,0,0) // Jenia
In Infinity Explorer this does not compile, hence it should be the cause of the problem.
Now so far so good. But when you kill the two sickos, Raissa's dialog gets stuck at the stage where she requests the Restoration spell.
Problem seemed to be the variable type "LOCALS", it seems not to work in area scripts or dialog scripts. I replaced it with "AR0304" and the problem went away. ("AR0304" is the area number for Trademeet in IWG2.)
Now I will have to see if I can have the spell cast from a scroll.
To retrieve the skin of Raissa you need to click on it and then wait for five to ten seconds, it is very close to the wall there.
There are four versions of Faldorn, there are two different death variables for her, I included both in the relevant triggers.
File _Rskin01.dlg is Raissa's dialog script, if this can be altered successfully the spell Restoration can be cast via a dialog option.
Appropriate triggers can check that the spell is memorized.
Another option can let the spell be cast from a scroll.
CreateCreatureObject("_RSKIN05",[ANYONE],0,0,0) // Jenia
In Infinity Explorer this does not compile, hence it should be the cause of the problem.
Now so far so good. But when you kill the two sickos, Raissa's dialog gets stuck at the stage where she requests the Restoration spell.
Problem seemed to be the variable type "LOCALS", it seems not to work in area scripts or dialog scripts. I replaced it with "AR0304" and the problem went away. ("AR0304" is the area number for Trademeet in IWG2.)
Now I will have to see if I can have the spell cast from a scroll.
To retrieve the skin of Raissa you need to click on it and then wait for five to ten seconds, it is very close to the wall there.
There are four versions of Faldorn, there are two different death variables for her, I included both in the relevant triggers.
File _Rskin01.dlg is Raissa's dialog script, if this can be altered successfully the spell Restoration can be cast via a dialog option.
Appropriate triggers can check that the spell is memorized.
Another option can let the spell be cast from a scroll.
#87
Posté 25 octobre 2011 - 02:37
I seem unable to get Raissa's script to reliably run for whatever reason. I can't get a lot of the code to work. This is more trouble than it is worth. I will have the Restoration spell simulated by the town script. I have improvised a solution of sorts, that will have to do for now. Generally this quest has been Murphy's Law the whole way through.
Now onto Umar Hills.
Now onto Umar Hills.
#88
Posté 31 octobre 2011 - 01:01
Area AR1100 Umar Hills, Lost Cabin trigger, strref 32126:
"The door has been barred from the inside and the cabin has been cleared of its contents."
Sounds like what happens when the Ranger-Protector is kicked out of the cabin. But this seems to be always there. I used Ctrl + 4 to highlight the trigger polygons, it was not easy to find the correct one to open the door.
I have brought in a new protagonist so I can check out the Ranger Stronghold quests, which I have never done before.
Two Shadows and a Spotted Lion are hostile but don't attack when you cross the river north of the Cabin.
That pack leader seems to be absent from the cave near the Ruined Temple.
Nalia occasionally spouts the dead Torgal dialog?
Amaunator maze is not enacted, you don't get blasted for walking on the wrong letters.
AR0076: Two Minister Lloyds?! Cured by this trigger: !Exists("uhmay01"). Thus a new Minister Lloyd is not created if one already exists.
Whole Merella quest being assigned again after it is completed!?
"The door has been barred from the inside and the cabin has been cleared of its contents."
Sounds like what happens when the Ranger-Protector is kicked out of the cabin. But this seems to be always there. I used Ctrl + 4 to highlight the trigger polygons, it was not easy to find the correct one to open the door.
I have brought in a new protagonist so I can check out the Ranger Stronghold quests, which I have never done before.
Two Shadows and a Spotted Lion are hostile but don't attack when you cross the river north of the Cabin.
That pack leader seems to be absent from the cave near the Ruined Temple.
Nalia occasionally spouts the dead Torgal dialog?
Amaunator maze is not enacted, you don't get blasted for walking on the wrong letters.
AR0076: Two Minister Lloyds?! Cured by this trigger: !Exists("uhmay01"). Thus a new Minister Lloyd is not created if one already exists.
Whole Merella quest being assigned again after it is completed!?
#89
Posté 02 novembre 2011 - 11:41
Scrolling slows down but only in some areas, like the restored outdoors of the Temple of Amaunator and the area below the Cult. Every time you press a Numpad key to scroll it takes 10 seconds of hard drive use before anything happens! This was not evident in the last playthrough so it should be connected to the presence of NPCs in the party.
AR0204 The Forgotten Believers -- Temple City (Unseeing Eye Plot) AR0007
AR1400 Shadow Temple Land (Restored) AR0125
(First AR number is the BG2 area number, second one is the IWG2 area number.)
One approach to solving the problem, delete one NPC at a time and see if the problem then goes away.
AR0204 The Forgotten Believers -- Temple City (Unseeing Eye Plot) AR0007
AR1400 Shadow Temple Land (Restored) AR0125
(First AR number is the BG2 area number, second one is the IWG2 area number.)
One approach to solving the problem, delete one NPC at a time and see if the problem then goes away.
Modifié par Ishad Nha, 02 novembre 2011 - 11:42 .
#90
Posté 04 novembre 2011 - 03:05
Approach, delete one NPC at a time and see if the problem then goes away. No it does not.
Imoen has a Special script 2 of "Default.bcs", this is not found in the IWD2 scripts. I created a new script, "Default.bcs" but this did not fix the problem.
One approach that does seem to work, create your own versions of the Bioware NPCs:
Name 22c h
Apparent name 230 h
String 3cc h
Override script 498 h
Special script 2 4a0 h
Combat script 4a8 h
Special script 3 4b0 h
Movement script 4b8 h
Death variable 5b8 h
Dialog 84a h
New values for the above offsets come from the Chr files of the official NPCs.
This way you can customize the NPC's class(es) to your taste.
Imoen has a Special script 2 of "Default.bcs", this is not found in the IWD2 scripts. I created a new script, "Default.bcs" but this did not fix the problem.
One approach that does seem to work, create your own versions of the Bioware NPCs:
- Create a new PC of the desired class and race.
- Open the relevant Chr file in Near Infinity and make the necessary adjustments to the file.
- Save the file.
Name 22c h
Apparent name 230 h
String 3cc h
Override script 498 h
Special script 2 4a0 h
Combat script 4a8 h
Special script 3 4b0 h
Movement script 4b8 h
Death variable 5b8 h
Dialog 84a h
New values for the above offsets come from the Chr files of the official NPCs.
This way you can customize the NPC's class(es) to your taste.
#91
Posté 09 novembre 2011 - 02:38
This is absolutely amazing. Please, keep the good work up.
#92
Posté 10 novembre 2011 - 01:27
I will need to check this in actual practice, something I have not had the time to do so far.
In IWG2 NPCs are limited to 76 points on creation, plus any racial bonuses. Even after allowing for the 4 points of ability increases that should occur during the game, most NPCs end up with fewer points than they had in BG2. Halfling Mazzy is down 5 points in Strength and she is a Paladin!
Using Near Infinity to alter NPC variables like scripts also gives an oppurtunity to alter Ability Scores. Normally the idea here would be to apply the knife and force each character to have no more than 76, 78 or 80 points. However this may obscure the identity of each character. For example, the temptation would be to lower the Charisma of Imoen to save on ability points, but she is quite charismatic and this would be reflected in what she says and does.
BG2 did not enforce the pen and paper rules about maximum spell level being based on class level and Intelligence/Wisdom. A few spellcasters have bizarrely low ability scores as a consequence, like Anomen's 12 Wisdom. Serious spellcasters in IWD2 need a minimum score of 15 in the spell casting ability concerned to stay on track for attaining maximum spell levels.
Certain races end up with two or four more ability points than others, +4: Aasimar and Drow Elf, +2: Tiefling.
Other races end up with two points less than the default: Gray Dwarf, Deep Gnome and Half-Orc, but none of the Bioware NPCs are from any of these races.
There are various exclamations from offsets 2D4 through 3C8, they could be added to the character script if they can't be made to work in the game. IWD2 PCs seem not to have them.
In IWG2 NPCs are limited to 76 points on creation, plus any racial bonuses. Even after allowing for the 4 points of ability increases that should occur during the game, most NPCs end up with fewer points than they had in BG2. Halfling Mazzy is down 5 points in Strength and she is a Paladin!
Using Near Infinity to alter NPC variables like scripts also gives an oppurtunity to alter Ability Scores. Normally the idea here would be to apply the knife and force each character to have no more than 76, 78 or 80 points. However this may obscure the identity of each character. For example, the temptation would be to lower the Charisma of Imoen to save on ability points, but she is quite charismatic and this would be reflected in what she says and does.
BG2 did not enforce the pen and paper rules about maximum spell level being based on class level and Intelligence/Wisdom. A few spellcasters have bizarrely low ability scores as a consequence, like Anomen's 12 Wisdom. Serious spellcasters in IWD2 need a minimum score of 15 in the spell casting ability concerned to stay on track for attaining maximum spell levels.
Certain races end up with two or four more ability points than others, +4: Aasimar and Drow Elf, +2: Tiefling.
Other races end up with two points less than the default: Gray Dwarf, Deep Gnome and Half-Orc, but none of the Bioware NPCs are from any of these races.
There are various exclamations from offsets 2D4 through 3C8, they could be added to the character script if they can't be made to work in the game. IWD2 PCs seem not to have them.
#93
Posté 11 novembre 2011 - 05:59
Is there any way to install iwg on win 7?
Anytime I try it, the console opens and after typing 'y', console just dissappears after half a second.
There's no install-log either.
While opening setup in administrator mode, console doesn't find iwd files, like if it's in wrong directory.
Any suggestions?
Anytime I try it, the console opens and after typing 'y', console just dissappears after half a second.
There's no install-log either.
While opening setup in administrator mode, console doesn't find iwd files, like if it's in wrong directory.
Any suggestions?
#94
Posté 12 novembre 2011 - 02:21
I don't have Win7, I hear it is a pain for BG2 or any other game. You must apparently install any game outside the Program Files directory. Presumably both BG2 and IWD2 must be installed outside Program Files, then the proposed IWG2 folder must be outside too..
I can't contact Nameless One, he wrote the program not me, this is where he could be helpful..
I can't contact Nameless One, he wrote the program not me, this is where he could be helpful..
#95
Posté 12 novembre 2011 - 11:12
Thank you for answering so quickly. I will follow your suggestions.
#96
Posté 13 novembre 2011 - 01:14
I will have to see how you get on. I am on Windows XP and Windows 7 is the subject of an awful lot of complaints in an awful lot of boards.
#97
Posté 14 novembre 2011 - 08:38
Ishad, I'm impressed with what you seem to have gotten working so far. Have you looked at all into GemRB as a solution for some of the engine problems?
#98
Posté 15 novembre 2011 - 03:47
Sounds like a good idea!
Certainly GemRB would get around the nerfed nature of IWD2. Nerfing is usually not a major issue, it only affects minor side quests but it is annoying. Even then there are workarounds.
GemRB is at Gibberlings3 but I have never looked closely at it. It still seems to be Beta.
It would need to be able to handle 3E before it is any use here. I don't know if it currently supports IWD2 or not, it is meant to … I will have to download it at some point. You would still need IWG.exe to convert BG2 files to a format that the 3E mode of GemRB could handle.
But if it worked you would eliminate all conversion problems. Then you could have mage on mage magical spell combat. Then quest mods for BG2 could be made part of the IWG2 experience.
Edit:
I still can't stop the scrolling problem… Maybe I can isolate it, is it in the override script? Should not be in the town script, that is fairly brief.
Currently I know of no way to stop the problem hence you won't be able to play with Bioware NPCs unless you can take this annoyance.
Certainly GemRB would get around the nerfed nature of IWD2. Nerfing is usually not a major issue, it only affects minor side quests but it is annoying. Even then there are workarounds.
GemRB is at Gibberlings3 but I have never looked closely at it. It still seems to be Beta.
It would need to be able to handle 3E before it is any use here. I don't know if it currently supports IWD2 or not, it is meant to … I will have to download it at some point. You would still need IWG.exe to convert BG2 files to a format that the 3E mode of GemRB could handle.
But if it worked you would eliminate all conversion problems. Then you could have mage on mage magical spell combat. Then quest mods for BG2 could be made part of the IWG2 experience.
Edit:
I still can't stop the scrolling problem… Maybe I can isolate it, is it in the override script? Should not be in the town script, that is fairly brief.
Currently I know of no way to stop the problem hence you won't be able to play with Bioware NPCs unless you can take this annoyance.
Modifié par Ishad Nha, 27 novembre 2011 - 01:02 .
#99
Posté 05 décembre 2011 - 07:24
BG and BG 2 run fine on win 7 for me lol.
#100
Posté 06 décembre 2011 - 12:28
That sounds too good to be true. Every time there is a tech complaint it is Windows 7 not XP. Are you using any compatibility modes?





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