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BG1 Completed Mods => Tutu Mods and Modding => Topic started by: Ghreyfain on January 16, 2005, 11:08:22 PM

Title: The Lure of the Sirine's Call is released!
Post by: Ghreyfain on January 16, 2005, 11:08:22 PM
The Lure of the Sirine's Call is a short quest mod which takes place in the coastal area south of Candlekeep, and involves the lighthouse, the treasure cavern, the sirines dwelling along the beach, and worgs. Also pirates. Everyone loves pirates. At the end of it all you should have either a warm fuzzy feeling in your heart, or a bunch of loot. This quest will especially appeal to druids, though any class can play it without missing any content, dialogue, or equipment.

This mod requires Tutu, but should not require TotSC.

You can download the mod here (http://www.pocketplane.net/tutumods).
You can read the readme here (http://mods.pocketplane.net/sirine_readme.html).
And last but not least, you can come tell me how awesome it is, how many bugs it has, or possibly how awesome its bugs are, at the Tutu Mods Forum (http://forums.pocketplane.net/index.php?board=53.0).
Title: Re: The Lure of the Sirine's Call is released!
Post by: Ghreyfain on July 06, 2006, 09:45:29 PM
The Lure of the Sirine's Call is now up to version 7.

Check here to see the fixes in this version:
http://mods.pocketplane.net/bg1tutu/sirine_readme.html#version

Check here to download it:
http://www.pocketplane.net/tutumods
Title: Re: The Lure of the Sirine's Call is released!
Post by: Kulyok on March 31, 2007, 12:51:57 PM
Just in case it ever reaches version 8(well, you never know):

Preamble: The lighthouse is lovely, the quest works, and I especially regretted killing that sirine chick with pink hair.
Bonus points: good dialogue, great options, and only one +1 sling and one +1 studded leather armor.

Okay, now the nasty stuff:
1) The building on the left has a basement(great artwork, too), the basement has a door, the door opens, but it is impossible to step through - no pointer appears.
2) The Mysterious Guy is so mysterious that he doesn't even have a name. Really.
3) One of the archers has a pack with >30 arrows, and BG1 standard is 20.
4) No XP reward whatsoever upon returning to the sirines. None. Which is a pity, since I normally receive 6000XP for them on an average day, so.
5) When killing sirines(just stepping up and killing them): Sil turns hostile all right, but she doesn't attack. Other two do not turn hostile until she dies, and then their circles start blinking - red-blue, red-blue.
Title: Re: The Lure of the Sirine's Call is released!
Post by: cmorgan on March 31, 2007, 01:42:52 PM
plus we have to add a Sirine's Call variable in The BG1 NPC Project to ensure that we don't break Sirine's Call; we I_C_T and I_C_T2 into Ardrouine's dialogue, which is either blown away by SC or hijacked by us. The fix is working, but still wipes out 12 (twelve) possible interjections that are perfectly compatible; all fixable by changing the falsing and EXTEND_BOTTOM stuff around a little.
Title: Re: The Lure of the Sirine's Call is released!
Post by: cmorgan on January 20, 2008, 05:02:29 PM
OK, if anyone wants to lure Ghreyfain back from wherever he went, I have tested stable fixes for the dialogue file for Ardrouine.

v7 (and the BGT version) ship with older code which breaks the states up, extends bottom, and then adds back the original states with a few changes. New advances in WeiDU/BiggDU tech and such have made this unnessesary (plus, all the BG1 NPC interjections into the darned thing are often blown away).

To fix this, replace the file ..\SirinesCall\dialogue\_ardrou.d with the following:
[START OF FILE]

/* Adding the transition: Ghrey just broke/rebuilt the vanilla state in tra, so just add the action */
ADD_TRANS_ACTION ~_ARDROU~ BEGIN 0 END BEGIN END ~SetGlobal("J#ArdTalk","GLOBAL",1)~

/* Modifying the string as per Ghrey's edit, since the kid is there, and the original string doesn't match */
REPLACE_SAY ~_ARDROU~ 2 @0

/* the kid leaves the area after the talk. Ardrouine stays put, in case someone else wants her for another reason. */
/*By the way, don't add EscapeArea() for her into the A_T_A, or she leaves first and doesn't complete the script... */
// ADD_TRANS_ACTION ~_ARDROU~ BEGIN 2 END BEGIN END ~ActionOverride("J#Bren",EscapeArea())~

/* If people want *exactly* what Ghrefain wrote, with both Ard & Kid leaving, */
/* it means blowing away the transition, but can be done by using this instead of the A_T_A immediately above: */
ALTER_TRANS ~_ARDROU~ BEGIN 2 END BEGIN 0 END BEGIN ACTION ~GivePartyGold(60) AddexperienceParty(500) ReputationInc(1) IncrementGlobal("WorgsDead","GLOBAL",1) EraseJournalEntry(@2) ActionOverride("J#Bren",EscapeArea()) EscapeArea()~ END

[/FILE]

My preference is for the use of the A_T_A, because it allows other folks to add transitions and continue, but it means that Ardroine's kid leaves and she is left standing in the area. This was vanilla Tutu/BG behavior, leaving Ardrouine to thank the player.

But it must have jarred the G-man, so he put the Escapes in to remove the actors. The problem with that is it means Ardrouine is no longer available for new content (ALTER_TRANS replaces the transition, so anything added to the transition before Sirine's Call would be blown away. A_T_A avoids this. And A_T_A places the action at the top of the order, so...

If someone could update the mod and version it (perhaps with Ascension64 and a combined installer?), I would really appreciate it, because I weant badly to play it with all the interjections but I can't risk having my own fixes mask helping other players out.

At the same time, I don't want to step on Ghreyfain's toes - so I am posting this here for Kulyok and JCompton reference :)


Usig this swap of file contents (ALTER_TRANS enabled to match G's code exactly, the following decompiles:

// creator  : DLTCEP_enhanced_WeiDU (version 20300)
// argument : _ARDROU.DLG
// game     : .
// source   : ./override/_ARDROU.DLG
// dialog   : ./DIALOG.TLK
// dialogF  : (none)

BEGIN ~_ARDROU~

IF ~NumberOfTimesTalkedTo(0)
~ THEN BEGIN 0 // from:
  SAY ~Please help me, I don't know where else to turn. My little boy was playing in that abandoned lighthouse to the northwest when a pack of worgs surrounded it. Please, just turn them back and I can coax him down. There's not much time!~ /* #86626 */
  IF ~~ THEN DO ~SetGlobal("J#ArdTalk","GLOBAL",1)
~ UNSOLVED_JOURNAL ~A child in the lighthouse

I cannot write for long, for I am faced with a pressing emergency: worgs have surrounded an abandoned lighthouse to the west, and poor Ardrouine's son is trapped within.  May Tymora bless the peasants of this land, for their lives are never easy.~ /* #86627 */ EXIT
END

IF ~GlobalLT("WorgsDead","GLOBAL",3)
~ THEN BEGIN 1 // from:
  SAY ~To the northwest! It's not far!~ /* #86628 */
  IF ~~ THEN EXIT
END

IF ~Global("WorgsDead","GLOBAL",3)
~ THEN BEGIN 2 // from:
  SAY ~Brennan, are you okay?  Oh, thank you so much!  Here, this money is all my husband brought back from market this past week but take it.  My son's life is worth this and so much more.~ /* #92015 */
  IF ~~ THEN DO ~GivePartyGold(60)
AddexperienceParty(500)
ReputationInc(1)
IncrementGlobal("WorgsDead","GLOBAL",1)
EraseJournalEntry(92017)
ActionOverride("J#Bren",EscapeArea())
EscapeArea()
~ SOLVED_JOURNAL ~A child in the lighthouse

I feel ashamed to take it, but Ardrouine has thrust her last 60 gold pieces into my hands.  At least her son is safe, though nightmares will surely keep him from that old abandoned lighthouse for years to come.  Alas, but there flees a child's innocence, shamed and broken by the Dark.~ /* #86630 */ EXIT
END

IF ~GlobalGT("WorgsDead","GLOBAL",3)
~ THEN BEGIN 3 // from:
  SAY ~My son prays for your continued health every night, as do I.~ /* #86631 */
  IF ~~ THEN EXIT
END

IF ~False()
~ THEN BEGIN 4 // from:
  SAY ~Sob. It's no use... We're all as good as dead!~ /* #86632 */
  IF ~~ THEN EXIT
END
Title: Re: The Lure of the Sirine's Call is released!
Post by: Ascension64 on January 20, 2008, 09:45:08 PM
Ghreyfain never wanted to support a BGT version, and that position will remain indefinitely until I hear otherwise. Hence, there isn't going to be a combined installer.
Title: Re: The Lure of the Sirine's Call is released!
Post by: cmorgan on January 21, 2008, 01:03:52 PM
OK, sounds fine... author's rights are author's rights. On the Tutu side, then, can anyone do this? I am darned sure it meets his original intent, as he only broke the state and rebuilt it exactly as is. Does anyone have a set of permissions for fixing that can do this with the Tutu version?
Title: Re: The Lure of the Sirine's Call is released!
Post by: jcompton on January 21, 2008, 03:23:24 PM
I can do it but I'm feeling pretty sick at the moment, so it would really benefit me to just be able to drop corrected files into the previous archive and release it.
Title: Re: The Lure of the Sirine's Call is released!
Post by: cmorgan on January 21, 2008, 04:02:58 PM
I'm sorry to hear that you are sick  :(  -

I will send Kulyok an email with the corrected .d ready to drop into place.
You and she can decide whether to uncomment either
a. the ALTER_TRANS (matches exactly Ghrey's stuf)
or
b. the ADD_TRANS_ACTION (lets Ardrouine retain her vanilla BG behavior and stick around)

and you two can also decide if it is ok for her to look through her logged materials above and brush up anything that it is ok to do, or not, as she sees fit.

I am already in the readme, so no changes there necessary (and this as Ghreyfain's work, not mine, anyways. Just a change of sparkplugs and a refresh of the oil, not even an overhaul. )

EDIT: sent to gmail account :) If you want it attached and sent to an account of yours that can rec' email attachments, let me know, boss, and I'll send 'em to you as well. Just fiured if you were under the weather she could review it for you (if she chooses).
Title: Re: The Lure of the Sirine's Call is released!
Post by: jcompton on January 21, 2008, 04:29:58 PM
Yes, send it to jcompton@pocketplane.net so I have it as well.
Title: Re: The Lure of the Sirine's Call is released!
Post by: cmorgan on January 21, 2008, 05:33:06 PM
You (should have) mail... hope you feel better soon...
Title: Re: The Lure of the Sirine's Call is released!
Post by: Kulyok on January 22, 2008, 12:52:26 AM
Quote
I will send Kulyok an email with the corrected .d ready to drop into place.
You and she can decide whether to uncomment either
a. the ALTER_TRANS (matches exactly Ghrey's stuf)
or
b. the ADD_TRANS_ACTION (lets Ardrouine retain her vanilla BG behavior and stick around)

and you two can also decide if it is ok for her to look through her logged materials above and brush up anything that it is ok to do, or not, as she sees fit.

I really don't understand what I have to do with this. I saw the code earlier in the thread and, no, I don't understand what it does, so I can't advise you on the matter.
 
Title: Re: The Lure of the Sirine's Call is released!
Post by: cmorgan on January 22, 2008, 04:02:48 PM
IF
Retain Ghreyfain's Original Mod Behavior Completely Removing Both Ardrouine And J#BREN After Encounter
OK with using functional equivalent of REPLACE_TRANS_ACTION and Blowing Away Transition
THEN
Uncomment ALTER_TRANS
END

IF
Adjust Ghreyfain's Original Mod Behavior By Only Removing J#BREN And Leaving Ardrouine There After Encounter As Original BG Behavior
Preserving Original Transition For Other Mods Like BG1NPC If SC Is Installed After BG1NPC
THEN
Uncomment ADD_TRANS_ACTION
END

:)

I like block 2. Dunno what Ghreyfain would think. Leaving This In Your Court!

END
Title: Re: The Lure of the Sirine's Call is released!
Post by: Graoumf on March 21, 2008, 11:38:56 AM
Hello,

A french player has pointed out that the french install doesn't work for the version 7 for Tutu. Debug message is :
Quote
ERROR: No translation provided for @4
ERROR: [sirinescall\creatures/J#Bren.CRE] -> [override/J#Bren.CRE] Patching Failed (COPY) (Not_found)
Stopping installation because of error.

The first line refers to the setup.tra. Indeed, the french tra file doesn't have @4 and beyond (it's corrected in the .tras I sent to you, Jason). Besides, it's the same for others foreign languages! So, Spanish and German too.
For the second line, I don't know but maybe it's linked to the previous one.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Caedwyr on May 30, 2008, 07:43:29 PM
Has any progress been made on implementing the coding fix for the issue raised earlier in this thread?
Title: Re: The Lure of the Sirine's Call is released!
Post by: jcompton on May 30, 2008, 09:49:35 PM
I think it didn't penetrate my flu-ridden mind back in the winter and I can't say it's a whole lot clearer to me now. I don't develop for Tutu so this is not a fix I am comfortable making on my own with suggested code I do not understand.

Through my powers of eminent domain, etc. etc., if a Tutu developer would like to assume responsibility for updates to Sirene's Call, I am all ears.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on May 31, 2008, 12:35:00 AM
A french player has pointed out that the french install doesn't work for the version 7 for Tutu.
Same for the German one...

This mod neads an update, indeed.
I am tempted to declare myself Tutu developper and assume responsibility for SC updates. If I'd do so, I would try to talk you into including BGT and vanilla BG1 versions, though, and I don't even have the time to finish my own mods currently. :(
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on June 05, 2008, 03:36:34 PM
1) The building on the left has a basement(great artwork, too), the basement has a door, the door opens, but it is impossible to step through - no pointer appears.
This is OK - it's the small room beneath the stairs (you can walk into it).

Brennan seems to have "random walk", too: He strolls around the meadow where his mother his, if he returned to her. It' not that uncommon for a child, but considering what he just went through, I would expect him to stay near his mother, or at least go directly to her after rescuing.
Plus, if Brennan (the boy) is talked to after the dialogue with the pirate, he has "nothing to say", and stops walking, forgetting that he wanted to go to his mother.Scratch that, I was only too unpatient when trying it the first time. He resumes his walk eventually.

Maybe just EscapeArea() him right away? Then The PC could talk to his mother, and she could stay where she is. No need to change that one line of her text either, as it would be assumed Brennan already met her and is home now.

Another thing: If walking along the coast to the Sirene's cave, there is a beach with three Sirenes: One is hostile right away, the other ones don't care... Even if the hostile one gets killed. The one turns hostile also if the PC made peace with Sil. If LoSC is not installed, all three sirenes are hostile, so I guess the third one shouldn't be if it's installed, either.

EDIT: Seems LSC modifies the wrong sirene cre:
COPY_EXISTING ~_irine_a.cre~ ~override~
              ~_irine_b.cre~ ~override~
              ~_irine02.cre~ ~override~
WRITE_ASCII 0x250 ~J#sirin1~

"_irine02.cre" is sirenes in FW3402, that's the Beregost temple. In the lighthouse area, it's "_sirine.cre". Another script with nearly the same content gets EXTEND_TOP to "_sirene.bcs" - a script that does neither exist in the original Tutu, nor is it connected to any of the sirene cres in that area. EDIT3: OK, it is used for two mod-custum sirene cres - but I can't find where those actually get spawned in the game, as it seems they don't. Plus there is a typo in one of the DV used for a trigger (it is correct in "J#sirin1.baf").
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on June 05, 2008, 05:39:22 PM
May I offer to update Lure of Sirine's Call to version 8? I would be honored if I may.

Changelog would be:

-change Ardrouine's dialogue changes to make it compatible with BG1NPC as suggested by cmorgan
-take out the "EscapeArea()" for Ardruoine so she is available for other possible mods (minimizing the chnages to the original game)
-correction of a spelling error in _sirine.baf
-correction in the tp2: patching _sirine.cre instead of _irine02.cre
-copying the missing sound references in setup-tra for German and Spanish version. Since it's original game sounds, a translation wouldn't be necessary.
-change the tp2 to include new features like README and VERSION
-update installer to current WeiDU

Now, if anyone would enlighten me where the current readme-call after finishing of the installation is to be found so it could be taken out, I could pack version 8 with the above changes.
Title: Re: The Lure of the Sirine's Call is released!
Post by: cmorgan on June 05, 2008, 06:50:16 PM
 8) Beat me to it - couldn't do much for another week! The current version has this:

Code: [Select]
BACKUP ~sirinescall/backup~
AUTHOR ~ghreyfain NOSPAM pocketplane DOT net~

ALWAYS
AT_INTERACTIVE_EXIT ~view sirinescall/sirine_readme.html~
END

AUTO_TRA ~sirinescall/translations/%s~

New top:

Code: [Select]
BACKUP ~sirinescall/backup~

AUTHOR ~ghreyfain NOSPAM pocketplane DOT net~ // messed with for this post only

VERSION ~v8~

README ~sirinescall/sirine_readme.html~

AUTO_TRA ~sirinescall/translations/%s~

Probably want to check with the bigg on adding NO_IF_EVAL_BUG as well - quicker parsing, and there are no instances of IF_EVAL in there - folks (Nythrun, et al) seem to think it is a good idea to include that as standard materials unless someone is using the ancient IF_EVAL instead of PATCH_IF and BUT_ONLY_IF_IT_CHANGES.

Looking at it, it would probably be easy for you to make both the OSX and Linux versions, too, by lowercasing everything in the directories and just checking on the tisunpack.exe stuff with the bigg. The uninstall and install stuff has no audio, only the tisunpack;

Code: [Select]
@echo off
cd override
tisunpack j#base.tiz
tisunpack j#stor.tiz
tisunpack j#lig2.tiz
tisunpack j#ligh.tiz
del J#*.tiz
del tisunpack.exe
cd ..

might need to be rewritten to
(move tisunpack.exe to the /tiz subdirectory, then)
Code: [Select]
@echo off
cd sirinescall\tiz
tisunpack j#base.tiz
tisunpack j#stor.tiz
tisunpack j#lig2.tiz
tisunpack j#ligh.tiz
move J#*.tis override
cd ..

but you would want someone to check that #1 that is done correctly and #2 that it would work with the same setup as the audio stuff you already know how to do from the linux oand OS of BGQE; ~sh for mac, ~bash for linux.

I can pm you the _ardrou.d stuff already commented and tested; it is up around here somewhere, and is at my site 9though not directly linked, i think, except somewhere around in another thread).
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on June 05, 2008, 11:19:23 PM
I have no idea what  NO_IF_EVAL_BUG does. :)

Do you see where the readme gets called currently?

Points to the change log I forgot above, please discuss!

-add experience for helping the sirenes: as Kulyok pointed out, currently there is none. I would suggest making it 1000-1500 XP
-giving the pirates names. The fighting enforcement could be called "pirate"s, and for the main guy I can't remember whether he mentions a name in his intro-dialogue. His file is called J#Hall, so if there is no other name mentioned I would just call him Hall ?
-checking and fixing the sirene's turn red-blue bug reported above
-updating the readme (I assume I can open it with a text editor?)

optional:
-get rid of Brennan's random walk
-add check variable to the pirate's dialogue so he can't be asked about why the PC should be aware of sirenes multiple times.

EDIT2: I'd happily deal with OS X and Linux versions, but you know that this usually includes me running to you for help. :P
Title: Re: The Lure of the Sirine's Call is released!
Post by: jcompton on June 07, 2008, 02:51:21 PM
I'm just going to sit here quietly until somebody sends me something to put up on the site which they promise me works.

Deal?
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on June 07, 2008, 11:44:43 PM
Cool! Deal. 8)

Anyone having opinions to the suggested changes?
I think I'll include everything except the optional things.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on June 08, 2008, 02:35:27 PM
Changelog so far:

-added reward of 1500 XP if PC helped the sirines
-removed the redundant bcs _sirine.baf
-correction in the tp2: patching _sirine.cre instead of _irine02.cre
-copying the missing sound references in setup-tra for German and Spanish version. Since it's original game sounds, a translation wouldn't be necessary.
-fixed the bug concerning the hostile / neutral allegiance of the sirenes
-added script so Sil and the others notice whether one of them gets attacked
-removed Brennan's random walk
-changed Ardrouine's dialogue code structure so it is compatible with BG1NPC Project
-Ardrouine now remains standing after her quest is finished like in original BG
-reduced the amount of arrows in the stack of pirate 5 to 20
-added in the tp2 the assignment of the names to the boy and the pirates (names were already present in the setup.tra)
-updated the tp2 with VERSION and README, removing the readme call at the end of the install process
-moved the installer.bat, uninstaller.bat the text files and the tisinstall.exe into a new folder "install"
-rewrote the installer.bat to reflect its changed location
-updated to WeiDU 207

Still to do:
-tolower everything
-update the readme
-create Mac OSX and Linux versions
Title: Re: The Lure of the Sirine's Call is released!
Post by: jcompton on June 08, 2008, 03:03:40 PM
-create Mac OSX and Linux versions

Please don't bother with a Linux version, it's not something we're going to start doing as a regular thing (I consider a reasonable target audience to support "one with more constituents than I have phalanges") and only further complicates matters for future updates when the Armenian and Zulu translations start pouring in.
Title: Re: The Lure of the Sirine's Call is released!
Post by: erik on June 08, 2008, 03:11:18 PM
Aha! Reverse psychology to become the first mod with a fan-submitted klingon translation?  :P
Title: Re: The Lure of the Sirine's Call is released!
Post by: jcompton on June 08, 2008, 03:14:54 PM
We did Swedish Chef Banter Packs as a joke a while back, so that territory has kind of been covered.
Title: Re: The Lure of the Sirine's Call is released!
Post by: cmorgan on June 08, 2008, 05:52:17 PM
Jastey, toss me the raw version and I can package it up and test this week, if you like... you test on your Tutu v4 and I will test on my EasyTutu.

JCompton, you want an NSIS installer for Windows using the blue PPG icon and a .zip (using WinRar) for OS X, correct?

I am holding out for both Latin and Latin Kings (is that People, or Folk? I forget) translations -

"Et tu,  Brutus?" vs "Yo, chill. He be iced. Word."
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey* on June 09, 2008, 01:05:53 AM
Please don't bother with a Linux version
OK, saves work.

That makes the to do list:

-update readme
-give Ardrouine a dialogue after the quest is finished
-create Mac OS X version

May I ask: If I'd create a combined BG1 / Tutu / BGT version of Lure of Sirines Call and promise to be responsible for updates as long as I am active in IE modding, would you consider putting it up?
Not that this would happen anytime soon, but it's a very nice quest, and I'd love to play it in my original BG1 playthrough.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jcompton on June 10, 2008, 09:51:05 AM
May I ask: If I'd create a combined BG1 / Tutu / BGT version of Lure of Sirines Call and promise to be responsible for updates as long as I am active in IE modding, would you consider putting it up?

I wouldn't force you not to.

And for packaging, just do a regular old .zip. I'm getting sorta tired of fielding "but my mega mod installer for OpenBSD running on my Nokia Internet Tablet can't unravel your NSIS packaging!" complaints.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on June 11, 2008, 12:54:24 PM
Great! Thank you.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on July 21, 2008, 04:33:35 PM
Update: Merging of the Tutu and BGT versions is done, including all the above changes. Sounds of the cre files are directly linked in the cre, so sound patching was taken out of the tp2.

Still to do: Testing and creating a MacOSX version.

If anyone feels like tesing it I would be very grateful. On my Tutu-install, it works fine:
EDIT: Link removed
Title: Re: The Lure of the Sirine's Call is released!
Post by: Graoumf on July 21, 2008, 05:37:20 PM
I didn't test it but, here is the french update of Setup-SirinesCall.tra:

@1000  = ~Tutu detecte.~
@1001  = ~BGT detecte.~
@1002  = ~Ce mod devrait etre installe dans votre repertoire BG2, Tutu, EasyTutu ou BGT, apres l'installation de Tutu ou de BGT.~
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on July 21, 2008, 06:03:32 PM
Thank you very much!
Yes, I should make a call for translations:

@1000  = ~Tutu detected.~
@1001  = ~BGT detected.~
@1002  = ~This mod should be installed in your BG2, Tutu, EasyTutu, or BGT folder, after Tutu/BGT conversion.~

I would need these lines in Spanish, Polish, Italian, and Russian. Thank you in advance for translations!

Title: Re: The Lure of the Sirine's Call is released!
Post by: Kulyok on July 22, 2008, 12:26:46 AM
These lines in Russian should be specifically in DOS encoding(don't ask). So I'll need your e-mail.


EDIT: but let's try copy-paste, _maybe_ it'll work. Maybe.
EDIT 2: Nah, doesn't. Better not risk it.
Title: Re: The Lure of the Sirine's Call is released!
Post by: temujin. on July 22, 2008, 12:43:35 AM
it wouldn't install on bgt...

Quote
[C:\BGII - SoA\/DATA/BG1BCS.BIF] 805871 bytes, 263 files, 0 tilesets
Extended script [AR9500.bcs] with [sirinescall/scriptsar/_AR3600.baf]
Copying and patching 1 file ...

ERROR locating resource for 'COPY'
Resource [_ardrou.cre] not found in KEY file:
   [./chitin.key]
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.

ERROR Installing [The Lure of the Sirine's Call], rolling back to previous state
[sirinescall/backup/0/UNSETSTR.0] SET_STRING uninstall info not found
Will uninstall  40 files for [SIRINESCALL/SETUP-SIRINESCALL.TP2] component 0.

the only mods installed prior to it were fixpack and bgt + transition patch
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on July 22, 2008, 02:31:06 AM
Kulyok: Cool. I'd even prefer sending you the translation file, and you put the missing lines in and send it back?

temujin: Thank you very much for trying, it seems I introduced a Tutu/BGT resource mix on installation, although I tried not to.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Kulyok on July 22, 2008, 02:39:12 AM
Sure. (It's kulyok, as usual,
at yandex.ru).
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on July 22, 2008, 10:50:46 AM
Version beta 0.4:

EDIT: Link removed

All test reports welcome. :)
Title: Re: The Lure of the Sirine's Call is released!
Post by: Immortality (guest) on July 22, 2008, 12:46:14 PM
Hi, Jas!!!

This is the translation into spanish:

@1000  = ~Tutu detectado.~
@1001  = ~BGT detectado.~
@1002  = ~Este mod debe ser instalado en el directorio del BG2, Tutu, EasyTutu, o BGT, luego de la conversion a Tutu/BGT.~

Thaaanks!
Title: Re: The Lure of the Sirine's Call is released!
Post by: temujin. on July 22, 2008, 12:56:14 PM
tested on a "basic" mega install (i.e. fixpack + bgt + sirine's call (v8 pre4) + worldmap).


1.  after killing the wolves and rescuing the kid, no matter what you say to the old man (i.e. whether you agree on taking the boy back to ardrouine, or act indifferent and leave him on his own), the reward is the same (500 xp, reputation +1, gold 60) when you talk to her later.  no big deal i guess.

2.  after rescuing the child and he gets back to his mum, you decide to kill the child right in front of her (for some inexplicable reason  :o :o).  she still thanks you for saving him and gives you the same reward without getting hostile.

3.  after rescuing the child you decide NOT to talk to the old man (i.e. the worgs have been killed with ranged weapons/spells or they have simply been lured away from that spot), you instead run back to his mum and get the reward for rescuing him.  the boy leaves after the quest (as usual).  but if you NOW decide to talk to the old man, the quest will break because after the old man says "what did you say your name was, again? brandon?", he wouldn't get any reply because the boy is already gone.

4.  if you are enter the house at (800,2830) and try to leave it, the game crashes to desktop (reproducible everytime).  this is also true for the lighthouse.  and the game crashes when you try to enter the old man's house as well.  so you can't proceed any further in the quest.  ???

5.  also, in the basement of the house at (800,2830), there is a door under the stairs.  is that supposed to lead anywhere?
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on July 22, 2008, 01:44:22 PM
Thank you for the translations, Immortality!


Thank you for the quick check, temujin!
1. is nothing I would see a need to change.

2. there a script to make her react would be nice. I am surprised she doesn't have one already, I'll check.

3. This could be prevented by leaving the boy with the old man there until the PC sees them and the conversation takes place. The thanks of the mother should be triggered only after that as well (maybe if she sees the boy).

4. I am surprised you encounter so many crashes, as the BGT area patching is taken from the BGT version 7.3 which run on a lot of BGT installs without problems. I will check whether something happened upon the copy and paste procedure.

5. No, it's the door to the small room under the stairs. It is common in some places. I have one, too, and am using it as a aplace for the vacuum cleaner, for example. I am sincerely thinking about placing a cat there, so people find something when opening the door.
Title: Re: The Lure of the Sirine's Call is released!
Post by: temujin. on July 22, 2008, 02:36:59 PM
4. I am surprised you encounter so many crashes, as the BGT area patching is taken from the BGT version 7.3 which run on a lot of BGT installs without problems. I will check whether something happened upon the copy and paste procedure.
the thing is, once i'm inside the lighthouse (J#LIGH) or the storage house (J#STOR), i can clua back out into the lighthouse area (AR9500) just fine.  it's just when i try to exit through the doorway normally, the game crashes.  as for the old man's house (J#HALL and J#PTRY), even clua-ing there causes the game to crash.

i can enter and exit the cave next to Sil just fine as well as leave the lighthouse area altogether and re-enter it from another area.  so i'm thinking the problem lies in these new J#XXXX areas.  then again, it could just be my install that was somehow corrupted (unlikely, but possible).  i never tried the 7.3 version, but will give it a shot sometime later.
Title: Re: The Lure of the Sirine's Call is released!
Post by: temujin. on July 22, 2008, 02:59:16 PM
jastey,

i just checked the areas with Infinity Explorer.  the triggers point to FW3600 (isn't this a tutu area).  i think it should be changed to AR9500.


one more bug:

6.   on the top floor of the lighthouse (J#LIG2) on container 9, there is a bugged item that has no name or description.  according to IE, it is supposed to be J#PNote.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on July 22, 2008, 03:29:24 PM
Awesome! Thank you very much, temujin. I wouldn't know how, but I guess I mixed the Tutu and BGT area patching. I'll try again a clean copy from the BGT mod.

The note is mentioned in one of the "readmes", I think it is an item that was planned for later versions, that will probably never be realised. Maybe I can restore it, or I will take it out.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on July 22, 2008, 04:04:07 PM
This is an intermediate version, to check the area patching. I would be grateful if you could check, whether the weird Tutu-link is corrected now:

EDIT: Link removed

(Don't forget to start from a new (save) game, to make sure..) Thank you in advance! None of the other reported issues were addressed yet.
Title: Re: The Lure of the Sirine's Call is released!
Post by: temujin. on July 22, 2008, 04:31:49 PM
they are still pointing to the tutu areas.

also just to make sure i described the problem correctly:

a) i can enter the light house (J#LIGH) but can't exit.

b) i can enter the storage house (J#STOR) but again, can't get out.

c) i cannot enter the old man's house (J#HALL) and i'm pretty sure i wouldn't be able to exit if i managed to enter somehow.

not being able to exit is because of the tutu link problem for sure, but i don't understand why i cannot even enter in c).  is it because the first two areas have corresponding .mos and .wed files, but the third area (j#hall) does not?
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on July 22, 2008, 05:27:42 PM
I don't understand this either. I definitely copied the BGT area patching. I need to investigate on this with Ascension64's help. Thank you very much for reporting, temujin!

OK, I got it. It's not the tp2 patching, it's the area files. God, I feel stupid. Update will come hopefully the next days.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Kulyok on July 23, 2008, 01:08:14 AM
Okay, done - check your e-mail. (Test install in Russian/all other languages is recommended!)
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on July 23, 2008, 01:33:20 PM
Thank you, got it!
All that's left to do is

-dealing with the non-existent but added item J#PNote: I am all for removing the link in the are-file. I wouldn't mind creating such an item, but then it would be strange that the PC wouldn't be able to talk about it with the "old man" and reveal his true intentions etc.pp.

-translations of the three lines for Italian and Polish

-there will be further "bug" reports about the door under the staircase going nowhere. I could imagine adding a trapped cat, as I suggested earlier, but that is of no real importance.

-OS X Version

Here is the link. The BGT version should work now (I wish I'd get a cent every time I say that): SirinesCall_v8_pre6.zip (1,4 MB) (http://www.camagna.net/jastey/BG1/SirinesCall/SirinesCall_v8_pre6.zip) (Windows Version)
I'd be happy if someone would test it.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Graoumf on July 23, 2008, 02:51:05 PM
For italian, I think you can ask Ilot (he's registered in Chosen of Mystra and maybe more forums) ; and for polish, maybe yarpen but I'm not sure.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on July 23, 2008, 02:54:43 PM
Thank you for the hint. I was thinking about the bigg and Zed Nocear..
Title: Re: The Lure of the Sirine's Call is released!
Post by: temujin. on July 23, 2008, 03:55:00 PM
all areas are working fine now (no more crashes) but bugs #2 and #3 are still there.

the remaining part of the mod is almost bug-free.  i only encountered one more bug.

7.  after rescuing the boy, talked to the old man in his house.  then went up north and talked to Sil and agreed to help her.  then i changed my mind and decided to kill her instead.  then went into the cave and took the treasure.  now, i went back to the old man and agreed to help him (keep in mind i already killed the sirine and took the treasure).  he gives 1000 gold in advance and leaves.  so i go back to the cave, hoping he will spawn there (like he is supposed to after sirine dies), but he doesn't.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on July 23, 2008, 04:04:21 PM
Bug #3: The boy should stay with the old man, until the dialogue is over. Did he leave for his mum in your case before the PC talked to the old man the first time?

Bug #2: I added the standard scripts to Ardrouine. Ah, you mean you killed the boy out of her sight? Good point.

Bug #7: I have to investigate on this path. Is he supposed to spawn always? Seems I have to go and kill some sirenes to find out..

EDIT: Seems there is no check whether the PC killed the sirene without talking to her, or after having talked to her, or before talking to the pirate. This should be solvable with an added script block that sets the necessary variable. But I fear it is a bit more complex, so I won't solve this tonight.
Title: Re: The Lure of the Sirine's Call is released!
Post by: temujin. on July 23, 2008, 04:12:34 PM
Bug #3: The boy should stay with the old man, until the dialogue is over. Did he leave for his mum in your case before the PC talked to the old man the first time?
no, no.  after killing the 3 wolves, i didn't engage in a conversation with the old man at all.  i instead went back to ardrouine, talked to her and got the reward for solving the quest.  now the boy has left.  only the old man is standing there.  the quest will break after he says, "what did you say your name was, again? brandon?" because the kid is not there anymore.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on July 23, 2008, 04:26:40 PM
Ah, Ok. that's clear then. Thank you again for your reports!
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on July 23, 2008, 05:05:02 PM
I think I solved #2 and #3, and also #7, hopefully.

But what I encountered was: Brennan is unkillable, in my game! If I Contr+Y him, it sais "Brennan:Dies!" and his mother reacts as if he is dead, but the boy still walks around. Weird, I cannot find anything on the cre file that would indicate such a behaviour. I understood you did not have such a problem?

EDIT: Link removed
Title: Re: The Lure of the Sirine's Call is released!
Post by: temujin. on July 23, 2008, 06:00:10 PM
nice.  looks like all the previous bugs are fixed.  we're almost getting there.   :)

one last bug.  this seems like a variation of bug #7 (as i couldn't get this in the previous version)

8.  after agreeing to help Sil, i went inside the cave and took the treasure.  this time i didn't kill the sirine.  i instead went to the old man, agreed to help him.  now, went back to the cave.  now there are two possible scenarios.

a) if i immediately attack and kill the sirines without starting a conversation, the old man does not spawn after they die.

b) if i talk to Sil and choose option 2 (i.e. "No Sil. But soon you will be."), the old man spawns with his buddies even though the sirines are still alive.


But what I encountered was: Brennan is unkillable, in my game! If I Contr+Y him, it sais "Brennan:Dies!" and his mother reacts as if he is dead, but the boy still walks around. Weird, I cannot find anything on the cre file that would indicate such a behaviour. I understood you did not have such a problem?
that's very strange.  i always killed him with a simple magic missile.  but i just tried ctrl+y and even that works fine.  maybe it's a tutu problem ???



i'll be back in a few hours.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on July 24, 2008, 01:31:37 AM
Thanks again! I'll investigate the "betray" path further next I'll have time (hopefully the next days, but you never know).
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on July 25, 2008, 12:30:32 PM
Smashed 8b). Good catch! 8a) is covered theoretically - if you agree to help the pirates while Sil isn't dead, "J#SilMurder" is set to one. If you attack Sil without talking to her, it should get set to 2 by her script, which in return triggers the pirates' appearance. I'll test it again myself, maybe the script block didn't run fast enough before she died. Did you still have the treasure with you?

Translations are complete, btw. Thank you to all contributors!
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on July 25, 2008, 12:57:24 PM
Update to version 8pre8. This addresses all reported issues, I hope I succeeded. I would be happy if someone would test it. :)

EDIT: Link removed
Title: Re: The Lure of the Sirine's Call is released!
Post by: temujin. on July 25, 2008, 04:19:00 PM
one last bug.  i know i keep saying that but this time i'm pretty sure this is the absolute final bug.

9.  after agreeing to help Sil, go back to the old man.  however, don't start a conversation.  instead simply attack and kill him.  now go back to Sil and try to get the reward.  she wouldn't recognize that you killed the old man.
Title: Re: The Lure of the Sirine's Call is released!
Post by: temujin. on July 25, 2008, 04:40:42 PM
8a) is covered theoretically - if you agree to help the pirates while Sil isn't dead, "J#SilMurder" is set to one. If you attack Sil without talking to her, it should get set to 2 by her script, which in return triggers the pirates' appearance. I'll test it again myself, maybe the script block didn't run fast enough before she died. Did you still have the treasure with you?
you're right about the script block not triggerring fast enough.  my character was a thief under invisibility, and i backstabbed and killed the sirine in one hit.  so i guess that's why the pirates didn't spawn.  however, i now attacked and killed her the "normal" way, and they spawn just fine.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on July 25, 2008, 04:56:24 PM
9: good catch. I'm afraid I won't upload a new version until I am back from my holidays (in two weeks).
8 a): OK, maybe I come up with something that will trigger always, the area script, for example.

Thank you temujin, for the thorough testing. That's what a modder needs to make the mods water-proof :)
Title: Re: The Lure of the Sirine's Call is released!
Post by: temujin. on July 25, 2008, 04:59:57 PM
LOL, you're welcome.  :)
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on August 02, 2008, 01:48:15 AM
Update:

EDIT: Link removed

The new version addresses all reported issues. I would be glad if someone would test it and say whether there are any more suggestions.
Title: Re: The Lure of the Sirine's Call is released!
Post by: temujin. on August 02, 2008, 12:50:42 PM
10.  the two female pirates summoned later by the old man if you decide to attack him have a male voiceset... does this happen in your tutu version?
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on August 02, 2008, 03:00:25 PM
Yes, it's the BGT voice patching I took for both engines now. I'll change it, now that someone actualy noticed it. :)
Title: Re: The Lure of the Sirine's Call is released!
Post by: PetrusOctavianus on August 05, 2008, 03:41:26 PM
Noticed one difference in the latest version: The old man is no longer inside the house next to the Lighthouse.  This is after rescuing the bou and before meeting any Sirines. Is this intentional?
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on August 05, 2008, 04:24:37 PM
No, definitely not. At least I think so. You say you rescued the boy, had the first meeting with the man (and the boy) outside, and when you then try to follow the man inside, he isn't there? Are you playing with Tutu or BGT?

If so, how did your conversation go? I didn't change any of the EscapeAreaMove() actions following that dialogue, so maybe you went the only case where it is missing.

EDIT 2: I don't see anything in the code... The pirate should go into the North building after the boy's rescue.
Title: Re: The Lure of the Sirine's Call is released!
Post by: PetrusOctavianus on August 05, 2008, 04:43:20 PM
No, definitely not. At least I think so. You say you rescued the boy, had the first meeting with the man (and the boy) outside, and when you then try to follow the man inside, he isn't there? Are you playing with Tutu or BGT?

If so, how did your conversation go? I didn't change any of the EscapeAreaMove() actions following that dialogue, so maybe you went the only case where it is missing.

EDIT 2: I don't see anything in the code... The pirate should go into the North building after the boy's rescue.

I'm playing Tutu.
I rescued the boy, talked to the man and he warned about the sirines and went into a building.
I then went into the Lighthouse to rest. The game kept crashing when exiting, so I changed the Current Area from FW3700 to FW3600 in Near Infinity and that worked. So I went outside again, Imoen hid in shadows and scouted both the other buildings. No sign of the man. Then the whole party went inside, but still no sign of the man.
Went to see the Sirines and promised Sil to talk to the men at the Lighthouse, but they are still not there.
No Journal update after talking to Sil. Is that normal?

With the previous version the man was inside the house after rescuing the boy and he complained in a friendly was about my party barging in.

Title: Re: The Lure of the Sirine's Call is released!
Post by: PetrusOctavianus on August 05, 2008, 04:53:13 PM

BTW, Near Infinity lists the following Global Variables as 1 in the Baldur.gam:
J#ARDTALK
J#SPAWNBREN
J#TALKEDPIRATE
J#TALKEDSIL
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on August 05, 2008, 05:04:18 PM
The variables are all OK. The man has an action that gets performed out of his dialogue, so I am clueless why this wouldn't work. The lighthouse area is FW3600 in Tutu, what do you mean with changing FW3700 to FW3600?

I can't replicate the game crashing, I am afraid, no crashing here after resting in the lighthouse and exiting, and the old man is in his house. ???
Title: Re: The Lure of the Sirine's Call is released!
Post by: PetrusOctavianus on August 05, 2008, 05:15:28 PM
The variables are all OK. The man has an action that gets performed out of his dialogue, so I am clueless why this wouldn't work. The lighthouse area is FW3600 in Tutu, what do you mean with changing FW3700 to FW3600?

I can't replicate the game crashing, I am afraid, no crashing here after resting in the lighthouse and exiting, and the old man is in his house. ???

For some reason my game crashes when going to the Lighthouse area. So in the saved game from area F#3700 I changed both Current Map and Main Map to FW#3600 and then I was able to go to the Lighthouse. I have no idea *why* this works, though.
So when the game kept crashing when trying to exit the Lighthouse itself, I looked at the save game in NI and noticed that the Current Map was set to FW#3700 and changed it to 3600. Again it worked.

Is there a console command I can do to spawn the old man inside the house?
Title: Re: The Lure of the Sirine's Call is released!
Post by: PetrusOctavianus on August 05, 2008, 05:51:07 PM

Looked at the scripts and was able to use the CreateCreature command to spawn the Old Man. Had to go through the initial dialogue about the boy, but was able to progress to the point where the old man calls for an attack. A good fight ensued where Dynaheir was killed by a backstabbing thief. :-(
Oh well, guess there may be room for Garick now...

Hopefully the rest of the quest will work fine now.
Title: Re: The Lure of the Sirine's Call is released!
Post by: PetrusOctavianus on August 05, 2008, 09:57:58 PM

OK, finished the mod with no more problems.
Playing as a Lawful Good Morninglord of Lathander I naturally helped the Sirines.

I think it's a very nice mod and I'll defintely try the "evil" path next time.

My only reservations is about the dialogue with the Sil.
It seems weird to have an indignant "how dare those filthy human treasure hunter invade your lands" reply when you have to kill a group of three sirines to reach Sil. Maybe remove that group and instead have them spawn only if you side with the smugglers? Or maybe they have already been killed by the smugglers and you find their bodies?

Would have been nice to have interjections from Jaheira and/or Safana when dealing with Sil. Having NPC project installed I half expected it; Jaheira because she tells CHARNAME about the sirines when entering the area and Safana because she's on a quest for the treasure herself.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on August 06, 2008, 01:05:48 AM
Let's hope the crashing problem was a local problem of your install. Thank you for finishing the quest and your feedback! The three sirenes are the original ones, and their turning hostile is original behaviour as well. I wouldn't like to interfere too much into the original game, although I understand your suggestion about not wanting to fight the three sirenes.

NPC interjections is a good idea, although it goes further than the bugfixing / issue solving of the original mod I volunteered to do. I am not saying I wouldn't like to include those, I am just not sure I am allowed to expand it. I have to say I like the suggestions about Jaheira and Safana making comments, though.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on August 09, 2008, 02:32:47 AM
Update:

EDIT: link removed

The new version addresses all reported issues. I would be glad if someone would test it and say whether there are any more suggestions.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Salk on August 10, 2008, 01:53:24 AM
jastey,

when I try to download the Mod, I get the "Internet Explorer cannot display the webpage" message.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on August 10, 2008, 05:30:37 AM
Link works for me.. It's hosted from G3 / CamDawg, maybe some teporary down thing?

Maybe this link works for you (in the first post, sorry for the German): http://www.kerzenburg.nightisforum.de/showthread.php?t=37319

Which, of course, directs to the same ftp-domain...

If it doesn't work at all for you, I could send it to you if you PM me your email address.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Ilot on August 11, 2008, 01:14:43 PM
For italian, I think you can ask Ilot (he's registered in Chosen of Mystra and maybe more forums) ; and for polish, maybe yarpen but I'm not sure.

For the italian translations is all ok?
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on August 11, 2008, 01:19:05 PM
Thank you for asking! Sorry I didn't contact you, I asked The Bigg instead because he did translations for me before. Yes, all translations are completed.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Ilot on August 12, 2008, 12:35:37 PM
Ok, no problem.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Salk on August 14, 2008, 12:41:54 AM
Jastey,

the second link worked flawlessly!

Thanks and sorry for replying so late!  :pirate
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on August 14, 2008, 01:32:25 PM
Good to hear!
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on September 08, 2008, 01:31:58 PM
Version 8 is out, for Tutu and BGT, under Windows and Mac.
Please post any suggestions or issues (hopefully there aren't any) here.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Wanderer on September 09, 2008, 09:41:36 PM
Thanks for the update!
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on September 10, 2008, 11:48:11 AM
Thank you! (I feared it would be a bug report.)
Title: Re: The Lure of the Sirine's Call is released!
Post by: Immort_guest on September 11, 2008, 05:21:50 AM
Is this version also compatible with BGT or just tutu??

Thx!!!
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey* on September 11, 2008, 09:06:52 AM
It is compatible with BGT, yes. Ascension64 already linked it as the "official" BGT-version now.
Title: Re: The Lure of the Sirine's Call is released!
Post by: fkirenicus_no_login on November 19, 2008, 04:17:35 PM
Just wanted to say: "Very nice mod!"  :)
Had a CTD when I first entered the storehouse (?), but starting again gave no problems.
I guess this calls for a 9 outta 10.

Any plans to expand this mod?
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on November 19, 2008, 04:31:31 PM
Thank you, say I as the current maintainer. :) If you ever encounter the CTD again, let me know. Good to hear that a restart did the trick, but I hope that won't be necessary again.

Since the original author Ghreyfain retired, the mod probably won't be expanded, no.
Title: Re: The Lure of the Sirine's Call is released!
Post by: temujin_ on January 15, 2009, 12:24:56 AM
a few months back, i didn't realise the naming conventions between tutu and bgt were a big deal but... i just noticed some of the new creatures introduced by the mod (J#PIRAT[1-6] and J#SIRIN[1-2]) have a lot of tutu weapons/armor (these won't show up on bgt).

which brings me to my question that's been bothering me for a couple of days now:  why is tutu prefixing files with this strange underscore?  what's the harm in keeping the filenames as they are?  ???  it only seems to create confusion for mods that run on both tutu and bgt.

oh well...
Title: Re: The Lure of the Sirine's Call is released!
Post by: Ascension64 on January 18, 2009, 06:39:40 PM
The point of the underscore was to separate Tutu resources from BG2 resources, otherwise there would be a terrible amount of overlap. BGT tries to work it differently by using the BG2 resources directly, but there are a lot of differences between the BG1 and BG2 versions of the same resource, so a lot of work is required to check each overlapping resource. In essence, Tutu makes it easier to recognise Tutu resources and mod them.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on January 19, 2009, 03:21:11 AM
i just noticed some of the new creatures introduced by the mod (J#PIRAT[1-6] and J#SIRIN[1-2]) have a lot of tutu weapons/armor (these won't show up on bgt).
Hey, thank you for this information! I will have a look.
Title: Re: The Lure of the Sirine's Call is released!
Post by: temujin_ on January 19, 2009, 08:01:50 PM
The point of the underscore was to separate Tutu resources from BG2 resources, otherwise there would be a terrible amount of overlap. BGT tries to work it differently by using the BG2 resources directly, but there are a lot of differences between the BG1 and BG2 versions of the same resource, so a lot of work is required to check each overlapping resource. In essence, Tutu makes it easier to recognise Tutu resources and mod them.

what i meant was, this whole naming conventions between tutu and bgt is just creating unnecessary inconvenience for those that mod on both platforms.  from what i understand, right now either you need two differently named copies of the same resource or use fancy syntax like 'COMPILE EVALUATE_BUFFER' or a whole bunch of "if game_is bgt or game_is tutu  ...", etc - looks like a lot of unnecessary work.  it can all be avoided if both use a common naming scheme.

then again, we humans have a natural tendency to make life as miserable and complicated as possible i guess...    :(
Title: Re: The Lure of the Sirine's Call is released!
Post by: cmorgan on January 19, 2009, 09:12:44 PM
Jastey, there are a few macros you can grab from bg1npc that should automate changing those to BGT and back again (or whatever). Basically, just check to see if they are already covered in this:

macro_tutu_items_to_bgt.tpa
Code: [Select]
DEFINE_PATCH_MACRO ~tutu_items_to_bgt~ BEGIN
  READ_LONG  0x2bc "itm_off" ELSE 0
  READ_LONG  0x2c0 "itm_num" ELSE 0
  FOR (index = 0; index < itm_num; index = index + 1) BEGIN
    READ_ASCII ("%itm_off%" + (0x14 * "%index%")) "item"
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_AROW01" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "AROW01" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_AROW02" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "AROW02" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_AROW07" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "AROW01" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_BOW01" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "BOW03" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_BOW03" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "BOW03" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_BOW08" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "BOW08" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_BLUN02" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "BLUN02" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_BULL02" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "BULL02" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_CHAN04" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "CHAN04" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_CHAN05" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "CHAN05" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_DAGG01" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "DAGG01" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_DAGG03" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "DAGG03" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_DAGG05" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "DAGG05" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_DART01" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "DART01" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_DART02" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "DART02" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_HELM09" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "HELM09" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_HELM11" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "HELM11" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_JELLGR1" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "JELLGR1" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_LEAT01" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "LEAT01" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_LEAT02" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "LEAT02" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_LEAT04" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "LEAT04" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_MAGE01" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "MAGE02" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_MAGE02" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "MAGE02" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_MAGE05" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "MAGE05" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_AGEBRAC" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "MAGEBRAC" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_MISC33" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "MISC33" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_PLAT01" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "PLAT01" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_PLAT04" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "PLAT04" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_POTN20" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "POTN20" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_POTN21" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "POTN21" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_POTN36" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "POTN36" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_POTN37" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "POTN37" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_POTN45" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "POTN45" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_RING95" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "RING95" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_SCRL96" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "SCRL96" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_SHLD01" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "SHLD01" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_SHLD08" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "SHLD08" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_SLNG02" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "SLNG02" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_SPER01" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "SPER01" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_SPER02" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "SPER02" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_STAF01" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "STAF01" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_STAF02" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "STAF02" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_STAF07" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "STAF07" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_SW2H01" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "SW2H01" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_SW1H04" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "SW1H04" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_SW1H07" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "SW1H07" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_SW1H08" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "SW1H08" #8
    END ELSE
    PATCH_IF ("%item%" STRING_COMPARE_CASE "_SW1H24" = 0) BEGIN
      WRITE_ASCII ("%itm_off%" + (0x14 * "%index%")) "SW1H24" #8
    END
  END
END
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on January 27, 2009, 01:28:55 PM
Thank you, cmorgan, I will check this!
Title: Re: The Lure of the Sirine's Call is released!
Post by: Salk on January 28, 2009, 01:57:35 AM
jastey,

is there a quick fix for missing equipment for BGT users that have not yet intalled Sirine's Call?

If it's just some small changes to the .tp2 or somewhere else, I'd like to know if you can kindly indicate how I manually restore BGT compatibility.

Thanks!  ;)
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey* on January 28, 2009, 06:15:17 AM
Hi Salk,
I don't know how to fix this just yet; I will look into it and as soon as I understand what needs to be changed there will be a new version. :)
Title: Re: The Lure of the Sirine's Call is released!
Post by: Salk on January 28, 2009, 07:06:32 AM
Thanks a lot, jastey!  :-*
Title: Re: The Lure of the Sirine's Call is released!
Post by: temujin_ on January 28, 2009, 11:31:55 AM
I don't know how to fix this just yet; I will look into it and as soon as I understand what needs to be changed there will be a new version. :)

the problem is the creatures aren't being assigned items dynamically inside the tp2 (i.e. not making use of %tutu_var% from ADD_CRE_ITEM for example).  They were already assigned directly inside the .cre files because the author must've thought "since the mod was only designed for Tutu (back then), I might as well just use tutu naming scheme"


the SCS tp2 (especially its .tph header files) shows how to do it all in one shot:

For example:

Code: [Select]
COPY ~%tutu_var%some_creature.cre~ ~override~
ADD_CRE_ITEM ~%tutu_var%potn10~ #3 #0 #0 ~IDENTIFIED~ ~QITEM1~
BUT_ONLY

the variable %tutu_var% gets evaluated into either a "_" or an empty "" character depending on what platform is installed and the appropriate item will be added to the creature.


however, in your case, since the SirinesCall.tp2 hardly makes use of %tutu_var% and instead has twice the amount of code (one for tutu, and one for bgt), I guess you should go into the bgt section and simply add the bgt-equivalent items to the creatures.


Code: [Select]
//BGT section

ELSE BEGIN

    ACTION_IF FILE_EXISTS_IN_GAME ~AR7200.are~ THEN BEGIN





<snip>



COPY ~sirinescall\creatures/J#PIRAT1.CRE~ ~override/J#PIRAT1.CRE~ 
SAY NAME1 @2
SAY NAME2 @2
WRITE_ASCII 0x250 ~SHOUTDLG~ #8
WRITE_ASCII 0x268 ~WTASIGHT~ #8

REPLACE_CRE_ITEM ~leat05~ #0 #0 #0 ~NONE~ ~ARMOR~                                             // this is the new change
REPLACE_CRE_ITEM ~sw1h20~ #0 #0 #0 ~IDENTIFIED~ ~WEAPON1~ EQUIP                    // replacing tutu items
BUT_ONLY


COPY ~sirinescall\creatures/J#PIRAT2.CRE~ ~override/J#PIRAT2.CRE~ 
SAY NAME1 @3
SAY NAME2 @3 
WRITE_ASCII 0x268 ~WTASIGHT~ #8

REPLACE_CRE_ITEM ~leat03~ #0 #0 #0 ~UNDROPPABLE~ ~ARMOR~                                // this is the new change
REPLACE_CRE_ITEM ~sw1h07~ #0 #0 #0 ~IDENTIFIED~ ~WEAPON1~ EQUIP                    // replacing tutu items
REPLACE_CRE_ITEM ~dagg01~ #0 #0 #0 ~IDENTIFIED~ ~SHIELD~                                  // and keeping the same item flags
BUT_ONLY


COPY ~sirinescall\creatures/J#PIRAT3.CRE~ ~override/J#PIRAT3.CRE~
SAY NAME1 @3
SAY NAME2 @3   
WRITE_ASCII 0x268 ~WTASIGHT~ #8

REPLACE_CRE_ITEM ~helm10~ #0 #0 #0 ~IDENTIFIED~ ~HELMET~                                 // and so on
REPLACE_CRE_ITEM ~chan01~ #0 #0 #0 ~IDENTIFIED~ ~ARMOR~
REPLACE_CRE_ITEM ~sw1h01~ #0 #0 #0 ~IDENTIFIED~ ~WEAPON1~ EQUIP
BUT_ONLY


COPY ~sirinescall\creatures/J#PIRAT4.CRE~ ~override/J#PIRAT4.CRE~
SAY NAME1 @3
SAY NAME2 @3   
WRITE_ASCII 0x268 ~WTASIGHT~ #8

REPLACE_CRE_ITEM ~shld10~ #0 #0 #0 ~IDENTIFIED~ ~SHIELD~
BUT_ONLY


COPY ~sirinescall\creatures/J#PIRAT5.CRE~ ~override/J#PIRAT5.CRE~
SAY NAME1 @3
SAY NAME2 @3   
WRITE_ASCII 0x268 ~WTASIGHT~ #8

REPLACE_CRE_ITEM ~chan02~ #0 #0 #0 ~UNDROPPABLE~ ~ARMOR~
REPLACE_CRE_ITEM ~bow05~ #0 #0 #0 ~IDENTIFIED~ ~WEAPON1~ EQUIP TWOHANDED
REPLACE_CRE_ITEM ~sw1h20~ #0 #0 #0 ~IDENTIFIED~ ~WEAPON2~
REPLACE_CRE_ITEM ~arow01~ #20 #0 #0 ~IDENTIFIED~ ~QUIVER1~
BUT_ONLY


COPY ~sirinescall\creatures/J#PIRAT6.CRE~ ~override/J#PIRAT6.CRE~
SAY NAME1 @3
SAY NAME2 @3
WRITE_ASCII 0x268 ~WTASIGHT~ #8

REPLACE_CRE_ITEM ~helm01~ #0 #0 #0 ~IDENTIFIED~ ~HELMET~
REPLACE_CRE_ITEM ~leat02~ #0 #0 #0 ~UNDROPPABLE~ ~ARMOR~
REPLACE_CRE_ITEM ~dagg05~ #10 #0 #0 ~IDENTIFIED~ ~WEAPON1~ EQUIP
REPLACE_CRE_ITEM ~staf01~ #0 #0 #0 ~IDENTIFIED~ ~WEAPON2~
BUT_ONLY


COPY ~sirinescall\creatures/J#SIRIN1.CRE~ ~override/J#SIRIN1.CRE~ 
WRITE_ASCII 0x248 ~SHOUT~ #8
WRITE_ASCII 0x258 ~SIRSPELL~ #8
WRITE_ASCII 0x268 ~WTARSGT~ #8

REPLACE_CRE_ITEM ~bow05~ #0 #0 #0 ~NONE~ ~WEAPON1~ EQUIP TWOHANDED
REPLACE_CRE_ITEM ~sirine1~ #0 #0 #0 ~NONE~ ~WEAPON2~
REPLACE_CRE_ITEM ~arow05~ #5 #0 #0 ~NONE~ ~QUIVER1~
REPLACE_CRE_ITEM ~misc36~ #0 #0 #0 ~NONE~ ~QITEM1~
BUT_ONLY


COPY ~sirinescall\creatures/J#SIRIN2.CRE~ ~override/J#SIRIN2.CRE~ 
WRITE_ASCII 0x248 ~SHOUT~ #8
WRITE_ASCII 0x258 ~SIRSPELL~ #8
WRITE_ASCII 0x268 ~WTARSGT~ #8

REPLACE_CRE_ITEM ~bow05~ #0 #0 #0 ~NONE~ ~WEAPON1~ EQUIP TWOHANDED
REPLACE_CRE_ITEM ~sirine1~ #0 #0 #0 ~NONE~ ~WEAPON2~
REPLACE_CRE_ITEM ~arow05~ #5 #0 #0 ~NONE~ ~QUIVER1~
REPLACE_CRE_ITEM ~misc36~ #0 #0 #0 ~NONE~ ~QITEM1~
BUT_ONLY


i think those are the only ones, but you might want to double check anyway.


also, why don't you consider adding journal entries for the quest?  i think that makes it look more complete...
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on January 28, 2009, 12:20:10 PM
however, in your case, since the SirinesCall.tp2 hardly makes use of %tutu_var% and instead has twice the amount of code (one for tutu, and one for bgt),
No, the current version uses the universal code for Tutu and BGT ("%tutu_var%").

Thank you for the suggestions, temujin, I hope I'll have time this week-end to make the corrections and pack a new version.
Title: Re: The Lure of the Sirine's Call is released!
Post by: temujin_ on January 28, 2009, 12:38:02 PM
if you look at the Tutu section, there is:

Code: [Select]
COPY ~sirinescall\creatures/J#PIRAT1.CRE~ ~override/J#PIRAT1.CRE~ 
   SAY NAME1 @2
   SAY NAME2 @2   
WRITE_ASCII 0x250 ~_HOUTDLG~ #8
WRITE_ASCII 0x268 ~_TASIGHT~ #8


and then, later down in the BGT section, again there is:

Code: [Select]
COPY ~sirinescall\creatures/J#PIRAT1.CRE~ ~override/J#PIRAT1.CRE~ 
   SAY NAME1 @2
   SAY NAME2 @2   
WRITE_ASCII 0x250 ~SHOUTDLG~ #8
WRITE_ASCII 0x268 ~WTASIGHT~ #8

and so on, for every creature.  this is what i meant by using the same code twice (not that there is anything wrong with it). 

from what i've seen from other tutu-bgt mods, they use WRITE_EVALUATED_ASCII instead so it doesn't have to be repeated twice.

but anyway, i don't want to argue with you over this.  glad to know you're working on the new version.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey* on January 29, 2009, 01:18:26 AM
Yes, you are right about that. in the tp2, it's all doubled. Which other mod(s) are you referring to concerning the same tp2 code for Tutu and BGT? The ones I have seen use the game destinction upon installing, too? I am eager to learn more efficient ways of coding this.
Title: Re: The Lure of the Sirine's Call is released!
Post by: temujin_ on January 29, 2009, 12:33:16 PM
Which other mod(s) are you referring to concerning the same tp2 code for Tutu and BGT? The ones I have seen use the game destinction upon installing, too?

yes, they have to at first, just to initialise the cross platform variables, but once that's done a lot of redundant code can be eliminated.  i guess it's not that much of a big deal, just makes it slightly more optimised.  i'm just basing that on what i've seen from SCS and Cursed Item Revisions.  you'll probably have to ask DavidW or Salk for a more sophisticated response.
Title: Re: The Lure of the Sirine's Call is released!
Post by: cmorgan on January 29, 2009, 03:42:36 PM
The only reason to use the internal blocks like

Code: [Select]
ACTION_IF FILE_EXISTS_IN_GAME ~fw100.are~ THEN BEGIN
 
    set_up_tutu_stuff_using_underline

END ELSE BEGIN

    ACTION_IF FILE_EXISTS_IN_GAME ~ar7200.are~ THEN BEGIN

            set_up_bgt_stuff_using_underline

    END ELSE BEGIN

     FAIL ~This is not Tutu or BGT~

END

is if there are things that need special handling in only one of the two game environments. It doesn't look like there is anything here that needs special handling, so a straightforward %tutu_var% on those items should work fine, as tejumin says.

You will need to look at the bg1npc\lib\g3_bgt_cmpvars.tph  and bg1npc\lib\g3_tutu_cmpvars.tph files - stuff like

WRITE_ASCII 0x250 ~_HOUTDLG~ #8
WRITE_ASCII 0x268 ~_TASIGHT~ #8

ends up with new definitions, so it looks like

WRITE_EVALUATED_ASCII 0x250 ~%tutu_scripts%HOUTDLG~ #8
WRITE_EVALUATED_ASCII 0x268 ~%tutu_scriptw%TASIGHT~ #8

{ SHOUTDLG WTASIGHT}

I don't think absolutely everything in BG1NPC has been optimized completely, even though that was the test mod for the whole crossplatform variable setup, so I would look at Ascension64's stuff :)
Title: Re: The Lure of the Sirine's Call is released!
Post by: Salk on January 30, 2009, 05:16:36 AM
Which other mod(s) are you referring to concerning the same tp2 code for Tutu and BGT? The ones I have seen use the game destinction upon installing, too?
 i'm just basing that on what i've seen from SCS and Cursed Item Revisions.  you'll probably have to ask DavidW or Salk for a more sophisticated response.

You give me way too much credit. I am not the coder of Cursed Item Revisions...  ;)
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on January 31, 2009, 09:51:11 AM
That's cool! But I think I will leave the doubled tp2 for now.

temujin: What does the "BUT_ONLY" do in your tp2 code above?
Title: Re: The Lure of the Sirine's Call is released!
Post by: Echon on January 31, 2009, 10:09:49 AM
It must be a reference to BUT_ONLY_IF_IT_CHANGES.
Title: Re: The Lure of the Sirine's Call is released!
Post by: DavidW on January 31, 2009, 10:16:58 AM
BUT_ONLY is an allowed abbreviation for BUT_ONLY_IF_IT_CHANGES: WeiDU doesn't mind which one you use
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on January 31, 2009, 10:35:10 AM
Thank you for the information! I used the whole phrase now.

temujin: Thank you very much for your provided code! I didn't have to change a bit. The new version 9 (pre1) is attached to the first post in this thread:
http://www.rosenranken.org/index.php?topic=7950.msg184479#msg184479

BGT-players, please install and test! :)


temujin: Journal entries would indeed be something to make it complete, I didn't even noticed there aren't any up to now. It's on the list, but not on top. Also, due to the many language versions this could take a while.
Title: Re: The Lure of the Sirine's Call is released!
Post by: temujin_ on February 01, 2009, 05:55:52 AM
one last minor bug/nitpick and i promise i'll leave you alone... ;)  i guess it was one of the earlier bugs that wasn't completely fixed (or maybe i explain it right)

the dialogue with Ardrouine resets back to "To the northwest! It's not far!" after you finish rescuing the boy (i.e. after you get the reward and talk to Ardrouine a couple more times).
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on February 01, 2009, 01:59:11 PM
the dialogue with Ardrouine resets back to "To the northwest! It's not far!" after you finish rescuing the boy (i.e. after you get the reward and talk to Ardrouine a couple more times).
Indeed! There was an OR() where it didn't belong. This should be fixed in the new version.

Thank you, temujin, without your very detailed testing and reports the mod wouldn't be as bugfree as it is now.

EDIT: Spelling.

EDIT two: Get the new pre version here (http://www.rosenranken.org/index.php?topic=7950.msg184479#msg184479): First post, attachment.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Daulmakan on February 16, 2009, 02:07:06 AM
The Old Man & the pirates don't yield XP when killed (I'm using v8, BTW).
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on February 16, 2009, 01:04:23 PM
Thank you, I will have a look.

EDIT: The XP the PC / group receives is the "XP value" in NI? That's indeed zero. Thank you, this will be fixed.

I am still hoping for feed back on version 9 pre2. The XP values I will fix; did anyone find any other glitches? :)

One question: Wat XP value would be appropriate for a pirate? A bandit has 66, but less HP.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on February 17, 2009, 02:51:02 PM
OK, I added some random numbers to the cre files and hope that was the last issue with the mod. The new former version 9 pre3 is again attached in this thread, first post:

http://www.rosenranken.org/index.php?topic=7950.msg184479#msg184479

I would be happy if someone would test the install on BGT.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on March 01, 2009, 12:19:33 PM
OK, BGT install is tested and new version is sent to jcompton.

For the rare case that a Mac player is reading this: I would need a volunteer to test the install of the new version. Please contact me for a Mac-version! I would be very grateful.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Daulmakan on March 07, 2009, 02:43:32 PM
There's an invisible, unremovable item in the locked desk in the upper floor of the lighthouse (playing with v9).
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on March 07, 2009, 03:10:27 PM
Erm, it's a very unique item with highly magical theft protection...
OK, will check. Thank you for reporting!
Title: Re: The Lure of the Sirine's Call is released!
Post by: Salk on September 18, 2009, 08:45:03 AM
jastey,

NI reports some calls being non existant:

WorgsDead
J#SpawnBren
J#PirateFight
J#SilMurder
J#TalkedSil

and they are found in AR9500.BCS, J#PIRATE.BCS and J#SIRIN1.BCS.

Is this harmless? Can you take a look please?

Thanks!
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on October 20, 2009, 03:13:18 PM
Hi Salk, thank you very much for the report, and the PM (which, unfortunately, got lost for some reason as I didn't receive an email-notification) but now I saw it!

What does NI mean with "non-existent"?

"WorgsDead" is a variable that gets set by the original game (in "worgar.bcs" resp. "_worgar.bcs" for Tutu).
"J#SpawnBren" is checked and set in AR9500.BCS resp _AR3600.bcs.

""J#PirateFight"" is set in the pirate's dialogue "J#pirat1" and checked in "J#hall.bcs" which is the script of one of the new areas.

I didn't check the last two yet, but it looks OK so far and I am not sure what the actual warning means.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Salk on November 02, 2009, 02:51:19 AM
Hi jastey!

Sorry for this late reply of mine but I didn't check in here for some days due to computer problems.

I am no longer playing the game and I cannot take a better look to the warnings but I guess the scripts just called on resources that are not available.
Title: Re: The Lure of the Sirine's Call is released!
Post by: guest on November 02, 2009, 01:58:02 PM
Non-existant just means that the thing you're looking for is not there. Not meaning to insult your intelligence - just saying in case.

Maybe NI does mean something more specific than that general definiton, but I doubt it. Non existant means non existant.

Specifically, perhaps a typo that resulted in this error. You're calling something with a mistake in the name, etc. Sorry I don't have the lingo down pat, but I hope you see what I mean. The code you call for is named, say, 'whatj' rather than 'what' due to a simple spelling error/type.

I might be completely off base, but just trying to contribute whatever I can. Good luck.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Salk on November 02, 2009, 11:58:32 PM
guest,

I don't feel insulted at all!  ;)

Yes, I have thought at first of a typo but then in the archive of the mod I don't find a script with a very similar name. I don't know anything about modding so it might be that I am just reporting some problem that is... non-existant  ;D ... What NI says was that a called resource is not present. This usually meant a mispelled name of the file.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Jarno Mikkola on November 03, 2009, 02:09:00 AM
What NI says was that a called resource is not present. This usually meant a misspelled name of the file.
Or the file was just never made... this is visible when you open the creature file with the NI v1.33b19, the script files name is grayed out like all the other None fields, while an existing .bcs has blue name and it has a link that can be opened.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on November 05, 2009, 12:38:53 AM
Well, I checked the spelling in setting and calling of the variables and they match, so I still do not understand what NI means exactly. If the setting block didn't run yet than it's logical that the variable doesn't exist yet - and that would be nothing to worry about. Sorry, I guess I am not much of a help here, as long as I don't get more explicit instructions or bug reports. :(

Jarno Mikkola: As i understood, we are talking about variable names. (?)
Title: Re: The Lure of the Sirine's Call is released!
Post by: Toto on February 11, 2010, 08:29:08 PM
I'm trying to play this mod, but after rescuing the boy I've found that entering the lighthouse makes the game go completely black (not crashing) but I have to ctrl+alt+delete and close it. I'm playing with the latest BGT. Does anyone know what might be wrong?
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on February 23, 2010, 12:49:59 AM
Do you mean the lighthouse, or the house in the East (right)? The right house is the only important one to play on with the quest, so if you can enter this and not the others it's a nuisance but nothing game stopping..
If it is the house right (East) you are referring to, I had a bug report recently where a game file that this area uses was missing in the install. It was AR7250LM.bmp, but that person got an error message and the game crashed. I am not sure what leads to a black window upon area load, I am afraid.
Title: Re: The Lure of the Sirine's Call is released!
Post by: mahpari on June 04, 2010, 01:00:25 AM
This is probably a stupid question, but how do I get to the area for this quest? I'm currently in the area south of Candlekeep, met some hostile creatures called Sirine, found a shipwreck and talked to a guy that gave me a potion. I don't see any lighthouse, or any of the other NPCs I'm supposed to meet. I guess I'm in the wrong area, but the readme specifically says the "coastal area south of Candlekeep", so I feel a bit lost here.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on June 04, 2010, 02:09:41 PM
It is this area: http://www.forgottenwars.com/bg1/ar3600.htm
Title: Re: The Lure of the Sirine's Call is released!
Post by: The Arcanamach on June 05, 2010, 07:51:09 AM
Will this mod be made vanilla BG1 compatible?  Ive never played it but it sounds interesting
Title: Re: The Lure of the Sirine's Call is released!
Post by: Mahpari on June 05, 2010, 01:37:56 PM
It is this area: http://www.forgottenwars.com/bg1/ar3600.htm

Thank you. I couldn't find an area south of there, but I guess I just hadn't searched enough.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on June 06, 2010, 08:57:03 AM
Will this mod be made vanilla BG1 compatible?  Ive never played it but it sounds interesting
Thank you for the interest. Since it does some area modifiactions this is kind of (more) complicated than my usual BG1/Tutu/BGT crosmod coding, otherwise I would have made it vanilla BG1 compatible already. So, I am not sure I will find the time. (People tend to stick to Tutu/BGT once they try it anyway, so.)
Title: Re: The Lure of the Sirine's Call is released!
Post by: Mahpari on June 07, 2010, 04:25:58 AM
I decided to side with the Sirines, and went to kill the pirates at the old man's house. Went back to the sirines, but they don't recognize that I've killed the pirates. I searched the entire map in case there were pirates hidden somewhere, but can't find any. Is this a bug, or am I doing something wrong? If it's a bug, are there any variables I can change to make the sirines recognize my heroic deed?
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on June 07, 2010, 06:21:59 AM
Did you talk to the pirate before you attacked him? Did other pirates spawn in the fight?

The variable "J#PirateFight" has to be at "2". Would you check this for me, please? If it is not, how exactly did you fight the pirate?

Setting the "J#PirateFight" to 2 should do the trick.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Mahpari on June 07, 2010, 10:34:59 AM
Did you talk to the pirate before you attacked him? Did other pirates spawn in the fight?

The variable "J#PirateFight" has to be at "2". Would you check this for me, please? If it is not, how exactly did you fight the pirate?

Setting the "J#PirateFight" to 2 should do the trick.

The variable is at "1", I'll try to set it to 2 manually.

I did talk to the old man, although I can't remember what the dialogue options were. A number of pirates spawned for the fight. I then went to the Sirines where my only option was to tell them I needed more time. I went back to the old man's house, and another pirate turned up. I stayed in the house for a good while to see if more pirates were coming, but none did. Again I went back to the sirines and got the same dialogue.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on June 07, 2010, 12:44:13 PM
Hm. The variable should be set to 2 when the other pirates spawn for the fight.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Mahpari on June 07, 2010, 01:10:21 PM
I set the variable to 2, and now got the reward. Thanks for your help. I'm sorry I couldn't give more information about what dialogue options I chose.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on June 07, 2010, 02:02:15 PM
The variable is set in the script for the pirates spawn, not the dialogue, that's why I am clueless. I hope it was a local glitch in your case. :-\
Glad you could solve the problem. Thank you for reporting and for playing the mod!
Title: Re: The Lure of the Sirine's Call is released!
Post by: ZG on October 09, 2010, 04:56:43 AM
Hey everyone, I'm having some issues with this mod, it's happened before sporadically.

Here's the deal. Sil approaches and talks to me, telling me I'm a murderer and stuff. I of course take the path that'll loop me back to the Old Man to confront him and get his offer of 1000 gold, but after I tell Sil I'll pass on her warning, she disappears off the map, leaving only her two Sirine friends.

I went back to the Old Man and got my loot money, but... Sil wasn't there. I even went into the cave, killed the Flesh Golems, and took the Constitution tome, but the pirates didn't spawn. I even blue-circle attacked the Sirines to see if Sil would appear, but they flashed blue-red-blue-red repeatedly and died without attacking back.

I didn't have a save before talking to Sil (except for an autosave entering the map) and I'd rather not have to slay everything in sight again by reloading an older save.

Is there a way I can CLUA Console Sil to the map so I can double-cross her, and then have the pirates appear?
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on October 09, 2010, 05:05:59 AM
Please, send the auto-save before you speak to Sil to jastey at web dot de. Also, what mods do you have installed? Please post your WeiDU.log content here.

For spawning Sil you can use the cheats, but the code depends on the engine you are playing on: BG, Tutu, or BGT?
Title: Re: The Lure of the Sirine's Call is released!
Post by: ZG on October 09, 2010, 01:07:08 PM
I'm playing Tutu. I forgot to mention that after I first chat with Sil, she talks to me again and asks if I've spoken to the Old Man, prompting me to say "not yet, give me more time".

Here's my WeiDu log.

Code: [Select]
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-TUTUFIX.TP2~ #0 #2 // Restored BG1 Loadscreens
~SETUP-TUTUFIX.TP2~ #0 #3 // BG2 Ammo Stacks
~SETUP-TUTUFIX.TP2~ #0 #4 // Totemic Druid Spirit Summons are Balanced
~SETUP-TUTUFIX.TP2~ #0 #5 // BG1 Summoning Spells
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Baldur's Gate Mini-Quests and Encounters Mod: 6
~SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v10
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v18
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v18
~BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v18
~BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v18
~BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v18
~BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v18
~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v18
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v18
~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v18
~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v18
~BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v18
~BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v18
~BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v18
~BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v18
~BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v18
~BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v18
~BG1NPC.TP2~ #0 #25 // Jason Compton's Accelerated Banter Script: v18
~BG1NPC.TP2~ #0 #26 // The BG1 NPC Project: Make Shar-Teel Unkillable Until In Party: v18
~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v18
~BG1NPC.TP2~ #0 #29 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v18
~BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v18
~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v18
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #3 // Angelo Notices Shar-teel: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #25 // Elven Charm and Sleep Racial Resistance: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #26 // The Original Saga Music Playlist Corrections: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #27 // Sarevok's Diary Corrections: v12
~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v5
~SETUP-OVERSIGHT.TP2~ #0 #3 // Altered Spells: 13
~SETUP-OVERSIGHT.TP2~ #0 #5 // Cleric Kits: 13
~SETUP-D0TWEAK.TP2~ #0 #0 // Enhanced Goodberries
~SETUP-D0TWEAK.TP2~ #0 #11 // Visual Ioun Stones
~SETUP-D0TWEAK.TP2~ #0 #17 // Sensible Lore Table
~SETUP-D0TWEAK.TP2~ #0 #18 // Improved Backstabbing
~SETUP-D0TWEAK.TP2~ #0 #21 // NPCs/Summons Set Off Traps -> Only green-circles and enemy summons can set off traps
~SETUP-REFINEMENTS.TP2~ #0 #30 // Shapeshifting fix -> Heal on shifting back to human (Default)
~SETUP-REFINEMENTS.TP2~ #0 #40 // Universal lesser mage robes
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.37
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.37
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.37
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.37
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.37
~RR/SETUP-RR.TP2~ #0 #10 // Revised Thievery -> Retain default thievery potions and prevent their effects from stacking: v4.37
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain attack: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #117 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can only be scribed at inns and strongholds: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #217 // Bard songs break invisibility -> All Bard songs break invisibility: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #303 // Give Shambling Mounds their proper soundset: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #304 // Give Mariliths their Icewind Dale soundset: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #600 // Expanded temple services: v3.20
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1110 // Add Map Notes: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3012 // Maximum HP for NPCs (the bigg) -> For Party-Joinable NPCs Only: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at  Mid-Range Reputation: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4110 // Give Kagain A Legal Constitution Score of 19: v9
~SETUP-SCS.TP2~ #0 #10 // Detectable Spells: v16
~SETUP-SCS.TP2~ #0 #20 // Allow enemy AI to detect the party's magic items: v16
~SETUP-SCS.TP2~ #0 #30 // Correct various errors on race, class etc: v16
~SETUP-SCS.TP2~ #0 #40 // Bugfix: Fix the Mirror Image spell so it doesn't block area-effect magic: v16
~SETUP-SCS.TP2~ #0 #50 // Bugfix: Fix the Dispel Magic spell so it correctly allows for caster's level: v16
~SETUP-SCS.TP2~ #0 #60 // Prevent random crashes in Beregost (by Ascension64): v16
~SETUP-SCS.TP2~ #0 #1010 // More consistent Breach spell (doesn't penetrate Spell Turning): v16
~SETUP-SCS.TP2~ #0 #1020 // Antimagic attacks penetrate improved invisibility -> Only Spell Thrust, Secret Word and Ruby Ray get areas of effect (default option): v16
~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v16
~SETUP-SCS.TP2~ #0 #1050 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at their level (not twice their level): v16
~SETUP-SCS.TP2~ #0 #1055 // Slightly weaken insect plague spells, and let fire shields block them: v16
~SETUP-SCS.TP2~ #0 #2000 // Make elemental arrows more like their BG2 counterparts: v16
~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v16
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v16
~SETUP-SCS.TP2~ #0 #3030 // Allow NPC pairs to separate: v16
~SETUP-SCS.TP2~ #0 #3070 // Move NPCs to more convenient locations: v16
~SETUP-SCS.TP2~ #0 #3080 // Improved shapeshifting: v16
~SETUP-SCS.TP2~ #0 #3090 // Prevent party members from dying irreversibly: v16
~SETUP-SCS.TP2~ #0 #4010 // Remove blur effect from displacer cloak: v16
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v16
~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v16
~SETUP-SCS.TP2~ #0 #4040 // Ensure Shar-Teel doesn't die in the original challenge: v16
~SETUP-SCS.TP2~ #0 #4050 // Ease-of-use player AI: v16
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v16
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v16
~SETUP-SCS.TP2~ #0 #5020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v16
~SETUP-SCS.TP2~ #0 #5031 // Smarter mages -> Mages use spells from BG1 and BG2; mages do not pre-buff: v16
~SETUP-SCS.TP2~ #0 #5041 // Smarter priests -> Priests use spells from BG1 and BG2; priests do not pre-buff: v16
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v16
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v16
~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v16
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v16
~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v16
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v2.31
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on October 09, 2010, 01:42:19 PM
There is a slight incomaptibility between LoSC and the BG1UB concerning Sil which I discovered only recently. I am not sure this results into the problem you described, though. I will have a look at it.

The creature code for Sil in Tutu would be _sil:

CLUAConsole:CreateCreature("_sil")

I am not sure cheating her in will make it better without setting some variables, too, but I wouldn't know what you'd have to set yet.
Title: Re: The Lure of the Sirine's Call is released!
Post by: ZG on October 09, 2010, 01:52:39 PM
Haha, cheating her in worked. I told her she'd be dead soon, killed her, then the pirates spawned in and the Old Man chewed me out for betraying him. Everything worked as normal. Thanks Jastey!
Title: Re: The Lure of the Sirine's Call is released!
Post by: ZG on October 09, 2010, 01:59:54 PM
Well, actually, Sil spawned in twice, once right during the pirate fight. It... hurt, but I managed to take out everyone.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on October 10, 2010, 01:59:58 PM
Yeah, the "second" Sil was the original one, she was there all the time but invisible, as it seems.

That was a very useful report, ZG! Thank you very much again. It seems you encountered several incompatibilities between mods and one bug and one design flaw (or make that two bugs) of Lure of the Sirine's Call.

In detail:

Quote
after I tell Sil I'll pass on her warning, she disappears off the map, leaving only her two Sirine friends.
For some reason she turned invisible. I suspect a different mod to cause this but I am still investigating this.

Quote
after I first chat with Sil, she talks to me again and asks if I've spoken to the Old Man, prompting me to say "not yet, give me more time".
That was by a script introduced by BG1UB.

Quote
I went back to the Old Man and got my loot money, but... Sil wasn't there.
At least, you didn't see her.

Quote
took the Constitution tome, but the pirates didn't spawn.
Yes, that is the design flaw: They only spawn if Sil is dead. Never happened before that someone just betrays both parties! This will be changed in the next version.

Quote
I even blue-circle attacked the Sirines to see if Sil would appear, but they flashed blue-red-blue-red repeatedly and died without attacking back.
That was a bug in her scripts, will be fixed. And Sil didn't help them, because her script triggering this got replaced by BG1UB (that mod will be updated soon, too).
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on October 10, 2010, 02:29:58 PM
OK, this is what I am planning to adress the above issues:

-Sil will promt a dialogue once the PC returns from the pirate after agreeing to kill her -> possibility to launch the fight even if she is invisible. Done

-Pirates will attack after the PC loots the cave independent of Sil's wellbeing (I have no idea why that is connected to each other anyway). Done

-Pirate will know and attack at first meeting (inside the house) if PC already looted the cave. (this case is currently not coverd, either). Done

-Sil's script will be patched so that it doesn't get overwritten by BG1UB -> decided to leave it as Class script to give it higher importance than the "irslell.bcs" that gets patched by SCS with combat and AI blocks. (Thus BG1UB will patch %tutu_var%sil.bcs as General script in the next version.) Done

-Added a local variable so the hostile-> neutral -> hostile switching of the sirines is hopefully solved finally. Done

-Added a Shout(1) to the custom sirines' script so now the two sirines notice if one of them gets atacked Done

-About sirenes becoming invisible - check with DavidW and SCS -> will be addressed in the next version of SCS Link (http://forums.gibberlings3.net/index.php?s=&showtopic=21128&view=findpost&p=175023) Done

Seems there will be a new version ready soon.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on October 12, 2010, 09:27:08 AM
Am I assuming correctly that

Code: [Select]
WRITE_EVALUATED_ASCII 0x250 ~J#sirin0~ #8   // Assigns the script as Class script
BUT_ONLY_IF_IT_CHANGES

 is better than

Code: [Select]
WRITE_ASCII 0x250 ~J#sirin0~ #8   // Assigns the script as Class script
?

What exactly is the difference? If I patch a custom creature, WRITE_ASCII might be suffice?
Title: Re: The Lure of the Sirine's Call is released!
Post by: Wisp on October 12, 2010, 11:13:39 AM
You use WRITE_EVALUATED_ASCII when the string you're writing is or contains a variable. With WRITE_ASCIIE (synonym) you get the contents of the variable, with WRITE_ASCII you get the variable name.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on October 12, 2010, 11:59:03 AM
Ah, EVALUATE of course, if I use %bla%

What is the contents of a variable?  :-[ EDIT: Wait, I think I got it: "_" is the content of %tutu_var%, for example (if defined that way).

Thank you!
Title: Re: The Lure of the Sirine's Call is released!
Post by: cmorgan on October 12, 2010, 01:53:18 PM
yep -

COPY_EXISTING ~mycre.cre~ ~override~
WRITE_EVALUATED_ASCII 0x250 ~%SOURCE_RES%~ #8   // Assigns the script as Class script the name of the .cre file patched; mycre.bcs
BUT_ONLY_IF_IT_CHANGES

COPY_EXISTING ~mycre.cre~ ~override/mynew.cre~
WRITE_EVALUATED_ASCII 0x250 ~%DEST_RES%~ #8   // Assigns the script as Class script the name of the .cre file patched; mynew.bcs
BUT_ONLY_IF_IT_CHANGES


WRITE_EVALUATED_ASCII 0x250 ~%tutu_var%#sirin0~ #8   // Assigns the script as Class script evaluated, e.g. _#sirin0 or #sirin0
BUT_ONLY_IF_IT_CHANGES


WRITE_ASCIIE 0x250 ~%tutuvar%#sirin0~ #8   // Assigns the script as Class script evaluated << if you are devSin
BUT_ONLY_IF_IT_CHANGES


WRITE_ASCII 0x250 ~J#sirin0~ #8   // Assigns the script as Class script to exactly J#sirin0
BUT_ONLY_IF_IT_CHANGES


All that stuff in UB that checks and SPRINTs things sets up variables for each platform, the same way you dealt with the BG vs Tutu stuff with Zed.


Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on October 12, 2010, 01:57:25 PM
Very good stuff, cmorgan!

WRITE_ASCIIE and WRITE_EVALUATED_ASCII is the same, so to say? That's good to know. I was imagining a difference.

EDIT: Wait a minute:
Code: [Select]
COPY_EXISTING ~mycre.cre~ ~override~ Does that copy my cre from the mod folder, without the need to give the exact path, or only from the game?
Title: Re: The Lure of the Sirine's Call is released!
Post by: cmorgan on October 12, 2010, 04:18:43 PM

COPY ~mymod/mycre.cre~ ~override~ // copies the resource from the mod into override and lets it be identified by chitin.key - used to take distributed mod .cre's from the mod folder and put them in the game

COPY_EXISTING ~mycre.cre~ ~override~ // looks for the already-in-game creature, and loads it ( i think from override and if it can't find it there it pulls it from the .bif'd game resources), and then does what you want to that in-game resource. That could be patching it, or renaming it/creating new chitin.key entry/patching the new .cre

examples:

this takes a .cre file in the mod, renames the .cre, and patches it:

<<if fighter subcomponent is chosen>>
COPY ~aranw/c-aranF.cre~ ~override/c-aran7.cre~
  SAY NAME1 ~string~
  SAY NAME2 ~string~
  WRITE_ASCIIE 0x250 ~%SOURCE_RES%~ // results in the file = c-aranF.bcs being called
  <<patch stats and materials, etc.>>

<<if thief subcomponent is chosen>>
COPY ~aranw/c-aranT.cre~ ~override/c-aran7.cre~
  SAY NAME1 ~string~
  SAY NAME2 ~string~
  WRITE_ASCIIE 0x250 ~%DEST_RES%~ #8 // results in the file = c-aran7.bcs being called
  <<patch stats and materials, etc.>>

I could also just have one c-aran7.cre and patch the whole file into shape, like L1NPC's or Rogue Rebalancing does.


This takes an ingame resource, picks it up, and manipulates it into what I want:

COPY_EXISTING ~anomen.cre~ ~override~
 SAY NAME1 ~Aran~
 SAY NAME1 ~Aran~
  WRITE_ASCIIE 0x250 ~%DEST_RES%~ // results in the file = c-aran7.bcs being called




Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on October 12, 2010, 10:32:26 PM
OK, then I understood it correctly before.

Thank you again!

(Aran thief component?...)
Title: Re: The Lure of the Sirine's Call is released!
Post by: aaa on October 26, 2011, 09:09:28 PM
Just a minor thing, but the Old man from the Pirates does not give any EXP when killed. Everything else works fine.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on October 31, 2011, 09:36:41 AM
Thank you for the report. I will have a look at it when I prepare the next update.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on January 14, 2012, 10:08:00 AM
Thank you for the report. In the next version the pirate will give 100 XP.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on January 22, 2012, 06:52:10 AM
The new version can be downloaded here: http://forums.pocketplane.net/index.php/topic,27482.msg326165.html#msg326165
Title: Re: The Lure of the Sirine's Call is released!
Post by: Kulyok on March 13, 2012, 08:05:11 AM
Version 11 is available on the mod's website (http://pocketplane.net/tutumods).

Huge thanks to jastey for maintaining it, and to Ghreyfain for creating it, naturally. :)

Below is the list of updates:

   - Sil will promt a dialogue once the PC returns from the pirate after agreeing to kill her, to give the PC a possibility to start the fight even if she is invisible.
   - Pirates will now attack after the PC loots the cave independent of Sil's wellbeing (if PC agreed to kill the sirenes).
   - Pirate will know and attack at first meeting (inside the house) if PC already looted the cave.
   - Added a local variable to the sirines' custom script so the hostile-> neutral -> hostile switching of the sirines is hopefully solved finally.
   - Added a Shout(1) to the custom sirines' script so now the two sirines notice if one of them gets attacked.
   - Correct XP for pirate (creature file J#PIRAT2.CRE now gives 100 XP).
   - Update to WeiDU v.231
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on March 23, 2014, 12:07:06 PM
I am preparing v13 with BG:EE compatibility (this version will also be compatible with vanilla BG:TotSC. Don't ask.)

I need the correctly formatted tra files for the following versions:

Russian (UTF-8 without BOM)
Polish (UTF-8 without BOM AND whatever is needed for vanilla BG1).

Thank you in advance!
Title: Re: The Lure of the Sirine's Call is released!
Post by: Cahir on March 23, 2014, 02:14:59 PM
I'd like to attach converted files, but apparently I'm missing option for adding attachments. Anyone has a clue, why? :(
Title: Re: The Lure of the Sirine's Call is released!
Post by: Kulyok on March 23, 2014, 02:53:25 PM
Nope, I never tried. You can provide a link at dropbox right now, though, or ask for Jastey's mail via PM... (checks other topics) which you did, great. :)
Title: Re: The Lure of the Sirine's Call is released!
Post by: Cahir on March 23, 2014, 03:13:57 PM
Yeah, looks like I'm slowly collecting the e-mails of female BG modders:) Oh, so clever I am :P

Anyway Jastey, I also started to translate missing strings for BG1 Mini Quests & Encounters, but since there are quite a few of them and I'm also translating new content for the BG2EE Polish Translation Team, it'll probably took a while.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on March 23, 2014, 06:12:08 PM
I received the LotSC files from Cahir, thank you very much! (And this Email address is written in almost all my mods, so no real secret here - sorry.. :) )
And I am so happy to hear about bgqe translations! (I was about to poke you but decided that you probably saw my call already!...) Please get in contact with Zed, as he stated that he could (I am not sure he said he would) translate the new strings for bgqe, too.  :)


I am still in need of the UTF-8 (without BOM) formatted tra files in Russian! Thank you in advance.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Kulyok on March 24, 2014, 12:33:23 AM
Sure, I'll try and convert them for you, if you want, but I need the current final version of Russian translation, and I don't know if the version on-site provides it.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on March 24, 2014, 11:18:39 AM
Do you know about someone proof reading? Otherwise, the version in the current v12 should be the final version. Thank you in advance!
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on March 24, 2014, 04:53:56 PM
Here is pre v13-140324: Compatibility with BG1:TotSC and BG:EE (in addition to Tutu & BGT), and also fixed a bug so Sil has a dialogue if talked to before talking to the "old man".

Note: Russian version does not work yet in BG:EE.
Polish version does not use the BG1-specific coded tra-files for BG1:TotSC yet (but they are included).

(links removed. v13 is officially available from the DL page)
Title: Re: The Lure of the Sirine's Call is released!
Post by: Kulyok on March 25, 2014, 04:18:15 AM
@Jastey: Okay, here we go. Russian files are available here for integration: mods.pocketplane.net/kulyok/SirinesCall_v12_rus_for_jastey.rar
EXCEPT for setup file - please, please, please replace it with the English file for both EE and normal versions(believe me, we don't want this mess with DOS/Windows encoding on XP/Windows7 machines, it's dreadful).

P.S. I don't read forums very diligently, so if you do need something a translation/upload/file from me(a general 'you'), a PM might do the job better. Except for asking questions about mods and stuff from the players - they're all welcome on the forums.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on March 25, 2014, 05:50:27 AM
Thank you very much! (It was utf8 with BOM, but that was no problem, I converted with Notepad++). If you tell me what the format for Russian text for BG(II) is, I could do it myself, actually, if I think about it.

The above Downloadlink is updated! The version is now complete and everything. I'll collect bugreports for the next ~2 weeks and then I'll pack the new version.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Kulyok on March 25, 2014, 06:18:29 AM
You can certainly do it yourself, sure, it's UTF-8 - I'm just worried because I see "strange" characters in my encoding for French/Polish/all other languages except for English and Russian, so that's why I ask native speakers do to it for me.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on March 25, 2014, 06:37:48 AM
That is the exact reason why I ask others for Polish and Russian.
But my question concerning the format was for classic BGII, which is not utf8, but something different. It says "ANSI", but I am sure that is only half of the information I need to convert the files to utf8 mxself. I'd assume it is "Kyrillian (Windows) 1251" ?
Title: Re: The Lure of the Sirine's Call is released!
Post by: Kulyok on March 25, 2014, 07:32:03 AM
Yes, if I'm not mistaken, except for setup file, which is a huge mess of MS-DOS encoding and 1251 encoding, and Windows 7 messed it up extra, which is why I mentioned English only for that one.

(our old and most-used-for-old-files format is KOI-8R. Not for mods, though).
Title: Re: The Lure of the Sirine's Call is released!
Post by: Silent on April 04, 2014, 01:06:21 AM
Can I spare you from the hassle and upload slightly updated Russian translation? )
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on April 04, 2014, 01:18:16 AM
Thank you, Silent! I uploaded the new version including your Russian updates, the download link is here in this post (http://forums.pocketplane.net/index.php/topic,17901.msg334713.html#msg334713).
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on April 05, 2014, 05:26:09 PM
Download updated once more:

-invaild sound references removed from the cre-files
-Sil now stays neutral after the quest, improved compatibility with bg1re

Download link is here in this post (http://forums.pocketplane.net/index.php/topic,17901.msg334713.html#msg334713).
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on April 13, 2014, 06:00:32 AM
Current version is renamed and sent to the admins as v13!
Title: Re: The Lure of the Sirine's Call is released!
Post by: Kulyok on April 23, 2014, 12:51:53 AM
Version 13 is available, thanks to Jastey! And my apologies for the delay:

Changes are:
- Bugfix: Sil now has a valid dialogue if spoken to before talking to the "old man".
   - Recoding of parts of the tp2 and scripts - general overhaul to make the mod compatible with BG1:TotSC and BG:EE, too.
   - Update to WeiDU v.236.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on April 23, 2014, 01:14:21 AM
Thank you!
Title: Re: The Lure of the Sirine's Call is released!
Post by: alboy on April 23, 2014, 09:58:30 AM
You still need to update the readme.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on April 23, 2014, 10:28:36 AM
Which part do you mean? The readme is updated to v13, with the version history? EDIT: Ah, you mean the linked version on the PPG-site?
Title: Re: The Lure of the Sirine's Call is released!
Post by: Kulyok on April 23, 2014, 11:09:05 AM
Yep, I'll need the file.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on April 23, 2014, 11:15:33 AM
Do you want to extract it from the package or should I link you to it?
Title: Re: The Lure of the Sirine's Call is released!
Post by: Kulyok on April 23, 2014, 02:00:28 PM
Both are fine if you don't need any picture files uploaded with it(you don't, right?) I'll look at it tomorrow morning, then.
Title: Re: The Lure of the Sirine's Call is released!
Post by: alboy on April 24, 2014, 09:29:33 AM
Thanks for the readme update.
Title: Re: The Lure of the Sirine's Call is released!
Post by: ithildur on May 24, 2015, 10:10:18 AM
It looks like there's supposed to be a note written by the pirate captain in the locked container of the 2nd floor/lighthouse, but I've yet to see this item show up in any BGT installs (J#PNOTE.itm); the area calls for the item to be there but the .itm file doesn't exist.

Also, it looks like there's some sort of _AXE04.itm in one of the containers in the basement of the storage building; again there is no such .itm file in my BGT install.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Salk on June 17, 2015, 02:25:52 AM
I hope jastey will take a look at this...
Title: Re: The Lure of the Sirine's Call is released!
Post by: AstroBryGuy on June 23, 2015, 01:12:12 PM
It looks like there's supposed to be a note written by the pirate captain in the locked container of the 2nd floor/lighthouse, but I've yet to see this item show up in any BGT installs (J#PNOTE.itm); the area calls for the item to be there but the .itm file doesn't exist.

Also, it looks like there's some sort of _AXE04.itm in one of the containers in the basement of the storage building; again there is no such .itm file in my BGT install.

The missing J#PNOTE has been noted several years ago. There is apparently no text for the note in the .tra files. Looks like something that was planned but never implemented.

http://forums.pocketplane.net/index.php/topic,17901.msg314305/topicseen.html#msg314305

The item _AX1H04 is just the Tutu version of AX1H04 (i.e., plain throwing axe). It could be fixed for BGT/BG1/BGEE, but it's not a magic or unique item missing.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Salk on July 15, 2015, 07:33:30 AM
A couple of questions:

1) Is this mod that makes the Lighthouse area visible on my map just after I leave Candlekeep?

2) Curiosity... There is a big chunk of .tp2 code that is commented out (//Prepare for the area modification.) - what is it?

Thanks!

EDIT: Forget number one - the Lighthouse area was not visible - the Shipwreck area was... It must be something else.
Title: Re: The Lure of the Sirine's Call is released!
Post by: The Imp on July 15, 2015, 12:55:31 PM
2) Curiosity... There is a big chunk of .tp2 code that is commented out (//Prepare for the area modification.) - what is it?
If you look at the code above, like say rows 508 to 537, you should recognize that the quoted out portion is very similar to that of rows 576 to 605... so the old code was left there as a reference while the new was added.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Salk on July 15, 2015, 11:48:41 PM
2) Curiosity... There is a big chunk of .tp2 code that is commented out (//Prepare for the area modification.) - what is it?
If you look at the code above, like say rows 508 to 537, you should recognize that the quoted out portion is very similar to that of rows 576 to 605... so the old code was left there as a reference while the new was added.

Part of it, yes. Not all.

The commented out code goes from line 573 to 736. It is just a curiosity...
Title: Re: The Lure of the Sirine's Call is released!
Post by: Salk on July 17, 2015, 09:29:26 AM
Playing Sirine's Call - Some impressions:

* Is it only me thinking that there is no real reason to make the lighthouse accessible? Perhaps some think it adds flavor (and there is a scroll and some gold inside) but its addition has not much purpose and from the outside the Lighthouse shows the door is blocked by stones at its base (see first image)

* I don't remember if the house to the west was accessible without Sirine's Call but even this one area seems to have no real purpose. There is also a door under the stairs that opens to nowhere (see second image)
Title: Re: The Lure of the Sirine's Call is released!
Post by: Salk on July 17, 2015, 09:47:40 AM
(Continues here due to max two attachments policy)

* Even more evident is the intention of the developers to make the house to the East inaccessible (see first image) so, my suggestion would be to move the Old man inside and everything that happens there to the house to the west. It shouldn't be a very complicated thing to do, I guess?

Title: Re: The Lure of the Sirine's Call is released!
Post by: AstroBryGuy on December 18, 2015, 08:31:59 AM
Playing Sirine's Call - Some impressions:

* Is it only me thinking that there is no real reason to make the lighthouse accessible? Perhaps some think it adds flavor (and there is a scroll and some gold inside) but its addition has not much purpose and from the outside the Lighthouse shows the door is blocked by stones at its base (see first image)

* I don't remember if the house to the west was accessible without Sirine's Call but even this one area seems to have no real purpose. There is also a door under the stairs that opens to nowhere (see second image)

The latter case is an area from IWD. It didn't go anywhere in IWD either. It's a closet under the stairs.

Maybe put Harry Potter in there? ;-)
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on January 03, 2016, 04:12:14 AM
Hi Salk (late reply), thank you for your ideas and suggestion. They do make sense. LotSC is closed content wise, though. I did close holes etc. in the past, but the changes you suggest change the appearance imho (and would take a lot of testing etc., for which I don't have the time.)
As far as I recall, one of the basic ideas was that the mod leaves an accessible house with trunks, at least I read this somewhere. :-)

The door under the stairs: in IWD it is plot related, although it leads no where (not trying to spoil, although I guess most people reading here did play IWD).

EDIT: Concerning the uncommented code: I don't remember, I probably replaced it with newer weidu function code and left it in. I won't touch the tp2 though, as long as it is working!
The axe tutu-only: this could be fixed, but I'd probably just remove it, not make it available for the other games. I'd add it to the "known issues" list but won't really bother. As  AstroBryGuy said, it's just an ordinary axe, and maybe not even put there on purpose but a left over from the area.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Kulyok on March 02, 2016, 12:09:21 PM
Hey, folks!

I've uploaded v14 next to v13 on the main site at White Agnus' request. Download it there! You'll find lots of great stuff, including:

- EET conversion
- Added new component "Extended Lighthouse area"
- Added HANDLE_CHARSETS
- Added Workaround for Polish BG1 charsets
- Recoded Area Patching
- Update to WeiDU v.239.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Cahir on March 02, 2016, 12:47:38 PM
Kulyok, thanks for the new version. Appreciate it!
I have noticed, however, substantial increase of size between v13 (1.878 Mb) and v14 (21.961 Mb). Is it intentional?
Title: Re: The Lure of the Sirine's Call is released!
Post by: White Agnus on March 02, 2016, 01:25:05 PM
That's because of the new component "Extended Lighthouse area"... ;)

Many thanks to Zanso for removing the stones and add door images to the area (which disturbed me since I first played the mod in 2007... :D)

Please have a look: http://www.whiteagnus.de/screenshots/LHAR.gif :)
Title: Re: The Lure of the Sirine's Call is released!
Post by: The Imp on March 04, 2016, 07:31:20 AM
Please have a look: http://www.whiteagnus.de/screenshots/LHAR.gif :)
Erhm, looks alright... but the shadow on the tower and a little bit of shadow under the roof are odd to say the least in the night images. :P Now take that from non artist, but also is a critic who doesn't have a creative bone in the body.
Title: Re: The Lure of the Sirine's Call is released!
Post by: White Agnus on March 04, 2016, 09:55:29 AM
Hmm, maybe the lightmap needs a bit adjustment, but currently it's better than stones before the doors... ;) (but I'm also a critic who doesn't have a creative bone in the body... :D)
Title: Re: The Lure of the Sirine's Call is released!
Post by: Zanso on March 06, 2016, 06:23:55 AM
Please have a look: http://www.whiteagnus.de/screenshots/LHAR.gif :)
Erhm, looks alright... but the shadow on the tower and a little bit of shadow under the roof are odd to say the least in the night images. :P Now take that from non artist, but also is a critic who doesn't have a creative bone in the body.

I actually don't understand what you mean  :D Can you elaborate? :) if the problem is with light map then it is a different story. The door sadly can't change the light map when opened (at least that I know of), but logically the door still needs to cast a shadow :) The only things changed here were the doors. If there are shadow problems with the roof for example then it has been there from the beginning :)
Title: Re: The Lure of the Sirine's Call is released!
Post by: The Imp on March 06, 2016, 09:48:40 AM
This wall during day and night (http://oi68.tinypic.com/f36gdv.jpg), has the very same shadow that is created there by the sun, from the building in front. And during the night, the sun shouldn't "cast" it, as it's not there... :P Like said, it's not a great concern.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Zanso on March 06, 2016, 10:45:15 AM
This wall during day and night (http://oi68.tinypic.com/f36gdv.jpg), has the very same shadow that is created there by the sun, from the building in front. And during the night, the sun shouldn't "cast" it, as it's not there... :P Like said, it's not a great concern.

Aaa you are correct :) but that is a problem with every single original map in the game. I guess they just converted all the night maps straight from day maps. But you can always imagine that there is a very bright moon in the sky ;)
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on May 26, 2016, 03:46:22 AM
Quote
And during the night, the sun shouldn't "cast" it, as it's not there...
The moon should give enough light for a shadow.
Title: Re: The Lure of the Sirine's Call is released!
Post by: agb1 on December 05, 2016, 11:47:56 AM
The Extended Lighthouse Area component's changes to the WED file for AR3600 seems to cause a crash to desktop, at least for EE (haven't tested on classic).  I'm also not able to view the area using Near Infinity when this WED file is present - reverting the WED file resolves the crashes and makes it possible for Near Infinity to view the area.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on June 09, 2017, 11:49:28 AM
The cre "J#Bren.CRE" has invalid dialogue strings attached (#2147483647). This was no problem in the classic games, I guess, but with BG:EE this gives "Invalid:xxxxx" notes in the dialogue box e.g. if Bren is talked to while he is walking to his mum.
Title: Re: The Lure of the Sirine's Call is released!
Post by: StefanO on October 27, 2017, 02:44:00 AM
Regarding an OSX Version:

v14 can be installed on OSX with one small adjustment: Change the folder name

SirinesCall/tools/tileconv/macosx

to

SirinesCall/tools/tileconv/osx
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on October 27, 2017, 02:48:19 AM
Thank you!
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on December 20, 2017, 12:51:22 PM
It's a real pity, but I have no idea what is causing the crashes of the new tis component, nor how it can be fixed.

If anyone more adept with area making can give me the solution, I'd be very grateful.

Apart from that, I have a new version ready that fixes some small things, e.g. the OSX install fix. As for the crashing tis - all I could offer is disabling the optional component until someone provides a fix.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Angel on January 02, 2018, 04:07:25 AM
Mod needs one adjustment on Linux, the directory "SirinesCall\tools\tileconv\linux" should be named "SirinesCall\tools\tileconv\unix".  Without that, installing gives this error:

ERROR: Failure("ERROR: \"tileconv\" does not exist at \"sirinescall/tools/tileconv/unix/x86_64/tileconv\"")

Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on January 03, 2018, 12:44:06 PM
Thank you! Fixed locally.

Only thing left is the crashing area...
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on January 31, 2018, 05:19:14 PM
fluke13 provided working tis/pvrz for EE, so v15 can be downloaded here (http://forums.pocketplane.net/index.php/topic,29738.new.html#new). Test reports welcome!
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on August 23, 2018, 10:45:12 AM
The Extended Lighthouse component seems to now / still (?) crash for BGT. Please let me know about your experience and bugreports.
Also, if anyone knows a fix please let me know.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on April 14, 2019, 09:31:02 AM
I have confirmed bug report that the Extended Lighthouse Area component crashes on BGT (and probably on Tutu). Do not install this component on BGT(Tutu) until this is fixed.

In case someone wants to provide fixes, I'd appreciate it.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Gwendolyne_FP on April 15, 2019, 05:36:17 PM
What's the issue? Something related to area files?
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on April 16, 2019, 04:08:29 AM
I don't know (yet)... It could be anything related to the night area: maybe it's the graphics, maybe it's one missing ambient, maybe it's the spawning of night creatures etc.
Title: Re: The Lure of the Sirine's Call is released!
Post by: Angel on April 17, 2019, 06:15:24 PM
Poking around a bit at this, I see that in BGT the night .wed file ar9500n.wed is missing.  In EE, the corresponding file ar3600n.wed is there.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on April 18, 2019, 09:34:47 AM
Oh. That would be a rather easy explanation. Thank you!

In case anyone wants to provide the night wed for BGT, that would be great.
Title: Re: The Lure of the Sirine's Call is released!
Post by: CamDawg on April 18, 2019, 11:57:05 AM
Poking around a bit at this, I see that in BGT the night .wed file ar9500n.wed is missing.  In EE, the corresponding file ar3600n.wed is there.

That's odd. Sirine's Call correctly installs this file on my BGT and the area works fine.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on April 18, 2019, 01:39:43 PM
OK now it gets complicated! :D
Looking at the mod package now I think the night area wed is provided. I have a definite report of a crashing night area on BGT, though.

One problem with the v15 package is that I don't really understand the tp2, and also what the .tbc files are for, etc..
Title: Re: The Lure of the Sirine's Call is released!
Post by: Gwendolyne_FP on April 18, 2019, 02:58:59 PM
tbc files are tis compressed files provided by Argent77's alternative tool for tisunpack.
mbc for compressed mos files.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on April 19, 2019, 12:12:05 PM
Thanks! I think I should have known that already.  :-[
Title: Re: The Lure of the Sirine's Call is released!
Post by: The Imp on May 01, 2019, 06:56:20 AM
Sorry for the arbitary and random post... but: Let it be known that at least the v15 contains this:
   OUTER_SPRINT "Lighthouse_BlackAlaricsCave" "BG3601"
in, \SirinesCall\lib/eet_cpmvars.tpa

... but I really needed this.
Title: Re: The Lure of the Sirine's Call is released!
Post by: jastey on May 01, 2019, 01:22:13 PM
I saw the discussion at G3 but I am not sure what it means for LoSC.
Title: Re: The Lure of the Sirine's Call is released!
Post by: The Imp on May 02, 2019, 03:27:27 PM
Never mind... the mod that was actually responsible is the "Calling (https://www.gibberlings3.net/mods/quests/thecalling/)" mod. Sorry for the misidentification. Yours just re... minded me of last time we ran into this and I failed to remember the exact facts.