Pocket Plane Group

BG1 Completed Mods => BG1 Unfinished Business => BG1UB Workroom => Topic started by: Salk on April 22, 2006, 01:32:30 AM

Title: Salk's Suggestions
Post by: Salk on April 22, 2006, 01:32:30 AM
As reported in another forum, zombies have the skeleton sounds associated to their "Dying" and "Hit" variables...We should correct this...

One more thing, can you please check if the description of the Wyvern's Head is missing informations about its weight ? If it's so in a plain BG1 installation with Baldurdash I'd say it's time to patch this up...
Title: Re: Salk's Suggestions
Post by: Macready on April 22, 2006, 08:24:43 AM
Hello -

As reported in another forum, zombies have the skeleton sounds associated to their "Dying" and "Hit" variables...We should correct this...

The next version of EasyTutu already includes this correction.  I am happy to donate the code if you want it.
Title: Re: Salk's Suggestions
Post by: Salk on April 22, 2006, 10:02:14 AM
It would be really nice of you, Macready. Thanks. I'm sure Icelus would welcome it...
Title: Re: Salk's Suggestions
Post by: icelus on April 22, 2006, 01:05:54 PM
I'll take a look at the wyvern thing, and thanks, Mac, for any code donations.  I'll probably just use them in the BG1 version if you've got the Tutu end covered.
Title: Re: Salk's Suggestions
Post by: Macready on April 22, 2006, 01:49:54 PM
Hello -

I'll take a look at the wyvern thing, and thanks, Mac, for any code donations.  I'll probably just use them in the BG1 version if you've got the Tutu end covered.

This is pretty similar to the soundset code I posted the other day...same basic idea.

Code: [Select]
/* A few zombies have incorrect soundsets */
COPY_EXISTING ~_ombie_b.cre~ ~override/macdummy.cre~

  /* Read creature soundset array in one chunk */
  READ_ASCII 0x00A4 "creatureSoundset" (400)

  BUT_ONLY_IF_IT_CHANGES

COPY_EXISTING ~_ombie_a.cre~ ~override~
~_zombie.cre~ ~override~
~_zombieb.cre~ ~override~

  WRITE_EVALUATED_ASCII 0x00A4 "%creatureSoundset%" #400

Those are the Tutu CRE names...you'd just have to switch them to BG1 names.  In this case, I am using _ombie_b as a model for fixing the incorrect ones: _ombie_a, _zombie and _zombieb.
Title: Re: Salk's Suggestions
Post by: icelus on April 22, 2006, 02:08:41 PM
Soundsets have become my bane.  :(
Title: Re: Salk's Suggestions
Post by: Salk on April 22, 2006, 04:06:04 PM
There are some encounters dialogues that I believe should be fixed and they all have as common problem that they make reference to a situation that is no longer existant.

So far I found these:

* Ingot (AR5200), a Gnoll that advises you about a prisoner hold in the Gnoll fortress even if Dynaheir is in the party. Is it possible to cancel such encounter once Dynaheir is set free ?

* Takiya (AR1600) speaks to you about the druid Faldorn even if you have just spoken to her inviting you to meet her. The whole dialogue seems quite inconsistent in that case...

* More serious this one: Laryssa, cousin of Brage will still confront you after you finished the quest demanding you to leave poor Brage alone (AR4100)

I am sure that there are more inconsistencies that I didn't encounter in my game. Would it be difficult to patch the dialogues somehow so that they reflect what has happened ?
Title: Re: Salk's Suggestions
Post by: Macready on April 22, 2006, 04:23:43 PM
Hello -

There are some encounters dialogues that I believe should be fixed and they all have as common problem that they make reference to a situation that is no longer existant.

So far I found these:

* Ingot (AR5200), a Gnoll that advises you about a prisoner hold in the Gnoll fortress even if Dynaheir is in the party. Is it possible to cancel such encounter once Dynaheir is set free ?

* More serious this one: Laryssa, cousin of Brage will still confront you after you finished the quest demanding you to leave poor Brage alone (AR4100)

I can fix these pretty easily for the next version of EasyTutu.

Quote
* Takiya (AR1600) speaks to you about the druid Faldorn even if you have just spoken to her inviting you to meet her. The whole dialogue seems quite inconsistent in that case...

This seems fine as is.  If Faldorn is in the party, Takiyah already acknowledges it.  If Faldorn is not in the party, how would she know whether or not you have already spoken to her?
Title: Re: Salk's Suggestions
Post by: Salk on April 22, 2006, 04:30:23 PM
MacReady,

you're right but what I meant to say about the dialogue with Takiya is that you get a journal update recording his advice of speaking with Faldorn despite having done it few seconds before...
Title: Re: Salk's Suggestions
Post by: Salk on April 22, 2006, 04:45:03 PM
One more thing, something strange that has always happened when I played TotSC: sometimes in the open one of my party members is struck by a lightning but receives no damage despite the visual and audible effect. Can you reproduce such a situation ? I am not sure it happens only with bad weather but I am sure it only happens in the open...
Title: Re: Salk's Suggestions
Post by: Echon on April 22, 2006, 05:08:19 PM
That is not a bug on your installation but a feature they did not finish or fully remove. It happens to everybody once in a while.

-Echon
Title: Re: Salk's Suggestions
Post by: icelus on April 22, 2006, 05:14:50 PM
Isn't lightning (and its effects) hardcoded?
Title: Re: Salk's Suggestions
Post by: Macready on April 22, 2006, 05:28:02 PM
Hello -

Isn't lightning (and its effects) hardcoded?

All I know is that it scares the shit out of me when I'm playing with headphones on.


@Salk:
Quote
you get a journal update recording his advice of speaking with Faldorn despite having done it few seconds before...

I see your point, but the journal entry serves a dual purpose: it also is another component of the broader "go trash the mine" quest.  I'd say so long as you haven't flooded the mines, that is an OK entry.
Title: Re: Salk's Suggestions
Post by: devSin on April 22, 2006, 05:43:34 PM
SimDing0 found the spell once, but I don't know if it was for Tutu only, or also BG1.

In BG2, the damage is electricity (50 @ mode 3), which deals 50% max HP damage. I don't know if it's the same in BG1; if so, it must not work. We could always try mode 2 (not to be confused with mode 3, this sets current HP to % of max HP), but I don't think the fans would rejoice at getting beat up by lightning (assuming the spell even exists in BG1).

It scares the shit out of me too.
Title: Re: Salk's Suggestions
Post by: SimDing0™ on April 22, 2006, 05:44:34 PM
I think I found the spell, but I never tested it ingame because I wasn't going to sit about for hours waiting to be hit by lightning.
Title: Re: Salk's Suggestions
Post by: Echon on April 22, 2006, 05:46:18 PM
What I meant was that getting hit by a bolt of lightning for 0 damage seems unfinished.

-Echon
Title: Re: Salk's Suggestions
Post by: devSin on April 22, 2006, 05:50:14 PM
I think I found the spell, but I never tested it ingame because I wasn't going to sit about for hours waiting to be hit by lightning.
Try setting the rain and lightning probs to 100% or more.
What I meant was that getting hit by a bolt of lightning for 0 damage seems unfinished.
We could always change it to the falling cow?
Title: Re: Salk's Suggestions
Post by: icelus on April 22, 2006, 05:55:17 PM
u suk
Title: Re: Salk's Suggestions
Post by: Macready on April 22, 2006, 10:13:47 PM
Hello -

* Ingot (AR5200), a Gnoll that advises you about a prisoner hold in the Gnoll fortress even if Dynaheir is in the party. Is it possible to cancel such encounter once Dynaheir is set free ?

* More serious this one: Laryssa, cousin of Brage will still confront you after you finished the quest demanding you to leave poor Brage alone (AR4100)

OK, these are coded.  I just have to test it.

I'm surprised you had that Laryssa issue.  It looked like she is scripted to force talk you on sight, a couple seconds after she sees you.  Once that happens, the only possible results are her leaving or fighting you.
Title: Re: Salk's Suggestions
Post by: Salk on April 23, 2006, 01:04:27 AM
I am not sure I have understood: can we or can we not get rid of that silly lightning striking the party and having no real effect in the game ?

MacReady,

I don't understand your surprise about what I reported with Laryssa. She talks to me normally like she'd always do, only that this encounter, once Brage is gone, has no meaning...
Title: Re: Salk's Suggestions
Post by: Salk on April 23, 2006, 01:23:45 AM
Icelus,

forgive my probably silly question but since it's you now mantaining the BG1 Fixpack over at G3's, would it be so stupid to incorporate it into Unfinished Business ?

I know it's far from being complete but you could work on it while dealing with newer releases of UB...
Title: Re: Salk's Suggestions
Post by: Macready on April 23, 2006, 07:46:41 AM
Hello -

I don't understand your surprise about what I reported with Laryssa. She talks to me normally like she'd always do, only that this encounter, once Brage is gone, has no meaning...

Like I said, she is scripted to force talk you on sight (at least in Tutu).  It wouldn't be easy to talk to Brage first, unless you were sneaking or invisible as you approached.  Once you have talked to her, Enemy() or EscapeArea() are the only possible results in her dialog.
Title: Re: Salk's Suggestions
Post by: Salk on April 23, 2006, 08:28:10 AM
It's just enough that you come from south and you won't meet Laryssa first... :)
Title: Re: Salk's Suggestions
Post by: devSin on April 23, 2006, 09:26:52 AM
I am not sure I have understood: can we or can we not get rid of that silly lightning striking the party and having no real effect in the game ?
If it is a spell as suspected, then it would be trivial to remove the projectile and effects, but this isn't going to happen. Which leaves two choices: leave it alone, or fix it so that it does 50% of max HP damage (or at least some damage). Players may revolt if we suddenly start killing them with random lightning strikes, so I'm in favor of just letting it be.
Title: Re: Salk's Suggestions
Post by: icelus on April 23, 2006, 11:42:04 AM
Icelus,

forgive my probably silly question but since it's you now mantaining the BG1 Fixpack over at G3's

Uh, that's news to me.
Title: Re: Salk's Suggestions
Post by: Salk on April 23, 2006, 03:10:21 PM
Icelus,

I am just speaking of the BG1 Fixpack over at G3's...Development Wiki, you know... :P I seem to remember having seen you work on it with a couple of entries for the .tp2 ? If not forgive me...I'm getting old...
Title: Re: Salk's Suggestions
Post by: Salk on April 23, 2006, 03:11:55 PM
I am not sure I have understood: can we or can we not get rid of that silly lightning striking the party and having no real effect in the game ?
If it is a spell as suspected, then it would be trivial to remove the projectile and effects, but this isn't going to happen. Which leaves two choices: leave it alone, or fix it so that it does 50% of max HP damage (or at least some damage). Players may revolt if we suddenly start killing them with random lightning strikes, so I'm in favor of just letting it be.

Of course we can't let it give real damage...The removal of it would be the only sensible solution. Too bad it can't be done... :-\
Title: Re: Salk's Suggestions
Post by: icelus on April 23, 2006, 03:43:41 PM
Icelus,

I am just speaking of the BG1 Fixpack over at G3's...Development Wiki, you know... :P I seem to remember having seen you work on it with a couple of entries for the .tp2 ? If not forgive me...I'm getting old...

No, all I did was just post the code on the Wiki.  The BG1 Fixpack is still very much Idobek's project.
Title: Re: Salk's Suggestions
Post by: Salk on April 24, 2006, 01:22:28 AM
Is there a real reason why after flooding the Cloakwood's Mines we still have the Key to River Plug in the inventory. I say we might remove it after its use...

Just like the Wyvern Head also the Ankheg Shell comes with no information about its weight in the description in my installation...

I am approaching Baldur's Gate...
Title: Re: Salk's Suggestions
Post by: Salk on April 24, 2006, 03:48:54 AM
I finish the quest about the Umberlee Bowl in the hands of the fisherman in AR1400 demanding the bowl back to be returned to the Umberlee priestess dwelling north of here.

They give it to me and then turn hostile which is absolutely wrong. Can you reproduce this ? In the unmodded game I am 100% positive they do not become hostile but just leave and disappear (as it often happens when a quest is completed)...
Title: Re: Salk's Suggestions
Post by: Drew on April 25, 2006, 09:05:36 AM
@Salk: They actually turn hostile and disappear (if you don't kill them) in unmodded BG1.
Title: Re: Salk's Suggestions
Post by: Salk on April 25, 2006, 11:01:42 AM
Drew,

okay...then they behave the same but still it's something that needs to be patched. They should not turn hostile.
Title: Re: Salk's Suggestions
Post by: Salk on April 26, 2006, 04:39:05 AM
There are some problems with the Scrolls of Cone of Cold being part of the random treasures. I find them really too often. I count 16 scrolls of Cone of Cold found in the first part of the game. Can't they be part of a more rare random treasure category ? The way it is now unbalances the game as you get way too many of them...
Title: Re: Salk's Suggestions
Post by: SixOfSpades on April 27, 2006, 08:35:18 PM
Of course we can't let it [the weather lightning] give real damage...The removal of it would be the only sensible solution. Too bad it can't be done... :-\
Why can't we let it do real damage? If it's limited to, say, 25% of the victim's max. health, that seems a fair compromise. Only players who let their characters march around Badly Injured all the time would be at risk, and one could easily say that they deserve to be taught a lesson about roleplaying.

In a perfect world, the lightning would prefer to strike tall characters wearing metal armor and holding metal weapons, but I doubt that could ever be implemented. But is it not possible to alter the lightning spell to create an invisible creature next to a party member, and strike that instead of them?
Title: Re: Salk's Suggestions
Post by: icelus on April 27, 2006, 08:52:41 PM
If I were to mess around with the lightning, I'd make it kill the character.  Not many people can survive a lightning strike...
Title: Re: Salk's Suggestions
Post by: Salk on April 28, 2006, 01:44:22 AM
SixOfSpades,

this time we don't agree...A lightning that from the sky hits a characters and damages them (like Ice says if a lightning strikes you I don't think you can make it off with a small wound) is totally out of game contest not to mention it'd be comparable to one of those cheap deads I have always hated in games.

True is that with nothing we can do to remove this horrible bug (because I just consider it such), it's almost worse to have it deal no damage at all...Perhaps your suggestion of having it hit an invisible creature can be possible but I doubt it.

Ice,

having the strike directly kill the character would be absolutely horrible...Please do not mess with it...  ;D

Title: Re: Salk's Suggestions
Post by: ElfBane on April 28, 2006, 02:59:02 AM
The odds of even getting struck by lightning are quite high. Even when you walk around in thunderstorms, the odds are high.
Title: Re: Salk's Suggestions
Post by: Salk on April 28, 2006, 03:48:10 AM
Can we at least lower the odds in some way ? There must be some randomness in this...
Title: Re: Salk's Suggestions
Post by: devSin on April 28, 2006, 12:52:00 PM
If I were to mess around with the lightning, I'd make it kill the character.  Not many people can survive a lightning strike...

Quote from: Science
You're wrong.

:P
Title: Re: Salk's Suggestions
Post by: icelus on April 28, 2006, 01:08:28 PM
OK, I will concede that more people survive lightning stikes than are killed, but the effects of the strike, from the burns to internal tissue damage, etc., are severe and debilitating.  Characters should be knocked unconscious and dropped to, like, 1 HP.

But, since I've no intention of fucking around with the game's handling of lightning, this debate is pretty moot.
Title: Re: Salk's Suggestions
Post by: devSin on April 28, 2006, 01:23:44 PM
We could give the affected PCs a special script that introduces the stutter bug so Jaheira will have a nervous tick for the rest of the game!

Anyway, I voted to leave it alone at the very beginning, so no complaints from me.
Title: Re: Salk's Suggestions
Post by: icelus on April 30, 2006, 11:40:12 AM
One more thing, can you please check if the description of the Wyvern's Head is missing informations about its weight ? If it's so in a plain BG1 installation with Baldurdash I'd say it's time to patch this up...
Added, along with the Winter Wolf Pelt and the Ankheg Shell.
Title: Re: Salk's Suggestions
Post by: icelus on April 30, 2006, 11:51:26 AM
As reported in another forum, zombies have the skeleton sounds associated to their "Dying" and "Hit" variables...We should correct this...

Added.  Thanks, Macready.
Title: Re: Salk's Suggestions
Post by: icelus on April 30, 2006, 11:53:21 AM
Hello -

* Ingot (AR5200), a Gnoll that advises you about a prisoner hold in the Gnoll fortress even if Dynaheir is in the party. Is it possible to cancel such encounter once Dynaheir is set free ?

* More serious this one: Laryssa, cousin of Brage will still confront you after you finished the quest demanding you to leave poor Brage alone (AR4100)

OK, these are coded.  I just have to test it.

I'm surprised you had that Laryssa issue.  It looked like she is scripted to force talk you on sight, a couple seconds after she sees you.  Once that happens, the only possible results are her leaving or fighting you.

I'm lazy.  Would you up for sharing code?  :)
Title: Re: Salk's Suggestions
Post by: icelus on April 30, 2006, 12:35:17 PM
Is there a real reason why after flooding the Cloakwood's Mines we still have the Key to River Plug in the inventory. I say we might remove it after its use...

Just like the Wyvern Head also the Ankheg Shell comes with no information about its weight in the description in my installation...

I am approaching Baldur's Gate...

All added.
Title: Re: Salk's Suggestions
Post by: Macready on April 30, 2006, 10:39:15 PM
Hello -

* Ingot (AR5200), a Gnoll that advises you about a prisoner hold in the Gnoll fortress even if Dynaheir is in the party. Is it possible to cancel such encounter once Dynaheir is set free ?

* More serious this one: Laryssa, cousin of Brage will still confront you after you finished the quest demanding you to leave poor Brage alone (AR4100)

.
.

I'm lazy.  Would you up for sharing code?  :)

I will, if you want.  Laryssa I modified by changing the IF ~True()~ in her dialog state 0 to IF ~Global("MetBrage","GLOBAL",0)~, and more importantly, by doing an EXTEND_TOP of her override script (_larys.bcs) with this code:

Code: [Select]
IF
  Global("MetBrage","GLOBAL",1)
THEN
  RESPONSE #100
    EscapeArea()
END

As for Ingot, since his sole purpose is to sell the girl-trapped-at-gnoll-fortress quest, I just have him EscapeArea() if that quest is already done, eliminating the encounter entirely.
Title: Re: Salk's Suggestions
Post by: icelus on May 07, 2006, 11:49:39 AM
There are some problems with the Scrolls of Cone of Cold being part of the random treasures. I find them really too often. I count 16 scrolls of Cone of Cold found in the first part of the game. Can't they be part of a more rare random treasure category ? The way it is now unbalances the game as you get way too many of them...

Are any other beta testers getting this? 

You know, I'd really love to hear *something* from you guys.  :)