Pocket Plane Group
BG1 Completed Mods => BG1 Unfinished Business => BG1 Finished Business => Topic started by: icelus on April 08, 2006, 04:15:33 PM
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Alrighty, this is the first (and hopefully only) beta release for the mod.
Please report any bugs, questions, comments, criticisms, etc., about this release in this thread.
Enjoy. :)
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For those two people who downloaded the first file, um... please redownload. I aggregiously left out Sim's Mysterious Vial component, which was, like, a major addition. Sorry about that...
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On TotSC plus Baldurdash, Dudleyville's and FotD I report these errors during installation of the following components:
"Install Component [Creature Corrections]"
ERROR: Illegal 2-bye write ( ) offset 1862 of 1656-byte file ANDRIS.CRE
ERROR: [ANDRIS.CRE] -> [OVERRIDE] Patching failed (COPY) (Failure("ANDRIS.CRE: write out of bounds"))
Stopping installation because of error.
"Install Component [Item corrections and restorations]"
Not found space for SCRL2D after SCRL5I.
ERROR: [ULGOTH.STO] -> [OVERRIDE] Patching failed (COPY) (Invalid_argument("String.sub"))
Stopping installation because of error.
All the other components installed successfully.
EDIT: Fixed. -- icelus
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That means my ice island code works? Hell yeah!
Can you just comment out the following from the Tp2 before running?COPY_EXISTING ANDRIS.CRE OVERRIDE // Andris: CLCK12 (Knave's Robe)
WRITE_SHORT 0x746 0xffff // Removes from Cloak slot
WRITE_SHORT 0x726 0x0009 // Adds to Armor slot
BUT_ONLY_IF_IT_CHANGES
and thenCOPY_EXISTING ULGOTH.STO OVERRIDE // Ulgoth's Beard Store and Inn
ADD_STORE_ITEM ~SCRL2D~ AFTER ~SCRL5I~ #1 #1 #1 ~IDENTIFIED~ #1 // Animate Dead scroll, qty 1
ADD_STORE_ITEM ~SCRL2F~ AFTER ~SCRL2D~ #1 #1 #1 ~IDENTIFIED~ #1 // Cone of Cold scroll, qty 1
ADD_STORE_ITEM ~SCRL2H~ AFTER ~SCRL2F~ #1 #1 #1 ~IDENTIFIED~ #1 // Shadow Door scroll, qty 1
ADD_STORE_ITEM ~SCRL5L~ AFTER ~SCRL2H~ #1 #1 #1 ~IDENTIFIED~ #1 // Polymorph Other scroll, qty 1
ADD_STORE_ITEM ~SCRL61~ AFTER ~SCRL5L~ #1 #1 #1 ~IDENTIFIED~ #5 // Cure Critical Wounds, qty 5
ADD_STORE_ITEM ~SCRL62~ AFTER ~SCRL61~ #1 #1 #1 ~IDENTIFIED~ #1 // Flame Strike scroll, qty 1
ADD_STORE_ITEM ~SCRL63~ AFTER ~SCRL62~ #1 #1 #1 ~IDENTIFIED~ #3 // Raise Dead scroll, qty 3
ADD_STORE_ITEM ~SCRL5F~ AFTER ~SCRL63~ #1 #1 #1 ~IDENTIFIED~ #5 // Chaotic Commands, qty 5
ADD_STORE_ITEM ~SCRL5E~ AFTER ~SCRL5F~ #1 #1 #1 ~IDENTIFIED~ #5 // Champion's Strength, qty 5
ADD_STORE_ITEM ~BOLT05~ AFTER ~BOLT03~ #1 #1 #1 ~IDENTIFIED~ #10 // Bolt of Polymorphing, qty 10
ADD_STORE_ITEM ~BRAC01~ AFTER ~LEAT10~ #1 #1 #1 ~IDENTIFIED~ #1 // Bracers
ADD_STORE_ITEM ~BELT01~ AFTER ~BRAC01~ #1 #1 #1 ~IDENTIFIED~ #1 // Girdle
BUT_ONLY_IF_IT_CHANGES
Just add // (before the text) at the beginning of each line.
We may get better code for these later, although the store thing stinks of WeiDU.
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devSin,
I have done as you requested. The component "Creature Corrections" installs further untill I get a similar error:
ERROR: Illegal 2-bye write ( ) offset 1154 of 1116-byte file DRATAN.CRE
ERROR: [DRATAN.CRE] -> [OVERRIDE] Patching failed (COPY) (Failure("DRATAN.CRE: write out of bounds"))
Stopping installation because of error.
Same thing about the component [Item corrections and restorations]":
Not found space for BRAC01 after LEAT10.
ERROR: [ERDANE.STO] -> [OVERRIDE] Patching failed (COPY) (Invalid_argument("String.sub"))
Stopping installation because of error.
EDIT: Fixed. -- icelus
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OK. I'll see about these with icelus sometime tomorrow (it's ~1:30 here).
If you can make a copy of the Tp2 (as a backup; just in case), and then delete the whole section shown below, and then run it, you should get most of the corrections (cutting the following out shouldn't break anything). After deleting the code, save the file and then re-run the installation (hopefully everything will go smoothly this time).COPY_EXISTING AASIM.CRE OVERRIDE // Aasim (AR0615, Iron Throne Building)
WRITE_ASCII 0x478 ~SHLD04~ #8 // Change SHIELD04 to SHLD04
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING ALDETH.CRE OVERRIDE // Aldeth Sashenstar: MAGE04 (blur ring)
WRITE_SHORT 0x486 0xffff // Removes from Inventory Item 1
WRITE_SHORT 0x464 0x0005 // Adds to Left Ring slot
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING ANDRIS.CRE OVERRIDE // Andris: CLCK12 (Knave's Robe)
WRITE_SHORT 0x746 0xffff // Removes from Cloak slot
WRITE_SHORT 0x726 0x0009 // Adds to Armor slot
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING BHEREN.CRE OVERRIDE // Bheren: CLCK01 (Cloak of Protection +1)
WRITE_SHORT 0x444 0xffff // Removes from Quick Item 1
WRITE_SHORT 0x442 0x0002 // Adds to Cloak slot
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING DEZKIE.CRE OVERRIDE // Dezkiel: CLCK22 (Shandalar's Cloak)
WRITE_SHORT 0x5cc 0xffff // Removes from Quick Item 1
WRITE_SHORT 0x5ca 0x0006 // Adds to Cloak slot
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING DRATAN.CRE OVERRIDE // Dra'tan: AROW01 (Arrows)
WRITE_SHORT 0x482 0xffff // Removes from Quick Item 2
WRITE_SHORT 0x478 0x0004 // Adds to Cloak slot
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING MARCEL.CRE OVERRIDE // Marcellus: CLCK13 (Traveller's Robe)
WRITE_SHORT 0x576 0xffff // Removes from Cloak slot
WRITE_SHORT 0x556 0x0006 // Adds to Armor slot
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING NADARI.CRE OVERRIDE // Nadarin: BOOT02 (Boots of Stealth)
WRITE_SHORT 0x444 0xffff // Removes from Quick Item 1
WRITE_SHORT 0x430 0x0002 // Adds to Armor slot
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING RINNIE.CRE OVERRIDE // Rinnie: LEAT01 (Leather Armor)
WRITE_SHORT 0x446 0x0000 // Change SW1H07 to LEAT01
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING SHANDAL2.CRE OVERRIDE // Shandalar: CLCK16 (Cloak of the Neutral Archmagi)
WRITE_SHORT 0x4e2 0xffff // Removes from Cloak slot
WRITE_SHORT 0x4c2 0x0001 // Adds to Armor slot
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING ZHURLO.CRE OVERRIDE // Zhurlong: LEAT01 (Leather Armor)
WRITE_SHORT 0x40e 0x0000 // Change SW1H07 to LEAT01
BUT_ONLY_IF_IT_CHANGES
For the stores, I would just delete the following code from the Tp2 (after you've made the backup copy).COPY_EXISTING ULGOTH.STO OVERRIDE // Ulgoth's Beard Store and Inn
ADD_STORE_ITEM ~SCRL2D~ AFTER ~SCRL5I~ #1 #1 #1 ~IDENTIFIED~ #1 // Animate Dead scroll, qty 1
ADD_STORE_ITEM ~SCRL2F~ AFTER ~SCRL2D~ #1 #1 #1 ~IDENTIFIED~ #1 // Cone of Cold scroll, qty 1
ADD_STORE_ITEM ~SCRL2H~ AFTER ~SCRL2F~ #1 #1 #1 ~IDENTIFIED~ #1 // Shadow Door scroll, qty 1
ADD_STORE_ITEM ~SCRL5L~ AFTER ~SCRL2H~ #1 #1 #1 ~IDENTIFIED~ #1 // Polymorph Other scroll, qty 1
ADD_STORE_ITEM ~SCRL61~ AFTER ~SCRL5L~ #1 #1 #1 ~IDENTIFIED~ #5 // Cure Critical Wounds, qty 5
ADD_STORE_ITEM ~SCRL62~ AFTER ~SCRL61~ #1 #1 #1 ~IDENTIFIED~ #1 // Flame Strike scroll, qty 1
ADD_STORE_ITEM ~SCRL63~ AFTER ~SCRL62~ #1 #1 #1 ~IDENTIFIED~ #3 // Raise Dead scroll, qty 3
ADD_STORE_ITEM ~SCRL5F~ AFTER ~SCRL63~ #1 #1 #1 ~IDENTIFIED~ #5 // Chaotic Commands, qty 5
ADD_STORE_ITEM ~SCRL5E~ AFTER ~SCRL5F~ #1 #1 #1 ~IDENTIFIED~ #5 // Champion's Strength, qty 5
ADD_STORE_ITEM ~BOLT05~ AFTER ~BOLT03~ #1 #1 #1 ~IDENTIFIED~ #10 // Bolt of Polymorphing, qty 10
ADD_STORE_ITEM ~BRAC01~ AFTER ~LEAT10~ #1 #1 #1 ~IDENTIFIED~ #1 // Bracers
ADD_STORE_ITEM ~BELT01~ AFTER ~BRAC01~ #1 #1 #1 ~IDENTIFIED~ #1 // Girdle
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING ERDANE.STO OVERRIDE // Erdane
ADD_STORE_ITEM ~BOLT05~ AFTER ~BOLT03~ #1 #1 #1 ~IDENTIFIED~ #60 // Bolt of Polymorphing, qty 60
ADD_STORE_ITEM ~BRAC01~ AFTER ~LEAT10~ #1 #1 #1 ~IDENTIFIED~ #1 // Bracers
ADD_STORE_ITEM ~BELT01~ AFTER ~BRAC01~ #1 #1 #1 ~IDENTIFIED~ #1 // Girdle
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING HIGHHEDG.STO OVERRIDE // High Hedge
ADD_STORE_ITEM ~BOLT05~ AFTER ~BOLT04~ #1 #1 #1 ~IDENTIFIED~ #200 // Bolt of Polymorphing, qty 200
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING FRIEND.STO OVERRIDE // Friendly Arm Inn
ADD_STORE_ITEM ~XBOW02~ AFTER ~XBOW04~ #1 #1 #1 ~IDENTIFIED~ #1 // Heavy Crossbow +1, qty 1
ADD_STORE_ITEM ~BRAC01~ AFTER ~SHLD02~ #1 #1 #1 ~IDENTIFIED~ #1 // Bracers
ADD_STORE_ITEM ~BELT01~ AFTER ~BRAC01~ #1 #1 #1 ~IDENTIFIED~ #1 // Girdle
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING INN2616.STO OVERRIDE // Candlekeep Inn
INN3304.STO OVERRIDE // Jovial Juggler
STO1112.STO OVERRIDE // General Store
STO1320.STO OVERRIDE // General Store
ADD_STORE_ITEM ~BRAC01~ AFTER ~LEAT04~ #1 #1 #1 ~IDENTIFIED~ #1 // Bracers
ADD_STORE_ITEM ~BELT01~ AFTER ~BRAC01~ #1 #1 #1 ~IDENTIFIED~ #1 // Girdle
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING INN4803.STO OVERRIDE // Nashkel Store
ADD_STORE_ITEM ~BRAC01~ AFTER ~LEAT01~ #1 #1 #1 ~IDENTIFIED~ #1 // Bracers
ADD_STORE_ITEM ~BELT01~ AFTER ~BRAC01~ #1 #1 #1 ~IDENTIFIED~ #1 // Girdle
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING TAERUM.STO OVERRIDE // Thunderhammer Smithy
ADD_STORE_ITEM ~BRAC01~ AFTER ~BULL02~ #1 #1 #1 ~IDENTIFIED~ #1 // Bracers
ADD_STORE_ITEM ~BELT01~ AFTER ~BRAC01~ #1 #1 #1 ~IDENTIFIED~ #1 // Girdle
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING STO0703.STO OVERRIDE // Sorcerous Sundries
ADD_STORE_ITEM ~BOLT05~ AFTER ~BOLT04~ #1 #1 #1 ~IDENTIFIED~ #100 // Bolt of Polymorphing, qty 60
BUT_ONLY_IF_IT_CHANGES
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I had no errors during installation of the mod. I'm running the game as follows...
Original Saga
Dudleyville Fixpaks
EoU
BG1UB----loaded last as per instructions
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COPY_EXISTING AASIM.CRE OVERRIDE // Aasim (AR0615, Iron Throne Building)
WRITE_ASCII 0x478 ~SHLD04~ #8 // Change SHIELD04 to SHLD04
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING ALDETH.CRE OVERRIDE // Aldeth Sashenstar: MAGE04 (blur ring)
WRITE_SHORT 0x486 0xffff // Removes from Inventory Item 1
WRITE_SHORT 0x464 0x0005 // Adds to Left Ring slot
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING ANDRIS.CRE OVERRIDE // Andris: CLCK12 (Knave's Robe)
WRITE_SHORT 0x746 0xffff // Removes from Cloak slot
WRITE_SHORT 0x726 0x0009 // Adds to Armor slot
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING BHEREN.CRE OVERRIDE // Bheren: CLCK01 (Cloak of Protection +1)
WRITE_SHORT 0x444 0xffff // Removes from Quick Item 1
WRITE_SHORT 0x442 0x0002 // Adds to Cloak slot
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING DEZKIE.CRE OVERRIDE // Dezkiel: CLCK22 (Shandalar's Cloak)
WRITE_SHORT 0x5cc 0xffff // Removes from Quick Item 1
WRITE_SHORT 0x5ca 0x0006 // Adds to Cloak slot
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING DRATAN.CRE OVERRIDE // Dra'tan: AROW01 (Arrows)
WRITE_SHORT 0x482 0xffff // Removes from Quick Item 2
WRITE_SHORT 0x478 0x0004 // Adds to Cloak slot
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING MARCEL.CRE OVERRIDE // Marcellus: CLCK13 (Traveller's Robe)
WRITE_SHORT 0x576 0xffff // Removes from Cloak slot
WRITE_SHORT 0x556 0x0006 // Adds to Armor slot
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING NADARI.CRE OVERRIDE // Nadarin: BOOT02 (Boots of Stealth)
WRITE_SHORT 0x444 0xffff // Removes from Quick Item 1
WRITE_SHORT 0x430 0x0002 // Adds to Armor slot
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING RINNIE.CRE OVERRIDE // Rinnie: LEAT01 (Leather Armor)
WRITE_SHORT 0x446 0x0000 // Change SW1H07 to LEAT01
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING SHANDAL2.CRE OVERRIDE // Shandalar: CLCK16 (Cloak of the Neutral Archmagi)
WRITE_SHORT 0x4e2 0xffff // Removes from Cloak slot
WRITE_SHORT 0x4c2 0x0001 // Adds to Armor slot
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING ZHURLO.CRE OVERRIDE // Zhurlong: LEAT01 (Leather Armor)
WRITE_SHORT 0x40e 0x0000 // Change SW1H07 to LEAT01
BUT_ONLY_IF_IT_CHANGES
Fuck fuck fuckity fuck fuck fuck.
These are all going to require WHILE loops, aren't they? :'(
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It's been suggested (and I'll keep the suggestor anonymous unless they want to 'fess up) that I can REPLACE_TEXTUALLY and ADD_CRE_ITEM all of these. Unless a ninja would like to donate code to the Make UB Code Purdy Fund, I'm going to go that route. :)
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Moving items around is a fairly substantial portion of creature fixes in Fixpack. I'd be willing to bet you have a big pile of ready-made code for most of these. :)
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The .sto errors are indirectly due to FotD. For instance, scrolls are no longer able to be purchased in Ulgoth's Beard, hence the error trying to add items after existing scrolls. I've asked TheBigg for a modification of the WeiDU ADD_STORE_ITEM command. If that doesn't work, then we'll have to get fancier. :(
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Moving items around is a fairly substantial portion of creature fixes in Fixpack. I'd be willing to bet you have a big pile of ready-made code for most of these. :)
Slavedriver.
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Icelus,
should I wait untill you put up a FotD compatible version before I go through the game ?
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No, go ahead and keep playing. At the moment it seems it's only affecting stores.
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Have any other installation popped up for anyone? So far I'm pretty sure how to nail down the ones that have popped up so far.
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I had no errors during installation of the mod. I'm running the game as follows...
Original Saga
Dudleyville Fixpaks
EoU
BG1UB----loaded last as per instructions
You may still note some issues, perhaps crashes, when it comes to non-joinable NPCs. Because of the code that rearranges some of their inventories is a bit too strict, changes made by Dudleyville and EoU may cause problems. This is something I need to fix on my end, however, but still let me know if you notice anything odd.
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Ok,, I will. I'm to the FAI and getting ready to travel South. I will "usually" clear out an area first time in...but not always. Will keep you posted if something stange and unusual happens(DOES'NT IT ALWAYS !!!).
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Icelus,
a couple of (perhaps stupid) questions:
why move boot02.itm in Nadari.cre to Armor and not Boots slot ?
and why making a girdle and bracers+1 available at the Jovial Juggler where they sell only drinks ?
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I can't be sure this depends on UB but in Candlekeep both Jondalar and the Gatewarden appear in different locations in the map. As consequence Jondalar never spawns the archer that should shoot you and the Gatewarden never takes you to the house of the illusionist for training group fighting.
EDIT: Fixed. -- icelus
Still in Candlekeep: the Voices and the Chanter chanting their prophecies display no text when I click on them.
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why move boot02.itm in Nadari.cre to Armor and not Boots slot ?
It doesn't. At least, it shouldn't. That's just a typo in my commenting. The hex offset *should* be for the boots, not the armor slot. But, because of changes that might have been made by Dudleyville or FOTD, the offsets may not be the same, which is why I need to fix that section of the code.
and why making a girdle and bracers+1 available at the Jovial Juggler where they sell only drinks ?
Wow, I didn't notice that. I may enable buying and selling there, as it comes with a fully-stocked store, but the flags are not set for buying and selling.
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I can't be sure this depends on UB but in Candlekeep both Jondalar and the Gatewarden appear in different locations in the map. As consequence Jondalar never spawns the archer that should shoot you and the Gatewarden never takes you to the house of the illusionist for training group fighting.
Still in Candlekeep: the Voices and the Chanter chanting their prophecies display no text when I click on them.
UB makes no edits to Jondalar, and I'll check to make sure if assigning the Gatewarden a certain script is what's messing him up. No clue about the Voices/Chanter.
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I can't be sure this depends on UB but in Candlekeep both Jondalar and the Gatewarden appear in different locations in the map. As consequence Jondalar never spawns the archer that should shoot you and the Gatewarden never takes you to the house of the illusionist for training group fighting.
Still in Candlekeep: the Voices and the Chanter chanting their prophecies display no text when I click on them.
Jondalar spawned Ok for me, however the Gatewarden spawned very close to Hull. As soon as I closed dialog with Hull, the Gatewarden initiated dialog. When completing dialog with the GW, he walked away. I didn't follow immediately(went to get the free potion from the infirmary), but when I did go to the warehouse, the group combat tutorial with Obe went normally.
EDIT: Fixed. -- icelus
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Both Jondalar and the Gatewarden appears too soon in my case but as for ElfBane the group tutorial went flawlessly.
There is another funny thing that has happened but I am almost sure that it's not a UB problem.
At the Friendly Arm Inn I explore all around and return the ring to Joia and what happens ? When I exit, the fog of war is back and I find again the hobgoblins carrying the same equipment (among the rest, a second Joia's flamedance ring).
I think it's a Dudley bug but I can't be sure. You have Dudley too Elfbane. Can you try and duplicate this ?
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I'll remove the new script assignment for the Gatewarden. As for the FAI bug... I'm fairly certain that's not caused by UB. I can't recall any edits made to the exterior area, only to the interior of the inn itself.
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Hey Icelus and Echon,
Using BG+TotSC (3CD set), with Baldurdash Fixes, with Dudley Fixes, and with FotD v1.04, I too get the same error messages during installation as Salk above. But when I uninstalled FotD, BG1UB installed perfectly (even with several other Mods added like: DSotSC v1.03B, Item Vault v4, Herbs & Potions v1.0.1, BG1 Adventure Pack v1.04 & v1.05, and Jastey's Slime Quest v1.5).
When I went back to just FotD and BG1UB together, I still received error messages. So what I did was rename the problem files during installation and retry, which gave me the following list of problem FotD &/or BG1UB files:
Creature Corrections: 1) ANDRIS.CRE 2) DRATAN.CRE
[./override/ANDRIS.CRE] loaded, 1656 bytes
ERROR: illegal 2-byte write (ÿÿ) offset 1862 of 1656-byte file ANDRIS.CRE
ERROR: [ANDRIS.CRE] -> [OVERRIDE] Patching Failed (COPY) (Failure("ANDRIS.CRE: write out of bounds"))
[./override/DRATAN.CRE] loaded, 1116 bytes
ERROR: illegal 2-byte write (ÿÿ) offset 1154 of 1116-byte file DRATAN.CRE
ERROR: [DRATAN.CRE] -> [OVERRIDE] Patching Failed (COPY) (Failure("DRATAN.CRE: write out of bounds"))
Item Corrections: 1) ULGOTH.STO 2) ERDANE.STO 3) FRIEND.STO 4) STO1112.STO 5) STO1320.STO 6) STO4803.STO 7) TAERUM.STO
Patching SCRL2D.ITM into store...
Not found space for SCRL2D after SCRL5I.
ERROR: [ULGOTH.STO] -> [OVERRIDE] Patching Failed (COPY) (Invalid_argument("String.sub"))
Patching BRAC01.ITM into store...
Not found space for BRAC01 after LEAT10.
ERROR: [ERDANE.STO] -> [OVERRIDE] Patching Failed (COPY) (Invalid_argument("String.sub"))
Patching BRAC01.ITM into store...
Not found space for BRAC01 after SHLD06.
ERROR: [FRIEND.STO] -> [OVERRIDE] Patching Failed (COPY) (Invalid_argument("String.sub"))
Patching BRAC01.ITM into store...
Not found space for BRAC01 after LEAT04.
ERROR: [STO1112.STO] -> [OVERRIDE] Patching Failed (COPY) (Invalid_argument("String.sub"))
Patching BRAC01.ITM into store...
Not found space for BRAC01 after LEAT04.
ERROR: [STO1320.STO] -> [OVERRIDE] Patching Failed (COPY) (Invalid_argument("String.sub"))
Copying and patching 1 file ...
[./override/STO4803.STO] loaded, 1924 bytes
ERROR: [STO4803.STO] -> [OVERRIDE] Patching Failed (COPY) (Invalid_argument("String.sub"))
Patching BRAC01.ITM into store...
Not found space for BRAC01 after BULL02.
ERROR: [TAERUM.STO] -> [OVERRIDE] Patching Failed (COPY) (Invalid_argument("String.sub"))
After I renamed the above files, BG1UB did install without errors, but of course I then lost all the FotD store changes and BG1UB item updates. I will email you my BG1UB degub file for evaluation.
Thanks again for the opportunity,
LoneRogue
EDIT: Fixed. -- icelus
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Is the new Gatewarden script similar in some way to the one that in Nashkel Neira (if I remember well) the bounty hunter has ?
I am asking because the dialogue starts immediately as I enter the Inn...She is still pretty far from the party as she starts speaking to us and I am sure that in the unmodded version she walks much closer before her dialogue is triggered.
I must say though that I maybe like better like it is now because she can start using her magic from distance and can be a little more challenging...
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No, he still has the INITDLG script assigned, I just added an additional script to his repetoire. It was a mistake, shame on me. :)
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Both Jondalar and the Gatewarden appears too soon in my case but as for ElfBane the group tutorial went flawlessly.
There is another funny thing that has happened but I am almost sure that it's not a UB problem.
At the Friendly Arm Inn I explore all around and return the ring to Joia and what happens ? When I exit, the fog of war is back and I find again the hobgoblins carrying the same equipment (among the rest, a second Joia's flamedance ring).
I think it's a Dudley bug but I can't be sure. You have Dudley too Elfbane. Can you try and duplicate this ?
I couldn't duplicate the Joia bug. Everything only happens once.
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I don't believe I got any XP when doing the Kagain's "find Silvershields son" mini-quest. Intentional?
EDIT: Fixed. -- icelus
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I don't believe I got any XP when doing the Kagain's "find Silvershields son" mini-quest. Intentional?
That was a direct port of Ascension64's BGT Tweak component. I don't think he included any XP rewards. I don't think it really justifies any, though. Anyone have any thoughts on this?
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BG1 doesn't grant quest XP, does it?
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Yes, it does Sim...
Icelus,
I think it would be fair to give a small XP reward for finishing the quest...
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But... I dunno. You don't really *do* anything. It's not a FedEx quest or involve a battle or anything. And Kagain's not especially worried about it, anyway.
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My two cents: you get jack.
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On the second floor of the Burning Wizard one of the sitting commoner has no dialogue script. I know it's not a UB bug but perhaps you might want to fix it anyway since you're at it...
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I'm in favor of some XP. Not really as a reward, but a small indication that the player actually did something. Hey! Look. Progress. Maybe this game does have a plot in here, somewhere...
On the second floor of the Burning Wizard one of the sitting commoner has no dialogue script. I know it's not a UB bug but perhaps you might want to fix it anyway since you're at it...
Baldur's Gate has bunches of cres with no dialogue and those dumb default click sounds. Unless Gorion is missing a dialogue, I don't think it's necessary to start assigning these left and right.
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On the second floor of the Burning Wizard one of the sitting commoner has no dialogue script. I know it's not a UB bug but perhaps you might want to fix it anyway since you're at it...
Baldur's Gate has bunches of cres with no dialogue and those dumb default click sounds. Unless Gorion is missing a dialogue, I don't think it's necessary to start assigning these left and right.
Will those characters make Tutu spit out the "Nothing to say to you" BS, though?
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Will those characters make Tutu spit out the "Nothing to say to you" BS, though?
Yes, but that's Tutu's problem. Not only do they have CREs with no dialogue, but most of the dialogues eventually turn false. I'm not a fan of just choosing generic dialogues to give to everybody to help bridge the style of BG and BGII.
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No. That bug has been fixed in Tutu for approximately ever.
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Don't they still display "has nothing to say to you," even with the default sound string set?
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Probably. But that just means they don't have anything to say to you...apart from their voiced line!
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OK, good. No work to do here, then.
I'm still not so sure about an XP reward for Kagain's quest. Wouldn't a "your journal has been updated" prompt be sufficient. Or I could code it to play a chorus of trumpets!
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Squirrels... everywhere squirrels!
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Icelus,
generally speaking I always believe that every quest solved should have an at least minimum XP rewards just like DevSin says. I consider an "official" quest everything that's recorded in the journal... :pirate
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OK, the installation errors involving the .cre files should now be fixed. I'm waiting on the new WeiDU to fix the .sto errors. I will release a new beta just as soon as that happens.
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and why making a girdle and bracers+1 available at the Jovial Juggler where they sell only drinks ?
Wow, I didn't notice that. I may enable buying and selling there, as it comes with a fully-stocked store, but the flags are not set for buying and selling.
Buying items from the Jovial Juggler, as well as identifying and stealing items, are now restored at the Jovial Juggler.
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Hey Icelus and Echon,
Using BG+TotSC (3CD set), with Baldurdash Fixes, with Dudley Fixes, and with FotD v1.04, I too get the same error messages during installation as Salk above. But when I uninstalled FotD, BG1UB installed perfectly (even with several other Mods added like: DSotSC v1.03B, Item Vault v4, Herbs & Potions v1.0.1, BG1 Adventure Pack v1.04 & v1.05, and Jastey's Slime Quest v1.5).
When I went back to just FotD and BG1UB together, I still received error messages. So what I did was rename the problem files during installation and retry, which gave me the following list of problem FotD &/or BG1UB files:
Creature Corrections: 1) ANDRIS.CRE 2) DRATAN.CRE
[./override/ANDRIS.CRE] loaded, 1656 bytes
ERROR: illegal 2-byte write (ÿÿ) offset 1862 of 1656-byte file ANDRIS.CRE
ERROR: [ANDRIS.CRE] -> [OVERRIDE] Patching Failed (COPY) (Failure("ANDRIS.CRE: write out of bounds"))
[./override/DRATAN.CRE] loaded, 1116 bytes
ERROR: illegal 2-byte write (ÿÿ) offset 1154 of 1116-byte file DRATAN.CRE
ERROR: [DRATAN.CRE] -> [OVERRIDE] Patching Failed (COPY) (Failure("DRATAN.CRE: write out of bounds"))
Item Corrections: 1) ULGOTH.STO 2) ERDANE.STO 3) FRIEND.STO 4) STO1112.STO 5) STO1320.STO 6) STO4803.STO 7) TAERUM.STO
Patching SCRL2D.ITM into store...
Not found space for SCRL2D after SCRL5I.
ERROR: [ULGOTH.STO] -> [OVERRIDE] Patching Failed (COPY) (Invalid_argument("String.sub"))
Patching BRAC01.ITM into store...
Not found space for BRAC01 after LEAT10.
ERROR: [ERDANE.STO] -> [OVERRIDE] Patching Failed (COPY) (Invalid_argument("String.sub"))
Patching BRAC01.ITM into store...
Not found space for BRAC01 after SHLD06.
ERROR: [FRIEND.STO] -> [OVERRIDE] Patching Failed (COPY) (Invalid_argument("String.sub"))
Patching BRAC01.ITM into store...
Not found space for BRAC01 after LEAT04.
ERROR: [STO1112.STO] -> [OVERRIDE] Patching Failed (COPY) (Invalid_argument("String.sub"))
Patching BRAC01.ITM into store...
Not found space for BRAC01 after LEAT04.
ERROR: [STO1320.STO] -> [OVERRIDE] Patching Failed (COPY) (Invalid_argument("String.sub"))
Copying and patching 1 file ...
[./override/STO4803.STO] loaded, 1924 bytes
ERROR: [STO4803.STO] -> [OVERRIDE] Patching Failed (COPY) (Invalid_argument("String.sub"))
Patching BRAC01.ITM into store...
Not found space for BRAC01 after BULL02.
ERROR: [TAERUM.STO] -> [OVERRIDE] Patching Failed (COPY) (Invalid_argument("String.sub"))
After I renamed the above files, BG1UB did install without errors, but of course I then lost all the FotD store changes and BG1UB item updates. I will email you my BG1UB degub file for evaluation.
Thanks again for the opportunity,
LoneRogue
Yeah, these are all indirectly related to FotD and my lazy coding. FotD makes many, many changes to these files, and my code didn't account for those changes. The new code should (I shall cross my fingers).
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OK, on the matter of Kagain Quest XP Reward:
How about 120XP? That's virtually nothing, while still having something. In a party of six, that's just 20XP apiece...
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I like it. Maybe 100 or 150, though (BioWare never bothered multiples of 6).
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150 it is.
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Sounds good. Extra thanks for not pointing out that 150 is a multiple of 6.
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Major bug: Tranzig recognizes Branwen but it's Branwen to become hostile and not the enemy.
EDIT: Fixed. -- icelus
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Major bug: Tranzig recognizes Branwen but it's Branwen to become hostile and not the enemy.
Sounds like an I_C_T/I_C_T2 bug. Will look into it, thanks.
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Berrun Ghastkill says that Taerom in Beregost might have some insight about the contaminated iron once we have cleared the mines. But once I speak with the smith there is no specific dialog option that mentions it even if I have a piece of contaminated ore with me in the inventory. Should something specific happen ?
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Do you have the vial, too?
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Yes, Icelus...I have both of them.
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I think I see the problem. It looks like a GLOBAL wasn't getting set. Try this command:
CLUAConsole:SetGlobal("D0TaintedOreQuest","GLOBAL",1)
And then go talk to Taerom.
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Just to be sure, what should happen after I insert that string in the game ? I see my own text I typed echoed in the above window. Is it correct ?
If it is then nothing changes if I speak to Taerom after setting that global to 1...
EDIT: Thalantyr takes the vial and I am assigned experience points. I just wonder if the contaminated ore would still has a meaning. I speak to the Mayor having both the ore and the vial. should I expect to get new dialogues at both Thalantyr's (this happened) and Taerom's (this didn't) ?
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Well, Berrun was supposed to have taken the ore and send you off to Taerom. Taerom is supposed to send you to Thalantyr. I think the GLOBALs are off. I'll see if Sim can fix stuff, if not, I'll try and mess with it when I get home this evening.
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Major bug: Tranzig recognizes Branwen but it's Branwen to become hostile and not the enemy.
Can you do me a favor? And, actually, all beta testers should do this...
Uninstall the Branwen component, then place the file attached to this post in the branwen subfolder (overwriting the old file) and then reinstall the Branwen component. If you have a savegame from before the Tranzig encounter, I'd really appreciate it if you could test it to see if it's working properly now.
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Is the new Gatewarden script similar in some way to the one that in Nashkel Neira (if I remember well) the bounty hunter has ?
I am asking because the dialogue starts immediately as I enter the Inn...She is still pretty far from the party as she starts speaking to us and I am sure that in the unmodded version she walks much closer before her dialogue is triggered.
I must say though that I maybe like better like it is now because she can start using her magic from distance and can be a little more challenging...
That may be a Dudleyville or FotD tweak. UB currently doesn't touch Neira.
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FotD. I have done nothing to the Gatewarden, though.
-Echon
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Icelus,
the Branwen component is working perfectly fine now.
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FotD. I have done nothing to the Gatewarden, though.
-Echon
No, the Gatewarden was due to my meddling with things that shouldn't be meddled with. :)
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Icelus,
the Branwen component is working perfectly fine now.
Hooray!
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Icelus,
one thing I noticed. Xan has a +3 sword that I suspect should give an additional damage due to some elemental attack (I'd assume cold damage) because when I hit with it I always get a double line. One states the normal damage of it (1D8+3) and the other reports always 0.
I believe that the developer's intention was to have that sword yield perhaps 1 Point of cold damage or something like that because otherwise why would we always see a feedback of two different damages brought by that sword ?
One more thing: I know we have discussed already the Ruffie and Albert case but it still strikes me as strange that we get a gem in addition to the bandit scalp. Albert in his dialogues openly suggests that we are going to receive ONE chewy thing that Rufie will have no use with at home. We instead receive two items. However, the component works perfectly fine...
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one thing I noticed. Xan has a +3 sword that I suspect should give an additional damage due to some elemental attack (I'd assume cold damage) because when I hit with it I always get a double line. One states the normal damage of it (1D8+3) and the other reports always 0.
I believe that the developer's intention was to have that sword yield perhaps 1 Point of cold damage or something like that because otherwise why would we always see a feedback of two different damages brought by that sword ?
Not quite. In normal BG:TotSC the sword does 1D8+3 slashing damage. FotD changes this to 0 slashing damage and 1D8+3 magic damage, as the blade consists of magical flames rather than metal.
-Echon
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One more thing: I know we have discussed already the Ruffie and Albert case but it still strikes me as strange that we get a gem in addition to the bandit scalp. Albert in his dialogues openly suggests that we are going to receive ONE chewy thing that Rufie will have no use with at home. We instead receive two items. However, the component works perfectly fine...
You got *both*? Argh.
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Not quite. In normal BG:TotSC the sword does 1D8+3 slashing damage. FotD changes this to 0 slashing damage and 1D8+3 magic damage, as the blade consists of magical flames rather than metal.
-Echon
Too bad you can't get it to bypass armor.
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One more thing: I know we have discussed already the Ruffie and Albert case but it still strikes me as strange that we get a gem in addition to the bandit scalp. Albert in his dialogues openly suggests that we are going to receive ONE chewy thing that Rufie will have no use with at home. We instead receive two items. However, the component works perfectly fine...
You got *both*? Argh.
I also got both.
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I swear I don't smoke crack when I mod, though it often seems like the only explanation for these screwups.
Anyway, uninstall the Albert component, replace the albert.d file in the albert subfolder with the one attached to this post, and then reinstall. If you have an old savegame, please let me know if it works properly. :(
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Major bug: Tranzig recognizes Branwen but it's Branwen to become hostile and not the enemy.
Can you do me a favor? And, actually, all beta testers should do this...
Uninstall the Branwen component, then place the file attached to this post in the branwen subfolder (overwriting the old file) and then reinstall the Branwen component. If you have a savegame from before the Tranzig encounter, I'd really appreciate it if you could test it to see if it's working properly now.
Icelus, your fix works in my game too.
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Icelus, here's how the "mysterious vial/contaminated ore" business played out in my game....
1. Returned to Ghastkill, he takes an ore(I had 8-10 ores) and sends you to Taerom.
2. Taerom takes an ore(but does NOT take a vial{I had 2 vials}) and sends you to Thalantyr.
3. Thalantyr takes a vial(he may have taken an ore, too...I didn't notice) and sez he will send word to
Taerom if he can work up an antidote.
That's it so far. I talked to Taerom again and did not get a dialog option saying he had rx'd any word from Thalantyr. I will try back later in the game just in case that little loose end is on a longer timer.
I'm not a Modder, but what may be happening if the above doesn't play out is that...
A. You need at least 3 ores
B. You need at least 1 vial
C. You need to visit the NPC's in the above order.
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Wait for icelus' response, but I think you've reached the end of the quest. Huzzah!
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Icelus, here's how the "mysterious vial/contaminated ore" business played out in my game....
1. Returned to Ghastkill, he takes an ore(I had 8-10 ores) and sends you to Taerom.
2. Taerom takes an ore(but does NOT take a vial{I had 2 vials}) and sends you to Thalantyr.
3. Thalantyr takes a vial(he may have taken an ore, too...I didn't notice) and sez he will send word to
Taerom if he can work up an antidote.
That's it so far. I talked to Taerom again and did not get a dialog option saying he had rx'd any word from Thalantyr. I will try back later in the game just in case that little loose end is on a longer timer.
I'm not a Modder, but what may be happening if the above doesn't play out is that...
A. You need at least 3 ores
B. You need at least 1 vial
C. You need to visit the NPC's in the above order.
As devSin stated, that's pretty much the bulk of the quest. Sim may expand it for Tutu so that the percentage of probability for weapon breakage decreases somewhat.
I'm very glad that it worked for you, but now I'm worried about why it worked for you but not Salk. Could it be Dudleyville? FotD? Argh. :(
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IIRC, Dudleyville does make some updates to the taerom dialogue.
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I'm playing Original Saga with Dudleyville Fixpaks 1,2 and 3. And with EoU.
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I can confirm that having one piece of contaminated ore and 1 vial of poison doesn't trigger any new dialogue with Taerom in my game. I can still finish the quest by speaking directly to Thalantyr though. I can see, looking at the .d file that SUCCESS 5 is correctly triggered. What doesn't work, for some reason, is the next dialogue with Taerom...
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Strange thing happened in my game. The "Larry, Daryl and Daryl" autograph, when sold, vanishes from the merchant's inventory. I tried 2 different merchants, same thing. I wound up selling it to Feldepost, and it does not appear at the bottom of his inventory.
Also, the thing is only worth 1GP. I "think" that Feldy used to give you more for it. Did you guys mess with the autograph?
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No, thankfully. I'll double check when I am home, but I'm 99% sure I didn't mess with that, nor did I mess with what stores will purchase.
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Just to report that the component Corinna - The petrified ranger works perfectly fine and so does the additional Elminister encounter (nifty)...
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Woohoo!
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I get a CTD (BGMain2.exe causing it) every time I try enter the Elfsong tavern in Baldur's Gate (AR0800). It's UB causing this...Please take a look at it...
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???
Icelus, I'm doing the south of the game, and I ducked into the Durlaq's Tower map to get Jaheira a scimitar. The Erdane store had an oddity.....at the bottom of the Erdane store inventory, right below the "knock" spell scroll....is a strange looking ring-like thing. The visible description is part of the Ghastkill-Nashkel mine quest completion dialog. If you r-click the item,,, you get more of the mine quest dialog...and there is a cloak outline for the item.
Just letting you know..did you mess with the Erdane store?
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It's because of the incompatibility between FotD and UB. Now that the new version of WeiDU has been release, I should hopefully be able to fix the problem. You might find several stores that are messed up like that.
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Getting a number of errors on install. Portions of my 'SETUP-BG1UB.DEBUG' follow.
[bg1ub/sharteel/xAR0607.BAF] loaded, 297 bytes
[bg1ub/sharteel/xAR0607.BAF] PARSE ERROR at line 9 column 41-41
Near Text: )
Too many arguments to [CreateCreature]. Recovering.
A number of parse errors, which seem to be non fatal, are among them. These seem to occur very often.
ERROR: illegal 8-byte write (WTASIGHT) offset 600 of 0-byte file KAROUG.CRE
ERROR: [KAROUG.CRE] -> [OVERRIDE] Patching Failed (COPY) (Failure("KAROUG.CRE: write out of bounds"))
Stopping installation because of error.
Unless I'm mistaken, KAROUG.CRE comes with TotSC, which would explain the issue here - I'm running regular BG.
ERROR: illegal 4-byte write (Selaad Gan) offset 8 of 0-byte file LOUPGAR.CRE
ERROR: [LOUPGAR.CRE] -> [OVERRIDE] Patching Failed (COPY) (Failure("LOUPGAR.CRE: write out of bounds"))
Stopping installation because of error.
Similarly, I know for a fact that LOUPGAR.CRE is part of TotSC.
[action list near line 317, column 26 of bg1ub/dialogues/u!minor1.d] PARSE WARNING at line 325 column 24-24
Near Text: )
[StartDialogueNoSet] not found in ACTION.IDS
WARNING: cannot verify action ~MoveToPoint([1830.904])
...
[action list near line 331, column 26 of bg1ub/dialogues/u!minor1.d] PARSE WARNING at line 340 column 24-24
Near Text: )
[StartDialogueNoSet] not found in ACTION.IDS
WARNING: cannot verify action ~Deactivate("Levers 4-5")
...
ERROR locating resource for 'REPLACE_STATE_TRIGGER'
Resource [KIERES.DLG] not found in KEY file:
[./chitin.key]
ERROR: preprocessing APPEND_EARLY [bg1ub/dialogues/u!minor1.d]: Failure("resource [KIERES.DLG] not found for 'REPLACE_STATE_TRIGGER'")
Stopping installation because of error.
Again, the parse errors appear to be non-fatal. However, KIERES.DLG ain't around. Might I hazard a guess that it's TotSC related?
SET_STRING 23827 out of range 0 -- 22186
ERROR: illegal 2-byte write ( ) offset 308 of 0-byte file ULGOTH.STO
ERROR: [ULGOTH.STO] -> [OVERRIDE] Patching Failed (COPY) (Failure("ULGOTH.STO: write out of bounds"))
Ulgoth. Hmm - I wonder why *that* name rings a bell... Could it possibly be -- naw. Never. Not a chance it's to do with TotSC, right?
ERROR: illegal 7-byte write (GBLUN06) offset 68 of 0-byte file MISC1H.ITM
ERROR: [MISC1H.ITM] -> [OVERRIDE] Patching Failed (COPY) (Failure("MISC1H.ITM: write out of bounds"))
ERROR: illegal 8-byte write (FDRAKET1) offset 17116 of 0-byte file AR0512.ARE
ERROR: [AR0512.ARE] -> [OVERRIDE] Patching Failed (COPY) (Failure("AR0512.ARE: write out of bounds"))
ERROR: illegal 1-byte read from offset 16 of 0-byte file CORPSE1.CRE
ERROR: illegal 1-byte read from offset 16 of 0-byte file CORPSE1.CRE
ERROR: [CORPSE1.CRE] -> [OVERRIDE] Patching Failed (COPY) (Failure("CORPSE1.CRE: read out of bounds"))
ERROR: illegal 4-byte read from offset 100 of 0-byte file SPPR405.SPL
ERROR: illegal 4-byte read from offset 100 of 0-byte file SPPR405.SPL
ERROR: [SPPR405.SPL] -> [OVERRIDE] Patching Failed (COPY) (Failure("SPPR405.SPL: read out of bounds"))
That's the lot of them. Is there any means by which I might be able to fake a fix, or should I wait for the non-TotSC version?
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[bg1ub/sharteel/xAR0607.BAF] loaded, 297 bytes
[bg1ub/sharteel/xAR0607.BAF] PARSE ERROR at line 9 column 41-41
Near Text: )
Too many arguments to [CreateCreature]. Recovering.
These can usually be ignored.
[action list near line 317, column 26 of bg1ub/dialogues/u!minor1.d] PARSE WARNING at line 325 column 24-24
Near Text: )
[StartDialogueNoSet] not found in ACTION.IDS
WARNING: cannot verify action ~MoveToPoint([1830.904])
...
[action list near line 331, column 26 of bg1ub/dialogues/u!minor1.d] PARSE WARNING at line 340 column 24-24
Near Text: )
[StartDialogueNoSet] not found in ACTION.IDS
WARNING: cannot verify action ~Deactivate("Levers 4-5")
...
Removed. I think this was from the "Kiel takes over a party member" stuff.
SET_STRING 23827 out of range 0 -- 22186
Did this cause a halt to installing the whole component, or did it just show up in the .debug file?
ERROR: illegal 8-byte write (WTASIGHT) offset 600 of 0-byte file KAROUG.CRE
ERROR: [KAROUG.CRE] -> [OVERRIDE] Patching Failed (COPY) (Failure("KAROUG.CRE: write out of bounds"))
Stopping installation because of error.
ERROR: illegal 4-byte write (Selaad Gan) offset 8 of 0-byte file LOUPGAR.CRE
ERROR: [LOUPGAR.CRE] -> [OVERRIDE] Patching Failed (COPY) (Failure("LOUPGAR.CRE: write out of bounds"))
Stopping installation because of error.
ERROR locating resource for 'REPLACE_STATE_TRIGGER'
Resource [KIERES.DLG] not found in KEY file:
[./chitin.key]
ERROR: preprocessing APPEND_EARLY [bg1ub/dialogues/u!minor1.d]: Failure("resource [KIERES.DLG] not found for 'REPLACE_STATE_TRIGGER'")
Stopping installation because of error.
ERROR: illegal 2-byte write ( ) offset 308 of 0-byte file ULGOTH.STO
ERROR: [ULGOTH.STO] -> [OVERRIDE] Patching Failed (COPY) (Failure("ULGOTH.STO: write out of bounds"))
ERROR: illegal 7-byte write (GBLUN06) offset 68 of 0-byte file MISC1H.ITM
ERROR: [MISC1H.ITM] -> [OVERRIDE] Patching Failed (COPY) (Failure("MISC1H.ITM: write out of bounds"))
ERROR: illegal 8-byte write (FDRAKET1) offset 17116 of 0-byte file AR0512.ARE
ERROR: [AR0512.ARE] -> [OVERRIDE] Patching Failed (COPY) (Failure("AR0512.ARE: write out of bounds"))
ERROR: illegal 1-byte read from offset 16 of 0-byte file CORPSE1.CRE
ERROR: illegal 1-byte read from offset 16 of 0-byte file CORPSE1.CRE
ERROR: [CORPSE1.CRE] -> [OVERRIDE] Patching Failed (COPY) (Failure("CORPSE1.CRE: read out of bounds"))
ERROR: illegal 4-byte read from offset 100 of 0-byte file SPPR405.SPL
ERROR: illegal 4-byte read from offset 100 of 0-byte file SPPR405.SPL
ERROR: [SPPR405.SPL] -> [OVERRIDE] Patching Failed (COPY) (Failure("SPPR405.SPL: read out of bounds"))
Every one of these are TotSC files that are listed in the .tp2 under ALLOW_MISSING, but for some reason WeiDU is trying to create/patch them. Either my code's wrong, or WeiDU's misbehaving. :(
That's the lot of them. Is there any means by which I might be able to fake a fix, or should I wait for the non-TotSC version?
I do not want to have three fucking versions of this mod. Hopefully the problem with the TotSC files is in my coding or something that can be fixed easily in WeiDU itself. I'll let you know.
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Actually, I don't understand the error with KIERES.DLG. I don't think that's a TotSC file...
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I get a CTD (BGMain2.exe causing it) every time I try enter the Elfsong tavern in Baldur's Gate (AR0800). It's UB causing this...Please take a look at it...
Uninstall the Store/Tavern Fix component. Open up the .tp2 and look for this section of code:
////////////////////////////////////////////////////////////////////////////////////////
// Elf Song
COPY_EXISTING AR0705.ARE OVERRIDE // Restore Elfsong bartender
SAY 0x0C #11674
PATCH_IF (SOURCE_SIZE > 0x11c) BEGIN
READ_LONG 0x54 actOff
FOR (READ_SHORT 0x58 numAct; numAct; numAct -= 0x1) BEGIN
READ_ASCII actOff + 0x80 actor
PATCH_IF !("%actor%" STRING_COMPARE_CASE "BART11") BEGIN
WRITE_ASCII actOff + 0x80 BART8 #8
END
actOff += 0x110
END
END
BUT_ONLY_IF_IT_CHANGES
Remove the line that says:
SAY 0x0C #11674
save the file, and reinstall that component. I have no clue what I was trying to do there, sorry.
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???
Icelus, I'm doing the south of the game, and I ducked into the Durlaq's Tower map to get Jaheira a scimitar. The Erdane store had an oddity.....at the bottom of the Erdane store inventory, right below the "knock" spell scroll....is a strange looking ring-like thing. The visible description is part of the Ghastkill-Nashkel mine quest completion dialog. If you r-click the item,,, you get more of the mine quest dialog...and there is a cloak outline for the item.
Just letting you know..did you mess with the Erdane store?
Even installing FotD and then installing BG1UB, I can't recreate this problem. If it's Dudleyville, I'll vomit. :)
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Replace the .tp2 file that came with the beta1 download with the one attached to this message and try reinstalling. Post any error messages here.
NB: The .tp2 is in the bg1ub subfolder.
EDIT: Add the u!totscminor.d file to the bg1ub/dialogues subfolder.
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Getting a number of errors on install. Portions of my 'SETUP-BG1UB.DEBUG' follow.
[...]
That's the lot of them. Is there any means by which I might be able to fake a fix, or should I wait for the non-TotSC version?
See this thread: http://forums.pocketplane.net/index.php/topic,22199.0.html
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Just a passing comment, there are 2 new merchants in the Nashkel carnival area. They are not in tents, just standing around wagons. Did you put them there?
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They are in my installation too so it's UB restoring two area stores, yes....
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Just a passing comment, there are 2 new merchants in the Nashkel carnival area. They are not in tents, just standing around wagons. Did you put them there?
Yes, that's part of the mod. Did they spawn in decent locations and did they function properly?
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They certainly did, Icelus. No worries about them. They spawn by the caravans so it's sensible...Can you perhaps take a look at my last reports under "Salk's suggestions" ? Thanks!
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Lots of the errors are gone now. Parse errors are still about in the legions, but I'm ignoring those. Those remaining follow.
ERROR locating resource for 'REPLACE_STATE_TRIGGER'
Resource [KIERES.DLG] not found in KEY file:
[./chitin.key]
ERROR: preprocessing APPEND_EARLY [bg1ub/dialogues/u!minor1.d]: Failure("resource [KIERES.DLG] not found for 'REPLACE_STATE_TRIGGER'")
Stopping installation because of error.
Still causing problems. If it's not TotSC related, I don't know what it is - I'm runnig a clean, patched installation which appears to have been successful in all other respects.
ERROR: Failure("SET_STRING out of range")
Did this cause a halt to installing the whole component, or did it just show up in the .debug file?
Yes, it caused a halt to installation. Still occurring, as well.
Not found space for BRAC05 after BULL02 P.
ERROR: [TAERUM.STO] -> [OVERRIDE] Patching Failed (COPY) (Invalid_argument("String.sub"))
Stopping installation because of error.
This one's new, possibly because Weidu didn't get this far last time.
Everything else works fine - only components 18, 19, and 22 cause issues.
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The taerum.sto error is a known issue with a recent WeiDU command that I'm working with TheBigg to get corrected. Kieres.dlg doesn't make any sense to me. I'm also not sure what to do about the STRING_SET. I might try a REQUIRE_FILE thingamabob. I'll try and post a new .tp2 tonight.
Meanwhile, anyone have any suggestions about the problems with the KIERES.DLG error?
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For strings outside the BG range, use an ACTION_IF block (and either GAME_IS or FILE_EXISTS_IN_GAME).
I guess the same for KIERES? (He's a captain in the counting house, so he probably wouldn't be in non-TotSC.)
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The problem with KIERES is that it's in a .d file. I guess I can separate it out from the rest of them and do an ACTION_IF for that, too.
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I've made some changes. Please check the first post.
The problems with the .sto files is still not fixed, but I will post new versions of things when the problem is solved.
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Can you perhaps take a look at my last reports under "Salk's suggestions" ? Thanks!
I'm not ignoring them, I'm just trying to focus on fixing existing bugs first before I work on new content.
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Can you perhaps take a look at my last reports under "Salk's suggestions" ? Thanks!
I'm not ignoring them, I'm just trying to focus on fixing existing bugs first before I work on new content.
Of course! Thanks!
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Hey Icelus,
How close are you (if at all) to possibly releasing BG1UB BETA 2 for testing?
Thanks,
LoneRogue
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Probably this weekend. I can't guarantee that any new content proposed by Salk will be in beta 2, though.
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It's not so important that what I suggested comes with Beta 2. I have had some small problems recently and I could not play further past Baldur's Gate (I am just in the East Area) but I am soon resuming testing... ;)