Pocket Plane Group

BG1 Completed Mods => BG1 Unfinished Business => BG1 Finished Business => Topic started by: icelus on April 08, 2006, 04:15:33 PM

Title: BETA 1 Download
Post by: icelus on April 08, 2006, 04:15:33 PM
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.  :)
Title: Re: BETA 1 Download
Post by: icelus on April 08, 2006, 05:47:26 PM
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...
Title: Re: BETA 1 Download
Post by: Salk on April 10, 2006, 02:52:38 AM
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
Title: Re: BETA 1 Download
Post by: devSin on April 10, 2006, 03:03:02 AM
That means my ice island code works? Hell yeah!

Can you just comment out the following from the Tp2 before running?
Code: [Select]
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 then
Code: [Select]
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
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.
Title: Re: BETA 1 Download
Post by: Salk on April 10, 2006, 03:11:31 AM
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
Title: Re: BETA 1 Download
Post by: devSin on April 10, 2006, 03:21:06 AM
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).
Code: [Select]
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).
Code: [Select]
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
Title: Re: BETA 1 Download
Post by: ElfBane on April 10, 2006, 12:20:52 PM
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
Title: Re: BETA 1 Download
Post by: icelus on April 10, 2006, 07:40:46 PM
Code: [Select]
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?  :'(
Title: Re: BETA 1 Download
Post by: icelus on April 10, 2006, 07:48:43 PM
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.  :)
Title: Re: BETA 1 Download
Post by: CamDawg on April 10, 2006, 09:56:07 PM
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. :)
Title: Re: BETA 1 Download
Post by: icelus on April 10, 2006, 09:59:19 PM
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.  :(
Title: Re: BETA 1 Download
Post by: icelus on April 10, 2006, 09:59:43 PM
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.
Title: Re: BETA 1 Download
Post by: Salk on April 11, 2006, 01:51:52 AM
Icelus,

should I wait untill you put up a FotD compatible version before I go through the game ?
Title: Re: BETA 1 Download
Post by: icelus on April 11, 2006, 07:50:21 AM
No, go ahead and keep playing.  At the moment it seems it's only affecting stores.
Title: Re: BETA 1 Download
Post by: icelus on April 11, 2006, 11:04:10 AM
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.
Title: Re: BETA 1 Download
Post by: icelus on April 11, 2006, 01:45:49 PM
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.
Title: Re: BETA 1 Download
Post by: ElfBane on April 11, 2006, 07:58:28 PM
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 !!!).
Title: Re: BETA 1 Download
Post by: Salk on April 12, 2006, 12:57:32 AM
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 ?
Title: Re: BETA 1 Download
Post by: Salk on April 12, 2006, 03:23:38 AM
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.
Title: Re: BETA 1 Download
Post by: icelus on April 12, 2006, 07:53:26 AM
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.
Quote
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.
Title: Re: BETA 1 Download
Post by: icelus on April 12, 2006, 07:56:56 AM
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.
Title: Re: BETA 1 Download
Post by: ElfBane on April 12, 2006, 08:30:12 AM
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
Title: Re: BETA 1 Download
Post by: Salk on April 12, 2006, 09:20:57 AM
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 ?
Title: Re: BETA 1 Download
Post by: icelus on April 12, 2006, 10:15:14 AM
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.
Title: Re: BETA 1 Download
Post by: LoneRogue on April 13, 2006, 01:46:37 PM
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
Title: Re: BETA 1 Download
Post by: Salk on April 13, 2006, 02:10:35 PM
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...
Title: Re: BETA 1 Download
Post by: icelus on April 13, 2006, 02:22:20 PM
No, he still has the INITDLG script assigned, I just added an additional script to his repetoire.  It was a mistake, shame on me.  :)
Title: Re: BETA 1 Download
Post by: ElfBane on April 13, 2006, 02:49:51 PM
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.
Title: Re: BETA 1 Download
Post by: ElfBane on April 13, 2006, 02:53:46 PM
I don't believe I got any XP when doing the Kagain's "find Silvershields son" mini-quest. Intentional?


EDIT: Fixed.  -- icelus
Title: Re: BETA 1 Download
Post by: icelus on April 13, 2006, 03:07:59 PM
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?
Title: Re: BETA 1 Download
Post by: SimDing0™ on April 13, 2006, 03:32:10 PM
BG1 doesn't grant quest XP, does it?
Title: Re: BETA 1 Download
Post by: Salk on April 13, 2006, 03:58:45 PM
Yes, it does Sim...

Icelus,

I think it would be fair to give a small XP reward for finishing the quest...
Title: Re: BETA 1 Download
Post by: icelus on April 13, 2006, 04:16:43 PM
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.
Title: Re: BETA 1 Download
Post by: CamDawg on April 13, 2006, 04:30:36 PM
My two cents: you get jack.
Title: Re: BETA 1 Download
Post by: Salk on April 13, 2006, 04:41:33 PM
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...

Title: Re: BETA 1 Download
Post by: devSin on April 13, 2006, 04:53:08 PM
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.
Title: Re: BETA 1 Download
Post by: icelus on April 13, 2006, 05:35:27 PM
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?
Title: Re: BETA 1 Download
Post by: devSin on April 13, 2006, 05:50:58 PM
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.
Title: Re: BETA 1 Download
Post by: SimDing0™ on April 13, 2006, 05:51:25 PM
No. That bug has been fixed in Tutu for approximately ever.
Title: Re: BETA 1 Download
Post by: devSin on April 13, 2006, 06:01:25 PM
Don't they still display "has nothing to say to you," even with the default sound string set?
Title: Re: BETA 1 Download
Post by: SimDing0™ on April 13, 2006, 06:05:53 PM
Probably. But that just means they don't have anything to say to you...apart from their voiced line!
Title: Re: BETA 1 Download
Post by: icelus on April 13, 2006, 06:54:41 PM
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!
Title: Re: BETA 1 Download
Post by: devSin on April 13, 2006, 07:11:56 PM
Squirrels... everywhere squirrels!
Title: Re: BETA 1 Download
Post by: Salk on April 14, 2006, 02:11:47 AM
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
Title: Re: BETA 1 Download
Post by: icelus on April 15, 2006, 01:24:22 PM
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.
Title: Re: BETA 1 Download
Post by: icelus on April 15, 2006, 01:46:48 PM
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.
Title: Re: BETA 1 Download
Post by: icelus on April 15, 2006, 01:51:57 PM
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).
Title: Re: BETA 1 Download
Post by: icelus on April 15, 2006, 01:53:42 PM
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...
Title: Re: BETA 1 Download
Post by: devSin on April 15, 2006, 03:02:48 PM
I like it. Maybe 100 or 150, though (BioWare never bothered multiples of 6).
Title: Re: BETA 1 Download
Post by: icelus on April 15, 2006, 03:14:51 PM
150 it is.
Title: Re: BETA 1 Download
Post by: devSin on April 15, 2006, 04:56:10 PM
Sounds good. Extra thanks for not pointing out that 150 is a multiple of 6.
Title: Re: BETA 1 Download
Post by: Salk on April 17, 2006, 03:17:36 AM
Major bug: Tranzig recognizes Branwen but it's Branwen to become hostile and not the enemy.


EDIT: Fixed.  -- icelus
Title: Re: BETA 1 Download
Post by: icelus on April 17, 2006, 07:48:29 AM
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.
Title: Re: BETA 1 Download
Post by: Salk on April 17, 2006, 11:36:43 AM
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 ?
Title: Re: BETA 1 Download
Post by: icelus on April 17, 2006, 12:33:41 PM
Do you have the vial, too?
Title: Re: BETA 1 Download
Post by: Salk on April 17, 2006, 11:19:56 PM
Yes, Icelus...I have both of them.
Title: Re: BETA 1 Download
Post by: icelus on April 17, 2006, 11:23:31 PM
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.
Title: Re: BETA 1 Download
Post by: Salk on April 18, 2006, 01:40:43 AM
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) ?
Title: Re: BETA 1 Download
Post by: icelus on April 18, 2006, 02:14:41 PM
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.
Title: Re: BETA 1 Download
Post by: icelus on April 18, 2006, 07:31:07 PM
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.
Title: Re: BETA 1 Download
Post by: icelus on April 18, 2006, 07:39:23 PM
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.
Title: Re: BETA 1 Download
Post by: Echon on April 19, 2006, 12:19:53 AM
FotD. I have done nothing to the Gatewarden, though.

-Echon
Title: Re: BETA 1 Download
Post by: Salk on April 19, 2006, 03:12:06 AM
Icelus,

the Branwen component is working perfectly fine now.
Title: Re: BETA 1 Download
Post by: icelus on April 19, 2006, 07:49:46 AM
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.  :)
Title: Re: BETA 1 Download
Post by: icelus on April 19, 2006, 07:49:58 AM
Icelus,

the Branwen component is working perfectly fine now.

Hooray!
Title: Re: BETA 1 Download
Post by: Salk on April 19, 2006, 08:12:54 AM
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...
Title: Re: BETA 1 Download
Post by: Echon on April 19, 2006, 08:56:44 AM
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
Title: Re: BETA 1 Download
Post by: icelus on April 19, 2006, 09:04:27 AM
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.
Title: Re: BETA 1 Download
Post by: Drew on April 19, 2006, 01:20:01 PM
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.
Title: Re: BETA 1 Download
Post by: ElfBane on April 19, 2006, 06:08:41 PM
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.
Title: Re: BETA 1 Download
Post by: icelus on April 19, 2006, 08:19:44 PM
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.  :(
Title: Re: BETA 1 Download
Post by: ElfBane on April 20, 2006, 05:01:10 PM
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.
Title: Re: BETA 1 Download
Post by: ElfBane on April 20, 2006, 05:18:36 PM
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.
Title: Re: BETA 1 Download
Post by: devSin on April 20, 2006, 07:12:39 PM
Wait for icelus' response, but I think you've reached the end of the quest. Huzzah!
Title: Re: BETA 1 Download
Post by: icelus on April 20, 2006, 07:31:03 PM
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.  :(
Title: Re: BETA 1 Download
Post by: devSin on April 20, 2006, 11:36:10 PM
IIRC, Dudleyville does make some updates to the taerom dialogue.
Title: Re: BETA 1 Download
Post by: ElfBane on April 21, 2006, 03:59:07 AM
I'm playing Original Saga with Dudleyville Fixpaks 1,2 and 3. And with EoU.
Title: Re: BETA 1 Download
Post by: Salk on April 21, 2006, 05:33:23 AM
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...
Title: Re: BETA 1 Download
Post by: ElfBane on April 21, 2006, 12:51:44 PM
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?
Title: Re: BETA 1 Download
Post by: icelus on April 21, 2006, 02:12:42 PM
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.
Title: Re: BETA 1 Download
Post by: Salk on April 21, 2006, 05:18:54 PM
Just to report that the component Corinna - The petrified ranger works perfectly fine and so does the additional Elminister encounter (nifty)...
Title: Re: BETA 1 Download
Post by: icelus on April 21, 2006, 05:35:59 PM
Woohoo!
Title: Re: BETA 1 Download
Post by: Salk on April 25, 2006, 03:06:58 AM
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...
Title: Re: BETA 1 Download
Post by: ElfBane on April 25, 2006, 05:09:23 PM
 ???
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?
Title: Re: BETA 1 Download
Post by: icelus on April 25, 2006, 05:58:42 PM
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.
Title: Re: BETA 1 Download
Post by: Aran on April 25, 2006, 08:48:09 PM
Getting a number of errors on install. Portions of my 'SETUP-BG1UB.DEBUG' follow.

Quote from: Angelo Notices Shar-teel
[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.

Quote from: Creature Corrections
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.

Quote from: Creature Name Restorations
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.

Quote from: Minor Dialogue Restorations
[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?

Quote from: Audio Restorations
SET_STRING 23827 out of range 0 -- 22186

Quote from: Store, Tavern, and Inn Fixes and Restorations
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?

Quote from: Item Corrections and Restorations
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"))

Quote from: Area Corrections and Restorations
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"))

Quote from: Permanent Corpses
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"))

Quote from: Elven Charm and Sleep Racial Immunity
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?
Title: Re: BETA 1 Download
Post by: icelus on April 25, 2006, 09:20:57 PM
Quote from: Angelo Notices Shar-teel
[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.

Quote from: Minor Dialogue Restorations
[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.

Quote from: Audio Restorations
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?

Quote from: Creature Corrections
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.
Quote from: Creature Name Restorations
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.
Quote from: Minor Dialogue Restorations
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.
Quote from: Store, Tavern, and Inn Fixes and Restorations
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"))
Quote from: Item Corrections and Restorations
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"))
Quote from: Area Corrections and Restorations
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"))
Quote from: Permanent Corpses
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"))
Quote from: Elven Charm and Sleep Racial Immunity
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.  :(

Quote
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.
Title: Re: BETA 1 Download
Post by: icelus on April 25, 2006, 09:38:47 PM
Actually, I don't understand the error with KIERES.DLG.  I don't think that's a TotSC file...
Title: Re: BETA 1 Download
Post by: icelus on April 25, 2006, 09:49:23 PM
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:

Code: [Select]
////////////////////////////////////////////////////////////////////////////////////////
// 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:

Quote
SAY 0x0C #11674

save the file, and reinstall that component.  I have no clue what I was trying to do there, sorry.
Title: Re: BETA 1 Download
Post by: icelus on April 25, 2006, 09:50:58 PM
???
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.  :)
Title: FAO Aran/Non-TotSC users
Post by: icelus on April 25, 2006, 10:17:28 PM
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.
Title: Re: BETA 1 Download
Post by: icelus on April 25, 2006, 10:18:16 PM
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
Title: Re: BETA 1 Download
Post by: ElfBane on April 26, 2006, 02:58:41 AM
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?
Title: Re: BETA 1 Download
Post by: Salk on April 26, 2006, 03:03:36 AM
They are in my installation too so it's UB restoring two area stores, yes....
Title: Re: BETA 1 Download
Post by: icelus on April 26, 2006, 07:48:02 AM
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?
Title: Re: BETA 1 Download
Post by: Salk on April 26, 2006, 08:01:33 AM
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!
Title: Re: FAO Aran/Non-TotSC users
Post by: Aran on April 26, 2006, 12:28:38 PM
Lots of the errors are gone now. Parse errors are still about in the legions, but I'm ignoring those. Those remaining follow.

Quote from: Minor Dialogue Restorations
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.

Quote from: Audio Restorations
ERROR: Failure("SET_STRING out of range")
Quote from: Icelus
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.

Quote from: Item Corrections and Restorations
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.
Title: Re: FAO Aran/Non-TotSC users
Post by: icelus on April 26, 2006, 01:44:20 PM
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?
Title: Re: FAO Aran/Non-TotSC users
Post by: devSin on April 26, 2006, 04:19:59 PM
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.)
Title: Re: FAO Aran/Non-TotSC users
Post by: icelus on April 26, 2006, 06:44:38 PM
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.
Title: Re: FAO Aran/Non-TotSC users
Post by: icelus on April 26, 2006, 08:27:50 PM
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.
Title: Re: BETA 1 Download
Post by: icelus on April 26, 2006, 09:00:43 PM
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.
Title: Re: BETA 1 Download
Post by: Salk on April 26, 2006, 11:43:20 PM
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!
Title: Re: BETA 1 Download
Post by: LoneRogue on April 28, 2006, 09:30:07 AM
Hey Icelus,

How close are you (if at all) to possibly releasing BG1UB BETA 2 for testing?

Thanks,
LoneRogue
Title: Re: BETA 1 Download
Post by: icelus on April 28, 2006, 10:22:46 AM
Probably this weekend.  I can't guarantee that any new content proposed by Salk will be in beta 2, though.
Title: Re: BETA 1 Download
Post by: Salk on April 28, 2006, 10:55:22 AM
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... ;)