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BG2 Completed Mods => Quest Pack => Topic started by: SimDing0™ on December 23, 2007, 08:53:00 PM

Title: Ding0 Catches Up On: Quest Pack
Post by: SimDing0™ on December 23, 2007, 08:53:00 PM
You know the deal by now. There is a lot to do here.

Firstly, the changes so far:

- Area: Removed duplicate Elder Orb which would appear in the Beholder lair.
- Area: Resolved issue which would cause Revan to just stand there instead of attacking.
- Besamen: Fixed typo which appeared in one of my screenshots. Oh dear.
- Besamen: Added minor dialogue to Enge. (Thank you, Cam, for forcing me to write a serious situation for a comedy character.)
- Coronet: Resolved journal entry typos.
- Coronet: Minor adjustments to Moiya story for plausibility.
- Hell: Various changes to streamline the Selfish test. This should hopefully solve various rare issues.
- Hell: Standardised disabling of area transitions during tests.
- Infernal: Increased Cowled spawn timer to 7 rounds.
- Infernal: Resolved minor typos.
- Infernal: Wilbur now carries the sword if you don't buy it from him.
- Infernal: The Cowled Wizards now verbally condemn you for the events.
- Miscellaneous: Ribald now wears the Archmagi Robe instead of sitting on it.
- Miscellaneous: Reinstated Bons' spectre encounter.
- Miscellaneous: Vampiric Sime works again.
- Miscellaneous: Reinstated placement of Potion Cases and Ammo Belts in SoA.
- Negotiation: Turning Vithal hostile should now work correctly.
- Potion: Added additional Potions of Magic Blocking and Mirrored Eyes.
- Potion: Potions of Magic Blocking now protect against levels 1-5 instead of all as per description.
- Thieves: Added extra motivation to assist Mae'Var.
- Updated for compatibility with the BG2 Fixpack.
- Resolved (huge, huge) issue which would cause installed components to be incorrectly recorded.

And here is what I have for examination from now:

- Problems with Solamnic Knights
- Reputation penalty for Marilith in Bridge District too harsh
- Gorf the Squisher fix not functioning correctly?
- Reports of Terminsel crashing the game.
- Broken scripts on Lavok and Tanova
- Monsters attack paladins in Umar Hills before you even get there on paladin stronghold quest?
- Booter-on-the-rack is actually on the floor, and can still talk about people he's tortured.
- Killing paladin in graveyard district causes NO VALID LINKS when selling Risa
- Duplicate done quest journal entries after Kamir interferes
- Confirm Meronia appearing correctly
- Arkanis Gath appearing when clearing out Mae'Var's guildhouse for Renal? Also when betraying Mae'Var to Aran?
- Look at compatibility with Rogue Rebalancing
- Stop undead drinking potions.
- Confirm Reward Negotiation functioning
- New Mind Flayer innates suck. A lot.
- Dryad's acorn quest loot unequipable
- Project Image and Simulacrum scripts set to cast on enemies?
- AI targetting too random, doesn't go for nearest enough, gets stuck in doors. Trolls shouldn't have such good prioritization. etc.
- Possible to have multiple Jadaraths spawn in bridge district?
- Both Sanik and assassin can die in Vulgar Monkey, rendering path impossible
- Gauths see invisible and even sanctuared creatures and can cast spells on them
- Orc archers in red dragon lair do not shoot
- Invisible servants downstairs in the slaver guarded compound are way too easy as opponents
- Mazzy/Gorf resolution via Bernard not working if Surly is gone?
- Vampires in Bodhi's lair now target allies with dire charm, and they turn hostile when you attack
- Edwin sometimes failing to join correctly if you agree to work for Rayic then betray him?
- hdragsil.cre dislikes being overwritten
- Reynald spawning issues?

Have I missed anything?
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Mike1072 on December 24, 2007, 04:55:17 AM
Were you going to alter/fix the Potion of Mirrored Eyes (http://forums.pocketplane.net/index.php/topic,24586.0.html)?
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: aVENGER on December 24, 2007, 06:41:39 AM
Look at compatibility with Rogue Rebalancing

Seemed pretty solid during my testing. As mentioned earlier, I'm using custom areas and custom creatures for the Shadow Thief guildhall encounters as of RR v3.8 and, AFAIK, Quest Pack doesn't alter any of the Shadow Thief opponents outside of the guildhall except STGUARD1.CRE. Therefore, only a very minor incompatibility issue can occur if the players install Quest Pack after Rogue Rebalancing since Quest Pack adds a couple of Detect([PC]) lines to STGUARD1.BCS and this can disrupt the "stealth path" through Bodhi's tasks which RR introduces. To avoid this, you can simply replace those lines with See([PC]) which is what I do in RR.


Also, I've noticed that you give Mae'Var the Short Sword of Backstabbing if the PC sides with him instead of Renal. While this is fine in the unmodded game, RR gives the SSoB to Aran (so that it can be acquired later) and makes Renal award the player with a generic Short Sword +3. Since several mods (not just Quest Pack) tend give Mae'Var the SSoB I've added the following block to his guildhall area script (AR0301) in order to prevent SSoB multiplication:

Code: [Select]
IF
Global("RR#MSSOB","AR0301",0)
HasItem("SW1H10","MaeVar")
THEN
RESPONSE #100
SetGlobal("RR#MSSOB","AR0301",1)
TakeItemReplace("SW1H74","SW1H10","MaeVar")
ActionOverride("MaeVar",EquipItem("SW1H74"))
ActionOverride("MaeVar",EquipMostDamagingMelee())
END

This seems to work fine and Mae'Var now gets a Short Sword +3 in case he had the SSoB. As you can see, both issues are fairly trivial and can be easily avoided with the proper install order.
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: icelus on December 24, 2007, 12:53:09 PM
Were you planning on incorporating any recent Iron Modder entries?
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: SimDing0™ on December 24, 2007, 01:05:58 PM
At this stage I'd rather aim for stability than new content, so the update will be mostly bugfixes. I wouldn't rule out the possibility, though.
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: ronin on December 24, 2007, 01:23:59 PM
Are you going to include this?

http://forums.gibberlings3.net/index.php?showtopic=8676&hl=questpack

Merry Christmas
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Caedwyr on December 25, 2007, 02:16:13 PM
I'm guessing the
Quote
- Resolved (huge, huge) issue which would cause installed components to be incorrectly recorded.
is what is described in
http://forums.pocketplane.net/index.php/topic,24263.0.html (http://forums.pocketplane.net/index.php/topic,24263.0.html)

Which would keep certain components from properly showing up in installs, especially if you did any sort of reinstalls.
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: DavidW on December 26, 2007, 06:24:34 PM
Quote
Orc archers in red dragon lair do not shoot

If these are the archers I think they are, it's because they're equipped with shields(!) - this turned up as a problem in SCSII as well.
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Salk on February 04, 2008, 03:48:01 AM
Dear Mr.Ding0,

we all hope we have not lost you again in time and space because you are so much needed here among your aficionados!  ;D
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Salk on March 04, 2008, 03:36:06 AM
 :'(
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Loz on March 24, 2008, 11:04:45 AM
I've noticed a few more things than were noted above that may or may not be bugs in my run through the game with quest pack:
-The summoned efreet no longer have free fire shields or use any spells by themselves. They are also seemingly incomaptible with scsii's improved genies as after i installed both they just stopped doing anything altogether.
-The ogre mages that you sometimes encounter in random wilderness attacks seem to be dropping extraordinarily large amounts of loot, don't get me wrong i quickly gathered it up and took it every time it happened, but perhaps it is not intended.
-It is impossible to install quest pack without installing the creature improvements. Furthermore i think this mod would greatly benefit from spliting these improvements into seperate components. For example i really liked the new shadow dissolving attribute and the mummies gaze of despair. However i really don't like the drow innates, particuarly the globe of darkness i just find to be annoying. The dancing lights also seem to have some sort of graphical glitch on my pc(i play with 3d acceleration off) and look really bad. The mind flayers seemed to have gotten weaker with their new innates aswell. As you already noted the vampires charming allies in chapter 6 is very annoying.
-The boss improvements were barely noticeably, both bodhi and irenicus were still completely useless.
-The new options with the harpers are no longer availible after you pick up the original bird... which is very easy to do without thinking, perhaps this is intentional though. I was also dissapointed that there was no completely peaceful solution(i.e. keep xzar alive but don't side with him against the harpers). Ideally warning him but not agreeing to help him would be my preferred outcome.
-The abduction in the bridge district seems very silly, and makes mention of spellhold well before the pc's are supposed to know of its existence. Without this the only way i know of to even hear the word 'spellhold' before the end of chapter 3 is at the end of the mage stronghold where teos mentions it, but even he is very cryptic.
-Sime can already be met again in the vanilla game right at the top of brynnlaw, i didn't notice any changes with your mod.

Other than this i really enjoyed playing your mod, the highlights for me were the marilith encounter in the bridge district(which seemed a far better way to show the cowled wizards are doing their job than the abduction), nazariel the lich(cool battle, nice area and entrance, cool story, it might be nice if some kind of reward was availible once you got his phylactery to the surface though, some scrolls maybe) and the potion quest(very well written indeed). I also enjoyed the new dialogue options in the oasis and the ability to save sanik in byrnnlaw, but was a bit dissapointed golan didn't appear at any point if you do.
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Qwinn on April 01, 2008, 10:33:45 PM
Quote
-The ogre mages that you sometimes encounter in random wilderness attacks seem to be dropping extraordinarily large amounts of loot, don't get me wrong i quickly gathered it up and took it every time it happened, but perhaps it is not intended.

I wasn't sure what mod was responsible for this, but I did notice it also.  And "extraordinarily large amounts of loot" is not an exaggeration - not only was it a ton of money, but it also frequently provided level 7-9 spell scrolls that simply weren't available any other way until TOB.  I had to seriously resist the temptation to wander around till I found ogre mages - nothing else came close to being as rewarding, including actually following the main plot, heh.

Quote
As you already noted the vampires charming allies in chapter 6 is very annoying.

*nod nod nod nod nod nod nod nod nod nod*

Quote
-Sime can already be met again in the vanilla game right at the top of brynnlaw, i didn't notice any changes with your mod.

I think the extent of this mod is that one of the vampires you meet in the gauntlet fighting alongside Bodhi is named "Sime" instead of "Vampire".  So basically, yes, you find out what happened to her after you met her at the top of Brynnlaw and she says she'll go get help.  She didn't make it.  But she doesn't speak nor is it otherwise mentioned in conversation.  It's not much of a mod, heh, just the renaming of a critter you need to kill.


As for the abduction in the bridge district, I actually kind of liked it, but Loz is correct, the mention of Spellhold itself should probably be removed.

Oh, one other thing:  the readme says that the moneylender quest "won't provide a fast way to get the money for the trip to spellhold".  I don't see why not.  Optimizing the reward for this quest is pretty simple: 

SPOILER:

Start the Moira quest, talk to the moneylender about Moira, then before he disappears during that questline, borrow some money (I usually borrowed 5000), pay it back immediately (6500), wait a day or three, then borrow as much as you can (I think it was 25,000).  Then do the Moira quest till he goes away.  Then go to Brynnlaw soon after.  23,500 gold profit, with no repercussions beyond the fight in Brynnlaw which I think you get regardless if you do Moira's questline, but either way, not a big deal.

DONE SPOILER.

Quote
Other than this i really enjoyed playing your mod, the highlights for me were the marilith encounter in the bridge district(which seemed a far better way to show the cowled wizards are doing their job than the abduction), nazariel the lich(cool battle, nice area and entrance, cool story, it might be nice if some kind of reward was availible once you got his phylactery to the surface though, some scrolls maybe) and the potion quest(very well written indeed). I also enjoyed the new dialogue options in the oasis and the ability to save sanik in byrnnlaw, but was a bit dissapointed golan didn't appear at any point if you do.

Ditto to all the nice stuff in this paragraph :)  Though all my 5 year old bitching about the changes to the potion quest from the original stand, damnit!   ;D  (in case you needed motivation to ignore this whole post ;)

Qwinn
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Salk on April 03, 2008, 04:41:07 AM
Simding0,

you might want to take a look at this topic too:

http://forums.gibberlings3.net/index.php?showtopic=13736

Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Salk on April 03, 2008, 04:45:52 AM
From a G3 Topic:

"The "Revised Hell Trials" component brings its own version of hdragsil.cre. Now this isn't very mod-friendly, but to be fair, the creature file is valid.
Problem is: The effects offset is zeroed. What happens is that upon installing the "smarter dragons" component, the immunity to blindness effect is written to the start of the file (thus makes it unusable). The next step, granting immunity to some spell, will read garbage from 0x2c4 when determining the eff. offset.

So one should either check for invalid offsets upon applying effects or get Sim to redo Revised Hell Trials."

Perhaps there is something you can fix in this area as well?
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Amgot on April 12, 2008, 07:27:28 PM
- Confirm Reward Negotiation functioning

Just FYI, this worked perfectly last time I played (nice feature btw!).

Do you have any ETA for Quest Pack v3?
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Leomar on May 03, 2008, 01:10:06 PM
At first I don't know if you know this problem with batch-files. If we want to start your mod over the batch-file, we are missing to components to can choose. That means, we can not install the following components with a batch-file, because of missing numbers:
- Miscellaneous Enhancements
- Addition Shadow Thieves Content

Here is something to explain why it can be that we can't choose these numbers for the batch-files:
Quote
If you choose here Skip them, the components “Miscellaneous Enhancements” and “Additional
Shadow Thieves Content” are not indicated, although they are not installed, and you cannot select
them.

In addition I don't know if you want notices or bugs in a MegaMod with BGT we have found, but I think I 'll list them, so you can decide what you want to do with it or not.
All these things are noticed in our "BiG World Project" guide:

10.6. Ding0's QuestPack v2.3

Quote
This mod must be installed because of interactions with Kelsey, Keto and Virtue after these
mods, must also be installed after NPCFlirt Pack to avoid inappropriate flirts in the underdark and
must be installed before Refinements.

Quote
ATTENTION: This Mod must be installed in three steps! The component General AI Improvements is
to be installed before SCS, the component Improved Oasis II is to be installed before Longer Road,
all the others after Kelsey!

Choose your Language 2 [Deutsch]
You named Caswallon as translator. From him is the first part. The second part of the german translation I've send you is of Cronox.

Quote
Install Component [General AI Improvements]? nstall
This component need to be installed before the Durlag's Tower component of SCS.

Quote
Install Component [Creature & Area Improvements]?
1] All Creature & Area Improvements [1]
2] All Creature Improvements
3] Boss Improvements Only
This component need to be installed before the Durlag's Tower component of SCS.
These two components we install at this point in the installation order.

Quote
ATTENTION: Questpack changes kit.ids in the folder override faultily in a way that the entry 0x4000
MAGESCHOOL_GENERALIST is overwritten. Later other mods will run into troubles with it! Therefore,
replace this file with that one of the same name from the folder BiG World Fixpack\expanded
ids files.

20.7. Ding0's QuestPack v2.3

Quote
ATTENTION: This Mod must be installed in three steps! The component Improved Oasis II is to be installed before Longer Road!

Quote
Install Component [Improved Oasis II]? choose one:
[IO2 Dialogue & Combat Enhancement] [1]
[IO2 Dialogue Enhancement Only]?
This component we install at this point in the installation order.

21.8. Ding0's QuestPack v2.3

Quote
ATTENTION: This Mod must be installed in three steps! All the others after Kelsey!

Quote
21.8.2. The corrections of BG2 Fixpack in the Hell Trials require an adaptation of the suitable files. Depending
on whether you have installed LuvNalia or not, different files are required.
without LuvNalia: Replace the files d4a_1.baf, d4b_1.baf, d6a_1.baf, d6b_1.baf in your directory
...\questpack\helltest\data with this ones of the same name from the folder BiG World Fixpack.
with LuvNalia: Replace the files d2a_1.baf, d4a_1.baf, d4b_1.baf, d6a_1.baf, d6b_1.baf in your directory
...\questpack\helltest\data with this ones of the same name from the folder BiG World Fixpack.

Here follows a description of the fixes you can use:

Code: [Select]
Ding0QuestPack v2.3

These changes are needed to make the questpack component "Revised Hell Trials" compatible with BG2 Fixpack without LuvNalia installed:

d4a_1.baf

IF
OpenState("DOOR04",TRUE)
Global("OpenedDoor2","AR2904",1) //this line is added
Global("OpenedDoor4","AR2904",0)
Global("OpenedDoor5","AR2904",0)
Global("OpenedDoor6","AR2904",0)
NumInPartyGT(1)
InPartyAllowDead(Player2)
InParty(Player2)
THEN
RESPONSE #100
SetGlobal("OpenedDoor4","AR2904",1)
MoveViewPoint([502.1313],INSTANT)
Wait(1)
ReallyForceSpell(Player2,HELL_DAMAGE_HALF)
Wait(1)
MoveViewObject(Player1,INSTANT)
END


d4b_1.baf

IF
OpenState("DOOR04",TRUE)
Global("OpenedDoor2","AR2904",1) //this line is added
Global("OpenedDoor4","AR2904",0)
Global("OpenedDoor5","AR2904",0)
Global("OpenedDoor6","AR2904",0)
THEN
RESPONSE #100
SetGlobal("OpenedDoor4","AR2904",1)
MoveViewPoint([502.1313],INSTANT)
Wait(1)
ReallyForceSpell("hellvict",HELL_DAMAGE_HALF)
Wait(1)
MoveViewObject(Player1,INSTANT)
END


d6a_1.baf

IF
OpenState("DOOR06",TRUE)
Global("OpenedDoor4","AR2904",1) //this line is added
Global("OpenedDoor5","AR2904",0)
Global("OpenedDoor6","AR2904",0)
NumInPartyGT(1)
InPartyAllowDead(Player2)
InParty(Player2)
THEN
RESPONSE #100
SetGlobal("OpenedDoor6","AR2904",1)
MoveViewPoint([502.1313],INSTANT)
Wait(1)
ReallyForceSpell(Player2,HELL_EXPLODE)
Wait(1)
MoveViewObject(Player1,INSTANT)
END


d6b_1.baf

IF
OpenState("DOOR06",TRUE)
Global("OpenedDoor4","AR2904",1) //this line is added
Global("OpenedDoor5","AR2904",0)
Global("OpenedDoor6","AR2904",0)
THEN
RESPONSE #100
SetGlobal("OpenedDoor6","AR2904",1)
MoveViewPoint([502.1313],INSTANT)
Wait(1)
ReallyForceSpell("hellvict",HELL_EXPLODE)
Wait(1)
MoveViewObject(Player1,INSTANT)
END

----------------------------------------------------------------------

These changes are needed to make the questpack component "Revised Hell Trials" compatible with BG2 Fixpack with LuvNalia installed:

d2a_1.baf

IF
OpenState("DOOR02",TRUE)
Global("OpenedDoor2","AR2904",0)
Global("OpenedDoor5","AR2904",0)
Global("OpenedDoor6","AR2904",0)
!Global("NaliaTaken","AR2904",1) //this line is added
NumInPartyGT(1)
InPartyAllowDead(Player2)
InParty(Player2)
THEN
RESPONSE #100
SetGlobal("OpenedDoor2","AR2904",1)
MoveViewPoint([502.1313],INSTANT)
Wait(1)
ReallyForceSpell(Player2,HELL_DAMAGE_HALF)
Wait(1)
MoveViewObject(Player1,INSTANT)
END


d4a_1.baf

IF
OpenState("DOOR04",TRUE)
Global("OpenedDoor4","AR2904",0)
Global("OpenedDoor5","AR2904",0)
Global("OpenedDoor6","AR2904",0)
!Global("NaliaTaken","AR2904",1) //this line is added
NumInPartyGT(1)
InPartyAllowDead(Player2)
InParty(Player2)
THEN
RESPONSE #100
SetGlobal("OpenedDoor4","AR2904",1)
MoveViewPoint([502.1313],INSTANT)
Wait(1)
ReallyForceSpell(Player2,HELL_DAMAGE_HALF)
Wait(1)
MoveViewObject(Player1,INSTANT)
END


d6a_1.baf

IF
OpenState("DOOR06",TRUE)
Global("OpenedDoor5","AR2904",0)
Global("OpenedDoor6","AR2904",0)
!Global("NaliaTaken","AR2904",1) //this line was added
NumInPartyGT(1)
InPartyAllowDead(Player2)
InParty(Player2)
THEN
RESPONSE #100
SetGlobal("OpenedDoor6","AR2904",1)
MoveViewPoint([502.1313],INSTANT)
Wait(1)
ReallyForceSpell(Player2,HELL_EXPLODE)
Wait(1)
MoveViewObject(Player1,INSTANT)
END

The files d4b_1.baf and d6b_1.baf are the same as above Fixpack without LuvNalia

Quote
Install Component [Revised Hell Trials]? I]nstall
You must first carry out the corrections described on top to be able to install this component.
At this step, all the rest components will be installed.

You can see, because of the conflicts between the named mods, we must install your mod at three places in the installation order like you can see above.
The Fixpack and our guide you can get over the link listed below.

Greetings Leomar
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Salk on May 04, 2008, 01:12:10 AM
There are many bug corrections that are already fixed locally by SimDing0 for version 3.

I just hope we all can enjoy that soon enough.
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Leomar on May 04, 2008, 06:14:00 PM
There are many bug corrections that are already fixed locally by SimDing0 for version 3.
I just hope we all can enjoy that soon enough.
Thanks for your response and information, Salk.

Greetings Leomar
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Salk on May 16, 2008, 04:36:52 AM
SimDing0,

if you happen to read this passing by, may I ask you if we could have even a very small update about how version 3 is doing?

I read in the first post that you have alrady fixed many things but that there are more that you are examining.

Might even be a good idea to release it with the present adjustments and then later on, when you have more time, take care of the rest?

Thanks!
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: SimDing0™ on May 16, 2008, 05:41:32 AM
Version 3 should be early this summer, when I've graduated. At the moment, I just do a lot of maths.
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Salk on May 16, 2008, 07:08:33 AM
Wow! I didn't know you were so close to graduating!

Congratulations, Sim!  ;)
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Daulmakan on May 16, 2008, 10:10:55 AM
Version 3 should be early this summer, when I've graduated. At the moment, I just do a lot of maths.
Coolness. Good luck with your finals.
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Salk on June 29, 2008, 01:31:48 AM
How did it go with your finals, Sim?

We have been crossing our fingers for you!  8)
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Salk on July 19, 2008, 06:13:54 AM
Springs can be extremely long, I guess....  :o
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Stalwart Kurtz on August 22, 2008, 12:02:11 PM
Eagerly anticipating this mod, especially towards slaying the Shadow Thieves with the help of the Amnish soldiers. Death to the parasites!

I've only played BG2 twice, and both times without mods. Looking forward to playing this alongside this new fangled "BG2 fixpack" come version 3.  ;)
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Dirty Uncle Bertie on November 16, 2008, 09:03:29 AM
Is there any chance we could see some sort of interim release that includes the fixes so far?
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: lac on November 16, 2008, 09:09:35 PM
According to the Big World v 5.5.1 beta English pdf document  http://www.shsforums.net/index.php?autocom=downloads&showcat=72  section 10.4.3 The d0Quest pack makes improper changes to kit.ids

Does anybody know a) if this has been resolved and b) if this is only an issue for BGT people and/or people using BiG Word or BP?
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Jarno Mikkola on November 17, 2008, 02:54:19 AM
Does anybody know a) if this has been resolved and b) if this is only an issue for BGT people and/or people using BiG Word or BP?
B) not anymore with the BWPs Fixpack. :dah: And that's BiG World Project, not Big Word. -Word-
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: unreserved_Steve on November 18, 2008, 06:29:06 PM
The questpack deletes the MAGESCHOOL_GENERALIST line out of kit.ids, causing scripts that use that name to misbehave.  The BWP mentions to copy the kit.ids from their fixpack but it isn't there.  If you want to fix it yourself, edit setup-d0questpack.tp2 and change line 120 from:
    REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_GENERALIST\b~  ~0x0000 WILDMAGE~
to:
    REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_GENERALIST\b~  ~0x4000 MAGESCHOOL_GENERALIST~
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: DavidW on December 29, 2008, 05:39:22 PM
If these are the archers I think they are, it's because they're equipped with shields(!) - this turned up as a problem in SCSII as well.

Very true (long ago fixed there, though - I hope)
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Amgot on January 21, 2009, 06:59:42 AM
So any word on a new release? It's a shame to see one of the most popular BG2 mods not getting bugfixed... :(
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: trinket3 on January 25, 2009, 10:10:37 AM
let the man have some rest... see if you can find something else thats going on, remember that this is people doing this in their spare time.... its not a job or anything.....  ???
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Salk on January 26, 2009, 07:36:31 AM
Well, this is a hot topic for me.

I am perfectly aware, like everyone else, that nothing is due to us. What we get to download is for free and thanks are never enough for modders that decide to share their mods with us. I, being no modder, try returning their kindness the way I can (feedback, suggestions, ideas) to just express my gratitude, on top of publically giving my support and thanks on the forums and most of all showing the due respect. Many don't even do this minimum.

Said that, I still think that it's not so nice (I don't say professional just because this word wouldn't apply for software not created by people making money on it) to just disappear for months or years without even bothering saying "goodbye, I don't know when and if I will be back here to even give the least support".

Real life takes precedence and I would never even dream of holding a grudge after reading a line similar to the one above, but here I think it's more a matter of politeness. Because writing "I am taking a break of indeterminate lenght" or "I am leaving this community and I don't think I will return" doesn't really take so long.

Of course I am not speaking of those border cases when there is the impossibility of doing that. I have been working with a modder that left the scene, without saying a word, in June 2008. I am still praying practically every day that she is feeling well!

I hope I am not showing any disrespect here to any modder. I didn't mean to imply any specific modder. This is meant to be a very generic opinion which has perhaps not much to do with modding itself but rather with ethics.

I cannot but close this post with another big thanks to all modders out there!  :pirate
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Kulyok on January 26, 2009, 07:53:12 AM
Quote
Many don't even do this minimum.

Thank God.
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Salk on January 26, 2009, 09:39:54 AM
Quote
Many don't even do this minimum.

Thank God.

I am not sure I understand.

You mean that it's better to have passive users instead of those who partecipate to the forum with suggestions, feedback, praise or criticisms?
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Kulyok on January 26, 2009, 09:51:38 AM
Three thousand downloads a month.
One thousand.
Five hundred.

Imagine a hundred posts, bug reports, suggestions, praise, anti-praise and casual talk daily, hourly, weekly? I think I'd leave.
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Salk on January 26, 2009, 10:14:04 AM
I think you have depicted an apocalyptic scenario here...  ;D

But if we take the extremes (every download=one topic) then I can ask you what you'd feel if no one of those who downloaded your mods would ever make a single comment.

I think you'd leave even sooner...
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Kulyok on January 26, 2009, 10:24:47 AM
Exactly my point.

An "active" fan(an avid Pratchett reader, Harry Potter fan) is no worse and no better than a person who buys a book, downloads a mod, plays, reads, enjoys and says nothing. The reaction(or lack thereof) always happens within.

Speaking of which, everyone is welcome to play our mods and post here. :)
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: the bigg on January 26, 2009, 10:39:55 AM
I think you have depicted an apocalyptic scenario here...  ;D
Not quite. I can testify that reading (and not answering) 300 posts in an year, all regarding the same three problems, is very soul-crushing. And 300 is very smaller than, say, 10k.

Also, nobody posts "gone forever" because nobody will take a "gone forever (http://preview.tinyurl.com/haha-no-referer-Baronius-1)" seriously.
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: coaster on January 28, 2009, 04:12:31 PM
Yeah, interesting how the people who say "bye forever" are always the ones who come back. Happens on all sorts of internet forums. I secretly enjoy the sheepish nature of the return..."I...uh..changed my mind. I discovered I didn't have a life outside the internet after all".

Anyway in the spirit of the discussion...come back SimDing0! We love your work [which means we want you to fix the bugs in it]!! Will you sign my weidu log??!
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Salk on January 28, 2009, 11:22:44 PM
Well, with "goodbye" I meant more like a cease of activity as modder or stepping off the modding ladder, if you prefer.

Domi, at G3, did something like that when she left the BG1 NPC project direction and I must say I did appreciate her public statement. She is around and she works on different things now.

Anyway yes, SimDing0 is a pillar for this community and he's very much missed.  :pirate
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Leomar on March 28, 2009, 06:24:13 PM
Only to list the issue with QuestPack and SCS:

Install Component 0 [General AI Improvements]?
This component need to be installed before the Durlag's Tower component of SCS.

Install Component [Creature & Area Improvements]? choose one:
1 1] All Creature & Area Improvements
2 2] All Creature Improvements
3 3] Boss Improvements Only
This component need to be installed before the Durlag's Tower component of SCS.

From the SCS project page:
Quote
However (for slightly complex reasons) the AI improvements from the Quest Pack need to be installed before SCS (to be precise: before the Durlag's Tower component of SCS).
http://forums.gibberlings3.net/index.php?s=&showtopic=11899&view=findpost&p=101591 (http://forums.gibberlings3.net/index.php?s=&showtopic=11899&view=findpost&p=101591)



And here I've posted all issues with Questpack in a megamod last year:
http://forums.pocketplane.net/index.php/topic,24721.msg312151.html#msg312151 (http://forums.pocketplane.net/index.php/topic,24721.msg312151.html#msg312151)

And the important thing from that is this here:
Quote
If you choose here Skip them, the components “Miscellaneous Enhancements” and “Additional Shadow Thieves Content” are not indicated, although they are not installed, and you cannot select them.

To solve this change in the setup-d0questpack.tp2 the following:
Code: [Select]
@@ -1526,7 +1528,7 @@
 
 BEGIN @6
 
-DESIGNATED 2
+DESIGNATED 4
 
 UNINSTALL Setup-BonsKiss.tp2 0
 UNINSTALL Setup-LMA.tp2 0

Greetings Leomar
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Dirty Uncle Bertie on March 31, 2009, 10:55:26 AM
Leomar, are you able to tell us what issues BWP Fixpack doesn't fix?  There are a whole load of issues mentioned at the start of this thread, as you know, and another lot mentioned and/or linked to here:

http://www.shsforums.net/index.php?showtopic=37926

At the moment I have no idea which QP components are buggy and which aren't.  This doesn't make community fixes as useful as they might otherwise be, because I don't know what a lot of them fix.
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Leomar on May 05, 2009, 10:01:29 PM
Leomar, are you able to tell us what issues BWP Fixpack doesn't fix?  There are a whole load of issues mentioned at the start of this thread, as you know, and another lot mentioned and/or linked to here:
http://www.shsforums.net/index.php?showtopic=37926

At the moment I have no idea which QP components are buggy and which aren't.  This doesn't make community fixes as useful as they might otherwise be, because I don't know what a lot of them fix.
Sorry, I can't say which problems are not fixed, because I don't know all of them exactly. I can explain which fixes the BW Fixpack has and which problems are solved with them, but that are not much and I'll report them here in the next time. The most fixes are from Steve which we have trustfully included in the BW Fixpack, but don't know exactly what is fixed through him. I'll get in contact with Steve and if he has time, he can explain us, what he has fixed. These are the informations which we have at the moment:

:: Steve's fixes
:: http://www.shsforums.net/index.php?s=&showtopic=37926&view=findpost&p=428254 (http://www.shsforums.net/index.php?s=&showtopic=37926&view=findpost&p=428254)
:: http://www.shsforums.net/index.php?s=&showtopic=37926&view=findpost&p=428670 (http://www.shsforums.net/index.php?s=&showtopic=37926&view=findpost&p=428670)
:: http://forums.pocketplane.net/index.php/topic,26020.msg316860.html (http://forums.pocketplane.net/index.php/topic,26020.msg316860.html)


Greetings Leomar
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: unreserved_Steve on May 06, 2009, 10:30:14 AM
The BWP fixpack doesn't fix any of the problems listed in the first post.
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Leomar on May 06, 2009, 05:58:05 PM
Thank you Steve, so you fixed things, like you have described in my above given links.

Here are the additional fixes, which are included in the "BiG World Fixpack":

----------------------------------------------------------------------------------------


:: d0Questpack

:: Azazello's Infinite Rune Assassins fix - city_new.baf
:: http://forums.pocketplane.net/index.php/topic,24876.msg308040.html#msg308040 (http://forums.pocketplane.net/index.php/topic,24876.msg308040.html#msg308040)

:: the bigg's adding Start/EndCutSceneMode to harpass1.bcs
:: http://www.shsforums.net/index.php?s=&showtopic=33538&view=findpost&p=393893 (http://www.shsforums.net/index.php?s=&showtopic=33538&view=findpost&p=393893)

:: the bigg's addenda
:: http://www.shsforums.net/index.php?s=&showtopic=36182&view=findpost&p=414114 (http://www.shsforums.net/index.php?s=&showtopic=36182&view=findpost&p=414114)

:: omeletted's hell trial fix
:: http://www.shsforums.net/index.php?s=&showtopic=31309&view=findpost&p=370565 (http://www.shsforums.net/index.php?s=&showtopic=31309&view=findpost&p=370565)

:: CamDawg's YuanTe - Mage spellcasting fix
:: http://forums.pocketplane.net/index.php/topic,24754.0.html (http://forums.pocketplane.net/index.php/topic,24754.0.html)


----------------------------------------------------------------------------------------


:: Azazello's Infinite Rune Assassins fix - city_new.baf
Code: [Select]
--- questpack\encounters\DING0\randenc\city_new.baf Thu Jan 05 21:07:28 2006
+++ C:\BWP Patchstudio\patched files\questpack\encounters\DING0\randenc\city_new.baf Sat Oct 18 20:06:10 2008
@@ -202,8 +202,8 @@
  RandomNumGT(5,2)
 THEN
  RESPONSE #100
- SetGlobal("D0RandEncRuneRevenge","GLOBAL",1)
- SetGlobalTimer("D0RuneReinforce","MYAREA",12)
+ SetGlobal("D0RandEncRuneRevenge","GLOBAL",2)
+ SetGlobalTimer("D0RuneReinforce","MYAREA",60)
  CreateCreature("TANTHF01",[488.558],10)
  CreateCreature("TANTHF01",[427.548],10)
  CreateCreature("TANWIZ02",[525.591],10)
@@ -271,7 +271,7 @@
  GlobalTimerExpired("D0RuneReinforce","MYAREA")
 THEN
  RESPONSE #100
- SetGlobal("D0RandEncRuneRevenge","GLOBAL",1)
+ SetGlobal("D0RandEncRuneRevenge","GLOBAL",2)
  CreateCreatureObjectDoor("TANTHF01",Player1,0,0,0)
  CreateCreatureObjectDoor("TANTHF01",[PC],0,0,0)
 END

:: the bigg's adding Start/EndCutSceneMode to harpass1.bcs
Code: [Select]
--- questpack\harpers\harpass1.baf Mon Sep 12 17:00:06 2005
+++ C:\BWP Patchstudio\patched files\questpack\harpers\harpass1.baf Sat Oct 18 20:00:44 2008
@@ -19,6 +19,7 @@
  Global("D0Harpers","GLOBAL",3)
 THEN
  RESPONSE #100
+ StartCutSceneMode()
  FaceObject("Lyros")
  ActionOverride("Lyros",FaceObject([NEUTRAL.HUMANOID.HUMAN.FIGHTER_THIEF.133.FEMALE.CHAOTIC_GOOD]))
  Wait(1)
@@ -30,4 +31,5 @@
  Wait(1)
  CreateVisualEffectObject("SPFIREPI",Myself)
  Kill(Myself)
+ EndCutSceneMode()
 END

:: the bigg's addenda
Code: [Select]
@@ -1526,7 +1528,7 @@
 
 BEGIN @6
 
-DESIGNATED 2
+DESIGNATED 4
 
 UNINSTALL Setup-BonsKiss.tp2 0
 UNINSTALL Setup-LMA.tp2 0

:: omeletted's hell trial fix
Code: [Select]
--- questpack\helltest\selfish.d Sun Mar 27 23:43:22 2005
+++ C:\BWP Patchstudio\patched files\questpack\helltest\selfish.d Fri Nov 28 22:08:57 2008
@@ -153,7 +153,8 @@
   IF ~~ THEN DO ~SetGlobal("Player1Selfish","GLOBAL",3)
 IncrementGlobal("C7SinCounter","GLOBAL",1)
 SetGlobal("OpenedDoor5","AR2904",2)
-SetGlobal("OpenedDoor6","AR2904",2)~ JOURNAL @55 FLAGS 64 GOTO 32
+SetGlobal("OpenedDoor6","AR2904",2)
+ForceSpell(Player2Fill,HELL_DISPELL)~ JOURNAL @55 FLAGS 64 GOTO 32
 END
 
 END

:: CamDawg's YuanTe - Mage spellcasting fix
Code: [Select]
// These guys need script order changes
 COPY_EXISTING ~kpsham01.cre~ ~override~
 WRITE_ASCII 0x248 "SHOUTDLG"
-WRITE_ASCII 0x250 "MAGE12D"
+WRITE_ASCII 0x250 "MAGE12D" #8

Greetings Leomar
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Ding0 on May 08, 2009, 06:39:50 AM
Hey guys. Will get the changes I have locally made available as soon as possible. Sorry for the delay.

- Ding0
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Kulyok on May 08, 2009, 06:52:01 AM
Oh-my-God! He is back! He is back!!!

;D
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Leomar on May 08, 2009, 05:53:30 PM
Hey guys. Will get the changes I have locally made available as soon as possible. Sorry for the delay.

- Ding0
Nice to hear.  :D

Greetings Leomar
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: SimDing0™ on May 09, 2009, 08:14:55 AM
Oh-my-God! He is back! He is back!!!

;D

Yeah, it's more or less the second coming. My current status is "don't expect me to do a whole lot of IE work, but I'll get what I've had lying around for two years released".
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: SimDing0™ on May 09, 2009, 08:26:57 AM
(And sure, I've missed you fuckers.)
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: cmorgan on May 09, 2009, 08:53:20 AM
He's not dead yet! (he got better...)
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Salk on May 11, 2009, 04:26:42 AM
Hey guys. Will get the changes I have locally made available as soon as possible. Sorry for the delay.

- Ding0

 :o :o :o :o

Hail to the Ding0!!

 :-* :-* :-* :-*
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Azazello on May 12, 2009, 01:09:00 AM
(And sure, I've missed you fuckers.)

He's not dead yet! (he got better...)

He hasn't changed a bit.  :)
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: MajorTomSawyer on May 30, 2009, 08:00:03 AM
(And sure, I've missed you fuckers.)

The IE community is 89.3% less entertaining when you are not around.
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Immort_guest on June 03, 2009, 09:28:22 AM
Yeah while you are at it, Ding0, add this translation plz: http://academia.clandlan.net/index.php?page=download&file=iemods/D0QuestPack_v23ESPANOL.rar
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Da_venom on June 03, 2009, 01:22:24 PM
gues some old dogs will never die :P

so where u been dingo?:P
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Leomar on June 04, 2009, 01:23:38 AM
Yeah while you are at it, Ding0, add this translation plz: http://academia.clandlan.net/index.php?page=download&file=iemods/D0QuestPack_v23ESPANOL.rar
Thanks Immortality. I've packed all fixed files which I've mentioned above. Additional it includes the complete Spanish and German translations. So we have all together and can hope that all will be included in a next mod-update.  ;)

http://www.shsforums.net/index.php?act=attach&type=post&id=16607 (http://www.shsforums.net/index.php?act=attach&type=post&id=16607)

Greetings Leomar
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Daulmakan on July 23, 2009, 09:08:01 PM
Yeah, it's more or less the second coming. My current status is "don't expect me to do a whole lot of IE work, but I'll get what I've had lying around for two years released".
Any news? That was 2 and a half months ago.
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: GeN1e on July 26, 2009, 12:27:51 AM
Hell Trials component, 'teardoor.baf' file

Code: [Select]
IF
Global("C7AlignmentAdjust","GLOBAL",1)
Alignment(Player1,MASK_CHAOTIC)
THEN
RESPONSE #100
ChangeAlignment(Player1,CHAOTIC_EVIL)
SetGlobal("C7AlignmentAdjust","GLOBAL",4)
DisplayStringHead(Player1,@161) // No such index
Continue()
END
Clearly there's a typo here, the 'Global("C7AlignmentAdjust","GLOBAL",1)' must be 'Global("C7AlignmentAdjust","GLOBAL",2)'. I've wronged everything I could yet my alignment remained CN.
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Salk on August 07, 2009, 10:54:45 AM
Yeah, it's more or less the second coming. My current status is "don't expect me to do a whole lot of IE work, but I'll get what I've had lying around for two years released".
Any news? That was 2 and a half months ago.

 :'( :'( :'( :'( :( :( :( :(
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: pe shan on September 04, 2010, 04:26:23 PM
hi...played questpack in 2007, now re-playing it again.! love the new stuff :D
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: curiousgamer on March 01, 2012, 06:11:21 PM
exactly why are people making mods for these kind of games if they cant take the time and patience to put any effort into what they make anymore? Yes I know real life can interfere. But Also whats wrongw ith just taking a few minutes a day for yourself to just get a mod released by changing a few lines of code which only take not even 10 miniutes to change. OMG! such a big issue for someone to take such time off just to change some simple coding. is there REALLY an excuse for someone to really complain that real life is an issue this much for just a few minutes that wont even make a difference at all? if you are going to be a modder and or an admin for a site. at least please devout some time into it every day or for once. pass your work onto someone else and declaire your retirement and let someone alot more active than you update your work but yet still give you credit because this is getting really stupid from some people who they call themselves modders and or admins and just leave people hanging when thye already said they would release an update. if you are going to spend years and years never releasing something you say. then get lost. you never were a modder in the first place or a gamer. for once get someone else to clean up after you then so people can finally enjoy these new addons and mods we enjoy playing BUG FREE AND WITHOUT ERRORS!!!!
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Azazello on March 02, 2012, 02:33:47 AM
 ::)

Please don't delete the above post - instead, let's use it to advocate for turning Off guest-posting.
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: GeN1e on March 02, 2012, 05:01:29 PM
Besides the public v2.3 there are:
1) BWP's fixes
2) Temujin's fixpack
3) v2.3 fully traified and translated to Russian
4) QP v3 beta

One can't take an hour and produce a stable working update from that mess. Also QP is not the only "abandoned" mod, there are others too. And the number of "active people, who have time to update others' mods" is limited too.
Title: Re: Ding0 Catches Up On: Quest Pack
Post by: Eden on September 18, 2014, 08:34:28 AM
Indeed, this mod is one of the base for my setup(s) since release, and so, having it being updated = :)