Author Topic: The Lure of the Sirine's Call is released!  (Read 126467 times)

Offline Jarno Mikkola

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Re: The Lure of the Sirine's Call is released!
« Reply #125 on: November 03, 2009, 02:09:00 AM »
What NI says was that a called resource is not present. This usually meant a misspelled name of the file.
Or the file was just never made... this is visible when you open the creature file with the NI v1.33b19, the script files name is grayed out like all the other None fields, while an existing .bcs has blue name and it has a link that can be opened.
« Last Edit: November 05, 2009, 01:47:16 AM by Jarno Mikkola »

Offline jastey

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Re: The Lure of the Sirine's Call is released!
« Reply #126 on: November 05, 2009, 12:38:53 AM »
Well, I checked the spelling in setting and calling of the variables and they match, so I still do not understand what NI means exactly. If the setting block didn't run yet than it's logical that the variable doesn't exist yet - and that would be nothing to worry about. Sorry, I guess I am not much of a help here, as long as I don't get more explicit instructions or bug reports. :(

Jarno Mikkola: As i understood, we are talking about variable names. (?)

Toto

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Re: The Lure of the Sirine's Call is released!
« Reply #127 on: February 11, 2010, 08:29:08 PM »
I'm trying to play this mod, but after rescuing the boy I've found that entering the lighthouse makes the game go completely black (not crashing) but I have to ctrl+alt+delete and close it. I'm playing with the latest BGT. Does anyone know what might be wrong?

Offline jastey

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Re: The Lure of the Sirine's Call is released!
« Reply #128 on: February 23, 2010, 12:49:59 AM »
Do you mean the lighthouse, or the house in the East (right)? The right house is the only important one to play on with the quest, so if you can enter this and not the others it's a nuisance but nothing game stopping..
If it is the house right (East) you are referring to, I had a bug report recently where a game file that this area uses was missing in the install. It was AR7250LM.bmp, but that person got an error message and the game crashed. I am not sure what leads to a black window upon area load, I am afraid.

mahpari

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Re: The Lure of the Sirine's Call is released!
« Reply #129 on: June 04, 2010, 01:00:25 AM »
This is probably a stupid question, but how do I get to the area for this quest? I'm currently in the area south of Candlekeep, met some hostile creatures called Sirine, found a shipwreck and talked to a guy that gave me a potion. I don't see any lighthouse, or any of the other NPCs I'm supposed to meet. I guess I'm in the wrong area, but the readme specifically says the "coastal area south of Candlekeep", so I feel a bit lost here.

Offline jastey

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Re: The Lure of the Sirine's Call is released!
« Reply #130 on: June 04, 2010, 02:09:41 PM »

Offline The Arcanamach

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Re: The Lure of the Sirine's Call is released!
« Reply #131 on: June 05, 2010, 07:51:09 AM »
Will this mod be made vanilla BG1 compatible?  Ive never played it but it sounds interesting

Mahpari

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Re: The Lure of the Sirine's Call is released!
« Reply #132 on: June 05, 2010, 01:37:56 PM »
It is this area: http://www.forgottenwars.com/bg1/ar3600.htm

Thank you. I couldn't find an area south of there, but I guess I just hadn't searched enough.

Offline jastey

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Re: The Lure of the Sirine's Call is released!
« Reply #133 on: June 06, 2010, 08:57:03 AM »
Will this mod be made vanilla BG1 compatible?  Ive never played it but it sounds interesting
Thank you for the interest. Since it does some area modifiactions this is kind of (more) complicated than my usual BG1/Tutu/BGT crosmod coding, otherwise I would have made it vanilla BG1 compatible already. So, I am not sure I will find the time. (People tend to stick to Tutu/BGT once they try it anyway, so.)

Mahpari

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Re: The Lure of the Sirine's Call is released!
« Reply #134 on: June 07, 2010, 04:25:58 AM »
I decided to side with the Sirines, and went to kill the pirates at the old man's house. Went back to the sirines, but they don't recognize that I've killed the pirates. I searched the entire map in case there were pirates hidden somewhere, but can't find any. Is this a bug, or am I doing something wrong? If it's a bug, are there any variables I can change to make the sirines recognize my heroic deed?

Offline jastey

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Re: The Lure of the Sirine's Call is released!
« Reply #135 on: June 07, 2010, 06:21:59 AM »
Did you talk to the pirate before you attacked him? Did other pirates spawn in the fight?

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

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

Mahpari

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Re: The Lure of the Sirine's Call is released!
« Reply #136 on: June 07, 2010, 10:34:59 AM »
Did you talk to the pirate before you attacked him? Did other pirates spawn in the fight?

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

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

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

I did talk to the old man, although I can't remember what the dialogue options were. A number of pirates spawned for the fight. I then went to the Sirines where my only option was to tell them I needed more time. I went back to the old man's house, and another pirate turned up. I stayed in the house for a good while to see if more pirates were coming, but none did. Again I went back to the sirines and got the same dialogue.

Offline jastey

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Re: The Lure of the Sirine's Call is released!
« Reply #137 on: June 07, 2010, 12:44:13 PM »
Hm. The variable should be set to 2 when the other pirates spawn for the fight.

Mahpari

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Re: The Lure of the Sirine's Call is released!
« Reply #138 on: June 07, 2010, 01:10:21 PM »
I set the variable to 2, and now got the reward. Thanks for your help. I'm sorry I couldn't give more information about what dialogue options I chose.

Offline jastey

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Re: The Lure of the Sirine's Call is released!
« Reply #139 on: June 07, 2010, 02:02:15 PM »
The variable is set in the script for the pirates spawn, not the dialogue, that's why I am clueless. I hope it was a local glitch in your case. :-\
Glad you could solve the problem. Thank you for reporting and for playing the mod!

ZG

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Re: The Lure of the Sirine's Call is released!
« Reply #140 on: October 09, 2010, 04:56:43 AM »
Hey everyone, I'm having some issues with this mod, it's happened before sporadically.

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

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

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

Is there a way I can CLUA Console Sil to the map so I can double-cross her, and then have the pirates appear?

Offline jastey

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Re: The Lure of the Sirine's Call is released!
« Reply #141 on: October 09, 2010, 05:05:59 AM »
Please, send the auto-save before you speak to Sil to jastey at web dot de. Also, what mods do you have installed? Please post your WeiDU.log content here.

For spawning Sil you can use the cheats, but the code depends on the engine you are playing on: BG, Tutu, or BGT?

ZG

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Re: The Lure of the Sirine's Call is released!
« Reply #142 on: October 09, 2010, 01:07:08 PM »
I'm playing Tutu. I forgot to mention that after I first chat with Sil, she talks to me again and asks if I've spoken to the Old Man, prompting me to say "not yet, give me more time".

Here's my WeiDu log.

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

Offline jastey

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Re: The Lure of the Sirine's Call is released!
« Reply #143 on: October 09, 2010, 01:42:19 PM »
There is a slight incomaptibility between LoSC and the BG1UB concerning Sil which I discovered only recently. I am not sure this results into the problem you described, though. I will have a look at it.

The creature code for Sil in Tutu would be _sil:

CLUAConsole:CreateCreature("_sil")

I am not sure cheating her in will make it better without setting some variables, too, but I wouldn't know what you'd have to set yet.

ZG

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Re: The Lure of the Sirine's Call is released!
« Reply #144 on: October 09, 2010, 01:52:39 PM »
Haha, cheating her in worked. I told her she'd be dead soon, killed her, then the pirates spawned in and the Old Man chewed me out for betraying him. Everything worked as normal. Thanks Jastey!

ZG

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Re: The Lure of the Sirine's Call is released!
« Reply #145 on: October 09, 2010, 01:59:54 PM »
Well, actually, Sil spawned in twice, once right during the pirate fight. It... hurt, but I managed to take out everyone.

Offline jastey

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Re: The Lure of the Sirine's Call is released!
« Reply #146 on: October 10, 2010, 01:59:58 PM »
Yeah, the "second" Sil was the original one, she was there all the time but invisible, as it seems.

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

In detail:

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

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

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

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

Quote
I even blue-circle attacked the Sirines to see if Sil would appear, but they flashed blue-red-blue-red repeatedly and died without attacking back.
That was a bug in her scripts, will be fixed. And Sil didn't help them, because her script triggering this got replaced by BG1UB (that mod will be updated soon, too).

Offline jastey

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Re: The Lure of the Sirine's Call is released!
« Reply #147 on: October 10, 2010, 02:29:58 PM »
OK, this is what I am planning to adress the above issues:

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

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

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

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

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

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

-About sirenes becoming invisible - check with DavidW and SCS -> will be addressed in the next version of SCS Link Done

Seems there will be a new version ready soon.
« Last Edit: October 12, 2010, 02:29:12 AM by jastey »

Offline jastey

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Re: The Lure of the Sirine's Call is released!
« Reply #148 on: October 12, 2010, 09:27:08 AM »
Am I assuming correctly that

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

 is better than

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

What exactly is the difference? If I patch a custom creature, WRITE_ASCII might be suffice?

Offline Wisp

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Re: The Lure of the Sirine's Call is released!
« Reply #149 on: October 12, 2010, 11:13:39 AM »
You use WRITE_EVALUATED_ASCII when the string you're writing is or contains a variable. With WRITE_ASCIIE (synonym) you get the contents of the variable, with WRITE_ASCII you get the variable name.

 

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