Download (and extract and overwrite on top of your questpack folder)
Current fixes:
========
1. included all fixes from the Big World Project (documentation for those, you need to ask the BWP crew). The only thing I didn't include is the compatibility patch in the _depends subdirectory (it's just for correcting the REPLACE_BCS_BLOCK warnings with the old & even more buggy Arlen's Nalia mod).
2. included Gen1e's
Hell Trials component fix: alignment change does not happen when you take all the evil paths.
3. added VERSION flag --> v2.3 (Feb 14, 2010)
4. added DESIGNATED flags to each component (component numbers remain the same as in previous versions). It makes no sense to have DESIGNATED used in only one component, which is assigned the wrong number anyway.
5. Tanova's override script misspelled in tp2 {line 792} (changed D0PQTAN1 --> D0QPTAN1)
6. Tanova's race script misspelled in tp2 {line 793} (changed D0PQTAN2 --> D0QPTAN2)
7. Umber Hulk Elder is assigned a nonexistent script - D0UMBHUL {line 1007}. I think it's supposed to be d0umber since the only other umber hulk related script in questpack/creatures/compile/umber is umbhul01.baf and that's meant for umbhul01.cre
(changed 'WRITE_ASCII 0x260 "D0UMBHUL"' --> 'WRITE_ASCII 0x260 "D0UMBER" #8')
8. Shadows and Shadow Fiends' class scripts are not being evaluated {line 1027}
(changed 'WRITE_ASCII 0x250 "%SOURCE_RES%"' --> 'WRITE_EVALUATED_ASCII 0x250 "%SOURCE_RES%" #8'
9. Either hlrevan.cre or uhogre05.cre was not getting its previous Default script field properly cleared
(changed 'WRITE_ASCII 0x268 "WTARSGT"' --> 'WRITE_ASCII 0x268 "WTARSGT" #8' to ensure a terminating NUL is written and any previous script is properly erased)
10. In fact, several WRITE_ASCIIs have the above problem. No terminating NULs are written. Lines like 'WRITE_ASCII 0x250 ""' will make no difference in clearing out any previous entries.
(changed all WRITE_ASCII and WRITE_EVALUATED_ASCII so that they'd use a proper #requiredSize depending on the context)
11. Changed {lines 3122-3125} from
WRITE_ASCII (~%triggOff%~ + ~%#ofTrigg%~ * 196) ~D0WayIn~
WRITE_ASCII (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 8) ~~
WRITE_ASCII (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 16) ~~
WRITE_ASCII (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 24) ~~
to
WRITE_ASCII (~%triggOff%~ + ~%#ofTrigg%~ * 196) ~D0WayIn~ #32
- that entire area trigger patching code needs to be redone because it makes some blind assumptions, but I'm only interested in making low-key changes here.
12. Changed {lines 3198-3199} from
WRITE_ASCII (~%entraOff%~ + ~%#ofEntra%~ * 104 + 0) ~D0AR01En~
WRITE_ASCII (~%entraOff%~ + ~%#ofEntra%~ * 104 + 8) ~try~
to
WRITE_ASCII (~%entraOff%~ + ~%#ofEntra%~ * 104 + 0) ~D0AR01Entry~ #32
13. Assigned a proper script name to one of the mod-added Amnish soldiers (d0guard3.cre) since his DV being referenced in some scripts (et_0300.baf).
(added 'WRITE_ASCII 0x280 "d0guard3" #32' {below line 2162})
14. Assigned a proper script name to the mod-added vampire Sime (d0vamsim.cre) since the DV (D0VAMSIM) referenced in some dialogs is different from the DV currently assigned (vampsime).
(added 'WRITE_ASCII 0x280 ~D0VAMSIM~ #32' {below line 1861})
15. et_spawnsime.baf has a different, but misspelled script name that's supposed to refer to Sime, and it
looks like it's the unmodded Sime {line 3} Someone should doublecheck this.
(changed !Dead("Sime") --> !Dead("ppsime"))
16. questpack/coronet/ketodialog.d and questpack/encounters/blue/keto.d
- Keto's script name misspelled. (changed all occurences of 'IsValidForPartyDialog("FWKeto")' to 'IsValidForPartyDialog("Keto")')
17. questpack/helltest/selfish.d {lines 13-14}
- mistyped syntax. (changed 'Gender("Player2",FEMALE)' to 'Gender(Player2,FEMALE)')
18. questpack/AI/compile/d0pimag.baf {lines 15 and 1491}
questpack/AI/compile/d0simul.baf {lines 15 and 1616}
- same script errors in both files. Changed
OR(3)
AttackedBy([ANYONE],DEFAULT)
HitBy([ANYONE],CRUSHING)
to
OR(2)
AttackedBy([ANYONE],DEFAULT)
HitBy([ANYONE],CRUSHING)
19. questpack/thieves/scripts/d0guard4.baf {lines 155 and 170}
- script errors on said lines. (changed 'OR(4)' --> 'OR(3)')
20. questpack/creatures/D0QPFLAY.SPL
- misspelled sound resref at offset 0xDE. Contains an extra space. (changed "EFF_M09 " --> "EFF_M09")
21. Typo in questpack/thieves/dialog3.d {line 335}
- changed 'Is there nothing that be done about this?' to 'Is there nothing that can be done about this?'
22. Typo in questpack/coronet/dialog.d {line 1525}
- changed 'you mean that is where they were keeping here' to 'you mean that is where they were keeping her'
23. d0fundog.cre's current script name is 'cat' but the actual DV used in his script is 'd0fundog'.
- added 'WRITE_ASCII 0x280 ~d0fundog~ #32' {below line 1630}
24. There's another severe, game-breaking bug when you do the Selfish trial. If you take the selfish path (i.e. the doors on the right), the person being held gets killed, but the Selfish demon never initiates dialogue and you're stuck there forever.
- changed {line 8} in d6a_2.baf from 'Global("C7SelfishFight","GLOBAL",1)' to 'Global("C7SelfishFight","GLOBAL",0)'
- changed {line 5} in d6b_2.baf from 'Global("C7SelfishFight","GLOBAL",1)' to 'Global("C7SelfishFight","GLOBAL",0)'
25. misspelled name used for summoning Battle Horrors in questpack/areas/kettaatk.baf {lines 6-7}
(changed "d0battho" --> "d0batho")
26. Vithal's dialogue results in a loop if you threaten and demand all the loot. He doesn't turn hostile like he's meant to.
(changed {line 164} 'GOTO V_12' --> 'GOTO V_13b' in questpack/negotiate/dialog2.d)
27.
Fixed the behavior of Potion of Mirrored Eyes so that it protects the user from basilisk-based gaze attacks, but it still wouldn't protect from normal petrification spells (like Flesh to Stone)
- added an effect that gives immunity to gaze projectile
- this is a questionable fix; someone should doublecheck and see if this is how it was intended.
Things not fixed yet:
=============
(some of them are missing resources or may not be considered as actual bugs. Better left for Sim 'I-like-to-keep-things-unfixed-for-years-and-years' Ding0 to decide what he wants to do with it)
1. questpack/encounters/DING0/et_spawnsime.baf {line 7}
- line contains an 'ActionOverride("vam1514b",DestroySelf())' No creature has that name or death variable. The closest vampire is 'vammat01' since the nonexistent 'vam1514b' is replaced with vampire Sime in almost the very same spot.
2. questpack/reynald/dialog.d {line 887} refers to a nonexistent item "d0qppois"
3. sarvam01.baf, vamemi01.baf and vampat01.baf
- all three files (in questpack/creatures/compile/vampires) contain many 'HasItemEquiped("NOA3", ...)' references. Don't know if this item is from some other mod, or someone forgot to include it in the questpack.
4. d0qppot1.spl and d0qppot2.spl should be given a proper NAME1 and NAME2 (or set to -1), otherwise their strrefs point to some random garbage depending on what mods you've previously installed.
5. same goes for the items JY_01DB, JY_02DB, JY_03DB in Displacer Beasts' inventories.
6. two creatures - d0guard4.cre and d0night2.cre - contain items that don't have a proper item slot assigned (and therefore probably should be removed since they're unused), and also assigned multiple times to more than one slot.
7. questpack/encounters/DING0/dialog.d {lines 192, 202, 276}
- contains references to "d0ftown". No creature having that script name. The only thing close is d0ftown2 but that is already used in the same dialog.
8. questpack/phluafae/sufakeb.baf {line 46} has a 'CreateVisualEffectObject("CHUNKS","vaelasa")'
- no such VVC or BAM. Maybe it's SPCHUNKS...
9. The displacer beasts (JY_00DB & JY_00DB1) are supposed to have their own small and large portraits, but they don't exist.
10. Phluafae is supposed to have her own small portrait, but as usual, the portrait does not exist.
11. The patching code for spwi705.spl is not properly updating the number of effects after inserting new ones, this causes a number of unused bytes to accumulate at the end. In fact, this entire Detectable Spells component needs to be updated.