Author Topic: Lure of the Sirine's Call v15: Please test the Extended Lighthouse Area comp!  (Read 10381 times)

Offline jastey

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fluke13 provided working tis for the EE games, so v15 hopefully fixed the crashing lighthouse area problem for installed componant "Extended Lighthouse Area"!
Thank you to fluke13 for the tis (pvrz)!

I would be happy if the new version could be tested: Does the area work for you, too?
Note: The component "Extended Lighthouse Area" did never and will not work on Tutu (will be skipped automatically).

Version 15 comes with the following changes:
- Ardrou will now give the correct dialogue if her son was saved without talking to her first
   - fixed install bug for OSX: changed SirinesCall/tools/tileconv/macosx to SirinesCall/tools/tileconv/osx
   - fixed install bug for Linux by renaming the directory SirinesCall\tools\tileconv\linux to (...)unix
   - Mod won't install on Steam/GOG SoD if modmerge didn't run (Linux / OSX).
   - removing of doubled setup-tras
   - fixed crashing Lighthouse Area in BG:EE and EET for installed component "Extended Lighthouse Area"
   - g3_bgee_cpmvars.tpa corrected (Post dialogue Dynaheir, Jaheira - not important for this mod)
   - Update to WeiDU v243
« Last Edit: February 19, 2018, 06:34:56 AM by jastey »

Offline jastey

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Version 15 can now be found on the official downloads page!

Offline jastey

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 Are there any experience with the extended lighthouse area component? Does it work in BG:EE and EET now?
I have a bugreport that the (unchanged) BGT version is crashing at night...  :'(

Again, I am at the end of my knowledge how to fix this. Any help welcome.

agris_

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I've tested it, and it works. I tested both day and night cycles, and the indoor areas. Although I found the extended areas to be lacking - the entrance to the small western building in the lighthouse's compound is on the east side of the building's exterior, but the interior map has it on the west side. Also, the basement map from IWD has a non-intractable ladder. These maps don't really fit the area. Also, the use of Orrick's Tower entrance for the base level of the Lighthouse, and then a library tower level for the 2nd / top level of the lighthouse are not suitable. All in all, I found the maps to be a distraction from the content because they didn't fit.

As is often the case with modding, I think "less is more" applies to this component.

Offline jastey

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I missed this reply completely.
Just to clearify: The interior areas were part of the original mod from the start. The "Extended Lighthouse Area" is only responsible for removing the rubble in front of the doors outside.

Unfortunately, the report about working lighthouse area is of no use since the game type (BGT? BG:EE?) is not specified.

Offline CamDawg

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I played with this is my current SoD run and everything worked fine.
The Gibberlings Three - Home of IE Mods

The BG2 Fixpack - All the fixes of Baldurdash, plus a few hundred more. Now available, with more fixes being added in every release.

Offline jastey

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Thanks! fluke13's fixes for BG:EE are working as expected.

If anyone would give this a go for BGT that would be great, as the last report I have spoke of crashing area in BGT for installed extended lighthouse area.

Offline jastey

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The Extended Lighthouse Area compnent crashes for BGT. Do not install this component on BGT until this is fixed.

If anyone wants to provide fixes, I'd appreciate it.

Bryan

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Hello,
 I'm running a pretty mod heavy install of EET, and I just ran into the problem of crashing when I try to enter the lighthouse after saving the boy. It crashes for both this and the western house, but not the eastern house. I read above that it was fixed, is there anything I can do or add to my Override folder or something? I do also have The Calling installed, which does something with the Sirines, but shouldn't interfere with the areas added by this mod, I would think. It happens both day and night, as I slept before entering to make it daytime in the game. Thanks for any help!

Offline jastey

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The crashes mentioned above happened on the lighthouse area itself, not for trying to enter the houses.
You could try whether you could cheat yourself into the interiors in question. There is nothing of interest, though, to be honest. As long as you can enter the house with the old man inside and go further with the quest, at least you can finish the quest.
Lighthouse area:
C:MoveToArea("J#Lig2")

western house:
C:MoveToArea("j#stor")

Maybe the entries in the mod areas refer to the wrong area names since those vary for BG:EE/BGT/EET which might lead to the crash if using the doors. In this case, cheating is the way to go.

If this also leads to crashes, then let me know. It might be possible to replace the interior areas with versions that do not crash, but I do not have time to provide them currently.

Bryan

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Unfortunately, that still crashes it out when cheating my way to those places. Also there isn't anyone in the eastern house; I'll try to console him in. Thanks for your response!

 

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