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Topic Summary

Posted by: Miloch
« on: April 12, 2007, 10:56:21 PM »

Fixes.  It's game content, not mod content.  Let's not confuse the UB folks with that stuff ;D.  I don't think TotSC changes anything here.
Posted by: plainab
« on: April 12, 2007, 06:39:16 PM »

Well, I hate to repeat myself so I'll only do it a little bit....   ;D

I brought this topic up over at G3 in the BG fixpack forum.
I did a little testing the other night and found out that the above mentioned situtations about Thurston & his wife, Fuller & Hull's sword are in fact issues needing resolution in an unmoddifed game of BG without TOTSC.  I've done some preliminary testing with modified files and they seem to be working so far.

Are they issues in an unmoddifed TOTSC game?
Would we consider these to be fixes or restorations of forgotten content?
Posted by: Miloch
« on: April 10, 2007, 08:41:35 PM »

You have to talk to Hull first to have that option and AFAIK it's in the unmodded game.  As for the cats, I think that is also unmodded behaviour.
Posted by: Ascension64
« on: April 10, 2007, 08:34:49 AM »

AFAIK there isn't any dialog restoration for what you mention in BG1UB.
Posted by: MouseArm
« on: April 09, 2007, 07:33:14 PM »

What there is an option to ask about Hull's sword?  Never seen that on my unmodded BG1....

No, it's not in the unmodded version, but I'm pretty sure that UB put that extra dialog option there, like the extra conversation with Thurston. It's missing again in the EasyTutu version of UB.
Posted by: plainab
« on: April 09, 2007, 06:18:36 PM »

No, I've seen it at more locations. For instance when clicking to talk to a cat I first see "cat has nothing to say to you" and then diractly after I see "miau". Also it seems the dialog restorations in the vanilla Unfinished Business for BG isn't showing at all in the EasyTutu version. For instance when going into the guards quarters to collect the sword and potion you are supposed to get an extra dialog option where you can say you're there for Hull's sword, but that doesn't show in EasyTutu. Now you can only say you're just nosing about or ask if there are any errands you can run. I would love to see EVERYTHING that was cut by Bioware before the BG release restored sometime. ..or was it Black Isle?

Umm...I'm not supposed to be a planewalker already, am I? Just one post since I registered.
What there is an option to ask about Hull's sword?  Never seen that on my unmodded BG1....

Guess what I'm doing tonight????   Going home to check out some early dialog files.  Gotta see what's going on here....
Posted by: MouseArm
« on: April 09, 2007, 07:18:40 AM »

No, I've seen it at more locations. For instance when clicking to talk to a cat I first see "cat has nothing to say to you" and then diractly after I see "miau". Also it seems the dialog restorations in the vanilla Unfinished Business for BG isn't showing at all in the EasyTutu version. For instance when going into the guards quarters to collect the sword and potion you are supposed to get an extra dialog option where you can say you're there for Hull's sword, but that doesn't show in EasyTutu. Now you can only say you're just nosing about or ask if there are any errands you can run. I would love to see EVERYTHING that was cut by Bioware before the BG release restored sometime. ..or was it Black Isle?

Umm...I'm not supposed to be a planewalker already, am I? Just one post since I registered.
Posted by: Miloch
« on: April 08, 2007, 08:42:53 PM »

Is it just Thurston and his wife that have the dialogue glitches?  Like we said above, that seems to be a problem in the unmodded game (even BG1 w/o Tutu) so I'm hoping cmorgan or someone who knows about dialogue patching can fix that.  If that's the only error then it's probably not a mod doing it.  I'm not even aware of any mods that touch those NPCs, but who knows.
Posted by: MouseArm
« on: April 08, 2007, 06:10:58 PM »

Ok, thanks for your help. I have installed it all over again but I still get those dialog errors but it isn't ruining the gaming. Just a little annoying.
Posted by: Miloch
« on: April 08, 2007, 05:44:36 PM »

I've been looking very carefully through that readme but I can't see where it explicity says that EasyTutu is already Baldurdashed, and what about the BG1 Baldurdash fixes? Does EasyTutu contain those too?
http://www.usoutpost31.com/easytutu/etfaq.html
Quote
Q: Does EasyTutu include/support Kevin Dorner's Baldurdash fixes for Baldur's Gate 1 and 2?
A: EasyTutu includes Kevin Dorner's fixpacks for both Baldur's Gate 1 and 2, as well as his game text updates. These fixes are included in EasyTutu whether you've applied them to your parent installations or not. Use of the Baldur's Gate 2 fixpack is still recommended for your Baldur's Gate 2 installation so that you can benefit from the fixes when it is time to play that game.

Quote
Also I'm using the 4 in 1 box set and it says in the readme that the DVD version of ToB is already patched. I'm not sure I trust that. I was looking through the official BG forum about that and saw somewhere that it all nedded to be patch. I think the 4 in 1 box set is from the 5 CD version of BG. But it doesn't hurt to install the official ToB patch even if it's already patched, does it? It's just the same files getting overwritten.
The readme.txt in your BG2 folder should say which version your product is.  If it's been patched already, you should also have a text file for that (e.g. BG2-ToBPatchReadMe.txt).  I wouldn't patch something that doesn't need it, but as you say, it probably won't hurt.  Unless you install the *wrong* patch somehow but I would hope they'd have checks for that in the file.

@plainab: I dunno.  You could *gulp* test it I guess.  I'm surprised there's a dialogue glitch so early in the unmodded game.  Well, I'm not that surprised... more surprised no one's caught it already.
Posted by: MouseArm
« on: April 08, 2007, 01:43:26 PM »

It contains the Baldurdash fixes for BG2 - it goes in your BG2 folder after the Tutu install, not the Tutu folder.  EasyTutu is already "Baldurdashed".

If you're following the linked recommendation, you'd be using this order for the rest:
9. EasyTutuNPCKits-v2.exe
10. BG1UBv4bTutu.rar
11. Divine_Remix-v5.exe
12. BG2_Tweaks-v4.exe
13. EasyTutuSpawnRandomizer-v3.exe

I've been looking very carefully through that readme but I can't see where it explicity says that EasyTutu is already Baldurdashed, and what about the BG1 Baldurdash fixes? Does EasyTutu contain those too?

Also I'm using the 4 in 1 box set and it says in the readme that the DVD version of ToB is already patched. I'm not sure I trust that. I was looking through the official BG forum about that and saw somewhere that it all nedded to be patch. I think the 4 in 1 box set is from the 5 CD version of BG. But it doesn't hurt to install the official ToB patch even if it's already patched, does it? It's just the same files getting overwritten.

Also it's not the NPC project that is causing the dialog behavior I mensioned. I've proved that because I didn't used that mod the second time I installed mods.

Ok, one last try. I'm going to use the install order you recommend. It's important to get the install order correct I believe or there isn't much point in reporting about bugs.
Posted by: plainab
« on: April 08, 2007, 12:59:46 AM »

Until there are cross checks in >>both<< UB and BG1NPC, Tutu UB goes before BG1NPC in that order, and the text you are talking about is found in Baldurdash, if I recall corrctly - but it may not, and Macready has pre-baldurdashed the whole EasyTutu thing. For what it is worth, I have rec'd that text only on a Baldurdashed Tutu v4 install. With (or without) UB, on EasyTutu, I have not rec'd it. I use "Chase the Jumper" after Candlekeep to check this stuff. Beta3 has a bug with Winthrop's portrait, i think - i may have fixed it, or I may be misremembering *when* I fixed it, but at least some Betas shipped with Winthrop missing his _INNKE.cre portrait. Follow those links Miloch has reffered to, and you will find much more info.

EDIT:? BLast. Spoke too soon. Something is odd with *some* mod; something is placing a trigger true and cutting off all other dialogue. (I really am not sure it is UB, though...) in a decompiled _NOBL4.d
Code: [Select]
// creator  : DLTCEP_enhanced_WeiDU (version 199)
// argument : _NOBL4.DLG
// game     : .
// source   : ./override/_NOBL4.DLG
// dialog   : ./DIALOG.TLK
// dialogF  : (none)

BEGIN ~_NOBL4~
//////////////////////////////////////////////////
// WARNING: this file contains non-trivial WEIGHTs
//////////////////////////////////////////////////

IF WEIGHT #2 /* Triggers after states #: 7 9 even though they appear after this state */
~NumberOfTimesTalkedTo(0)
!Dead("noblewoman4")
~ THEN BEGIN 0 // from:
  SAY #86165 /* ~Step up to the heat, young one.  You'll NEED a good fire to warm the chill stares of those monks.  Most inhospitable, they are.  Isn't that so, Lovey?~ */
  IF ~~ THEN EXTERN ~_NOBW4~ 0
END

IF ~~ THEN BEGIN 1 // from:
  SAY #86176 /* ~It's worth a try my dear, although our clothes may only be the half of it.  They certainly couldn't react any worse than they have.  I thank you for the suggestion <<CHARNAME>> and for putting it tactfully.  Good eve to you.~ */
  IF ~~ THEN EXIT
END

IF ~~ THEN BEGIN 2 // from:
  SAY #86177 /* ~I am quite sure we meant no insult.  'Tis just that we have come a long way to be treated in such an unwelcome manner.  I would think the value of the entrance fee should buy you a touch more than a night at the Inn and a glaring stare as you flip through the odd tome.~ */
  IF ~~ THEN EXIT
END

IF ~~ THEN BEGIN 3 // from:
  SAY #86178 /* ~Indeed, Lovey.  You may have lived here <CHARNAME>, but from your tone I wager you've forgotten much of the tact they should have taught.  Leave us please.~ */
  IF ~~ THEN EXIT
END

IF ~~ THEN BEGIN 4 // from:
  SAY #86179 /* ~I shouldn't answer that, Lovey.  Seems as though this scoundrel might be trying to get a bit too familiar.  Sizing up the potential loot, I should think.  Best that you move along, lest the local constabulary gets involved.~ */
  IF ~~ THEN EXIT
END

IF ~~ THEN BEGIN 5 // from:
  SAY #86180 /* ~A capital idea, Lovey.  Perhaps I should do the same?  Leave the finery under lock and key whilst we brush up on our reading?  I can think of no safer a place than here.  I doubt very much that a scoundrel would pay the book fee into this place to burgle the Inn.  Laughable!~ */
  IF ~~ THEN EXIT
END

IF ~~ THEN BEGIN 6 // from:
  SAY #86181 /* ~Perhaps.  But if they wish no one to enter it is a simple matter of not letting anyone enter at all.  'Twould certainly be a shame if they did, though.  Such a storehouse of knowledge has limited use if no one can use the stored knowledge.  Ah well... 'tis cozy enough here by the fire to wash away any troubles I otherwise have with the place.~ */
  IF ~~ THEN EXIT
END

IF WEIGHT #0 ~StateCheck(Myself,STATE_CHARMED)
CheckStatGT(Myself,19,GOLD)
~ THEN BEGIN 7 // from:
  SAY #89753 /* ~It is obvious what you need my good friend.  Living in this library fortress must leave you with little in the way of monetary funds.  Here, take this 20 gold;  It is but a trifle to me, but I'm sure it'll put you on the right track.~ */
  IF ~~ THEN DO ~GivePartyGold(20)
~ EXIT
END

IF ~~ THEN BEGIN 8 // from:
  SAY #86183 /* ~I think you should be going before you end up scaring the missus.~ */
  IF ~~ THEN EXIT
END

IF WEIGHT #1 ~True()
~ THEN BEGIN 9 // from:
  SAY #86184 /* ~I'm sorry, but my wife and I would like some time alone; isn't that right lovey?~ */
  IF ~~ THEN EXIT
END
What would happen if the state trigger True() was dropped from state 9?  I've played bg1 no-totsc unmodded and with ub and I've never gotten anything but state 9.  However, it does trigger the noblwoman as state 0 is supposed to.  Somehow state 9 text is used and state 0 actions are followed.  I'll need to go home and decompile this file on my unodded bg1 and see what's happening there.   Since it's in candlekeep that makes it very easy to test various changes.  Same seems to be true in my easytutu no-totsc install with or without ub...

Posted by: cmorgan
« on: April 07, 2007, 11:01:02 PM »

I definitely would check Chase the Jumper's dialogue. If it talks about a dropped/missing diamond, you are good to go (though you have uncovered a bug we need to address in either/or UB, BG1 Fixpack, EasyTutu, or BG1 NPC dealing with state weights and reordering of state 9 to fire after the intended target, the state 0 with the trigger NumTimesTalkedTo(0) state at the top of the order :). That one is supposed to fire the first time you click on him, and then if you charm him he can give you state 7, where he gives you cash.

I have only had the state 0 fire on one Tutu v4 game 3 years ago, but assumed (since I had not started modding at the tme I had no way of deciphering!) that it was a boched conversion, so I threw out the install and started over :D. I guess I should have started modding earlier. Motto to the world - less lurking, more questioning!
Posted by: Miloch
« on: April 07, 2007, 08:13:40 PM »

Not sure if you guys are able to tell, but is this the only instance in the game where this problem occurs?  I mean...if that's all the dialogue I'm missing out on it's not a big problem.
What cmorgan's talking about has nothing to do with your install since it's present in unmodded BG1.  So you'd notice it no matter what, or rather, you probably wouldn't notice it unless you looked at the dialogue with an editor like we did.

As for your problem, I'm still not sure exactly what it is or what might be causing it, unless you can post some more specifics (i.e. screwed up dialogues).

Ok, so how about this installation order then:
Please follow this thread previously referenced for installation order.

Quote
--- The following goes into the EasyTutu folder:
8. BG2_Fixpack-v2.exe (This contain the baldurdash fixes, right?)
It contains the Baldurdash fixes for BG2 - it goes in your BG2 folder after the Tutu install, not the Tutu folder.  EasyTutu is already "Baldurdashed".

If you're following the linked recommendation, you'd be using this order for the rest:
9. EasyTutuNPCKits-v2.exe
10. BG1UBv4bTutu.rar
11. Divine_Remix-v5.exe
12. BG2_Tweaks-v4.exe
13. EasyTutuSpawnRandomizer-v3.exe
Posted by: Antignition
« on: April 07, 2007, 07:57:39 PM »

I don't think it was the install order that was causing the problem.  I installed everything fine and got the same problem; read cmorgan's posts.