Pocket Plane Group

BG1 Completed Mods => BG1 Unfinished Business => Topic started by: Ascension64 on December 24, 2006, 11:04:59 PM

Title: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Ascension64 on December 24, 2006, 11:04:59 PM
 8) Merry Christmas!  8)

You will find the open beta BG1UB v4 for BG1Tutu/EasyTutu nowhere. Check the new version.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: berelinde on December 24, 2006, 11:06:58 PM
Merry Christmas yourself! And thanks for the present! :)
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Elhoim on December 25, 2006, 09:21:58 AM
Thanks Ascension!

One question tough. Should it be installed over my BGTutu installation or over a BG1 one which later would converted to Tutu?

Thanks!
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: berelinde on December 25, 2006, 09:49:04 AM
Tutu, methinks. I downloaded last night, but didn't install it. I'll do so now and report back.

Edit:

Installation into EasyTutu went fine.

Whenever you install a mod for Tutu, it goes in the Tutu directory. For EasyTutu, that's BaldursGateTutu, for Tutu v 4, that's the BG2 directory.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Ascension64 on December 25, 2006, 10:00:14 AM
Must install on Tutu, not BG1.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: SimDing0 on December 25, 2006, 05:33:48 PM
Um. Do you want me to put this on the PPG server or something?

(Nice work.)
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Ascension64 on December 25, 2006, 09:10:23 PM
Sure, if you are the one to put things on servers, go ahead.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: SimDing0 on December 25, 2006, 09:12:26 PM
Yeh, I have access to. I didn't see your last request, though, sorry. Will put it up tomorrow, and check out the mod more closely.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Kulyok on December 26, 2006, 05:13:48 AM
Cool! Will all components work with BG1 NPC? ('Cause some, like "Kivan notices Tazok", "Angelo notices Shar-Teel", seem to be covered by both - a list of fully compatible components would be great).
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Ascension64 on December 26, 2006, 06:31:57 AM
Dunno. Try it and find out. As much as BG1NPC Project is a staple mod to use with Tutu, its just going to make an open beta much harder to bugfix. I'd prefer it if BG1UB was used by itself, but that's just me dreaming isn't it?
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Kulyok on December 26, 2006, 07:17:17 AM
I'm afraid so. :)
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: SimDing0 on December 26, 2006, 07:20:05 AM
Don't install the conflicting components. Checks should probably be added to the installer.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Ascension64 on December 26, 2006, 08:59:16 AM
When we work out which things are definitely incompatible, I'll throw in the checks.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: SimDing0 on December 26, 2006, 09:29:57 AM
Well,  it's probably all going to install, but none of the NPC components are going to make sense with BG1NPC stuff save perhaps your Eldoth reminders. (Are they in BG1UB?)
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Andyr on December 26, 2006, 09:45:23 AM
Good stuff, Asc. :)
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: cmorgan on December 26, 2006, 10:58:40 AM
Cool stuff - I will find Icelus' suggestions in the workroom and work directly with you, Ascension64, to make sure that our stuff is flagged too - that way whoever gets installed first gets unconflicted content. I am still working through pro5's work, but I have a full 7 hour modding sesion scheduled for next week, so I will try to incorporate that (anyone have a time machine? I need about 2 weeks uninterrupted, and we could really rock the house...)
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: ElfBane on December 29, 2006, 05:23:22 AM
First of all,,,,,THANKS for the Xmas present!!!!

Second, I am running the beta this way...
  BG1 Original Saga and BG2 SoA+ToB....w/up to date patches, if applicable.
  EasyTuTu
  BG1UBv4

  Other Mods
 1 De-greenifier
 2 TuTuSounds
 3 TuTuFix
 4 EasyTuTu SpawnRandomizer
 5 EasyTuTu NPCKits
 6 BG2Tweaks (from G3)
 7 BG1NPCProject (from G3)

So far have done Kagain's quest....he does recognize Eddard Silvershields body, and does offer to stay with the party since his rep is trashed(I refused). What does not happen is the money...I have never played any mod that pays you the 30 GP per head for helping him, but hat's OK since I loot his store as soon as he joins the party. Also, I noticed no XP award,, I *could* have missed it since it's so small. But that 15XP could make the difference!!! Makes you want to find some high yielding kobolds!! :)

Getting ready to head to the mines and see how the "mysterious vial" and "tainted ore" plays out.

Once again, THANKS for making this TuTu compatible!
 
 
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: cmorgan on December 29, 2006, 10:52:07 AM
The BG1 NPC Project does give the reward: must be something incompatible here :)

in BG1NPC\Phase2\BAF\P#FW2800.BAF
Code: [Select]
IF
Global("X#KABAND","FW2800",0)
THEN
RESPONSE #100
SetGlobal("X#KABAND","FW2800",1)
CreateCreature("X#KABAND",[3898.2611],3)
CreateCreature("X#BANDK1",[3928.2515],3)
CreateCreature("X#BANDK2",[3838.2681],3)
CreateCreature("X#BANDK3",[3970.2677],3)
CreateCreature("BURN01",[3895.2677],3)
END

IF
OR(5)
Global("KACash","GLOBAL",15)
Global("KACash","GLOBAL",30)
Global("KACash","GLOBAL",45)
Global("KACash","GLOBAL",60)
Global("KACash","GLOBAL",75)
THEN
RESPONSE #100
GivePartyGoldGlobal("KACash","GLOBAL")
SetGlobal("KACash","GLOBAL",1)
END
triggered by
BG1NPC\Phase2\DLG\X#KAQST.D
Code: [Select]
IF ~~ THEN BEGIN X#KAQUREWARDParty
SAY @45
IF ~InParty(Player1) InParty(Player2) !InParty(Player3) !InParty(Player4) !InParty(Player5) !InParty(Player6)~ THEN DO ~SetGlobal("KACash","GLOBAL",15) SetGlobal("X#KagainCaravan","GLOBAL",5) JoinParty()~ JOURNAL @35 EXIT
IF ~InParty(Player1) InParty(Player2) InParty(Player3) !InParty(Player4) !InParty(Player5) !InParty(Player6)~ THEN DO ~SetGlobal("KACash","GLOBAL",30) SetGlobal("X#KagainCaravan","GLOBAL",5) JoinParty()~ JOURNAL @35 EXIT
IF ~InParty(Player1) InParty(Player2) InParty(Player3) InParty(Player4) !InParty(Player5) !InParty(Player6)~ THEN DO ~SetGlobal("KACash","GLOBAL",45) SetGlobal("X#KagainCaravan","GLOBAL",5) JoinParty()~ JOURNAL @35 EXIT
IF ~InParty(Player1) InParty(Player2) InParty(Player3) InParty(Player4) InParty(Player5) !InParty(Player6)~ THEN DO ~SetGlobal("KACash","GLOBAL",60) SetGlobal("X#KagainCaravan","GLOBAL",5) JoinParty()~ JOURNAL @35 EXIT
IF ~InParty(Player1) InParty(Player2) InParty(Player3) InParty(Player4) InParty(Player5) InParty(Player6)~ THEN DO ~SetGlobal("KACash","GLOBAL",75) SetGlobal("X#KagainCaravan","GLOBAL",5) JoinParty()~ JOURNAL @35 EXIT
END
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: berelinde on December 29, 2006, 11:25:23 AM
When I get home, I'll have to look up my WeiDU.log. I installed it, but I don't think I installed any of the components covered by BG1 NPC. I know I didn't touch anything to do with Shar-Teel, Kivan, Kagain, or Sarevok's diary.

So far, I haven't even made it to Nashkel, tho. Can't wait to see what happens with that vial. It has to be something more cool than Bentley Mirrorshade giving you 7 gp for it at the FAI.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: plainab on January 04, 2007, 06:13:33 PM
A very minor installation bug.
I have BG1 without TOTSC so my Easy TUTU (E22) is also without TOTSC
With Unfinished Buisness on my BG1 install the Ice Island Restoration component was skipped because I don't have TOTSC.  More importantly, I don't have ulgoth.sto (the file looked for in the require predicate).
However with Unfinished Buisness on my E22 install the Ice Island Restoration component asked to be installed.  I did some digging and somehow in the inital installation of E22 I got the file _ulgoth.sto (which is the file looked for in the require predicate).

If you'd like to get me a short list of E22 TOTSC files, I'll look for one that is NOT in my install so that you can change the require predicate. 

Thanks.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Miloch on January 05, 2007, 02:51:40 AM
If you'd like to get me a short list of E22 TOTSC files, I'll look for one that is NOT in my install so that you can change the require predicate.
Actually, berelinde had this on her to-do list (sort of) as of a couple weeks ago at least. :P
Quote
..E22...
That's a new acronym for me.  Or perhaps a double acronym, being that TuTu = To Two?  So we are making a fairly obscure meaning even more obscure.  Can I kill it please? :D
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Miloch on January 08, 2007, 09:46:55 AM
@Ascension64 - BG1UB for BG1 = ~.5MB.  BG1UB for Tutu = ~4.2MB? :o
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Ascension64 on January 08, 2007, 07:50:51 PM
Yes, because I had to include all the missing files from Tutu into the installation, which includes the whole second ice level TIS.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: ElfBane on January 09, 2007, 03:27:48 PM
Update
 Did Nashkel mines, and "mysterious vial" and "contaminated iron" seem to function properly with Berrun, Taerom and Thalantyr.
 I did the *Shoal the Neried* area and encountered Jozzi the Seasnake,,,is this a restored encounter? If so, I liked it! Thanx!
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: berelinde on January 09, 2007, 03:59:57 PM
That's a BG1 NPC Project encounter.

This will be an interesting game for you if you installed all components of this *and* BG1 NPC project. I'm not sure how some of it is going to work out, since some of the components kind of do the same things.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Miloch on January 09, 2007, 05:20:55 PM
This will be an interesting game for you if you installed all components of this *and* BG1 NPC project. I'm not sure how some of it is going to work out, since some of the components kind of do the same things.
They do?  Like what?
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: plainab on January 09, 2007, 06:56:29 PM
..E22...
That's a new acronym for me.  Or perhaps a double acronym, being that TuTu = To Two?  So we are making a fairly obscure meaning even more obscure.  Can I kill it please? :D
NO!!!  ;D You can not kill it.  I'm a lazy person and I don't want to write out EasyTuTu, hence E22.   ;D
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: cmorgan on January 09, 2007, 08:55:45 PM
They do?  Like what?
Kagain's quest we rip out and rebuild, we have a Shar-Teel recognizing Angelo, we do alot with Tazok and Kivan, there are any number of modifications and interjections that expect certain states and statenumbers in order to work, we rebuild and patch Coran's Wyvern quest, etc., etc... the place to start is in the Core subfolder, but don't stop there!

BG1 NPC Project was the place that lots of fixes for inconsistency were put, since no-one had built an "Unfinished Business" component (and I don't think anyone anticipated the idea, even - they just wanted to be able to build a consistent mod that worked with the NPCs). This behavior is why we now also patch for IDS and Tutu areas, and several other small fixes which might just as well be in a fixpack. In fact, several of the components that were fixes in BG1 NPC were moved out into Tutufix under Andyr's guidance, I believe. It is one of the reasons I really like BUT_ONLY_IF_IT_CHANGES! (We can't stop doing this, either, as we cannot be sure everyone uses EasyTutu, or even Tutufix, and some of our stuff will simply fail to work if we don't make sure it is fixed).

I think the only good way of dealing with the possible inconsistencies is a full review of ooverlapping code and some serious testing. I have not been able to get as far as installing UB and decompiling the dialogues and scripts, and then seeing where we are. We may have to flag sections of components, and do some serious reworking here.

Luckily, some of the Master Modders involved in UB are very experienced at the wild fun of managing almost-impossible conflicting mods and install order problems :D
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Miloch on January 10, 2007, 01:39:17 AM
BG1 NPC Project was the place that lots of fixes for inconsistency were put, since no-one had built an "Unfinished Business" component (and I don't think anyone anticipated the idea, even - they just wanted to be able to build a consistent mod that worked with the NPCs). This behavior is why we now also patch for IDS and Tutu areas, and several other small fixes which might just as well be in a fixpack. In fact, several of the components that were fixes in BG1 NPC were moved out into Tutufix under Andyr's guidance, I believe. It is one of the reasons I really like BUT_ONLY_IF_IT_CHANGES! (We can't stop doing this, either, as we cannot be sure everyone uses EasyTutu, or even Tutufix, and some of our stuff will simply fail to work if we don't make sure it is fixed).

I think the only good way of dealing with the possible inconsistencies is a full review of ooverlapping code and some serious testing. I have not been able to get as far as installing UB and decompiling the dialogues and scripts, and then seeing where we are. We may have to flag sections of components, and do some serious reworking here.
We are doing this sort of review in the revived BG1 Fixpack workshop on G3 (not sure if you have access to this but I'm sure Cam'll give it to you if not).  This includes probably moving a lot of the UB fixes into the fixpack (UB has become more of a quest mod).  Though we haven't as yet anticipated analysing BG1 NPC also.  Does it, in your knowledge, include fixes that are not necessary to the rest of BG1 NPC?  And even those that are necessary, it might be useful to have some knowledge of those (either to avoid or to include in the fixpack).
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: ElfBane on January 16, 2007, 06:35:03 PM
Update

Taerom has a nonsense dialog *after* you give him an Ankheg shell and have him build the armor,i.e. ...you have him make the armor, end dialog...open dialog to buy consumables...he speaks nonsense. He should say something along the line of "it's not ready yet, come back in a tenday" and THEN the store should open.

The Officer Vai store doesn't buy much, but what it does, it pays double for. You can get 5000GP for stat raising tomes, and she will give you 100GP for the Idol of Kozah. This is probably a side effect of her paying double for the scalps.

I liked the "Corianna" encounter in the Beregost temple area. One small gripe,,,,she says the basilisk lair is *near*, when it's actually a 12 hour walk to the adjacent area. My first thought was...'O my god! The modders have added(or restored) a basilisk to the Temple area". But that wasn't the case.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: ElfBane on January 18, 2007, 05:21:35 PM
Odd....whatever mod put the "raise dead" scroll for sale in the temples...they don't work. I tried to raise Kivan with Jahiera and Viconia. The scroll will target the dead portrait,,,but nothing happens. Scroll description says it will raise elves, BTW.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: plainab on January 18, 2007, 06:23:05 PM
Odd....whatever mod put the "raise dead" scroll for sale in the temples...they don't work. I tried to raise Kivan with Jahiera and Viconia. The scroll will target the dead portrait,,,but nothing happens. Sroll description says it will raise elves, BTW.
It maybe like the raise dead scrolls in IWD1.  You have to use the scroll in the area where the person died.  Otherwise, it will not work.
However, I have with BG1 cheated a raise dead scroll in to my inventory and used it in the area where the character died and it still did not work.  I think it has something to do with the spell level required of the caster.  The scroll probably has the same settings as the raise dead spell, which is a higher level spell and can't be used successfully until reaching the proper level.  Perhaps, they should look at lowering the spell level requirements so that it could be used by lower level casters.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: plainab on January 22, 2007, 06:21:34 PM
Easy TuTu (E22) with Unfinished Buisness (UB)

Problem file:
Taerom.dlg

Description of problem:
In the mysterious vial component the dialog file for Taerom is edited in the following manner.
Quote
REPLACE _TAEROM
IF WEIGHT #3 /* Triggers after states #: 13 even though they appear after this state */
~!GlobalTimerExpired("Taerom2","GLOBAL")
Global("MakeArmor","GLOBAL",1)
~ THEN BEGIN 8 // from:
  SAY #187 /* ~It's not ready as yet.  Perhaps another day or two.  Be patient; quality takes time.~ */
  IF ~~ THEN REPLY ~Could you show us what you have for sale?~ DO ~StartStore("_TAERUM",LastTalkedToBy())~ JOURNAL @20001 EXIT
  IF ~~ THEN REPLY @18 JOURNAL @20001 EXIT
  IF ~!Global("D0TaintedOreQuest","GLOBAL",2)
!Global("D0TaintedOreQuest","GLOBAL",4)
PartyHasItem("_MISC87")~ THEN REPLY @16 JOURNAL @20001 GOTO Tainted
END
END
The problem is
Quote
  SAY #187 /* ~It's not ready as yet.  Perhaps another day or two.  Be patient; quality takes time.~ */
String 187 is the correct string for BG1 dialog.tlk, but since Tutu/E22 use BG2 dialog.tlk and add to it, then string 187 is incorrect.  In my E22 dialog.tlk string 187 says
Quote
Thank you Daleson, but now is not the time for secrecy. These people are not my family; these are my own hirelings. Keep no secrets here.
I would suggest pointing to a tra entry that has the correct text.  WeiDU should find the correct dialog.tlk entry and use that string.

There may be other situations like this.  This is just the first that I've noticed (or paid attention to).
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: ElfBane on January 23, 2007, 06:16:45 AM
Enjoyed very much the Cloakwood 'Sashenstar/Seniyad/Beador/Marethe/ShadowDruids' restored encounter. Thanks!

P.S. Does Jaheira have to be in the party for this to occur?
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Miloch on January 24, 2007, 03:14:08 AM
The problem is
Quote
SAY #187 /* ~It's not ready as yet.  Perhaps another day or two.  Be patient; quality takes time.~ */
String 187 is the correct string for BG1 dialog.tlk, but since Tutu/E22 use BG2 dialog.tlk and add to it, then string 187 is incorrect.
In EasyTutu, the string should be #75564, according to Infinity Talker.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: cmorgan on January 24, 2007, 02:24:04 PM
I would definitely second the use of .tra instead of hard-linking strings; that way if someone has a non-standard install it will still work.

Just to check, do you folks do a ShadowDruids encounter, or is this one Elfbane is discussing actually the BG1 NPC quest? If it isn't from us, then we need to make sure we are not conflicting. If it is ours, then cool.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Ascension64 on January 24, 2007, 04:50:28 PM
Yes, pretty much all string are .tra-ified. I just missed that one.

The ShadowDruids encounter is not part of BG1UB.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: cmorgan on January 24, 2007, 08:20:29 PM
cool  8) I have a new download of the Tutu version of UB, and will try to get started on figuring out what crosses over :) I want to try a full run with both UB and BG1 NPC but will do some troubleshooting first.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: ElfBane on January 25, 2007, 09:24:29 AM
I'm doing a Bg1NPC project and UB run currently. I may be able to answer some questions. I'm doing the Cloakwood mines now. I've done the entire South except for Ulcaster, Firewine, and Durlaq's.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: cmorgan on January 25, 2007, 04:05:18 PM
From a quick code crosscheck, I have the following preliminary notes on UB/BG1 NPC Compatibility. With a few exceptions, most players will have no trouble with installation in either order. There will be some oddities with storyline, but only one or two palces where things just won't work right/will be an untanglable mess when someone reports difficulty.

Icelus and I originally discussed flag files. His tentative list was
Code: [Select]
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBIceIsland.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBVial.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBElminster.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBSharTeel.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBKagain.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBCoran.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBKivan.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBBranwen.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBSafana.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBAlbert.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBEntar.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBScar.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBQuoningar.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBShiloChen.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBEdie.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBFlamingFist.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBCreCorrect.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBCreRestore.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBCreName.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBDialogue.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBAudio.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBStore.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBItems.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBAreas.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBCorpses.UB~
COPY ~tutu_ub/BG1UBcomponent.xx~ ~override/BG1UBSarevok.UB~

Ours are a little simpler for escaping: as far as I can tell (at the present time), the only flag file needed for the UB/BG1NPC conflicts from UB's perspective is ~override/X#BG1NPCPhase1.G3~.

/* Tells other mods BG1NPC Core is installed */
COPY ~BG1NPC/Core/X#component.xx~ ~override/X#BG1NPCCore.G3~ //has core files, alwys installed:
COPY ~BG1NPC/Core/X#component.xx~ ~override/X#BG1NPCPhase1.G3~

then we can both

ACTION_IF FILE_EXISTS ~override/X#BG1NPCCore.G3~ THEN BEGIN FAIL ~This component is not compatible with the BG1 NPC Project. If you wish to use the UB version, please install UB before BG1 NPC.~ END

ACTION_IF FILE_EXISTS ~override/BG1UBKagain.UB~ THEN BEGIN FAIL ~This component is not compatible with UB. If you wish to use BG1 NPC's Kagain's Quest, please uninstall the UB version first.~ END

The initial .cre fixes put UB install before BG1 NPC, as we assign portraits and use some of these as base .cres to create project creatures. If these fixes are moved into Tutufix or another fix mod, then we can swap install order around without conflict, and the other components can probably be determined by install order (first one's component gets the priority, other mod escapes the changes to avoid conflict). If they remain here, then UB should be installed before BG1 NPC, and if people want the BG1 NPC components that work with the same materials as UB they will need to skip the conflicting parts of UB.

          ~bg1ub/Tutu/ARE~ ~override~ (FW1010.ARE and .MOS)
Does this mean that UB needs to be installed before the DeGreenifier?

We will escape the "corrected Sarevok Diary Dates" from BG1 NPC bg1npc.tra @2 fixes to _SCRL3F.ITM if UB is installed.

Ice Island Level Two Restoration - if you folks can suggest a good way of detecting the component being installed (I like flags) I can add the area script assignment to the common code that makes sure all areas know that they might have a script (probably silly - who would mod into an area like this :) - but it would be complete, and I love complete.)

Finishable Kagain Caravan Quest - incompatible from both code and storyline. Oddities will ensue! If you provide a flag file, I will escape ours if yours is installed - it might be nice to throw a warning on yours to let folks know they will have to skip this component if somene wants to try the BG1 NPC version. Especially as we add more content!

Coran and the Wyverns - might actually be ok as is, no real conflict, but I need to research the states.

Kivan and Tazok, Branwen and Tranzig - we do more development than the restorations on these; this one might be ok from an installing standpoint, but there will definitely be a double-dialogue call on the BCS and two acknowledgements with Kivan. The Branwen materials also are double-ICTs with similar dialogue. These are probably best labled as a "story conflict", and escaped.

WRITE_EVALUATED_ASCII 0x280 ~Carbos~ #18 // dv = 18 bytes
We use #32 for dvs - IESDP indicates that is the field length for dv. Do we have it wrong (if so I had better fix it fast...)?

Forward-looking note: Nythrun's L1 NPC mod will have to be installed after UB without special handling, as this
COPY_EXISTING _IMOEN.CRE OVERRIDE // Imoen (Thief, AR2600, Candlekeep)
corrects and adds weapons to the NPC.

Line 2208 code clearing portraits means UB must be installed first or needs special handling, as a number of these creatures can be assigned portraits now via the component in BG1 NPC, and more are expected to be assigned.

Lines 2480 - 2521 could be replaced by the more comprehensive area assignment tph I tossed on the G3 common code area of the wikki
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Nythrun on January 25, 2007, 07:26:53 PM
The field for script names is 32 bytes, but the script name itself can't be more than 18 because you need to be able to prepend the 14 character SPRITE_IS_DEADscriptname so the name knows if your actor is dead.

#32 what I'd do :)
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Miloch on January 26, 2007, 12:08:45 AM
The initial .cre fixes put UB install before BG1 NPC, as we assign portraits and use some of these as base .cres to create project creatures. If these fixes are moved into Tutufix or another fix mod, then we can swap install order around without conflict, and the other components can probably be determined by install order.
Good stuff.  I would second moving those components into a fixpack.  As long as you're looking, would you mind making a note of things that should be considered 'fixes' rather than 'unfinished business'?  There was interest (originally expressed by Idobek and icelus) to move these into the BG1 Fixpack (or perhaps Tutufix in this case).  I think Ascension64 has also assented, so we'd probably just need a response from SimDing0.  If you're busy looking at other things, no big deal, we'll sort it out eventually. 8)
Quote
~bg1ub/Tutu/ARE~ ~override~ (FW1010.ARE and .MOS)
Does this mean that UB needs to be installed before the DeGreenifier?
Not sure.  I don't think there is 'water' per se in that area (just ice) so it might be moot.
Quote
Ice Island Level Two Restoration - if you folks can suggest a good way of detecting the component being installed (I like flags) I can add the area script assignment to the common code that makes sure all areas know that they might have a script (probably silly - who would mod into an area like this :) - but it would be complete, and I love complete.)
ACTION_IF FILE_EXISTS_IN_GAME ~FW1010.ARE~ THEN BEGIN?

Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: cmorgan on January 26, 2007, 12:29:33 PM
Quote
ACTION_IF FILE_EXISTS_IN_GAME ~FW1010.ARE~ THEN BEGIN?
::) duhhh... Garrick's Zombies fried my brain! This is Tutu - the area will not exist in any form until UB creates it -

so I will add that I suggest grabbing the tph and adding the line

/* Tutu Area Script Assignment Patching */
ACTION_IF FILE_EXISTS_IN_GAME ~FW0100.are~ THEN BEGIN
  INCLUDE ~BG1UB\LIB\tutu_area_script_assign.tph~
END

I have included the Ice Island Restoration code to the end of the tph on the common code page
http://dev.gibberlings3.net/index.php/Common_Code_in_pure_tp2_form#Assignment_of_Area_Scripts_in_Tutu (http://dev.gibberlings3.net/index.php/Common_Code_in_pure_tp2_form#Assignment_of_Area_Scripts_in_Tutu)
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: cmorgan on January 28, 2007, 11:37:05 AM
[list=1]

// the fixes stuff I listed above that overwrite our stuff
END

I know this is pushing the boundaries a bit, and this kind of multiple mod compatability thing is a nightmare for everyone, but you are the master of juggling multiple mods on BGT installs, Ascension64, how do you want us all to proceed?
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: SimDing0 on January 28, 2007, 12:37:49 PM
Fixes from BG1UB should go in the fixpack, yes. I have to confess to actively avoiding incorporating bugfixes to original content, since it's a slippery slope towards me having to fix absolutely everything.

How are you going about this conflict-resolution business? I know I always come along and say "no, everyone else's mods can overwrite mine", but in this case I'm inclined to think that for the benefit of character consistency, blah blah blah, BG1NPC dialogue should take precedence over BG1UB. (I pushed for the NPC content here as an "authentic" resolution to the unfinished scenarios, not as a rival to BG1NPC's more complete development.) People who install BG1NPC are presumably content with its characterisation and shouldn't have to filter out parts of BG1UB in order to install it all. Does that make any sort of sense?
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: devSin on January 28, 2007, 02:28:30 PM
          ~bg1ub/Tutu/ARE~ ~override~ (FW1010.ARE and .MOS)
Does this mean that UB needs to be installed before the DeGreenifier?
IIRC, the TIS and WED are free from any overlays. It should be possible to install it at any point, and if it's installed first, the degreen thing shouldn't affect it.

WRITE_EVALUATED_ASCII 0x280 ~Carbos~ #18 // dv = 18 bytes
We use #32 for dvs - IESDP indicates that is the field length for dv. Do we have it wrong (if so I had better fix it fast...)?
As Nythrun states, the script name is the standard IE string length (32 bytes). I think the game truncates > 18 chars, but I don't think I've ever tested it. Only the first 18 chars are important in any case.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Ascension64 on January 28, 2007, 09:08:13 PM
Fixes from BG1UB should go in the fixpack, yes. I have to confess to actively avoiding incorporating bugfixes to original content, since it's a slippery slope towards me having to fix absolutely everything.

How are you going about this conflict-resolution business? I know I always come along and say "no, everyone else's mods can overwrite mine", but in this case I'm inclined to think that for the benefit of character consistency, blah blah blah, BG1NPC dialogue should take precedence over BG1UB. (I pushed for the NPC content here as an "authentic" resolution to the unfinished scenarios, not as a rival to BG1NPC's more complete development.) People who install BG1NPC are presumably content with its characterisation and shouldn't have to filter out parts of BG1UB in order to install it all. Does that make any sort of sense?
Yeah OK. I think we can leave this to user choice, in that whatever they want the most out of, they install first. So, if they prefer BG1NPC stuff over BG1UB, then simply install BG1UB over BG1NPC. This, with the appropriate checks, will forbid installation of conflicting components...when I get around to adding them in.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: plainab on January 29, 2007, 07:11:21 PM
Odd....whatever mod put the "raise dead" scroll for sale in the temples...they don't work. I tried to raise Kivan with Jahiera and Viconia. The scroll will target the dead portrait,,,but nothing happens. Sroll description says it will raise elves, BTW.
It maybe like the raise dead scrolls in IWD1.  You have to use the scroll in the area where the person died.  Otherwise, it will not work.
However, I have with BG1 cheated a raise dead scroll in to my inventory and used it in the area where the character died and it still did not work.  I think it has something to do with the spell level required of the caster.  The scroll probably has the same settings as the raise dead spell, which is a higher level spell and can't be used successfully until reaching the proper level.  Perhaps, they should look at lowering the spell level requirements so that it could be used by lower level casters.
I checked this out further.  The BG1 scroll copied over is incorrect.  It needs to be fixed and will be/should be included in the Fixpack.  The target is set to creature not dead character. I forget what the numbers are, that's just what dltcep defines those numbers as.  I made a dltcep fix and set it to target dead character and the scroll worked.  I'll code up a patch for the fixpack.  Do you want me to provide you with code for TuTu/EasyTutu?  It'll be no problem.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Miloch on January 29, 2007, 10:33:07 PM
The BG1 scroll copied over is incorrect.  It needs to be fixed and will be/should be included in the Fixpack.  The target is set to creature not dead character.
Good catch. ;)  The scroll doesn't exist in Tutu, as apparently it wasn't used.  So it only really makes sense to patch it for BG1.  The Tutu version should probably just use the BG2 scroll SCRL63 (which is correct).  I suppose it could copy that into either Tutu's or BG1UB's namespace if it wanted to, though I don't really see the point unless it's going to mod it further.  The good thing is the resource can be referenced the same way in both versions of the mod.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: CamDawg on February 02, 2007, 11:11:00 AM
The Root of the Problem causes damage (3x 3 damage) to whomever equips it due to the wrong opcodes in its various damage EFFs (noticed when I met Amarande and he took some damage). The damage EFFs need to be changed to be damage v type bonus (179) opcode instead of simply damage (12). The other issue is that the damage EFFs should go onto the melee header instead of global effects--when global as they are now, they provide these bonuses to both the Root and any dual-wielded weapons (i.e. putting the Root in the offhand will convey damage bonuses to the primary weapon or vice-versa). There's no way to prevent this with the THAC0 bonuses, unfortunately.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: CamDawg on February 02, 2007, 02:21:37 PM
When you're waiting for Taerom to finish ankheg armor for you, he uses one of Nalia's lines from the keep. ubvial.d is replacing state 8 and using SAY #187--it should either be replaced with SAY ~It's not ready as yet.  Perhaps another day or two.  Be patient; quality takes time.~ or you could simply code around it with

Code: [Select]
ADD_TRANS_TRIGGER _TAEROM 8 ~False()~ DO 0
EXTEND_BOTTOM _TAEROM 8
  IF ~~ THEN REPLY ~Could you show us what you have for sale?~ DO ~StartStore("_TAERUM",LastTalkedToBy())~ JOURNAL @20001 EXIT
  IF ~~ THEN REPLY @18 JOURNAL @20001 EXIT
  IF ~!Global("D0TaintedOreQuest","GLOBAL",2)
!Global("D0TaintedOreQuest","GLOBAL",4)
PartyHasItem("_MISC87")~ THEN REPLY @16 JOURNAL @20001 GOTO Tainted
END
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Miloch on February 03, 2007, 06:33:34 AM
See above. ;D
Easy TuTu (E22) with Unfinished Buisness (UB)

Problem file:
Taerom.dlg

Description of problem:
In the mysterious vial component the dialog file for Taerom is edited in the following manner.
Quote
REPLACE _TAEROM
IF WEIGHT #3 /* Triggers after states #: 13 even though they appear after this state */
~!GlobalTimerExpired("Taerom2","GLOBAL")
Global("MakeArmor","GLOBAL",1)
~ THEN BEGIN 8 // from:
  SAY #187 /* ~It's not ready as yet.  Perhaps another day or two.  Be patient; quality takes time.~ */
  IF ~~ THEN REPLY ~Could you show us what you have for sale?~ DO ~StartStore("_TAERUM",LastTalkedToBy())~ JOURNAL @20001 EXIT
  IF ~~ THEN REPLY @18 JOURNAL @20001 EXIT
  IF ~!Global("D0TaintedOreQuest","GLOBAL",2)
!Global("D0TaintedOreQuest","GLOBAL",4)
PartyHasItem("_MISC87")~ THEN REPLY @16 JOURNAL @20001 GOTO Tainted
END
END
The problem is
Quote
  SAY #187 /* ~It's not ready as yet.  Perhaps another day or two.  Be patient; quality takes time.~ */
String 187 is the correct string for BG1 dialog.tlk, but since Tutu/E22 use BG2 dialog.tlk and add to it, then string 187 is incorrect.  In my E22 dialog.tlk string 187 says
Quote
Thank you Daleson, but now is not the time for secrecy. These people are not my family; these are my own hirelings. Keep no secrets here.
I would suggest pointing to a tra entry that has the correct text.  WeiDU should find the correct dialog.tlk entry and use that string.

There may be other situations like this.  This is just the first that I've noticed (or paid attention to).
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: CamDawg on February 03, 2007, 08:45:30 AM
Yeah, but unlike you lazy bums I provide several options for fixing. :p

(OK, so it's really just that I skimmed the thread. :) )
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Miloch on February 03, 2007, 10:29:01 PM
Several = 2? ???

And I'm not a code guru like you, but I'm not sure if ignoring the delay it should take to construct the armour (if that's what you're suggesting) is really a decent option for fixing. ;)

Now on another level.. I would just hard code the string ref with '#' (only use the correct one :P) rather than quoting the text in the TP2 or TRA file.  I know I'm in the minority here, but if your string ref is off the standard (from either BG1, BGT or Tutu, and yes it would be fairly easy to code all those in one version, at least in this case), then you're hosed anyway. :P  But my argument is, it gives the translators less work to do, and I'd like to see Tutu and all mods become internationally friendly (I know I'm also probably in a minority here too :P).
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: CamDawg on February 04, 2007, 12:30:29 AM
And I'm not a code guru like you, but I'm not sure if ignoring the delay it should take to construct the armour (if that's what you're suggesting)
I'm not; it's extending the state with the new options added by UB. However, the existing transition has to be False()d for this to work--as the current transition has no PC reply options, it'ill always be selected instead of the two new transitions (which do have PC replies) added by the EXTEND.

There are no hardcoded strings in Tutu, which is the problem with SAY #foo. The .d code posted will preserve the existing strref in the state, no matter what it is--I don't like to add work for translators either.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Miloch on February 04, 2007, 01:25:01 AM
There are no hardcoded strings in Tutu, which is the problem with SAY #foo. The .d code posted will preserve the existing strref in the state, no matter what it is--I don't like to add work for translators either.
Oh.  Dialog strings you mean?  I guess it makes sense to use a TRAed text then if there isn't an easier way.  I haven't really messed with dialogue much.  Was thinking mainly of item descriptions, which I've been referring to as e.g. #6709 for the standard mace description, which seems to mirror itself across standard BG1, Tutu and BG2.  Though I did notice that Tutu seems to add duplicate string entries (e.g. #88835 in my install for the mace desc).  Moreover, it actually uses these strings.  The main difference I can see is that #88835 indicates it's usable by Druid, Mage, Thief whereas #6709 adds Monk and Beast Master.  The weird thing is that #6709 in both vanilla BG1 and BG2 do not have the kit info (fine for BG1 but not for BG2).  And neither, apparently, does Tutu since it uses the #88835.  This I would classify as something that needs to be fixed (though maybe I'm also in the minority here once again).
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: cmorgan on February 04, 2007, 10:09:10 AM
I strongly, strongly, massively strongly (did I say wicked heavily strongly!!!!??!?) suggest the move to .tra for about everything added by a mod or fix. Translators want bugfixes, not new ones introduced; if someone has a slightly different dialogue.tlk this can be a disaster. Tutu's dynamic strrefs meant users were assured a misalignment, unless the modders' platform was absolutely identical. Maximum flexibility+maximum simplicity=tra.

Weidu only adds a line to the dialogue.tlk if it cannot find an identical existing string, so we do not bloat the dialogue.tlk (that is one reason the soundrefs on an empty string need commenting).
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Miloch on February 04, 2007, 12:52:51 PM
I don't think anyone's arguing against using a TRA file rather than padding a TP2 with strings.  I'm just arguing for avoiding padding said TRA whenever possible with standard texts that shouldn't actually need to be translated (since they should already be translated by the foreign games, however badly those translations may be ;)).  This at least, seems to work (with some quirkiness I've mentioned above) for item texts, if not dialogs.  I'm not sure why *standard* dialog handling needs to be that bungled and random, but so be it if that's the case :(.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: plainab on February 05, 2007, 02:10:30 PM
Several = 2? ???
He's referencing my mentions of being too lazy to write out EasyTuTu.

-- The one who coined E22   ;D
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: plainab on February 05, 2007, 02:21:11 PM
I don't think anyone's arguing against using a TRA file rather than padding a TP2 with strings.  I'm just arguing for avoiding padding said TRA whenever possible with standard texts that shouldn't actually need to be translated (since they should already be translated by the foreign games, however badly those translations may be ;)).  This at least, seems to work (with some quirkiness I've mentioned above) for item texts, if not dialogs.  I'm not sure why *standard* dialog handling needs to be that bungled and random, but so be it if that's the case :(.
I understand what you're saying, but in this case with the conversion from standard BG to Tutu the strref number was changed in the file.  Hence the need to either 1) do a fix that doesn't even mention the strref at all or 2) point the strref to the correct text and let WeiDu find it in the dialog.tlk.
I would actually be for option #1 if that is possible, but I don't know.  That, my friends, is in the hands of the UB'ers and is their decision.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: CamDawg on February 05, 2007, 03:42:20 PM
I understand what you're saying, but in this case with the conversion from standard BG to Tutu the strref number was changed in the file.  Hence the need to either 1) do a fix that doesn't even mention the strref at all or 2) point the strref to the correct text and let WeiDu find it in the dialog.tlk.
I would actually be for option #1 if that is possible, but I don't know.
#1 is not only possible, but is what all that goofy .d code in my post does. :) It doesn't do it for the replies--we might be able to work around that with a lot of COPY_TRANS handwaving, but it's probably not worth it.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Miloch on February 05, 2007, 10:54:15 PM
Several = 2? ???
He's referencing my mentions of being too lazy to write out EasyTuTu.
-- The one who coined E22   ;D
He was?  I thought he was saying you gave one option for fixing whereas he gave two (i.e. "several" :P).

Anyway, I guess it's in Ascension64/SimDing0's hands to fix.  Unless they can't be bothered anymore and we're taking over future revisions... :o
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Silk on February 07, 2007, 04:11:49 AM
I'm doing an EasyTutu (ToB) game with both BG1 NPC Project and UB for Tutu.  I left out the components suggested by G3's installation guide but shoved in AoE and BG2 Tweaks  (how on earth did we manage when ammunition *didn't* stack?).  And no, I'm not using any NPC mods this time.  It's a test run.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: plainab on February 10, 2007, 10:20:03 AM
Several = 2? ???
He's referencing my mentions of being too lazy to write out EasyTuTu.
-- The one who coined E22   ;D
He was?  I thought he was saying you gave one option for fixing whereas he gave two (i.e. "several" :P).
Oh, I don't know!  I just threw it in there.  Seemed like a valid reason...  ;D
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Da_venom on March 04, 2007, 11:31:27 AM
uhm i almost have the same things installed as elfbane

IIRC the UB makes sure "ELF" get their racial immunities against sleep and charm spells

but still my main character(elf ranger) get's effected by sleep spells kinda buggy or what?:D
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Miloch on March 04, 2007, 04:43:16 PM
That feature has always been buggy but I thought they fixed it in the latest version.  Elves don't become completely immune - they still have like a 10% chance to fall victim to charm and sleep.  Or is it happening more often than that?
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Da_venom on March 05, 2007, 02:15:00 AM
it's happening 7 out of 10 times that my char get's asleep
:P
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Miloch on March 05, 2007, 06:06:17 PM
This should really have been fixed a while ago.  I guess we can look into it for the BG1 Fixpack (http://forums.gibberlings3.net/index.php?showtopic=9019) since BG1UB has a somewhat less-than-active maintenance schedule these days.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Ascension64 on March 06, 2007, 04:51:27 AM
BG1UB has been neglected for a bit.
Howwever, we are going to need to be clear about what will go in Fixpack and what will go in UB before anything proceeds.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Miloch on March 06, 2007, 06:44:11 AM
Howwever, we are going to need to be clear about what will go in Fixpack and what will go in UB before anything proceeds.
I think everyone's agreed fixes should go in a fixpack.  This is clearly a fix, so should go in the Fixpack - at least for BG1-TotSC, which we are working on.  However, it also concerns core Tutu in this case.  In the even Macready does not want to/cannot include it in core, we will probably include a Tutu version of it.
Just wondering why the BG1UB fix never worked though? ???
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Salk on March 07, 2007, 12:11:25 AM
In my ignorance, I would say I feel this is a non-problem. I am asking you: having duplicated content coming from the BG1 Fixpack and from the BG1 Fixpack is going to cause major problems ?

The BG1 Unfinished Business development should not really depend on the BG1 Fixpack's. The latter is in its early stage. The former is a completed project.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Da_venom on March 07, 2007, 04:23:26 AM
well I don't care in which project it is in with so long it get's fixed  ::)

you guys are doing such a good job this should be a minor problem for your godlike modding skills :P
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Cocoon on March 18, 2007, 10:11:14 AM
Hi all... :D

I gather it's taking pot luck here... And I never trusted gnomes and the like. :P
I also gather few things from the previous page were implemented as of today to this UB Tutu version.

Apart from the tutufixes, tutusounds, Tutu/bg2Tweaks I've only just installed BG1 NPC project...
Would it be worthwhile and sensible tu install UB as well? And how about the overlapping stuff?

It's unlikely further progresses were done without stating them here, so I guess full UB/NPCProj compatibility is way ahead as well as the mutual checks and escapes...
Just want to make sure it's not worth it right now so I'd ask away. :D

Thank you guys!
And keep up the good work :)
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: cmorgan on March 18, 2007, 02:35:35 PM
Take a quick look over at G3, in the General Forums, for a "Tutu State of the Modding Union" pinned thread. I have been trying out a run with UB installed before BG1 NPC, and following the "ok" vs "conflicting" advice have had no problems :)
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Cocoon on March 20, 2007, 11:24:10 AM
What do you mean << following the "ok" vs "conflicting" advice >> ?
Is it installing all components of NPC Project overlapping on UBtutu, as a sort of "overwriting" effect?

I will look for that thread, I reckon it contained a sort of "suggested order" for installing mods and that'd be so grand, this time around I don't want to mess it all up again ( I got Minsc talking with Viconia's voice and phrases... anyone got suggestions?).
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Kulyok on March 20, 2007, 11:27:13 AM
Here (http://forums.gibberlings3.net/index.php?showtopic=8122) it is, and, yes, I think it is quite useful.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Da_venom on March 21, 2007, 07:46:08 AM
some components weren't compatible right? i mean if u  look at the compability cmorgan created at the g3 forum

Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: ElfBane on March 21, 2007, 09:31:34 PM
Not sure which forum this should be in,,,,but here goes...

Running a NON 22 game, installed in this order
1. BG Original Saga
2. BG1 Fixpack 1.1
3. BG1 GameTextUpdate
4. Ease-of-Use
5. BG1UBv4

My ? is....the game has Raise Dead scrolls for sale in the Temples, was this the way it was in the original game, or were these added by the Fixpack or EOU or UBv4?

Anyway,, no matter how they got there...is there a way to make them work? Jaheira and Branwen can equip the scroll to the quick slots and they can target the scroll, but nothing happens. ARE THESE SCROLLS level related? If so, at what level can druids and clerics use the RD scrolls effectively?
Thanks.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Da_venom on March 23, 2007, 07:41:17 AM
well if they do the same thing wouldn't it just be overwriting a original with  a copy?

Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Miloch on March 24, 2007, 07:37:21 AM
My ? is....the game has Raise Dead scrolls for sale in the Temples, was this the way it was in the original game, or were these added by the Fixpack or EOU or UBv4?
UB adds the scrolls that were in the original game but not available anywhere (or in the case of Tutu, adds the BG2 scrolls since Tutu does not copy over unused resources).  The BG1 scroll has a casting level of 10 and a power of 5, though I'm not sure what that means in technical terms as far as being able to cast it.

Obviously, you need a dead person (greyed-out, not chunked) in the party to be able to use it at all...

Oh, and the BG1 scroll targets "creature" instead of "dead character" in BG2/Tutu.  And has a range of 1 instead of -1.  Maybe that needs to be fixed.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Da_venom on April 02, 2007, 08:25:07 AM
isn't is also so that raise dead needs to be on the location the person died?
and resurrection could be done anywhere?
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Miloch on April 02, 2007, 01:24:33 PM
No.  In 2e rules, Resurrect would work on a dead creature up to 10 years per level of the caster, as opposed to 1 day per level with Raise Dead.  Resurrect would also work on elves.  In game terms, the Resurrect spell just fully heals the character in addition to raising them (maybe the other features weren't considered practical or something).
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Ascension64 on April 04, 2007, 04:30:04 AM
OK, I think this mod deserves an update soon. I've done the following so far:

-Added BG1NPC checks to components 4, 5, 7, 8, 9
-Added placeholders for component installation
-Updated Finishable Kagain Quest
-Corrected bad StrRef for a line by Taerom in the Mysterious Vial component
-Added Creature Corrections compatibility with the BG1NPC "Add Non-joinable character portraits for quests and dialogues" component
-Added common code for Tutu area script assignment, replacing the older code checks

I will still need to:

-Test the changes
-Signpost components that will become deprecated as BG1 Fixpack is released
-Find an alternative TotSC check for EasyTutu than _ulgoth.sto (someone I think knows this, but I can't find the info)

Have I missed anything I need to do?
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Salk on April 04, 2007, 04:19:10 PM
I don't think you should worry about duplicated content present in the BG1 Fixpack because Miloch told me there will be no (Easy)TuTu compatibility for the time being (correct me if I am wrong, Miloch).

By the way, thank you very very much for updating BG1 UB! I hope there will also be a BGT out this time!  :P
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: U235 on April 04, 2007, 06:10:12 PM
I can't even install most of the components...

Code: [Select]
Install Component [The Mysterious Vial]?
[I]nstall, or [N]ot Install or [Q]uit?
Installing [The Mysterious Vial]
[./override/_HEIRKAS.DLG] loaded, 916 bytes
Compiling 1 dialogue file ...
[bg1ub/tra/English/ubvial.TRA] parsed
[bg1ub/tra/English/ubvial.TRA] has 32 translation strings
[./override/TRIGGER.IDS] loaded, 8060 bytes
[TRIGGER.IDS] parsed
[./override/ACTION.IDS] loaded, 15754 bytes
[ACTION.IDS] parsed
ERROR: No translation provided for @20000

[bg1ub/vial/ubvial.d]  ERROR at line 40 column 23-28
Near Text: @20000
Not_found
ERROR: parsing [bg1ub/vial/ubvial.d]: Not_found
ERROR: compiling [bg1ub/vial/ubvial.d]!
Stopping installation because of error.

ERROR Installing [The Mysterious Vial], rolling back to previous state
[bg1ub/backup/1/UNSETSTR.1] SET_STRING uninstall info not found
Will uninstall   0 files for [BG1UB/SETUP-BG1UB.TP2] component 1.
[./override/_HEIRKAS.DLG] loaded, 916 bytes
Uninstalled      0 files for [BG1UB/SETUP-BG1UB.TP2] component 1.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Salk on April 05, 2007, 01:06:47 AM
Are you using the right version ?

There are two versions out: one Open Beta for TuTu and one for vanilla Baldur's Gate.

I have installed every component of version 4 for TuTu without any kind of problem.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Ascension64 on April 05, 2007, 03:01:01 AM
I don't think you should worry about duplicated content present in the BG1 Fixpack because Miloch told me there will be no (Easy)TuTu compatibility for the time being (correct me if I am wrong, Miloch).

By the way, thank you very very much for updating BG1 UB! I hope there will also be a BGT out this time!  :P
That's why I'll just be signposting and not activating the deprecation lines in the tp2. When BG1 Fixpack finally makes its way to EasyTutu or Tutu, I can make it very easy to remove duplication (I won't be removing the code, just making the affected components inactive).

Quote
I can't even install most of the components...
Check that you have bg1ub/tra/English/Tutu.tra. The @20000 that you are missing should be there. If the file is missing, you might need to either (i) re-extract the archive, or (ii) re-download the archive.

Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: MouseArm on April 05, 2007, 01:29:37 PM
Can't even install this beta version! I wonder if some other mods (supposedly compatible with Easytutu) overwrote some files that this one needs. I get the following errors:

ERROR: No translation provided for @0
ERROR: problem parsing tp file [SETUP-BG1UB.TP2]: Not_found

FATAL ERROR: Not_found

I chosed english and the SETUP-BG1UB.TP2 file is indeed in the folder!

 >:(
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: berelinde on April 05, 2007, 02:36:41 PM
The problem is that you aren not extracting the mod, or that the mod is nested inside another holding folder. You could try opening the mod folder and copying and pasting its contents into the Tutu directory. My guess is that the problem goes away.

I've done this myself when packaging my mod, by the way. I suspect it's a common thing.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Miloch on April 05, 2007, 03:52:30 PM
I will still need to:
-Find an alternative TotSC check for EasyTutu than _ulgoth.sto (someone I think knows this, but I can't find the info)
I use FW2003.are, though that may not be necessary in EasyTutu as (I think) it includes all the TotSC resources even if Tales isn't present on the BG1 install.  I include the check anyway though.  It might be necessary for regular Tutu.
Quote
Have I missed anything I need to do?
I was going to suggest adding the restoration of the Ring of Wizardry you coded for non-TotSC installs, but it might not be necessary as noted above.  It should be added eventually to the regular BG1UB, if anyone's updating that.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Ascension64 on April 06, 2007, 03:53:28 AM
Well, if an EasyTutu install without TotSC is just going to have all the resources of TotSC, then that will totally screw up TotSC checks in EasyTutu.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Miloch on April 06, 2007, 05:34:36 AM
I don't know if it'd screw them up, but they'd be largely irrelevant for EasyTutu - *if* it includes all the TotSC resources (maybe Macready can confirm that).  The checks might, however, be relevant for regular Tutu, assuming this mod is compatible with it (I don't know why it wouldn't be).

Also, it'd be great to merge the BG1 version of the mod with the Tutu (and ultimately the BGT) version, so we don't end up with two or three totally different mods and a maintenance nightmare.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: MouseArm on April 06, 2007, 06:09:15 AM
The problem is that you aren not extracting the mod, or that the mod is nested inside another holding folder. You could try opening the mod folder and copying and pasting its contents into the Tutu directory. My guess is that the problem goes away.

I've done this myself when packaging my mod, by the way. I suspect it's a common thing.

I tried to do what you suggest, but I think there are tons of files missing in this package. The file I downloaded is BG1UBv4bTutu.rar. I double-click the file to chose to extract. There are two files there. One folder called 'bg1ub' and one file called 'setup-bg1ub.exe'. I extract the files in my BaldursGateTutu folder. That places the following into my BaldursGateTutu folder:

bg1ub (an empty folder)
BG1UB-Readme.html
BG1UBTutu.txt
setup-bg1ub.bat
setup-bg1ub.tp2
setup-bg1ub.exe

Double-clicking the 'setup-bg1ub.exe' file creates 'SETUP-BG1UB.DEBUG'.

Double-clicking 'setup-bg1ub.exe' to chose to install gives the above mensioned error.

I suspect the maker of this installer forgot to put all the necesary files in.  :P
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Miloch on April 06, 2007, 06:18:11 AM
I tried to do what you suggest, but I think there are tons of files missing in this package.
When you go to "Extract To," click on Advanced and select "Extract full paths."  It sounds like it's currently set on "Do not extract paths."  Which means you have a bunch of cruft in your Tutu folder now you'll have to delete manually - subfolders like albert, vial, shilochen etc.
Quote
I suspect the maker of this installer forgot to put all the necesary files in.  :P
Heh.  A lot of folks who've played this mod would be S.O.L. if that was the case :P.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: MouseArm on April 06, 2007, 06:25:02 AM
Yeah, I'm so sorry!  :-[

I'm using IZArc and it can be a little confusing when extracting some files because of how they are displayed in this program. I got it right now.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: MouseArm on April 06, 2007, 07:03:38 AM
I suspect there is conflicts with this mod and one or few other mods (all supposedly compatible with EasyTutu) because I found right away that Thurston and his whife at the Candlekeep Inn isn't saying the lines like they did in the non-tutu version for BG1. I've also read somewhere that you can't install more than one mod that overwrites the dialog.tlk file, which means there will be a lot of mods that can't be combined if that's true.  :(
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Antignition on April 06, 2007, 03:39:10 PM
I suspect there is conflicts with this mod and one or few other mods (all supposedly compatible with EasyTutu) because I found right away that Thurston and his whife at the Candlekeep Inn isn't saying the lines like they did in the non-tutu version for BG1. I've also read somewhere that you can't install more than one mod that overwrites the dialog.tlk file, which means there will be a lot of mods that can't be combined if that's true.  :(

I can confirm this.

There weren't many quick ways to find out if the other parts of BG1UB was working or not, because the components were later on in the game.  But I did see that the Flaming Fist mercenary on the road to Beregost *did* have 2 other guys with him, so I know I installed the mod correctly.

Additionally, some parts of the "Add portraits to NPCs in Game" were not working correctly, unless they have changed the portraits that show up since last year in the BG1NPC mod.  I remember Winthrop's not showing up and Bub Snikt's not showing up either, off the top of my head.


I really only have one good playthrough of BG1 per year before I get bored, so I'm getting rid of the UB portion for now, hopefully it'll be fully compatible with EasyTutu next year.


Might install a few parts of SCS, so it kind of works out in the end anyway.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Miloch on April 06, 2007, 11:18:58 PM
Neither this mod nor other current WeiDU mods you describe like BG1 NPC overwrites the dialog.tlk file.  They add new entries by patching them in.  So it sounds like either or both of you have an older mod that does in fact overwrite rather than patch, so you might want to post your WeiDU.log files from your game folders.  I know I've had the behavior you describe occur when installing older mods (like the original version of Lost Items) that weren't fully WeiDU-compatible.

On the other hand, there *are* components of this mod that will conflict with the current BG1 NPC, but all you need to do is be aware of whichever you install last will get priority, unless you specify each component.  And that is documented pretty well in this thread as well as the Tutu compatibility thread on G3 (http://forums.gibberlings3.net/index.php?showtopic=8122).
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: MouseArm on April 07, 2007, 10:17:17 AM
Allright then, let me tell you what mods I'm using and the order I installed everything:

1. BG1
2. TotSC
3. BGTalesUK5512.exe
4. BG1FixPack11.exe
5. BG1TOSCGameTextUpdate11.exe
6. BG2
7. ToB
8. BGII-ThroneofBhaal_Patch_26498_ENGLISH.exe
9. BG2ThroneOfBhaalFixPack112.exe
10. BG2ThroneOfBhaalGameTextUpdate12.exe
11. EasyTutu_ToB.exe
12. EasyTutuNPCKits-v2.exe
13. EasyTutuSpawnRandomizer-v3.exe
14. BG2_Tweaks-v4.exe
15. BG1NPC-v12Beta3.exe
16. Divine_Remix-v5.exe
17. BG1UBv4bTutu.rar

These are all must have mods imo and I would like very much if they are compatible. I spent hours of research to find info and then wrote the above list so I could install it properly.
The problem with Thurston at the in is that when you talk to his wife you first see the line: Noblewoman has nothing to say to you, and directly after that she says her line. Then when I talk to Thurston he just says the official line "My wife and I would like some time alone, isn't that right, lovey" or something like that.
When I played the non-tutu version of Unfinished Business on a clean install I get to talk a bit more with Thurston, so I guess this was cut in the release of BG but restored with this mod.

Here's my WeiDU log file. lot's of text:  :P

// 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
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #6 // Assign a kit to Dynaheir? -> Dynaheir: Sorceror
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #9 // Assign a kit to Edwin? -> Edwin: Specialist Mage
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #13 // Assign a kit to Faldorn? -> Faldorn: Avenger
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #21 // Assign a kit to Imoen? -> Imoen: Swashbuckler
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #29 // Assign a kit to Kivan? -> Kivan: Archer
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #39 // Assign a kit to Shar-Teel? -> Shar-Teel: Berserker
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #45 // Assign a kit to Xan? -> Xan: Specialist Mage
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #47 // Assign a kit to Xzar? -> Xzar: Specialist Mage
~SETUP-EASYTUTUSPAWNRANDOMIZER.TP2~ #0 #1 // EasyTutu Spawn Randomizer -> Base Spawn Chance: 40%
~SETUP-EASYTUTUSPAWNRANDOMIZER.TP2~ #0 #10 // Respawn Interval Selection -> Respawn Interval: 3 game days
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #120 // Change Avatar When Wearing Robes or Armor (Galactygon)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1140 // Gems and Potions Require Identification
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2030 // Two-Handed Katanas
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2050 // Description Updates for Universal Clubs Component
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2110 // Alter Item Descriptions for 'Stealth and Thieving Abilities in Heavy Armor' Component
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2130 // Alter Item Descriptions for 'Allow Arcane  Spellcasting in Armor' Component
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2191 // Limit Ability of Storekeepers to Identify Items -> Identification Ability is Based on Storekeeper's Lore
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grand Mastery (Weimer)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grand Mastery (Baldurdash)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2230 // Make +x/+y Weapons Consistent
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2231 // Description Updates for Make +x/+y Weapons Consistent Component
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2271 // Alter Bard Spell Progression Table -> PnP Table
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2291 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, PnP Druid/Cleric Spell Table Only
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at  Mid-Range Reputation
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Staffs, Clubs, and Slings (Icelus)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4030 // Consistent Stats: Edwin -> Use BG Values
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4040 // Consistent Stats: Jaheira -> Use BG Values
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4060 // Consistent Stats: Minsc -> Use BG Values
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4070 // Consistent Stats: Viconia -> Use BG Values
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4110 // Give Kagain A Legal Constitution Score of 19
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3071 // Change Effect of Reputation on Store Prices -> Reputation Has No Effect, Stores Price Fixed at 100% (Luiz)
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications for v12
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections
~BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait.
~BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait.
~BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait.
~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait.
~BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Coran's Romance Core (adult content)
~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Dynaheir's Romance Core (teen content)
~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content)
~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Branwen's Romance Core (teen content)
~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Xan's Romance Core (teen content)
~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Ajantis Romance Core (teen content)
~BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran
~BG1NPC.TP2~ #0 #16 // Romance Timers -> Coran's Romance Speed (45 minutes)
~BG1NPC.TP2~ #0 #20 // Romance Timers -> Dynaheir's Romance Speed (standard: 1 hour)
~BG1NPC.TP2~ #0 #25 // Romance Timers -> Xan's Romance Speed (standard: 1 hour)
~BG1NPC.TP2~ #0 #31 // Romance Timers -> Shar-Teel's Relationship Speed (45 minutes)
~BG1NPC.TP2~ #0 #35 // Romance Timers -> Branwen's Romance Speed (standard: 1 hour)
~BG1NPC.TP2~ #0 #42 // Romance Timers -> Ajantis' Romance Speed (30 minutes)
~BG1NPC.TP2~ #0 #45 // The BG1 NPC Project: NPCs can be sent to wait in an inn.
~BG1NPC.TP2~ #0 #46 // The BG1 NPC Project: Alora's Starting Location. -> Alora Starts in the Hall of Wonders.
~BG1NPC.TP2~ #0 #48 // The BG1 NPC Project: Eldoth's Starting Location. -> Eldoth Starts in the Cloakwood Forest.
~BG1NPC.TP2~ #0 #50 // The BG1 NPC Project: Quayle's Starting Location. -> Quayle Starts at the Wyrm's Crossing.
~BG1NPC.TP2~ #0 #52 // The BG1 NPC Project: Tiax's Starting Location. -> Tiax Starts in Baldur's Gate.
~BG1NPC.TP2~ #0 #55 // The BG1 NPC Project: Make Shar-Teel Unkillable until In Party
~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #0 // Divine Remix Core Components (Required for Everything)
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #51 // Remove Cleric Kits -> Remove BioWare & Mod Kits
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #53 // Remove Druid Kits -> Remove BioWare & Mod Kits
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #55 // Remove Ranger Kits -> Remove BioWare & Mod Kits
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #106 // Install Nightcloak of Shar Cleric Kit
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #115 // Install Firewalker of Kossuth Cleric Kit
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #118 // Install Authlim of Iyachtu Xvim Cleric Kit
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #124 // Install Heartwarder of Sune Cleric Kit
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #127 // Install Feywarden of Corellon Cleric Kit
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #130 // Install Strifeleader of Cyric Cleric Kit
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #403 // Install Bowslinger Ranger Kit
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #406 // Install Feralan Ranger Kit
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #415 // Install Wilderness Runner Ranger Kit
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #600 // Install Battleguard of Tempus Kit for Branwen
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #610 // Install Nightcloak of Shar Kit for Viconia
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #203 // Install Oozemaster Druid kit
~SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration
~SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial
~SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter
~SETUP-BG1UB.TP2~ #0 #3 // Angelo Notices Shar-teel
~SETUP-BG1UB.TP2~ #0 #4 // Finishable Kagain Caravan Quest
~SETUP-BG1UB.TP2~ #0 #5 // Coran and the Wyverns
~SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok
~SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig
~SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt
~SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward
~SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home
~SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter
~SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric
~SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi
~SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant
~SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements
~SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections
~SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations
~SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations
~SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations
~SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations
~SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations
~SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations
~SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations
~SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses
~SETUP-BG1UB.TP2~ #0 #25 // Elven Charm and Sleep Racial Immunity
~SETUP-BG1UB.TP2~ #0 #26 // The Original Saga Music Playlist Corrections
~SETUP-BG1UB.TP2~ #0 #27 // Sarevok's Diary Corrections
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: cmorgan on April 07, 2007, 11:02:41 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
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Antignition on April 07, 2007, 01:16:34 PM
Well I just installed the game no less than 4 days prior to posting those problems.  And I used the (very helpful) thread over at G3 as far as EasyTutu mod install order goes.  I already uninstalled it, so I don't have the weidu log anymore, but I followed your instructions on that thread to the letter. 

I had both games fully patched, ran EasyTutu_ToB, and added:

Degreenifier
NPC Kit Selection
Tutufix (the 3 green compatible components)
The beta BG1UB avoiding the components mentioned.
BG1 Casting Sounds and Textscreen music
BG1NPC (skipped the romance section) and music pack
Improved BAMs
1PP
BG2 Tweak Pack (hell if i remember which components...only used about 5 or 6 that I thought were necessary)
Tutu GUI


All the links I used to download that stuff were from that thread as well.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: MouseArm on April 07, 2007, 02:47:48 PM
Well, it's not BG1-NPC that causes it, because I decided to install it all over again and skipping BG1-NPC project because it is not compatible with some of the restored things in UB as I saw it in the link you provided above. But I still get the same text when talking to Thurston and his wife, and at few other locations I get the annoying "... has nothing to say to you." But I can live with that. I just hope the restored QUESTS will work, or I'm ditching UB and wait another year before I try it again. So I'm gonna run to Beregost and see what Kagain does when I take him along for the caravan quest.   ;)
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: MouseArm on April 07, 2007, 03:12:06 PM
Hurray! Kagain's caravan quest worked!  :D
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Miloch on April 07, 2007, 05:22:35 PM
4. BG1FixPack11.exe
5. BG1TOSCGameTextUpdate11.exe
9. BG2ThroneOfBhaalFixPack112.exe
10. BG2ThroneOfBhaalGameTextUpdate12.exe
These mods are likely causing your problem, as cmorgan suggests, unless he's right about something in another mod throwing a glitch.  The Baldurdash game text updates do overwrite the dialog.txt files, and EasyTutu is not compatible with them.  It incorporates (from what I understand) the Baldurdash updates for BG1, and you want the G3 Fixpack (http://www.gibberlings3.net/bg2fixpack/) for BG2, since it incorporates all the Baldurdash fixes and more.  And you probably want to install that after you're done with the EasyTutu conversion.  EasyTutu incorporates those parts of the BG2 Fixpack relevant to it.

As for Antignition, I don't see any particular problems with your mods.  Maybe if you could post some specific glitches you're getting with dialogue references, we can look into it.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: cmorgan on April 07, 2007, 05:28:35 PM
The decompiled dialogue is from my EasyTutu/UB/BG1NPC standard test install. Something has tossed the last state down to the bottom of the heap, somehow...

state 0 is supposed to fire, giving you the speech, but state 9 overrides all but state 7 (charmed dialogue). This may need some poking at with a stick by Macready and Ascension64. I don't know what adds state 9, or if it is in vanilla BG1 (in which case it is a bug that lands in your territory, Miloch :) )
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Miloch on April 07, 2007, 05:39:39 PM
State 9 is a string in the vanilla BG1 NOBL4.dlg.  It has a trigger condition of True() which I'd guess means it'll be met if none of the previous conditions are met.  How is this a bug though?  I know nothing about dialogue coding, but if some mod is trying to interject into it, it'd be on its own to interject and/or change any states it needs to.  Now that I look at it though, I've never seen the majority of strings in this dialogue in the vanilla game, and I've talked to this guy several times.

But how is this character's dialogue relevant to Winthrop's or wherever the reported glitch is occurring?

If there is a fix to the vanilla game, it'd take someone like you with dialogue expertise to suggest what it might be.  Though that wouldn't affect any BG1NPC interaction - EasyTutu apparently has its own fix prerogatives, so Macready'd have to address that as well (or you could address it in BG1NPC until if and when he incorporates such a fix).

Edit: I'm not even sure I've seen state 0 in the vanilla game... usually this guy just blows me off.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Antignition on April 07, 2007, 06:13:09 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.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: MouseArm on April 07, 2007, 06:30:29 PM
Ok, so how about this installation order then:

1. BG
2. TotSC
3. BGTalesUK5512.exe (Official patch)
4. BG2
5. ToB
6. BGII-ThroneofBhaal_Patch_26498_ENGLISH.exe (Official patch)
7. EasyTutu_ToB.exe

--- The following goes into the EasyTutu folder:

8. BG2_Fixpack-v2.exe (This contain the baldurdash fixes, right?)
9. EasyTutuNPCKits-v2.exe
10. EasyTutuSpawnRandomizer-v3.exe
11. BG2_Tweaks-v4.exe
12. Divine_Remix-v5.exe
13. BG1UBv4bTutu.rar
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post 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.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post 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 (http://forums.gibberlings3.net/index.php?showtopic=8122) 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
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post 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!
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post 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...

Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post 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.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post 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.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post 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.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post 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.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post 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.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post 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....
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post 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.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post by: Ascension64 on April 10, 2007, 08:34:49 AM
AFAIK there isn't any dialog restoration for what you mention in BG1UB.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post 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.
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post 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?
Title: Re: BG1 Unfinished Business v4 Open Beta for Tutu released!
Post 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.