Pocket Plane Group

BG1 Completed Mods => BG1 Unfinished Business => Topic started by: AstroBryGuy on December 30, 2014, 06:38:26 PM

Title: BG1UB - EE compatible version - [Updated 2016-04-12]
Post by: AstroBryGuy on December 30, 2014, 06:38:26 PM
Hello all,

I have a BGEE compatible version of BG1UB, v14 beta.  Please let me know if there are any issues with the beta.

http://github.com/AstroBryGuy/bg1ub/releases/tag/v14.0_beta_160412

https://github.com/AstroBryGuy/bg1ub/archive/v14.0_beta_160412.zip (direct link to zip file)

Changes in v14.0_beta_160412:

* Fixed logic to prevent Coran Wyvern Quest component from installing on BGEEv2/SoD.

Changes in v14.0_beta_160404:
* Update WeiDU to v239
* Updated French translation
* Prevent Coran Wyvern Quest component from installing on BGEEv2/SoD.

Changes in v14.0_beta_160124:
* Updates/Fixes for the Mal-Kalen Encounter
* Fix for duplicated actions in OUBLEK.D - Prism and the Emeralds component
* Fix for incompatibility between restored Unshey dialog and Item Randomiser - Minor Dialogs component
* Correcting a few .tra file typos/errors
* Updated French translation for new content!

Changes in v14.0 beta 20151227
* Update to Minor Dialog Restoration Component to fix bug on BGEE with Hentold's dialog

Changes in v14.0 beta 20151127
* Scar's quest fix for BGEE
* Mal-Kalen & Svlast encounter journal entry updates
* Tweaks for restored Unshey dialog
* Fixes for Svlast & Mal-Kalen encounter on BG1:TotSC
* Bugfix for Lahl dialog corrections on BGT, Tutu, BG1:TotSC

Changes in v14.0 beta 20151114
* New Component: Svlast the Fallen Paladin
* New Component: Mal-Kalen the Ulcaster Revenant
* Fix for Tavern Movie component
* Updates for Lahl's dialog (Thanks to Salk!)
* Dialog restorations for Unshey (Thanks to Salk!)

Changes in v14.0-beta-150718
* Bugfixes for Snow Golem scripting for Ice Island Level 2. Thanks to Jace at Beamdog Forums for testing!
* Oublek will now take the emeralds on the "bad boy" branch (i.e. CHARNAME impersonated Greywolf).
* If CHARNAME impersonated Greywolf, Oublek's response when trying to collect first bounty depends on reputation.

Changes in v14.0-beta-150715
* Improve scripting of snow golems in Ice Island Level 2.
* Snow Golem Breath uses BG2 Cone of Cold animation on BGEE/Tutu/BGT

Changes in v14.0-beta-150713
* Some code modernization on BG1UB
* Fixes an error that affected automatic re-installation (when updating another mod, for example)
* Updates WeiDU to v238
* Provides some "enhancements" for the Ice Island Level 2 Restoration 8)

Changes in v14.0-beta-150228
* Addresses BGEE compatibility issues with the Prism and the Emeralds component.
* Adds translations for the Nim Furlwing Encounter component in German, Italian, and Polish. Thanks to @Jastey (German), @Aedan (Italian), @Cahir & @Etamin (Polish), and Isaya (French).

Changes in v14.0-beta-150227:
This release adds two new components to BG1UB:
* Nim Furlwing Encounter
* Restored Elfsong Tavern Movie (BG/BGT/Tutu only). Thanks to Sams for providing the restored movie!

Changes in in v14.0-beta-150128:
This release fixes an issue with the area scripts for AR2400 (Peldvale) and AR2900 (Larswood) in BGEE, which was preventing the changes to Shilo Chen's quest from working properly.

Changes in in v14.0-beta-150127:
* Fix for Kagain Quest Journal Entries on BGEE
* Moving Shilo Chen Quest Ogre Magi to southwest corner of Wood of Sharp Teeth
* Adding NONE flag on LEAT06 in Lucky Aello's store

Changes in in v14.0-beta-150102:
* Updated AUTO_TRA command to correctly point to tra files.

Note: Some of the BG1UB components are blocked from installing, as they are included or superceded by BGEE.  Here is a list of components that can be installed on BGEE:

Ice Island Level Two Restoration
The Mysterious Vial
Finishable Kagain Caravan Quest
Coran and the Wyverns**
Kivan and Tazok
Branwen and Tranzig
Place Entar Silvershield in His Home
Scar and the Sashenstar's Daughter
Quoningar, the Cleric
Shilo Chen and the Ogre-Magi
Edie, the Merchant League Applicant
Creature Corrections
Creature Restorations
Creature Name Restorations
Minor Dialog Restorations
Store, Tavern and Inn Fixes and Restorations*
Item Corrections and Restorations
Prism and the Emeralds Tweak
Duke Eltan in the Harbor Master's Building

* Most of this component is included in BGEE.
** Superceded in BGEEv2
Title: Re: BG1UB - EE compatible version
Post by: jastey on December 31, 2014, 01:52:43 AM
This is super-great!

 -Just one minor nitpick: This would be v14 beta. :)

Thank you for putting this up! Any testing etc. should go into this version. I removed the link to the former 13.2 beta.
Title: Re: BG1UB - EE compatible version
Post by: AstroBryGuy on December 31, 2014, 09:06:53 AM
Version updated!  :)
Title: Re: BG1UB - EE compatible version
Post by: RDarkfire on January 01, 2015, 10:38:43 PM
I will break out of my private thread w/ Astro to this thread since it is just easier.  I'm glad I was able to spur Astro onward here to release this patch (sort of?  not sure -- LOL).  Great job on it, just started testing today.  Tested three components so far :

Ice Island Restoration -- works, I was able to enter and exit the 2nd dungeon floor from the 1st.

Finishable Kagain Caravan Quest -- works, but the journal-entry issue we were discussing over PM is still present.  The entry under "Quests" does not disappear after completing the quests but the entry under "Done Quests" still appears correctly.  Very minor issue anyway, although it was fixed when I made the change to the DLG file that I mentioned in our PMs.  I think that if you just find a way to add that change to the script, it should be fine.

Coran and the Wyverns -- works, he no longer says it's time to take a wyvern head for a reward until the party actually kills the correct one(s).

Will be happy to continue testing.  Cheers and Happy New Year to all!

-RDarkfire
Title: Re: BG1UB - EE compatible version
Post by: MichaelH on January 01, 2015, 10:48:32 PM
There seems to be a problem with some of the DLG files. Some of the dialogues and responses aren't what they should be, in that they're using incorrect string references.

For example, looking at UBCORIAN.DLG in NearInfinity, the second state (I think it's where a high charisma character initiates dialogue) has three responses, all of which are wrong ('The Tales of the Sword Coast expansion is required for this component', 'The Mysterious Vial' and 'Additional Elminster Encounter', respectively).

Another example, UBFARM5.DLG has as its third and fourth state dialogues 'Angelo Notices Shar-teel' and 'Finishable Kagain Caravan Quest'

This is occurring on a clean EE install, with only BG1UB installed.
Title: Re: BG1UB - EE compatible version
Post by: Graoumf on January 02, 2015, 12:08:35 AM
Thanks a lot, AstroBryGuy (and so RDarkfire): it's a great news!
News passed on french forums, and I saw that Germans did the same.
Title: Re: BG1UB - EE compatible version
Post by: jastey on January 02, 2015, 06:07:58 AM
MichaelH, what you encounters is if the strings from the setup.tra are being taken instead of the correct .d/.tra ones. This happens if the installer cannot find the correct ones, so something went wrong in your install. Please post the content of the Setup-bg1ub.DEBUG.
Title: Re: BG1UB - EE compatible version
Post by: MichaelH on January 02, 2015, 05:47:35 PM
MichaelH, what you encounters is if the strings from the setup.tra are being taken instead of the correct .d/.tra ones. This happens if the installer cannot find the correct ones, so something went wrong in your install. Please post the content of the Setup-bg1ub.DEBUG.

I don't know which part of the file you need to see here. The whole file is too big to include, and there's no attach file option.
Title: Re: BG1UB - EE compatible version
Post by: AstroBryGuy on January 02, 2015, 09:16:28 PM
I found the issue and fixed it.  The AUTO_TRA command needed to be updated after the %LANGUAGE% variables were changed for HANDLE_CHARSETS.

http://github.com/AstroBryGuy/bg1ub/releases/tag/v14.0_beta_150102

http://github.com/AstroBryGuy/bg1ub/archive/v14.0_beta_150102.zip  (direct link to zip file)

Changes in in v14.0-beta-150102:
* Updated AUTO_TRA command to correctly point to tra files.


Thanks for the bug report!
Title: Re: BG1UB - EE compatible version - [Updated 2015-01-02]
Post by: CrevsDaak on January 05, 2015, 11:52:18 AM
The correct download link for the direct zip file should be https://codeload.github.com/AstroBryGuy/bg1ub/zip/v14.0_beta_150102. The current one you've posted leads to a 404 error :)
Title: Re: BG1UB - EE compatible version - [Updated 2015-01-02]
Post by: AstroBryGuy on January 05, 2015, 12:30:00 PM
Fixed!  For some reason I had a "2" on the end of the extension ???. Thanks!
Title: Re: BG1UB - EE compatible version - [Updated 2015-01-02]
Post by: White Agnus on January 06, 2015, 04:56:15 PM
Finishable Kagain Caravan Quest -- works, but the journal-entry issue we were discussing over PM is still present.  The entry under "Quests" does not disappear after completing the quests but the entry under "Done Quests" still appears correctly.  Very minor issue anyway, although it was fixed when I made the change to the DLG file that I mentioned in our PMs.  I think that if you just find a way to add that change to the script, it should be fine.

I think this problem could be solved if bgeeKAGAIJ.D would be compiled before KAGAIJ.D, because COPY_TRANS_LATE also copies the Trans Actions... ;)
Title: Re: BG1UB - EE compatible version - [Updated 2015-01-02]
Post by: AstroBryGuy on January 06, 2015, 05:30:01 PM
Finishable Kagain Caravan Quest -- works, but the journal-entry issue we were discussing over PM is still present.  The entry under "Quests" does not disappear after completing the quests but the entry under "Done Quests" still appears correctly.  Very minor issue anyway, although it was fixed when I made the change to the DLG file that I mentioned in our PMs.  I think that if you just find a way to add that change to the script, it should be fine.

I think this problem could be solved if bgeeKAGAIJ.D would be compiled before KAGAIJ.D, because COPY_TRANS_LATE also copies the Trans Actions... ;)

Yep!  That does it.  Thanks White Agnus!  I'll upload this fix ASAP.

I had tested it, but I was in Chapter 1.  Thanks RDarkfire for catching that it was only partially fixed!
Title: Re: BG1UB - EE compatible version - [Updated 2015-01-02]
Post by: Mad Mate on January 24, 2015, 10:06:55 AM
Hi!
Just want to report 2 warnings in my current install:
First one is in Creature Restorations:
Code: [Select]
[./override/HALFG2.DLG] loaded, 820 bytes
[HALFG2.DLG] loaded
WARNING: REPLACE specifies no WEIGHT for state 0 and DLG uses non-trivial weights.  Using weight from DLG (1). [2]
[HALFG2.DLG] saved 11 states, 16 trans, 2 strig, 6 ttrig, 0 actions
override/HALFG2.dlg copied to bg1ub/backup/17/HALFG2.dlg, 820 bytes

And second one in Item Corrections and Restorations:
Code: [Select]
[./override/STOCHEAP.STO] loaded, 584 bytes
WARNING: ADD_STORE_ITEM: Unknown flag . Defaulting to 0 for flags.
Patching LEAT06.ITM into store...
I think this is related to 4802nd line in setup-bg1ub.tp2:
Code: [Select]
COPY_EXISTING ~%tutu_scripts%TOCHEAP.STO~ ~override~ // Lucky Aello's
  ADD_STORE_ITEM ~%tutu_var%LEAT06~ LAST #0 #0 #0 ~~ #1 // Studded Leather Armor +2 : Missle Attraction
BUT_ONLY_IF_IT_CHANGES

Debug and weidu.log are here: https://www.dropbox.com/s/fnj9f9bjd7morwv/Bg1ub%20debug.rar?dl=0

Thanks!
Title: Re: BG1UB - EE compatible version - [Updated 2015-01-02]
Post by: CrevsDaak on January 24, 2015, 01:20:48 PM
And second one in Item Corrections and Restorations:
Code: [Select]
[./override/STOCHEAP.STO] loaded, 584 bytes
WARNING: ADD_STORE_ITEM: Unknown flag . Defaulting to 0 for flags.
Patching LEAT06.ITM into store...
I think this is related to 4802nd line in setup-bg1ub.tp2:
Code: [Select]
COPY_EXISTING ~%tutu_scripts%TOCHEAP.STO~ ~override~ // Lucky Aello's
  ADD_STORE_ITEM ~%tutu_var%LEAT06~ LAST #0 #0 #0 ~~ #1 // Studded Leather Armor +2 : Missle Attraction
BUT_ONLY_IF_IT_CHANGES

Debug and weidu.log are here: https://www.dropbox.com/s/fnj9f9bjd7morwv/Bg1ub%20debug.rar?dl=0

Thanks!
To the debug that, it would be better if you provided the .sto file already modified by BG1UB (if it's giving it an identified or null flags, then I say it's desired behavior and would only change it to prevent WeiDU from giving warnings).
Title: Re: BG1UB - EE compatible version - [Updated 2015-01-02]
Post by: Mad Mate on January 24, 2015, 01:27:56 PM
And second one in Item Corrections and Restorations:
To the debug that, it would be better if you provided the .sto file already modified by BG1UB (if it's giving it an identified or null flags, then I say it's desired behavior and would only change it to prevent WeiDU from giving warnings).
This was changed in this commit: https://github.com/AstroBryGuy/bg1ub/commit/991e8ee8d8b124fdc2625f6d4236bc4b90d07612#diff-0becf57895e0f56363391754de7feea1
Code: [Select]
COPY_EXISTING ~%tutu_scripts%TOCHEAP.STO~ ~override~ // Lucky Aello's
-  ADD_STORE_ITEM ~%tutu_var%LEAT06~ LAST #1 #1 #1 ~IDENTIFIED~ #1 // Studded Leather Armor +2 : Missle Attraction
+  ADD_STORE_ITEM ~%tutu_var%LEAT06~ LAST #0 #0 #0 ~~ #1 // Studded Leather Armor +2 : Missle Attraction
 BUT_ONLY_IF_IT_CHANGES
Warning hasn't appeared before.
Title: Re: BG1UB - EE compatible version - [Updated 2015-01-02]
Post by: CrevsDaak on January 25, 2015, 12:46:35 PM
Then it's clearly an error, and if the change (flags = NONE instead of IDENTIFIED) is desired it ahould say NONE instead of a null string.
Title: Re: BG1UB - EE compatible version - [Updated 2015-01-02]
Post by: AstroBryGuy on January 25, 2015, 04:14:48 PM
And second one in Item Corrections and Restorations:
To the debug that, it would be better if you provided the .sto file already modified by BG1UB (if it's giving it an identified or null flags, then I say it's desired behavior and would only change it to prevent WeiDU from giving warnings).
This was changed in this commit: https://github.com/AstroBryGuy/bg1ub/commit/991e8ee8d8b124fdc2625f6d4236bc4b90d07612#diff-0becf57895e0f56363391754de7feea1
Code: [Select]
COPY_EXISTING ~%tutu_scripts%TOCHEAP.STO~ ~override~ // Lucky Aello's
-  ADD_STORE_ITEM ~%tutu_var%LEAT06~ LAST #1 #1 #1 ~IDENTIFIED~ #1 // Studded Leather Armor +2 : Missle Attraction
+  ADD_STORE_ITEM ~%tutu_var%LEAT06~ LAST #0 #0 #0 ~~ #1 // Studded Leather Armor +2 : Missle Attraction
 BUT_ONLY_IF_IT_CHANGES
Warning hasn't appeared before.

CrevsDaak is right.  It should be ~NONE~, not ~~.  Nothing in Lucky Aello's is supposed to be identified, so I was removing the IDENTIFIED flag.
Title: Re: BG1UB - EE compatible version - [Updated 2015-01-02]
Post by: AstroBryGuy on January 25, 2015, 07:16:54 PM
Hi!
Just want to report 2 warnings in my current install:
First one is in Creature Restorations:
Code: [Select]
[./override/HALFG2.DLG] loaded, 820 bytes
[HALFG2.DLG] loaded
WARNING: REPLACE specifies no WEIGHT for state 0 and DLG uses non-trivial weights.  Using weight from DLG (1). [2]
[HALFG2.DLG] saved 11 states, 16 trans, 2 strig, 6 ttrig, 0 actions
override/HALFG2.dlg copied to bg1ub/backup/17/HALFG2.dlg, 820 bytes

I think this one is nothing to worry about.  It is just replacing the response triggers.
Title: Re: BG1UB - EE compatible version - [Updated 2015-01-27]
Post by: AstroBryGuy on January 27, 2015, 07:42:50 PM
I rolled the latest updates and bug fixes into a new beta release.

http://github.com/AstroBryGuy/bg1ub/releases/tag/v14.0_beta_150127

Changes in in v14.0-beta-150127:
* Fix for Kagain Quest Journal Entries on BGEE
* Moving Shilo Chen Quest Ogre Magi to southwest corner of Wood of Sharp Teeth
* Adding NONE flag on LEAT06 in Lucky Aello's store
Title: Re: BG1UB - EE compatible version - [Updated 2015-01-28]
Post by: AstroBryGuy on January 28, 2015, 10:45:39 PM
Hello all, a new beta version is up!

https://github.com/AstroBryGuy/bg1ub/releases/tag/v14.0_beta_150128

This release fixes an issue with the area scripts for AR2400 (Peldvale) and AR2900 (Larswood) in BGEE, which was preventing the changes to Shilo Chen's quest from working properly.
Title: Re: BG1UB - EE compatible version - [Updated 2015-01-28]
Post by: Salk on February 21, 2015, 03:52:33 AM
The Read for the latest 14 Beta version has not been updated in any way (still says 13.1).

Might we expect a new version including the restored Elfsong Tavern movie? In that case, Sam. has kindly provided me with a version that is, in my opinion, the most preferable option: music without sounds effect (fireplace and patrons) which do feel out of place, considering the tavern is deserted and the fireplace is not lit.
Title: Re: BG1UB - EE compatible version - [Updated 2015-01-28]
Post by: AstroBryGuy on February 21, 2015, 06:21:32 AM
I'd be happy to add the movie. Can you send me a link to the mve file?
Title: Re: BG1UB - EE compatible version - [Updated 2015-01-28]
Post by: Salk on February 22, 2015, 06:12:25 AM
I'd be happy to add the movie. Can you send me a link to the mve file?

Here: https://drive.google.com/file/d/0B9_1X7K5KtOcQjdaZXZ6MU4ycmM/view?usp=sharing
Title: Re: BG1UB - EE compatible version - [Updated 2015-01-28]
Post by: AL|EN on February 25, 2015, 06:01:26 AM
Thank you for you great work!
Title: Re: BG1UB - EE compatible version - [Updated 2015-01-28]
Post by: Salk on February 25, 2015, 06:36:48 AM
Hopefully AstroBryGuy will release a new version including the movie soon enough :)
Title: Re: BG1UB - EE compatible version - [Updated 2015-02-27]
Post by: AstroBryGuy on February 27, 2015, 10:25:18 PM
Hopefully AstroBryGuy will release a new version including the movie soon enough :)

Ask and ye shall receive!

http://github.com/AstroBryGuy/bg1ub/releases/tag/v14.0_beta_150227

http://github.com/AstroBryGuy/bg1ub/archive/v14.0_beta_150227.zip (direct link to zip file)

Changes in in v14.0-beta-150227:
This release adds two new components to BG1UB:
* Nim Furlwing Encounter
* Restored Elfsong Tavern Movie (BG/BGT/Tutu only) - Thanks Sams!

Note: The Restored Elfsong Tavern Movie component is only for BG1, Tutu, and BGT. BGEE users who want this movie should install Sams’ BG:EE Classic Movies mod (http://www.shsforums.net/topic/55573-mod-bg-ee-classic-movies/ (http://www.shsforums.net/topic/55573-mod-bg-ee-classic-movies/)).
Title: Re: BG1UB - EE compatible version - [Updated 2015-02-27]
Post by: Salk on February 27, 2015, 11:38:38 PM
Wow! Thanks a lot, AstroBryGuy!
Title: Re: BG1UB - EE compatible version - [Updated 2015-02-27]
Post by: jastey on February 28, 2015, 04:49:56 AM
Great thing!

Thank you for considering compatibility with Jarl's Adventure Pack!
Title: Re: BG1UB - EE compatible version - [Updated 2015-02-27]
Post by: AstroBryGuy on February 28, 2015, 08:17:21 AM
No problem!

I forgot to note it in the README, but yes both new components will skip if Jarl's Adventure Pack is installed. The Nim Furlwing Encounter also skips if North Side of the Sword Coast is installed. I'll update the README.
Title: Re: BG1UB - EE compatible version - [Updated 2015-02-27]
Post by: Vreejack on February 28, 2015, 08:29:24 AM
Just finished Nashkel on a clean install. The string references seem ok on the Mulahey turn in, but there is still no way to turn in the emeralds to Oublek. Everything else implies there should be a way. I did fish them out of the sculpture.

Wasn't Kagain supposed to find the lordling's body and insignia at the caravan? There was nothing there and instead I get a "give up" message from him. I thought that was the original behavior.

Continuing to check...

Title: Re: BG1UB - EE compatible version - [Updated 2015-02-28]
Post by: AstroBryGuy on February 28, 2015, 01:57:50 PM
New beta!

http://github.com/AstroBryGuy/bg1ub/releases/tag/v14.0_beta_150228a

http://github.com/AstroBryGuy/bg1ub/archive/v14.0_beta_150228a.zip (direct link to zip file)

Changes in v14.0-beta-150228
* Addresses BGEE compatibility issues with the Prism and the Emeralds component.
* Adds translations for the Nim Furlwing Encounter component in German, Italian, and Polish. Thanks to @Jastey (German), @Aedan (Italian), @Cahir & @Etamin (Polish), and Isaya (French).

EDIT: Silent update with Isaya's French translation.
Title: Re: BG1UB - EE compatible version - [Updated 2015-02-28]
Post by: AstroBryGuy on February 28, 2015, 02:00:00 PM
Just finished Nashkel on a clean install. The string references seem ok on the Mulahey turn in, but there is still no way to turn in the emeralds to Oublek. Everything else implies there should be a way. I did fish them out of the sculpture.

Wasn't Kagain supposed to find the lordling's body and insignia at the caravan? There was nothing there and instead I get a "give up" message from him. I thought that was the original behavior.

Continuing to check...

There were a couple compatibility issues due to differences between BG1's OUBLEK.DLG and BGEE's version.

I think I fixed them in the newest beta.
Title: Re: BG1UB - EE compatible version - [Updated 2015-02-28]
Post by: Vreejack on March 03, 2015, 12:16:44 PM
I just tested the emerald turn-in. It works, but you only get 300g for turning them in, plus 200 xp. If you sell them both to the merchant he will give you 1500g.

Edit: I am not saying this is a problem, as choices are good, but if you sell them then you are left with an unfinished quest. It's a minor quibble. I think those emeralds are unique but I am not aware of a simple way to detect a player selling them.

Edit 2: I think the emeralds should be marked as stolen. Wait, is that a thing in BG? Will merchants refuse to buy stolen items? The emeralds would be an obvious choice as many people already know about the theft and the bounty. I can't see the Nashkel merchant paying 1500 for such obviously stolen goods when there are guards marching back and forth in front of his door who are looking for the thief.

Edit 3: So apparently there is no "stolen" flag in the Infinity Engine. Here's an idea: Mark the emeralds as critical so they cannot be sold. Then, as soon as the emeralds are both taken down, one of them starts a conversation with the player, to the effect of "There is a bounty on these emeralds" with responses being "I should turn them in to the magistrate" or "I could probably get more selling them, though I will have to sell them at a discount." If the second choice is selected, then the quest log is updated and the emeralds are replaced with sellable versions that go for much less; say 300 each.
Title: Re: BG1UB - EE compatible version - [Updated 2015-02-28]
Post by: AstroBryGuy on March 03, 2015, 03:51:45 PM
I just tested the emerald turn-in. It works, but you only get 300g for turning them in, plus 200 xp. If you sell them both to the merchant he will give you 1500g.

Edit: I am not saying this is a problem, as choices are good, but if you sell them then you are left with an unfinished quest. It's a minor quibble. I think those emeralds are unique but I am not aware of a simple way to detect a player selling them.

Edit 2: I think the emeralds should be marked as stolen. Wait, is that a thing in BG? Will merchants refuse to buy stolen items? The emeralds would be an obvious choice as many people already know about the theft and the bounty. I can't see the Nashkel merchant paying 1500 for such obviously stolen goods when there are guards marching back and forth in front of his door who are looking for the thief.

Edit 3: So apparently there is no "stolen" flag in the Infinity Engine. Here's an idea: Mark the emeralds as critical so they cannot be sold. Then, as soon as the emeralds are both taken down, one of them starts a conversation with the player, to the effect of "There is a bounty on these emeralds" with responses being "I should turn them in to the magistrate" or "I could probably get more selling them, though I will have to sell them at a discount." If the second choice is selected, then the quest log is updated and the emeralds are replaced with sellable versions that go for much less; say 300 each.


Regarding being able to sell the emeralds, that is no different than the behavior in the original game. In the original game, they are generic emeralds. Since they are unique now, Oublek will only give the reward for the correct emeralds, but they can still be sold to merchants.

FYI, there is a stolen flag. It is in the item section of the character record file (CRE file). Stolen items can only be sold to "fences". However, there are no fences in vanilla BG1. BGEE does let a few merchants fence stolen goods, but there are none by default in BG1/TotSC or Tutu AFAIK (unsure about the BG1-part of BGT).

It would be an intriguing twist to make the emeralds "too hot" for most merchants. However, since there are no fences (except in BGEE), there would need to be someone to buy the emeralds. Hmmmm.... Wheels turning... ;D 

Of course, I'd want to talk with plainab (the author of this component) and Jastey about additions to the content here, and it may not go anywhere, but it's an interesting idea.
Title: Re: BG1UB - EE compatible version - [Updated 2015-02-28]
Post by: Kulyok on March 04, 2015, 05:29:09 AM
Adding a fence component would be wonderful. :) Somewhere around the corner in FAI, maybe?
Title: Re: BG1UB - EE compatible version - [Updated 2015-02-28]
Post by: jastey on March 08, 2015, 11:40:27 AM
This would be plainab's decision, although I assume he wouldn't mind tagging the emeralds as stolen and adding a fence.
Title: Re: BG1UB - EE compatible version - [Updated 2015-02-28]
Post by: AstroBryGuy on March 08, 2015, 07:38:15 PM
Hi Jastey,

I sent plainab and you a PM. I'd been meaning to send it, but RL got a bit hectic.

Thanks for the reminder!
Title: Re: BG1UB - EE compatible version - [Updated 2015-02-28]
Post by: Salk on March 13, 2015, 12:03:46 AM
The fencing sounds really a good idea. I totally support it!

One obvious fence might be Black Lily at the Thieves Guild in Baldur's Gate. I'll try and think of more...
Title: Re: BG1UB - EE compatible version - [Updated 2015-02-28]
Post by: AstroBryGuy on March 13, 2015, 12:29:46 AM
FYI, Rogue Rebalancing (and BGEE) already makes Black Lily, Silence, and Erdane fences.

http://avenger981.github.io/doc/readme_rr.html
Title: Re: BG1UB - EE compatible version - [Updated 2015-02-28]
Post by: Salk on March 13, 2015, 04:29:49 AM
Oh I didn't know that.

Still it would be worth having it for those who don't use RR but even those who do and play BGT (like me) would benefit for having those emeralds flagged as stolen.
Title: Re: BG1UB - EE compatible version - [Updated 2015-02-28]
Post by: AstroBryGuy on March 13, 2015, 07:20:08 AM
Sorry, I phrased that poorly. RR flags Silence, Black Lily, and Erdane as fences for Tutu and BGT. BGEE includes them as fences in vanilla.

My thought would be to add a fence available before Baldur's Gate city or Ulgoths Beard for the emeralds. I imagine most players do the Prism quest in Chapter 2 (maybe finish in Chapter 3 after the mines), so having to hang onto the emeralds until Chapter 5 would be a while. Plus a fence would be useful before Chapter 5 in general.

I could make the fence a separate thing, with an option to flags the emeralds as stolen - if plainab consents to that.
Title: Re: BG1UB - EE compatible version - [Updated 2015-02-28]
Post by: Salk on March 13, 2015, 08:42:34 AM
Sounds great. And that's exactly what I do, I get the emeralds in Chapter 2.
Title: Re: BG1UB - EE compatible version - [Updated 2015-02-28]
Post by: kungfuhobbit on March 15, 2015, 03:03:05 PM
Hi
Love the mod, many thanks for this EE-compatible version, I wouldn't play BG without it

Would you be able to incorporate the Restored-textscreen-music mod into this please?

http://forum.baldursgate.com/discussion/37486/restored-textscreen-music
Title: Re: BG1UB - EE compatible version - [Updated 2015-02-28]
Post by: AstroBryGuy on March 15, 2015, 06:56:33 PM
Would you be able to incorporate the Restored-textscreen-music mod into this please?

http://forum.baldursgate.com/discussion/37486/restored-textscreen-music

Unlikely. I think the Restored Textscreen Mod works best as a separate mod for Tutu and BGT, especially considering all of its language packs (not to mention, its Ascension64's mod, so it would require his approval anyway). It is also unnecessary for BG1 and BGEE, since both play the background music already.
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-13]
Post by: AstroBryGuy on July 13, 2015, 09:57:17 PM
New beta version!

http://github.com/AstroBryGuy/bg1ub/releases/tag/v14.0_beta_150713

https://github.com/AstroBryGuy/bg1ub/archive/v14.0_beta_150713.zip (direct link to zip file)

Changes in v14.0-beta-150713
* Some code modernization on BG1UB
* Fixes an error that affected automatic re-installation (when updating another mod, for example)
* Updates WeiDU to v238
* Provides some "enhancements" for the Ice Island Level 2 Restoration 8)
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-13]
Post by: Salk on July 14, 2015, 02:02:19 AM
Great!

Thanks for this new version!
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-13]
Post by: cmorgan on July 14, 2015, 07:39:07 AM
Very cool!
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-15]
Post by: AstroBryGuy on July 15, 2015, 11:52:11 PM
Minor update to improve scripting and breath weapon animation for snow golems.

http://github.com/AstroBryGuy/bg1ub/releases/tag/v14.0_beta_150715

https://github.com/AstroBryGuy/bg1ub/archive/v14.0_beta_150715.zip (direct link to zip file)

Changes in v14.0-beta-150715
* Improve scripting of snow golems in Ice Island Level 2.
* Snow Golem Breath uses BG2 Cone of Cold animation on BGEE/Tutu/BGT
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-18]
Post by: AstroBryGuy on July 18, 2015, 11:25:53 PM
Minor update to improve snow golem scripting for Ice Island and fix some issues with Oublek in Prism's Emerald Quest.

BG1UB v14.0 beta 2015-07-18

http://github.com/AstroBryGuy/bg1ub/releases/tag/v14.0_beta_150718

https://github.com/AstroBryGuy/bg1ub/archive/v14.0_beta_150718.zip (direct link to zip file)

Changes in v14.0-beta-150718
* Bugfixes for Snow Golem scripting for Ice Island Level 2. Thanks to Jace at Beamdog Forums for testing!
* Oublek will now take the emeralds on the "bad boy" branch (i.e. CHARNAME impersonated Greywolf).
* If CHARNAME impersonated Greywolf, Oublek's response when trying to collect first bounty depends on party's reputation.
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-18]
Post by: Exalya on July 19, 2015, 01:07:58 PM
Hello,

Thanks for your compatibility upgrade for BGEE. The latest version (14 beta 150718) have some trouble during installation, every coponent fail to install, the debug file ask a proper BG, BGT or TUTU version.

Every thing is fine with the previous version ( 14 beta 150715)
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-18]
Post by: AstroBryGuy on July 20, 2015, 07:08:17 AM
Hello,

Thanks for your compatibility upgrade for BGEE. The latest version (14 beta 150718) have some trouble during installation, every coponent fail to install, the debug file ask a proper BG, BGT or TUTU version.

Every thing is fine with the previous version ( 14 beta 150715)

Can you send me a copy of your SETUP-BG1UB.DEBUG file?
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-18]
Post by: Lollorian on July 28, 2015, 11:45:34 AM
Hello :) Small installation issue with the spanish BG1UB latest beta - link (http://www.shsforums.net/topic/58265-problem-with-big-world-setup/?p=579926)
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-18]
Post by: AstroBryGuy on July 28, 2015, 12:05:03 PM
 Thanks!
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-18]
Post by: Salk on August 13, 2015, 12:54:17 AM
Hello!

I am reporting a problem: the restored movie for the elfsong tavern never starts. The Area Variable is correctly set to 1 but the StartMovie action doesn't work.

I think this tutorial might explain why: http://forums.pocketplane.net/index.php?topic=18468.0

It seems the game needs to read the movie file from a .bif otherwise it won't appear.

I am running it on BGT.

Thanks!

UPDATE: Yes, after following the tutorial, I biffed the movie into the game and it plays regularly.

Code: [Select]
/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
/////
/////Restored Elfsong Tavern Movie
/////movie by Sams, code by AstroBryGuy
/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
BEGIN @4100 /* ~Restored Elfsong Tavern Movie~ */
REQUIRE_PREDICATE (!GAME_IS ~bgee~) @4101 // Unavailable for BGEE
FORBID_FILE ~data/JA#TAVER.MVE~ @90004

/* Edit Elfsong area script */
<<<<<<<< .../bg1ub/ub_ar0705tv.baf
IF
Global("UBEnteredElfSong","%EBaldursGate_ElfsongTavern_L1%",0)
THEN
RESPONSE #100
StartMovie("UBTAVERN")
SetGlobal("UBEnteredElfSong","%EBaldursGate_ElfsongTavern_L1%",1)
Continue()
END
>>>>>>>>

LAF extend_area_script STR_VAR area="%EBaldursGate_ElfsongTavern_L1%" bottom=".../bg1ub/ub_ar0705tv.baf" END

/* Biff movie file */

AT_INTERACTIVE_NOW ~bg1ub/bg1ubmov_in.bat~

AT_UNINSTALL ~bg1ub/bg1ubmov_un.bat~

It needs the two .bat files in the bg1ub folder
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-18]
Post by: AstroBryGuy on August 15, 2015, 07:27:38 PM
Thanks. Good to know.

The code needs an OS check, since .bat files are Windows-only. I'll have to see about adapting the bat files to shell scripts for OSX and Linux.

EDIT: Checking the WeiDU Documentation, it says regarding the -make-biff command line option:

Quote
–make-biff X   Create data/X.bif from all files in folder X and destructively update CHITIN.KEY. Do not use this feature. Use MAKE_BIFF instead.

I'll take a look at using the MAKE_BIFF WeiDU command instead of the .bat files. That should also be platform-neutral.

EDIT2: I think it should just be the following code (and commenting out the COPY command):

Code: [Select]
/* Install movie file (must be added as .bif) */
MAKE_BIFF UBTAVERN BEGIN ~bg1ub/tavern/ubtavern.mve~ END

I'll break out my BG1-TotSC install to test it.
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-18]
Post by: Salk on August 15, 2015, 10:46:25 PM
Great!

Thanks! :)
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-18]
Post by: Tash on August 22, 2015, 02:29:24 PM
Hello!

I am reporting a problem: the restored movie for the elfsong tavern never starts. The Area Variable is correctly set to 1 but the StartMovie action doesn't work.

(...)

In the original BG1+TotSC, the movie crashes the game as soon as you try to enter the tavern. I'd had my override biffed with GeneralizedBiffing before starting the game. I had to edit the ini as a workaround, but I never got to see Sam.'s work.  :-\

I've also noticed that the bartender in Low Lantern functions as an item store, instead of a bar, so you can't buy anything and it's useless.
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-18]
Post by: Salk on August 22, 2015, 06:04:35 PM
In the original BG1+TotSC, the movie crashes the game as soon as you try to enter the tavern. I'd had my override biffed with GeneralizedBiffing before starting the game. I had to edit the ini as a workaround, but I never got to see Sam.'s work.  :-\

I've also noticed that the bartender in Low Lantern functions as an item store, instead of a bar, so you can't buy anything and it's useless.

I have tested the above code to work without problem on a BGT installation. I am sorry I cannot verify whether or not it'd function properly on a the original BG1 + TotSC.
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-18]
Post by: Salk on August 22, 2015, 06:10:35 PM
AstroBryGuy,

something peculiar happened in my BGT game. I was back in Candlekeep and I meet there Feldane. The initial meeting sound is wrong. I hear the ""My hubby don't want me talking to no strangers." instead of the correct "Our library is a man's harem of knowledge.".

What is weird is that I had to decompress the .SAV file of my saved game to see this because FELDAN.CRE has the right sound association: using the console to create FELDAN.CRE anywhere (including Candlekeep where I meet him) plays the correct soundset.

Any idea what might cause the ingame encounter to have the wrong one?
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-18]
Post by: AstroBryGuy on August 22, 2015, 09:05:43 PM
Salk,

So, the FELDAN.CRE in your saved game has the INITIAL_MEETING sound set to string 4902, but the CRE in the override has the correct one? Very odd. Can you send me the save game? It might be useful (not sure...).

Tash,

Maybe it needs to be in a movies-only BIF file rather than a general BIF. Sorry about that. If you have NearInfinity or DLTCEP, you can edit AR0705.BCS to disable or remove the block that plays the movie.
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-18]
Post by: Salk on August 23, 2015, 01:20:17 AM
Salk,

So, the FELDAN.CRE in your saved game has the INITIAL_MEETING sound set to string 4902, but the CRE in the override has the correct one? Very odd. Can you send me the save game? It might be useful (not sure...).

FELDAN.CRE in my BGT game has the INITIAL_MEETING actually set to 104250 ("Our library is a man's harem of knowledge.") and so is SELECT_COMMON1. SELECT_COMMON2, SELECT_RARE1 and SELECT_RARE2 have string 104251 and is also correct ("Excuse me but I am late for my classes."). The same line ("Excuse me but I am late for my classes.") is associated to SELECT_ACTION4 and SELECT_ACTION5 but this time the string set is 4984.

In the saved gamem instead, the INITIAL_MEETING sound for FELDAN.CRE is set to string 104247 and so is the SELECT_COMMON1. SELECT_COMMON2, SELECT_RARE1 and SELECT_RARE2 have the equally wrong "I've no time fer ta talk to ye now." (string 104248). Only SELECT_ACTION4 and SELECT_ACTION5 have the right one ("Excuse me but I am late for my classes"), that is string 4984.

At this link the saved game file: https://drive.google.com/file/d/0B9_1X7K5KtOcbnJGMlZpWlZJZzg/view?usp=sharing

Title: Re: BG1UB - EE compatible version - [Updated 2015-07-18]
Post by: AstroBryGuy on August 23, 2015, 08:52:25 AM
Salk,

So, the FELDAN.CRE in your saved game has the INITIAL_MEETING sound set to string 4902, but the CRE in the override has the correct one? Very odd. Can you send me the save game? It might be useful (not sure...).

FELDAN.CRE in my BGT game has the INITIAL_MEETING actually set to 104250 ("Our library is a man's harem of knowledge.") and so is SELECT_COMMON1. SELECT_COMMON2, SELECT_RARE1 and SELECT_RARE2 have string 104251 and is also correct ("Excuse me but I am late for my classes."). The same line ("Excuse me but I am late for my classes.") is associated to SELECT_ACTION4 and SELECT_ACTION5 but this time the string set is 4984.

In the saved gamem instead, the INITIAL_MEETING sound for FELDAN.CRE is set to string 104247 and so is the SELECT_COMMON1. SELECT_COMMON2, SELECT_RARE1 and SELECT_RARE2 have the equally wrong "I've no time fer ta talk to ye now." (string 104248). Only SELECT_ACTION4 and SELECT_ACTION5 have the right one ("Excuse me but I am late for my classes"), that is string 4984.

At this link the saved game file: https://drive.google.com/file/d/0B9_1X7K5KtOcbnJGMlZpWlZJZzg/view?usp=sharing

Is this save game from a previous or a different installation, e.g., is it an old save game or from a test installation (I personally have multiple installations for mod development/testing)?
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-18]
Post by: Salk on August 23, 2015, 12:57:29 PM
Is this save game from a previous or a different installation, e.g., is it an old save game or from a test installation (I personally have multiple installations for mod development/testing)?

No, it's from the current installation. The one I am playing through the game with.
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-18]
Post by: AL|EN on November 25, 2015, 02:04:01 PM
Hi,
Big BGT installation:

error when installing "restore minor dialogues"
http://pastebin.com/raw.php?i=ia9JkU3b (http://pastebin.com/raw.php?i=ia9JkU3b)
Code: [Select]
[./override/ar6111.are] loaded, 2776 bytes
Compiling 1 dialogue file ...
ERROR: error loading [/bg1ub/dialogues/ublahl.d]
ERROR: compiling [/bg1ub/dialogues/ublahl.d]!
Stopping installation because of error.
Stopping installation because of error.

ERROR Installing [Przywrocenie pomniejszych dialogow], rolling back to previous state
Unable to Unlink [bg1ub/backup/19/OTHER.19]: Unix.Unix_error(1, "unlink", "bg1ub/backup/19/OTHER.19")
[bg1ub/backup/19/UNSETSTR.19] SET_STRING uninstall info not found

BG1ToSC:
NOT INSTALLED DUE TO ERRORS Przywrocenie pomniejszych dialogow
NOT INSTALLED DUE TO ERRORS Svlast, the Fallen Paladin Encounter
NOT INSTALLED DUE TO ERRORS Mal-Kalen, the Ulcaster Ghost

http://pastebin.com/raw.php?i=CRgXRdW7 (http://pastebin.com/raw.php?i=CRgXRdW7)
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-18]
Post by: AstroBryGuy on November 25, 2015, 07:31:42 PM
Hello,

I've got some fixes for these issues. I don't have a BGT or BG1 install, so let me know if they work.

1. Dialogs: Fixed a bad path for ublahl.d
2. Mal-Kalen: ReallyForceSpellRES undefined for BG1:TotSC (?). So, use ForceSpellRES instead, which is already added to ACTION.IDS.
3. Svlast: FaceObject() action not supported in BG1:TotSC. Creating workaround from suggestion by devSin to use "spell that does nothing" to force actor to face object. On BG2-engine platforms, still use FaceObject().

https://github.com/AstroBryGuy/bg1ub/archive/master.zip

Thanks!
AstroBryGuy
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-18]
Post by: AL|EN on November 26, 2015, 01:35:23 PM
Hi, BG1:EE, BGT - no errors
Clean BG1TotSC - different errors http://pastebin.com/N8KXceqx
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-18]
Post by: AstroBryGuy on November 26, 2015, 09:24:29 PM
Apparently, BG1:TotSC's ACTION.IDS doesn't like "Dialog()" and "StartDialogNoSet()". It wants Dialogue() and StartDialogueNoSet() (despite the former being listed on the BG1 Actions page at IESDP). Sigh.

Fixed on the GitHub repo. If this works on BG1, I'll update the release.

https://github.com/AstroBryGuy/bg1ub/archive/master.zip
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-18]
Post by: AL|EN on November 27, 2015, 09:22:53 AM
Newest version install without problems. Thanks!
Title: Re: BG1UB - EE compatible version - [Updated 2015-07-18]
Post by: AstroBryGuy on November 27, 2015, 06:58:53 PM
BG1UB v14.0 beta 2015-11-27 is available.

http://github.com/AstroBryGuy/bg1ub/releases/tag/v14.0_beta_151127

https://github.com/AstroBryGuy/bg1ub/archive/v14.0_beta_151127.zip (direct link to zip file)

Changes in v14.0 beta 20151127
* Scar's quest fix for BGEE
* Mal-Kalen & Svlast encounter journal entry updates
* Tweaks for restored Unshey dialog
* Fixes for Svlast & Mal-Kalen encounter on BG1:TotSC
* Bugfix for Lahl dialog corrections on BGT, Tutu, BG1:TotSC

Changes in v14.0 beta 20151114
* New Component: Svlast the Fallen Paladin
* New Component: Mal-Kalen the Ulcaster Revenant
* Fix for Tavern Movie component
* Updates for Lahl's dialog (Thanks to Salk!)
* Dialog restorations for Unshey (Thanks to Salk!)
Title: Re: BG1UB - EE compatible version - [Updated 2015-11-27]
Post by: Salk on December 08, 2015, 03:37:40 AM
Thanks for this new update, AstroBryGuy!

Much appreciated! ;)
Title: Re: BG1UB - EE compatible version - [Updated 2015-11-27]
Post by: Angel on December 10, 2015, 03:26:46 AM
This looks interesting indeed. And just when I was about to start a new BGT game.  <3

Now if only I could decide what class to play this time... ^^
Title: Re: BG1UB - EE compatible version - [Updated 2015-11-27]
Post by: Salk on December 18, 2015, 12:21:51 AM
AstroBryGuy,

a minor issue: something in oublek.d is duplicating some actions in my BGT game:

Code: [Select]
AddexperienceParty(400)
GiveGoldForce(300)
TakePartyItem("abgfEyeL") // Emerald
TakePartyItem("abgfEyeR") // Emerald
EraseJournalEntry(89964) // Prism, the emerald thief.  What a fool that Prism is. He really believed my denial in knowing anything about the loss of those emeralds. Oh well... Loss for him. Profit for me.
EraseJournalEntry(89942) // Prism, the emerald thief.  Perhaps it was wrong, but after allowing Prism to complete his 'final masterpiece' I've taken one of the emeralds out of the statue's eyes. It should bring a hefty price at the right place or a decent reward...
EraseJournalEntry(89943) // Prism, the emerald thief.  After a bit of hard work, I finally removed the second emerald which Prism had stolen to use in one of the eyes of his 'final masterpiece'.
EraseJournalEntry(89945) // Prism, the emerald thief.  One emerald turned in for 150 gold bounty. I can get the other half of the bounty if I can bring in the other emerald. It has to be somewhere near where I picked the last one up.
EraseJournalEntry(89949) // Prism, the emerald thief.  Only half of a reduced reward for turning in one of Prism's emeralds. A measly 75 gold. Should I get the other emerald it might be prudent to check with some merchants before claiming the bounty.
EraseJournalEntry(89955) // Prism, the emerald thief.  I managed to take some emeralds that the sculptor Prism was using as eyes in a statue. However, he had noticed me. I was forced to put him out of his misery after he lunged at me with a chisel.
TakePartyItem("abgfEyeL") // Emerald
TakePartyItem("abgfEyeR") // Emerald
EraseJournalEntry(89964) // Prism, the emerald thief.  What a fool that Prism is. He really believed my denial in knowing anything about the loss of those emeralds. Oh well... Loss for him. Profit for me.
EraseJournalEntry(89942) // Prism, the emerald thief.  Perhaps it was wrong, but after allowing Prism to complete his 'final masterpiece' I've taken one of the emeralds out of the statue's eyes. It should bring a hefty price at the right place or a decent reward...
EraseJournalEntry(89943) // Prism, the emerald thief.  After a bit of hard work, I finally removed the second emerald which Prism had stolen to use in one of the eyes of his 'final masterpiece'.
EraseJournalEntry(89945) // Prism, the emerald thief.  One emerald turned in for 150 gold bounty. I can get the other half of the bounty if I can bring in the other emerald. It has to be somewhere near where I picked the last one up.
EraseJournalEntry(89949) // Prism, the emerald thief.  Only half of a reduced reward for turning in one of Prism's emeralds. A measly 75 gold. Should I get the other emerald it might be prudent to check with some merchants before claiming the bounty.
EraseJournalEntry(89955) // Prism, the emerald thief.  I managed to take some emeralds that the sculptor Prism was using as eyes in a statue. However, he had noticed me. I was forced to put him out of his misery after he lunged at me with a chisel.
SetGlobal("OublekBounty2","GLOBAL",1)
EraseJournalEntry(74479) // Prism, the emerald thief.  A local artist named Prism has stolen some emeralds. There is a large reward for the return of the gems.
EraseJournalEntry(83376) // Prism, the emerald thief.  Prism's story was a sad tale indeed. A shame it could not have had a better ending. At least he completed what he felt he must. A happy result, of a sort.
EraseJournalEntry(74656) // Prism, the emerald thief.  A Nashkel sculptor by the name of Prism is the talk of the town. Intensely driven, they say. He has not been seen for nigh unto a month.
EraseJournalEntry(74657) // Prism, the emerald thief.  A trip to Evereska has changed young Prism somehow.
EraseJournalEntry(74658) // Prism, the emerald thief.  Prism is extremely prolific, as though he carves at unnatural speeds.
EraseJournalEntry(74675) // Prism, the emerald thief.  A Nashkel sculptor has apparently absconded with a large amount of an investors money. I shall keep a lookout, and perhaps there will be a reward for his retrieval.

As consequence, when I return the Emeralds, the message windows displays the "Take party item" message four times.
Title: Re: BG1UB - EE compatible version - [Updated 2015-11-27]
Post by: The Imp on December 18, 2015, 02:42:51 AM
@Salk, have you --change-log'ed the oublek.d -file ?
Aka, run a .bat that has this code in it:
Code: [Select]
mkdir change-log
WeiDU.exe --log nul --change-log oublek.dlk >change-log/change-log.txt --out change-log
And then look at the files in the change-log folder with Near Infinity, as you can do this to the .d files.
Title: Re: BG1UB - EE compatible version - [Updated 2015-11-27]
Post by: AstroBryGuy on December 18, 2015, 08:27:41 AM
@Salk - I think I see the problem... I looked at a Tutu OUBLEK.D pre-BG1UB (sorry, don't have a BGT install). If you could send me the pre-BG1UB OUBLEK.DLG file, I can review it to make sure it's the same issue.

Some of the dialog actions have the following actions:

TakePartyItem("MISC43")
TakePartyItem("MISC43")

The Prism Emeralds component does a REPLACE_ACTION_TEXT on TakePartyItem("MISC43") to replace that with the action to take both unique emeralds and erase all the new journal entries. So, that's going to duplicate the actions.

I think there are a few states where only one TakePartyItem("MISC43") action exists. So maybe first do a REPLACE_ACTION_TEXT on ~TakePartyItem("MISC43") TakePartyItem("MISC43")~ and then on a single ~TakePartyItem("MISC43")~.
Title: Re: BG1UB - EE compatible version - [Updated 2015-11-27]
Post by: Salk on December 19, 2015, 12:09:18 AM
@Salk - I think I see the problem... I looked at a Tutu OUBLEK.D pre-BG1UB (sorry, don't have a BGT install). If you could send me the pre-BG1UB OUBLEK.DLG file, I can review it to make sure it's the same issue.

Unfortunately I have the oublek.dlg file in a few backup folders of some mods but they are all installed after BG1UB.

I did check the original file from Baldur's Gate and it does contain

Code: [Select]
TakePartyItem("MISC43") // Emerald
TakePartyItem("MISC43") // Emerald
Title: Re: BG1UB - EE compatible version - [Updated 2015-11-27]
Post by: The Imp on December 19, 2015, 05:10:52 AM
Hmm, it might be better if the action would be:
Code: [Select]
TakePartyItemNum("MISC43",2)
Title: Re: BG1UB - EE compatible version - [Updated 2015-11-27]
Post by: AstroBryGuy on December 19, 2015, 10:58:12 AM
Hmm, it might be better if the action would be:
Code: [Select]
TakePartyItemNum("MISC43",2)

That's what they did in BGEE. But in vanilla BG1 it is:

Code: [Select]
TakePartyItem("MISC43") // Emerald
TakePartyItem("MISC43") // Emerald

Tutu and BGT inherit that from BG1. Changing that would require updating EasyTutu (or TutuFix) and WeiDU-BGT.

The Prism component actually makes the emeralds unique and replaces the ~TakePartyItem("MISC43")~ actions with:

Code: [Select]
TakePartyItem("abgfEyeL") // Emerald
TakePartyItem("abgfEyeR") // Emerald
// and a bunch of EraseJournalEntry actions

The minor issue is that currently, BG1UB will replace both TakePartyItem() actions with the block to take the unique emeralds, so the actions get issued twice. Harmless, except for duplicated "Party has lost an item" messages (unless you've duplicated the unique emeralds to try and both collect the bounty and sell them for gold).
Title: Re: BG1UB - EE compatible version - [Updated 2015-12-27]
Post by: AstroBryGuy on December 27, 2015, 10:02:24 PM
https://github.com/AstroBryGuy/bg1ub/releases/tag/v14.0_beta_151227

Minor bugfix update for BGEE

Changes in v14.0 beta 20151227
* Update to Minor Dialog Restoration Component to fix bug on BGEE with Hentold's dialog
Title: Re: BG1UB - EE compatible version - [Updated 2015-12-27]
Post by: AL|EN on December 30, 2015, 02:52:37 PM
Quote
* New Component: Mal-Kalen the Ulcaster Revenant
Thank you for this, it was small but nice addition, Polish version has even polish voice dialogue at the start of the encounter. I wish there was more with him, like atleas prevent fight/bring some item to free his soul etc.
Title: Re: BG1UB - EE compatible version - [Updated 2015-12-27]
Post by: AstroBryGuy on December 30, 2015, 09:29:35 PM
Quote
* New Component: Mal-Kalen the Ulcaster Revenant
Thank you for this, it was small but nice addition, Polish version has even polish voice dialogue at the start of the encounter. I wish there was more with him, like atleas prevent fight/bring some item to free his soul etc.

There is... he wants a body - bring him one. Of course, Mal-Kalen isn't the type to let a body leave (they tend not to come back when you do that),  so you'd better have it before you meet him. ;-) )
Title: Re: BG1UB - EE compatible version - [Updated 2015-12-27]
Post by: AL|EN on January 18, 2016, 02:09:59 PM
A body? Is that mean I can bring him for eg "Tiber brother's body" or some specific items?
Title: Re: BG1UB - EE compatible version - [Updated 2015-12-27]
Post by: AstroBryGuy on January 18, 2016, 04:52:37 PM
Let's see, it'll work with most bodies. I left out Duke Eltan on purpose, but it looks like Chelak was left out too...

Try Samuel or one of the many bodies in the sewers.

EDIT: I'll put body in the pile of bodies elsewhere in the Ulcaster Ruins. That will make it easier to complete the encounter by that route.
Title: Re: BG1UB - EE compatible version - [Updated 2015-12-27]
Post by: Salk on January 26, 2016, 06:08:55 AM
EDIT: I'll put body in the pile of bodies elsewhere in the Ulcaster Ruins. That will make it easier to complete the encounter by that route.

Sounds right to me.
Title: Re: BG1UB - EE compatible version - [Updated 2015-12-27]
Post by: AstroBryGuy on January 26, 2016, 10:40:32 AM
Hey everyone!

OK, I've prepped a new beta - there were a few bugs with the Mal-Kalen encounter and the Unshey dialog that I've hopefully squashed.

My goal is to make a non-beta v14 soon, but I never seem to think of all the ways to break my code :wink:. So, I'm putting out a (hopefully) final beta to let the tires get kicked one last time.

https://github.com/AstroBryGuy/bg1ub/releases/tag/v14.0_beta_160124

Changes in this release:
* Updates/Fixes for the Mal-Kalen Encounter
* Fix for duplicated actions in OUBLEK.D - Prism and the Emeralds component
* Fix for incompatibility between restored Unshey dialog and Item Randomiser - Minor Dialogs component
* Correcting a few .tra file typos/errors
* Updated French translation for new content!

Thanks to everyone who has contributed ideas, code, translations, and bug reports!
Title: Re: BG1UB - EE compatible version - [Updated 2016-01-24]
Post by: Janos1 on February 03, 2016, 12:39:13 AM
I am attempting to install your version from page 1, the 160124-1, and it gets all the way until this point, at which it fails

 "[Duke Eltan in the Harbor Master's Building] [v13.1]". May I ask, how can I get past this (and another of the same, or similar) issues?
ERROR: FAILURE<"Please Install on BG, BGT or TuTu">

I am going to try and email you the debug file to you in a moment as well. Thank you for your time.
Title: Re: BG1UB - EE compatible version - [Updated 2016-01-24]
Post by: Janos1 on February 03, 2016, 12:52:40 AM
Or Not, as I can't get the File to copy much less use the address in the program as a valid one..
Title: Re: BG1UB - EE compatible version - [Updated 2016-01-24]
Post by: AstroBryGuy on February 03, 2016, 01:32:56 AM
I am attempting to install your version from page 1, the 160124-1, and it gets all the way until this point, at which it fails

 "[Duke Eltan in the Harbor Master's Building] [v13.1]". May I ask, how can I get past this (and another of the same, or similar) issues?
ERROR: FAILURE<"Please Install on BG, BGT or TuTu">

I am going to try and email you the debug file to you in a moment as well. Thank you for your time.

You are trying to install v13.1, not the v14 beta. If you got that error message, it's because your game is not Tutu, BGT, or BG1. If you are running Baldur's Gate Enhanced Edition, you need the v14 beta. v13.1 is not compatible with BGEE.

https://github.com/AstroBryGuy/bg1ub/releases/latest
Title: Re: BG1UB - EE compatible version - [Updated 2016-01-24]
Post by: Janos1 on February 03, 2016, 08:44:50 PM
I thank you for your time in answering, but sadly, after completely removing the other file and it's setup command and installing off the page you linked, I get a new problem. Now, it won't even run... instead I get an error of:

ERROR  [SETUP-BG1UB.TP2] not found.

I installed the new file in the exact same place as the old, and put the setup command in the same place as well... but it still won't even start, just goes straight to that error.. I am starting to think I have some very bad luck, since I am having problems getting ToBEX, FIX, Infinity Animations and a couple of others to work these last few days as well. I can't even manage to get some of the Class Kits I have installed to be available.. I can see them, but can't select them to even view the kit.. they just stay dark. This is the first time I have had my computer unpacked from moving in over as year or so, so I am rusty I know.. but this is making me want to take up Knitting or some such lol. Ahhh well, it is what it is... I will strangle my computer and smile to myself while i do it heh.
Title: Re: BG1UB - EE compatible version - [Updated 2016-01-24]
Post by: AstroBryGuy on February 03, 2016, 09:58:15 PM
Are you running the Enhanced Edition?

If so, don't try to install ToBEx or Infinity Animations. They patch the BG2 binary, and since the BGEE binary is different, they won't work. BG2Fixpack should also be unnecessary on BGEE.

Assuming you are running on Windows:

Extract the contents of the archive and copy the contents to your game folder (the folder that contains the CHITIN.KEY file). If properly extracted, you should have the "bg1ub" folder and setup-bg1ub.exe in your game folder. To install, simply double-click setup-bg1ub.exe and follow the instructions on screen.
Title: Re: BG1UB - EE compatible version - [Updated 2016-01-24]
Post by: Janos1 on February 04, 2016, 09:19:56 PM
Yeah, I am running the Enhanced Edition Version.. only one I still have.

I followed your steps and I deleted TobEx, Fixpack, and Infinity Animations as well as the copy of BG1 UB, then I re-extracted the BG1 UB, cut the Setup file out of the BG1 UB folder and put it back in the folder with the CHITIN.KEY file, ran it and got the same thing.

Maybe one of the other MODS I installed has changed something (BG1 tweaks, BG2 Tweaks, IWDification, Divine Remix, WeiDU, Kitpack, Autoroller, Widescreen, or the psionics one), or ToBEx, despite not running to completion, managed to mess something up?

I am starting to think that I may have to do a full clean install of the game and try again. Maybe I installed something out of order?. Seems like it might be the only recourse as it still says the same thing about that [STUP-BG1UB.TP2] File not being found.

Either way, I am still very thankful for the time you have spent on this project and even more for the time helping me. Just telling me that TobEx and Fixpack wouldn't work with EE was helpful, as the only reason I was trying to install TobEx and Animations was for IWDification (said it was needed to let you see more than 24 spells on a page) solved a ton of headaches lol. More thoughts, I am happy to hear, though I am almost sure that the next step you say will be full clean install.

Have a good Evening.
Title: Re: BG1UB - EE compatible version - [Updated 2016-01-24]
Post by: AstroBryGuy on February 04, 2016, 10:16:51 PM
When extracted, the bg1ub archive should contain a directory named "bg1ub", and three files "setup-bg1ub.exe", "setup-bg1ub", and "setup-bg1ub.command". The last two are for OSX. If you are on Windows, you can ignore those. Copy both the "setup-bg1ub.exe" file and the "bg1ub" directory to the location of the CHITIN.KEY. Both need to be in there.

Also:
* Don't install Widescreen (unnecessary for BGEE, it supports modern high-resolution screens).
* I don't know if BG1Tweaks is EE-compatible. It is mostly adaptations of components from BG2 Tweaks, which is EE compatible, so that should be installed instead.
* Divine Remix - Don't install the sphere system from v8 on BGEE (see http://gibberlings3.net/forums/index.php?showtopic=27121)
* Make sure your autoroller is for BGEE. One for BG2 likely won't work (the binary is different).

A clean install may be best. I don't know if ToBEx or Infinity Animations would have actually tried editing the BGEE binary. I would assume they would check the binary file to make sure it's the correct version, so they would have just failed to install (or at least failed to edit the binary).

Title: Re: BG1UB - EE compatible version - [Updated 2016-01-24]
Post by: Janos1 on February 05, 2016, 02:09:24 AM
It has installed this time around and ran perfectly smooth.. without the whole clean install, So now I know what I was doing wrong, and thus can avoid it if I do a Clean Install anyways. Thank you again for your time, the information and especially the help! Have a great Eve... time for me to play lol.
Title: Re: BG1UB - EE compatible version - [Updated 2016-01-24]
Post by: Wraith_Sarevok on April 01, 2016, 12:43:58 AM
Does this mod still work with Siege of Dragonspear?
Title: Re: BG1UB - EE compatible version - [Updated 2016-01-24]
Post by: AstroBryGuy on April 01, 2016, 03:37:28 PM
Wraith_Sarevok, did you download from Steam?

Steam downloads all the SoD files into a zip file in a DLC folder. It doesn't replace the original dialog.tlk file in the lang folder. WeiDU sees the original dialog.tlk file and patches that. Then your game uses the SoD dialog.tlk file in the zip file from the DLC folder. Hilarity ensues.

BG1UB should work ok with BGEEv2 without SoD (expect minor bugs). But, until there is a workaround for this DLC zip file stuff, it won't work on SoD on Steam.
Title: Re: BG1UB - EE compatible version - [Updated 2016-01-24]
Post by: Wraith_Sarevok on April 01, 2016, 11:58:52 PM
Wraith_Sarevok, did you download from Steam?

Steam downloads all the SoD files into a zip file in a DLC folder. It doesn't replace the original dialog.tlk file in the lang folder. WeiDU sees the original dialog.tlk file and patches that. Then your game uses the SoD dialog.tlk file in the zip file from the DLC folder. Hilarity ensues.

BG1UB should work ok with BGEEv2 without SoD (expect minor bugs). But, until there is a workaround for this DLC zip file stuff, it won't work on SoD on Steam.

No, sorry. I downloaded SoD directly using the Beamdog client. I only see one dialog.tlk in my english language folder. I guess I'm screwed then, haha. Unless you're also saying it still works by patching the SoD dialog.tlk file?
Title: Re: BG1UB - EE compatible version - [Updated 2016-01-24]
Post by: AstroBryGuy on April 02, 2016, 12:40:49 AM
Wraith_Sarevok, did you download from Steam?

Steam downloads all the SoD files into a zip file in a DLC folder. It doesn't replace the original dialog.tlk file in the lang folder. WeiDU sees the original dialog.tlk file and patches that. Then your game uses the SoD dialog.tlk file in the zip file from the DLC folder. Hilarity ensues.

BG1UB should work ok with BGEEv2 without SoD (expect minor bugs). But, until there is a workaround for this DLC zip file stuff, it won't work on SoD on Steam.

No, sorry. I downloaded SoD directly using the Beamdog client. I only see one dialog.tlk in my english language folder. I guess I'm screwed then, haha. Unless you're also saying it still works by patching the SoD dialog.tlk file?

You'd be screwed if you had SoD from Steam or GOG. If you've download from Beamdog, it should work, excepting for some minor bugs if Beamdog tweaked anything in the BG1 content.
Title: Re: BG1UB - EE compatible version - [Updated 2016-01-24]
Post by: Wraith_Sarevok on April 02, 2016, 03:12:25 PM
You'd be screwed if you had SoD from Steam or GOG. If you've download from Beamdog, it should work, excepting for some minor bugs if Beamdog tweaked anything in the BG1 content.

Oh! nevermind then. Goody good good. I'll give it a try and see if any of the content is broken. Thanks. :)
Title: Re: BG1UB - EE compatible version - [Updated 2016-01-24]
Post by: AstroBryGuy on April 04, 2016, 09:30:29 AM
For all BGEEv2/SoD users: Don't install the Coran and the Wyverns component. It is superceded by changes in BGEEv2.

Update for Steam/GOG users with SoD: ScottBrooks@Beamdog has released ModMerge - a program to merge the SoD DLC content on Steam/GOG installs into the main game folders.

https://forums.beamdog.com/discussion/50441/modmerge-merge-your-steam-gog-zip-based-dlc-into-something-weidu-nearinfinity-dltcep-can-use

EDIT: new beta version that forbids Coran Wyvern component on BGEEv2
Title: Re: BG1UB - EE compatible version - [Updated 2016-04-04]
Post by: sanpats on April 12, 2016, 01:16:38 AM
I use the latest beta but the Coran and the Wyverns component is still installable.
Title: Re: BG1UB - EE compatible version - [Updated 2016-04-04]
Post by: AstroBryGuy on April 12, 2016, 09:10:59 AM
Thanks. There was a hole in the logic.

Updated the block logic for BGEEv2.

https://github.com/AstroBryGuy/bg1ub/releases/tag/v14.0_beta_160412
Title: Re: BG1UB - EE compatible version - [Updated 2016-04-12]
Post by: MtMad on January 06, 2017, 04:32:42 AM
Thank You for the great work.

I have problem that I isolated to be related with the mysterious vial component.
Dialog with Berrun Ghastkill after clearing mines and finding (2) mysterious vials is completely garbage (parts of some item description). This happens even if I do not have the vials in my inventory.

Also the dialog choice with Taerom Fuiruim after clearing Nashkel mines is bugged there is the extra dialog choice(item name) and rest of the dialog is again item description.

Steam version BGEE v2.3.67.3 (Siege of Dragospear installed)
(The dialogs are different if I instal Lure of sirines call before mysterious vial)

Quest rewards seem to be delivered normally

EDIT:
Now I directly ran to Branwen and Tranzig and again completely random dialog(fixed by removing Branwen and Tranzig) so i'm starting to think that the underlying Siege of the Dragonspear might affect the UB installation
Title: Re: BG1UB - EE compatible version - [Updated 2016-04-12]
Post by: AstroBryGuy on January 06, 2017, 10:33:55 AM
Did you run ModMerge before installing mods? If you have SoD installed from Steam of GOG, you need to run modmerge first.

https://forums.beamdog.com/discussion/50441/modmerge-merge-your-steam-gog-zip-based-dlc-into-something-weidu-nearinfinity-dltcep-can-use/p1
Title: Re: BG1UB - EE compatible version - [Updated 2016-04-12]
Post by: MtMad on January 06, 2017, 01:20:32 PM
Ok.

That requierement I have somehow missed. Thanks for the advice.