[(BG1) RESTORATION REQUEST] Noble and Noblewoman in Winthrop's Inn) (0813)
VERSION: Build 0629
Current Behavior: Speaking to the Nobleman in Winthrop's Inn has a single line about being left alone play. Noblewoman has nothing to say.
Expected Behavior (Vanilla): Working as intended. BG and BG:EE match.
Requested Behavior: Restore content blocked by incorrect state weighting in original file.
[Details]
Missing dialog between noblewoman and nobleman; listed as BG Unfinished Business
http://forums.pocketplane.net/index.php/topic,28111.msg329459.html and several other sources.
[Focus]
AR2616 .cre NOBL4 dialog NOBL4.DLG
AR2616 .cre NOBW4 dialog NOBW4.DLG
Content is already in place and complete, but dialog is incorrectly weighted, resulting in the default ~True()~ playing instead on NOBL4, and default "nothing to say to you" playing on NOBW4.
Evidence that this is unintended: NOBW4 state 5 reads as a standard "Go away", but has no link or condition allowing it to play or be touched by any other state. Both files are fully formed and working if the states are reordered and NOBW4 state 5 is given conditions and allowed to play. The dialog allows backstory on protagonist's knowledge about Candlekeep. Bigest red flag: any time a .cre that has a .dlg assigned gets clicked on and says the default "nothing to say" string, it is usually because something is not working as intended.
Suggested solution:
Please do not change file structure, but add WEIGHT #1 ~True()~ as condition to state 5 NOBW4.DLG
Please do not change file structure, but reweight state 9 NOBL4.DLG to WEIGHT #2 and state 0 NOBL4.DLG to WEIGHT #1
The result should be that the original content is restored; charmed responses trump all, then the initial conversation, then the "I have already talked to you" response.
[Resources]
BG:EE files apear to be structurally the same, but I have not corrected for the new dialog.tlk yet, so there is no winmerge diff to show. But vanilla files from BG (original 5CD edition patched with TotSC (yes, i am that old):
edit: cross-game content confirmed. BG:EE parsed using bg1.tlk shows identical structures and string contents.
Current Behavior: Speaking to the Nobleman in Winthrop's Inn has a single line about being left alone play. Noblewoman has nothing to say.
Expected Behavior (Vanilla): Working as intended. BG and BG:EE match.
Requested Behavior: Restore content blocked by incorrect state weighting in original file.
[Details]
Missing dialog between noblewoman and nobleman; listed as BG Unfinished Business
http://forums.pocketplane.net/index.php/topic,28111.msg329459.html and several other sources.
[Focus]
AR2616 .cre NOBL4 dialog NOBL4.DLG
AR2616 .cre NOBW4 dialog NOBW4.DLG
Content is already in place and complete, but dialog is incorrectly weighted, resulting in the default ~True()~ playing instead on NOBL4, and default "nothing to say to you" playing on NOBW4.
Evidence that this is unintended: NOBW4 state 5 reads as a standard "Go away", but has no link or condition allowing it to play or be touched by any other state. Both files are fully formed and working if the states are reordered and NOBW4 state 5 is given conditions and allowed to play. The dialog allows backstory on protagonist's knowledge about Candlekeep. Bigest red flag: any time a .cre that has a .dlg assigned gets clicked on and says the default "nothing to say" string, it is usually because something is not working as intended.
Suggested solution:
Please do not change file structure, but add WEIGHT #1 ~True()~ as condition to state 5 NOBW4.DLG
Please do not change file structure, but reweight state 9 NOBL4.DLG to WEIGHT #2 and state 0 NOBL4.DLG to WEIGHT #1
The result should be that the original content is restored; charmed responses trump all, then the initial conversation, then the "I have already talked to you" response.
[Resources]
BG:EE files apear to be structurally the same, but I have not corrected for the new dialog.tlk yet, so there is no winmerge diff to show. But vanilla files from BG (original 5CD edition patched with TotSC (yes, i am that old):
edit: cross-game content confirmed. BG:EE parsed using bg1.tlk shows identical structures and string contents.
/ creator : DLTCEP_enhanced_WeiDU (version 23100)
// argument : NOBW4.DLG
// game : .
// source : ./DATA/DIALOG.BIF
// dialog : ./dialog.tlk
// dialogF : (none)
BEGIN ~NOBW4~
IF ~~ THEN BEGIN 0 // from:
SAY ~Oh yes darling, they are MOST standoffish. ~ /* #7769 */
IF ~~ THEN REPLY ~They lead a somewhat cloistered life here, so they are unaccustomed to many visitors. You are perhaps a bit...colorful compared to what they are used to.~ /* #7773 */ GOTO 1
IF ~ReactionLT(LastTalkedToBy(),FRIENDLY_LOWER)
~ THEN REPLY ~Watch your tongue! This was my home for a good part of my life and I'll not have you slighting them in their own keep!~ /* #7774 */ GOTO 2
IF ~ReactionGT(LastTalkedToBy(),NEUTRAL_UPPER)
~ THEN REPLY ~Watch your tongue! This was my home for a good part of my life and I'll not have you slighting them in their own keep!~ /* #7775 */ EXTERN ~NOBL4~ 2
IF ~ReactionLT(LastTalkedToBy(),FRIENDLY_LOWER)
~ THEN REPLY ~Oh, I would not let it concern you, milady. Perhaps they are not used to wealth such as yours. You are quite wealthy, are you not? Bring a lot of expensive jewelry with you?~ /* #7776 */ EXTERN ~NOBL4~ 4
IF ~ReactionGT(LastTalkedToBy(),NEUTRAL_UPPER)
~ THEN REPLY ~Oh, I would not let it concern you, milady. Perhaps they are not used to wealth such as yours. You are quite wealthy, are you not? Bring a lot of expensive jewelry with you?~ /* #7777 */ GOTO 3
IF ~~ THEN REPLY ~Perhaps they have not been as welcoming as they could have, but you ARE strangers in their home.~ /* #7778 */ EXTERN ~NOBL4~ 6
END
IF ~~ THEN BEGIN 1 // from: 0.0
SAY ~Colorful? Dear, perhaps we should dress a little more plainly to fit in? ~ /* #7770 */
IF ~~ THEN EXTERN ~NOBL4~ 1
END
IF ~~ THEN BEGIN 2 // from: 0.1
SAY ~Well! At least the monks were QUIET in their condemnation. Hrmph! ~ /* #7771 */
IF ~~ THEN EXTERN ~NOBL4~ 3
END
IF ~~ THEN BEGIN 3 // from: 0.4
SAY ~Perhaps that was it? It may have looked as though we were showing off. I'm going to lock all my jewelry back in the room dear, so I don't offend them again.~ /* #7772 */
IF ~~ THEN EXTERN ~NOBL4~ 5
END
IF ~StateCheck(Myself,STATE_CHARMED)
~ THEN BEGIN 4 // from:
SAY ~Oh! Though I find you quite lovely, I don't think Thurston would really want me cavorting with strangers.~ /* #7779 */
IF ~~ THEN EXIT
END
IF ~~ THEN BEGIN 5 // from:
SAY ~I'd much prefer it if you would leave me be!~ /* #9130 */
IF ~~ THEN EXIT
END
// creator : DLTCEP_enhanced_WeiDU (version 23100)
// argument : NOBL4.DLG
// game : .
// source : ./DATA/DIALOG.BIF
// dialog : ./dialog.tlk
// dialogF : (none)
BEGIN ~NOBL4~
//////////////////////////////////////////////////
// WARNING: this file contains non-trivial WEIGHTs
//////////////////////////////////////////////////
IF WEIGHT #3 /* Triggers after states #: 7 9 even though they appear after this state */
~NumTimesTalkedTo(0)
!Dead("Noblewoman4")
~ THEN BEGIN 0 // from:
SAY ~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?~ /* #7762 */
IF ~~ THEN EXTERN ~NOBW4~ 0
END
IF ~~ THEN BEGIN 1 // from:
SAY ~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.~ /* #7763 */
IF ~~ THEN EXIT
END
IF ~~ THEN BEGIN 2 // from:
SAY ~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. ~ /* #7764 */
IF ~~ THEN EXIT
END
IF ~~ THEN BEGIN 3 // from:
SAY ~Indeed Lovey. You may have lived here , but from your tone I wager you've forgotten much of the tact they should have taught. Leave us please.~ /* #7765 */
IF ~~ THEN EXIT
END
IF ~~ THEN BEGIN 4 // from:
SAY ~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.~ /* #7766 */
IF ~~ THEN EXIT
END
IF ~~ THEN BEGIN 5 // from:
SAY ~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!~ /* #7767 */
IF ~~ THEN EXIT
END
IF ~~ THEN BEGIN 6 // from:
SAY ~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. ~ /* #7768 */
IF ~~ THEN EXIT
END
IF WEIGHT #0 ~StateCheck(Myself,STATE_CHARMED)
~ THEN BEGIN 7 // from:
SAY ~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.~ /* #7780 */
IF ~~ THEN EXIT
END
IF ~~ THEN BEGIN 8 // from:
SAY ~I think you should be going before you end up scaring the missus.~ /* #9138 */
IF ~~ THEN EXIT
END
IF WEIGHT #2 ~True()
~ THEN BEGIN 9 // from:
SAY ~I'm sorry, but my wife and I would like some time alone; isn't that right lovey?~ /* #15429 */
IF ~~ THEN DO ~~ EXIT
END
Post edited by Bhryaen on
4
Comments
EDIT: Your title says Friendly Arms Inn
EDIT: My thread is now updated. If you have anything extra to add then go for it
No Valid replies for noble couple at Candlekeep
This is only for the broken Dead() trigger;
Current Behavior
At Winthrop's Inn in the prologue, the nobleman's dialogue can be passed off to a dead creature.
Desired Behavior
The nobleman's Dead() trigger in state 0 is checking the wrong DV for his wife. She's "noblewom" not "Nobelwomen4". Patching her cre file (nobw4.cre) or his dialogue (nobl4.dlg) will fix this. A more robust fix would also include a StateCheck to make sure she's not sleeping or otherwise incapacitated.
Hold on... strange. No, in the clean, unmodded, vanilla install of the Interplay distributed three-disc set of Baldur's Gate The Original Saga Version 1.3.5521 (3-CD version) I have the line with a malformed token, where <<CHARNAME>> should be
and then I have this in state 3 of NOBL4.dlg
IF ~~ THEN BEGIN 3 // from: SAY ~Indeed Lovey. You may have lived here <NAME>, but from your tone I wager you've forgotten much of the tact they should have taught. Leave us please.~ /* #7765 */ IF ~~ THEN EXIT END
... which does not match the above. Odd.
OK, the two sttref changes would be I am reposting. Don't know how became blank (I see the space for it, right before the comma, but it doesn't show up. Odd.)
HEY! It isn't the code, it is the *forum software*! If I type < N A M E > it will show up, but if I type it tries to parse it!
Even under < pre > tags, it refuses to show it. We really, really need a code tag on the forum if we don't want all of the dialog tokens in our reports to magically disappear... to whom do we send requests for that?
Matching dialogs...
NOBL4
State #3 uses strref #7765 as actor text
Done.
And yeah, i didn't even notice your post was nibbled on by the forum software. So the warning is even valid for when someone just cut/pastes your fix. Though, the text doesn't really need that charname there, so it is just a weird space before the comma.
You can use
<code>
to slightly better effect. And you have these yellow lines all through your text.I'm not entirely sure what the supposed behaviour is but:
1. The Noblewoman now has a line.
2. Talking to the Nobleman now gives you a different dialogue that triggers a response from Noblewoman that gives you 4 options, selecting any of those 4 options gives you additional text.
3. Talking to the Nobleman a second time gives you the leave me alone text.
4. If I CTRL+Y the Noblewoman, the Nobleman gives me the first line but the Noblewoman dialogue is not triggered (not sure if this matters because if you kill anyone here they're all supposed to go hostile anyway).
Confirmed Fixed as @Tanthalas noted. Did the same thing and it didnt look too odd with killing the noblewoman with the dialogue just cutting off.
Unfortunately, there's still that BG2 problem where you can't talk to charmed creatures.
IF ~ !StateCheck(Myself,STATE_CHARMED)
!StateCheck(Myself,STATE_CHARMED)
~ THEN BEGIN 5 // from:
SAY #9130 /* ~I'd much prefer it if you would leave me be!~ */
IF ~~ THEN EXIT
END
Does this need a new round of fixin or can that be handled separately?
technically, if one is true the other is true, so having twin conditions isn't technically a bug - just messy.
If it is part of the patching setup the devs have, then they have a problem, as two things are doing the same fix, which in programmer-land=bad news - and someone official should be checking why this has happened.
If it is that someone accidentally fixed this with an ADD_STATE_TRIGGER instead of leaving it alone, or did two ADD_STATE_TRIGGERs, then it is no big deal (if the patch is now applied and will not be withdrawn in the approval process). Just fix it again with an REPLACE_STATE_TRIGGER.
We modders have it easier than the pros. When we fix something in our development, we can toss it up on GitHub, and if we aren't sure we can fork to a testing branch. When we merge branches, we move on. We don't care if our patch is approved by a third or fourth party; even in teams, usually we can just proceed. These folks have a different model they have to follow, which can lead to fixes being applied and then rolled back somewhat piecemeal, or even lost temporarily.
Erm... what he said... I guess. Anything to be concerned with on this one?
Removing the duplicated line works without having another one added, so it shouldn't be something awful going on.
Charming works but he gives you 20 gold every time you talk to him. Should this not be a one time deal?
This particular line of charm dialogue also appears to be bugged in vanilla BG. If you speak to the charmed nobleman multiple times, he will say each time that he is giving you 20 gold pieces "to put you on the right track". However, in vBG at least, he never actually gives you any gold (even the first time he says the charm dialogue line).
The correct behaviour would probably be that he only says he is giving you the 20 gold the first time you talk to him while he is charmed and that he also actually gives you the money.