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Aerie blushing...

JulixJulix Member Posts: 28
edited January 2014 in General Modding
... in her HLA description!?

I just installed November's update to the game and then afterwards tweakpack and flirtpack. I noticed afterwards that I had the game open during part of that (hope that didn't hurt) - I had ee keeper open as well. That looked really messed up, until I closed and opened it again, then everything was back to normal in ee Keeper.

However in BG2:ToB it isn't. Most of it is, but Jaheira's harper pin is read (as though she shouldn't be able to wear it - which means the game doesn't recognize her, probably because something somewhere changed?) - and more hilariously the HLA's are really messed up. One of the description texts (that pops up when you hold your mouse over the first screen shot attached) says "Oh, Waromyr. You like the silliest things sometimes."

No clue if those icons are simply wrong and there are supposed to be HLA in their place, or if that's just part of the error, but I thought it was cool enough to share it :-)

Any suggestions? Haven't tried anything yet besides restarting the game, which didn't work.

Julian

It happened to be Aerie that I was leveling up, but I just saw that Imoen has the same description on two of her HLA's so I assume it's at least two mage HLA that are affected.


EDIT: I just tried giving Aerie that ability. It's alchemy, and with the message quoted above (the silliest things) a potion appeared in her inventory. Great :D

Comments

  • YovanethYovaneth Member Posts: 691
    edited January 2014
    To be more accurate, what has happened is that the November update, TweakPack and FlirtPack between them have all updated dialog.tlk. Each NPC dialog line has a number which references the required string to be displayed; you have loaded a pre-update savegame which contains string references which are (now) incorrect. If you had TweakPack and FlirtPack loaded and in use before the November update then the culprit is the November update itself in that it has added new strings to dialog.tlk.

    I disagree with Sylvus_Moonbow that TweakPack and FlirtPack are to blame. They ADD strings to the dialog.tlk file, so they cannot affect a previous savegame but an official update OVERWRITES the existing dialog.tlk. Suppose the official update has added one string to the game and then you then re-add ModX to your game. If you now load a pre-update savegame that contains ModX then the string references are going to be off by one. That will definately screw things up.

    You'll get a similar problem if you remove ModX and then load a savegame from the ModX period. If, in this case, ModX was the last mod loaded then you're likely to get a shedload of 'No dialog entries' error messages.

    Please note that in explaining this I have made an assumption that was driven by your description: the only two mods you have installed that modify the dialog.tlk file are TweakPack and FlirtPack.
  • JulixJulix Member Posts: 28
    I did make a backup pre update, but I was suffering from the memory leak issues a lot. And I was suffering from the romances breaking all the time (to the point where I'd edit Jaheira's back on in shadowkeeper and the moment I save the game it would be ruined again? I didn't think the game would check that often whether other romances are on and kill remaining ones... - but the flirt pack does fix that, so...)

    The jaheira not recognizable thing was before flirtpack. I think it might have come with the tweakpack but I'm not positive.

    What does the dialogue file have to do with High Level Abilities though? That's pretty funny to me.

    Is there a program I could use to manually fix things myself in say... less than 4 hours work? That's about the max I'd be willing to put in to be able to keep all 3 (update and the two packs) and my current save...
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    edited January 2014
    Julix said:

    What does the dialogue file have to do with High Level Abilities though? That's pretty funny to me.

    The dialog.tlk file contains all the text strings from the game. Every item, spell, ability, character dialogue, or other on-screen text comes from the dialog.tlk file. An object (spell or item) name has a number which corresponds to the appropriate text string, the game then displays the text from the numerical representation. It is considerably easier than having to insert the text strings directly into the object file, especially with multiple languages to consider.

    You can manually fix it with something like DLTCEP or Near Infinity.
  • JulixJulix Member Posts: 28
    that is soo cool! :-) I got pretty close to deciding to check into that a few times before (such as for manually deleting anything that sets global "romance active' to 3 :D but now I'd know how. thanks
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