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[(BGEE, BG1) Bug] Durlag dungeon, level two wardens (0813)

CamDawgCamDawg Member, Developer Posts: 3,438
edited August 2012 in Fixed
When you bring the items three of wardens near the exit (Pride, Fear, Avarice) they disappear. When you give the final item to Love, it respawns the other three via love.bcs. However, the other three, once spawned, are supposed to move to Love as an initial action (until their combat scripts kick in). The three are not moving to Love due to bad DVs in love.bcs. The block
    ActionOverride("PRIDEM",MoveToPoint([1955.1378]))
ActionOverride("AVARICEM",MoveToPoint([1955.1378]))
ActionOverride("FEARM",MoveToPoint([1955.1378]))
should drop the trailing Ms on the DVs like so
    ActionOverride("PRIDE",MoveToPoint([1955.1378]))
ActionOverride("AVARICE",MoveToPoint([1955.1378]))
ActionOverride("FEAR",MoveToPoint([1955.1378]))
Post edited by Bhryaen on

Comments

  • CamDawgCamDawg Member, Developer Posts: 3,438
    COPY_EXISTING ~love.BCS~ ~override~
    DECOMPILE_BCS_TO_BAF
    REPLACE_TEXTUALLY ~M",MoveToPoint~ ~",MoveToPoint~
    COMPILE_BAF_TO_BCS
    BUT_ONLY_IF_IT_CHANGES
    Lazy, but should work.
  • CorianderCoriander Member Posts: 1,667
    Hee hee, I'll add it.
  • NathanNathan Member Posts: 1,007
    Verified that this has been fixed internally, should be present in the next build.
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    edited August 2012
    Confirmed 1/3 based on editor inspection.

    @CamDawg:
    PRIDEM has no scripting variable set.
    FEARM has no scripting variable set.
    Avarice is fine.

    But even when i corrected their scripting vars, it is hardly doing any difference.
  • CamDawgCamDawg Member, Developer Posts: 3,438
    Yeah, I thought @Balquo had another fix report to get them their DVs.
  • BhryaenBhryaen Member Posts: 2,874
    @CamDawg
    Would this work then?
    COPY_EXISTING ~pride.BCS~ ~override~
    ~fear.BCS~ ~override~
    DECOMPILE_BCS_TO_BAF
    REPLACE_TEXTUALLY ~M",MoveToPoint~ ~",MoveToPoint~
    COMPILE_BAF_TO_BCS
    BUT_ONLY_IF_IT_CHANGES
    Or did @Balquo have another thread devoted to exactly that?
  • SethDavisSethDavis Member Posts: 1,812
    @Bhryaen - I believe they are talking about the variable in the CRE files. If that's the case it would look more like this
    COPY_EXISTING ~PRIDEM.CRE~ ~override~
    WRITE_ASCII 0x0280 ~pride~ #32

    COPY_EXISTING ~AVARICEM.CRE~ ~override~
    WRITE_ASCII 0x0280 ~avarice~ #32

    COPY_EXISTING ~FEARM.CRE~ ~override~
    WRITE_ASCII 0x0280 ~fear~ #32
    So they should be moving to him until they see you? Looks like its time to use a certain blue thief's ring yet again!
  • BhryaenBhryaen Member Posts: 2,874
    @SethDavis
    Sounds about right :-P
  • SethDavisSethDavis Member Posts: 1,812
    Potentially fixed - The other wardens will move to Love before trying to horribly murder you
  • cmorgancmorgan Member Posts: 707
    edited August 2012
    The only mods that will need to pay attention to this change are BG1NPC, The Vault, and Hard Times. Each of tthose repairs it using %SOURCE_RES% as dv. No worries, this would be an easy SPRINT onto different games - just noting it and logging it in the NDA modding section.
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    Lol, Dawg should have used the same method, then.
  • BhryaenBhryaen Member Posts: 2,874
    Confirmed Fixed
    All three of Love's companions hastily move to Love's position once Love explodes into a red circle...
  • TanthalasTanthalas Member Posts: 6,738
    Confirmed Fixed in Build 0815

    All three move to Love's position before ganging up on my character.
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