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Rhidian Offline OP
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Alright, so I ran through a test game again and out of the issues you mentioned, I only see the Character Creation screen character placement and the lack of voiced dialogue for the Lone Wolf.

For everything else, I went through just fine-

[Linked Image]
Imashell is lamenting away, his cries fully voiced.

[Linked Image]
The guards accosted me at the bridge, and are in the process of escorting me (one of them anyways; the other one wandered off)

[Linked Image]
Arhu was there to greet me when he opened the door to the city

[Linked Image]
No one other than my character was transported to the End of Time

[Linked Image]
I was able to leave the End of Time just fine


You too should be able to see those milestones if the mod is working properly. I've reuploaded the mod I just used under a different ZIP name-
http://www.mediafire.com/download/z18t88y4fs5r6ll/LoneWolfTest.zip

Try that and see if it works, and if it doesn't then that means something else besides mod differences is going on.

Edit:
When starting a new game, make sure this mod is the only one active.

And when activating this mod, try exiting the game and restarting it so that the game loads Journey of the Lone Wolf prior to the Main Menu showing up. I've had issues before where just switching mods and then starting a new game meant that the mod didn't work properly.

Last edited by Rhidian; 31/07/14 04:20 PM.
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Forgive me Rhidian! It was my fault, not yours. I hadn't patched my game to the latest version. Once I'd installed patch v1.0.81.0 everything started working. Duh! My stupid!

Anyway, as you said, the Lone Wolf character doesn't speak anymore, but that's no biggie. At least everybody else will now talk to me smile

I'm going to test it as much as I can and I'll report any issues I encounter. First, though, I'm going to try merging your mod and mine into one, cause there are some things, like your movement speed mod that I just can't play without smile

As for the issue with the second pressure plate puzzle in the tutorial dungeon, I wonder if it's possible to make that pressure plate's weight requirement the same as the first pressure plate puzzle?

Then we won't have to use something really heavy like a water barrel to make it work.

I noticed in the Editor that the pressure plate's have a script attached to them, so if you could figure out which pressure plate was which, I wonder if you could use the same script for all the pressure plates?

Anyway, I'm off to do some testing smile

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Rhidian Offline OP
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You mentioned it earlier, but what exactly do you mean by my movement speed mod? As far as I am aware I have not released anything that changes player move speed at all. I believe there are several variations of a movement speed mod out there already.

If you do use a speed increasing mod, check to see whether it's the RootTemplate (in Public/(Mod Name)/RootTemplates) or the character (in Mods/(mod name)/Globals/Levels/Cyseal) that is being overwritten. There's a good chance that there will be some sort of conflict if the speed mod changes the Character, since it might overwrite my mod's changes to Player 2. In that case, try renaming my mod's Player.lsb to something later in the alphabet compared to the other mod.

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Oops I could have sworn the movement speed mod was yours.

Ah well, the speed mod I'm using is this one:

Movement Speed Mod

Plus a few others of my own. I'm hoping there won't be any conflicts. I looked through the files in both mods and they don't use the same files.

So fingers crossed.


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I've just merged the two mods and done a quick play test. *Touchwood* they seem to be playing nicely together smile

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Rhidian Offline OP
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In this latest update, I changed the Tutorial Dungeon pressure plate so that it requires 0.5 weight to trigger rather than its previous 50 weight. I have also changed the Character Creation customize camera so that it properly focuses on Player 1 (there might be some stuttering as it transitions though).


[Linked Image]


Version 3 with these changes is here-
http://www.mediafire.com/download/0qdyoo5ridanhw2/JourneyoftheLoneWolfV3.zip

I'm still not quite sure what's causing the missing dialog code-wise.

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Rhidian Offline OP
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Thanks to the help of Vivikain I was able to test what happens when this mod is used in Multiplayer. The results were interesting, to say the least.

The biggest issue with a second player joining is that whomever doesn't have control of a character has a completely black screen upon any map being loaded. Chat is basically the only thing that works properly. The way we found around this was to switch control of the character (even if temporarily) after loading the map; for some reason this makes everything visible.

When the map is loaded for the off-player, their camera position (which is black) is set far far away from wherever the player ended up. Luckily double clicking the character portrait fixes the positioning (and the control switching fixes the visuals).

The problem, however, is that the off-player has no skill bar if they're assigned control of the character. Like in this picture-

[Linked Image]


This also means that they can't use any skills, at least until the map is switched/reloaded with them as the on-character.

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Rhidian you are a marvel! I'm downloading the new version now and will test it shortly.

About the dialogue issue, in the tutorial dungeon, my character did speak in a couple of places. She said nothing when I encounted the first trap (there was no tutorial pop up either) but when I approached the second trap (the poison one in front of the chest) she spoke 'Hold! Our enemies have lain a trap'.

Like wise, when I approached the hidden door button on the wall, she spoke again 'What's this? I've found something'.

Other than that, she was silent.

I'm not very good at modding (you may have noticed) so my ideas are probably way off base, but I'm wondering if the dialogue issue is somehow tied to the tutorial.

Because at a certain point in the dungeon, the character is supposed to say something like ..'I hear something. The last thing I want to do is surprise another angry summoner' then the tutorial is supposed to pop up telling me how to go into sneak mode (this is just before you burn the two skeletons in oil).

But that didn't happen this time. My character didn't say anything and strangely there was no tutorial hint to tell me how to sneak.

Anyway, I wish there was more I could do to help. But I'll keep testing stuff and reporting back (till you're sick to death of me) smile

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Rhidian Offline OP
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[Linked Image]


celebrate

It was such a simple change that was necessary; a single _Player2.IsPlayer() check in the Global Player Comments Story that kept the single player dialogue from occurring. Player2 exists technically, but because of my change the IsPlayer() check always comes back false.

With that line changed, I think I've covered all of the major issues raised so far. I'm not going to worry about the 'multiplayer' issues, since this mod is really not meant to played multiplayer.

At this point the only thing that I'm really concerned about would be parts that *require* two living players to complete. I think I may have heard about something near the end-game that requires both players, but I haven't gotten around to getting past the beginning of the third map so I don't know.

Updated version of the mod is here-
http://www.mediafire.com/download/re0z17g0a0x9d5g/JourneyOfTheLoneWolfV4.zip

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Originally Posted by Rhidian

[Linked Image]


celebrate

At this point the only thing that I'm really concerned about would be parts that *require* two living players to complete. I think I may have heard about something near the end-game that requires both players, but I haven't gotten around to getting past the beginning of the third map so I don't know.

Updated version of the mod is here-
http://www.mediafire.com/download/re0z17g0a0x9d5g/JourneyOfTheLoneWolfV4.zip


This is working awesome for me so far! Thank you!!!!

I'd just like to ask, how do you go abouts changing the values of ability points when you start? I tried editing the "CYS_General.txt" file, and it had no effect.

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You wonderful genius man!

I'm going to start a brand new game. This time I'm going to try playing through the entire game with it.

I can't thank you enough for this.

Brilliant, brilliant stuff! birthdayjump

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Rhidian Offline OP
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Originally Posted by ZeroSec

I'd just like to ask, how do you go abouts changing the values of ability points when you start? I tried editing the "CYS_General.txt" file, and it had no effect.


In the Story Editor you need to "Copy over" CYS_General to your mod. Then near the beginning of the KB section, in-between the TeleportPartyToTrigger function and the DB_CYSDoTutorial(1) function you can do whatever you want.

Here is my mod's relevant portion of CYS_General-
Code
PROC
ProcCheckLoneWolfStart((CHARACTER)_Player)
AND
CharacterHasTalent(_Player,"LoneWolf",1)
THEN
CharacterAddTalentPoint(_Player,1);

PROC
ProcCheckLoneWolfStart((CHARACTER)_Player)
AND
NOT CharacterHasTalent(_Player,"LoneWolf",1)
THEN
CharacterAddTalent(_Player,"LoneWolf");


IF
CharacterCreationFinished(CHARACTER_NULL)
AND
CurrentLevel(_Lvl)
AND
DB_CharacterCreationLevels(_Lvl)
THEN
CharacterTeleportPartyToTriggerMovieLoadState(TRIGGER_CYS_Start_P1,"","MovieGameIntro");
ItemToCharacter(ITEM_CYS_SHGuide1, CHARACTER_Player1);
CharacterAddGold(CHARACTER_Player1,400);
CharacterAddAttributePoint(CHARACTER_Player1,6);
CharacterAddAbilityPoint(CHARACTER_Player1,5);
CharacterAddTalentPoint(CHARACTER_Player1,2);
ProcCheckLoneWolfStart(CHARACTER_Player1);
DB_CYSDoTutorial(1);

Last edited by Rhidian; 02/08/14 03:30 PM.
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Rhidian Offline OP
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Alright, so I have noticed some issues when cheating my way towards the end with one player (with 30 bloodstones in my character's starting inventory).

Zixzax is refusing to play the first movie (after the 4th stone) without both players present. I'm not quite sure where that check is located at.

Eventually I'm needing to see how to circumvent the last door in the game as well, since that apparently requires both players.

Edit:
I've narrowed down Zixzax's issue to his Dialog. There's a condition listed there that says
Code
CONDITION IsCharacterFlag("GLO_TwoPlayersInvolved",1,1)


The question then is how do I change what that Flag says?

Last edited by Rhidian; 02/08/14 05:03 PM.
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search all files for GLO_TwoPlayersInvolved in story map using a good txt editor that searches for text in files, it probably shows up somewhere wink

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Rhidian Offline OP
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It shows up in the _PROC, but it's not clear to me what changes would be necessary there; there's nothing in there that returns a true or false value.

Does anyone know if overwriting an NPC's dialog is possible? I've tried having my modified dialog file in my mod, but the changes don't make it into the game. Yet if I put that same file into the Mods/Main/Story/Keywords/ folder, the change works (along with 'corrupting' the main mod).

Edit:
Actually, how does dialog work in general? Besides the "speaker", there isn't really anything obvious in the Character entry that links the NPC to their dialog.

Last edited by Rhidian; 02/08/14 06:27 PM.
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So I cannot just edit the file \Steam\SteamApps\common\Divinity - Original Sin\Data\Mods\Journey_of_the_Lone_Wolf_16e7b463-b51b-4d2b-b3fd-98853983f128\Story\RawFiles\Goals\CYS_General.txt

in your mod? That's what i tried and it did not work

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Rhidian Offline OP
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Originally Posted by ZeroSec
So I cannot just edit the file \Steam\SteamApps\common\Divinity - Original Sin\Data\Mods\Journey_of_the_Lone_Wolf_16e7b463-b51b-4d2b-b3fd-98853983f128\Story\RawFiles\Goals\CYS_General.txt

in your mod? That's what i tried and it did not work


My understanding is that to make changes to the story, you need to open up the Mod in the Editor, make your changes there, and then "Generate + Build Story" (or just build, I'm not sure). The txt file by itself isn't sufficient.

That being said, I discovered what was wrong with my Story changes earlier. It appears that changes to the Story *do not* take effect in an already existing save-game. My tests earlier involved me loading the same game over and over again, which is why I didn't notice the changes.

The _PROC file was indeed the one I needed to change. I removed the Distance checks in that file. Zixzax correctly showed the cutscenes and continued the story when I had started a new game with the changes.

I have also changed the last door to the Garden in the Homestead, so that it only requires one of the Pressure plates to have a Player on it. I have verified that the door opens correctly (after I tele'd myself to there for testing purposes).

Which means that this mod should now theoretically be completable with just a single player. The version of the mod updated with these changes is here-
http://www.mediafire.com/download/qvg74zhyx6grskn/JourneyOfTheLoneWolfV5.zip

Note: A new game will have to be started for the story changes to take effect. There might be unforseen issues due to my change to the Dual Dialog requirements.

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You sir, are a legend.

Works perfectly after actually "building" the story after making the changes.

Will be using this forever.

Thank you!

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Rhidian Offline OP
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Since I am compensating the player for the 'missing characters' attribute/talent/ability points at the start, should I also compensate them for the missing points on level up?

What I am asking is, should I also provide attribute/talent/ability points upon level up, as if funneling Player 2's points into Player 1?

Attribute Points
Code
A) Leave it alone (+1 Attribute points every even level)
B) Funnel the points of the other player (+2 Attribute points every even level)
C) Funnel the points in a different way (+1 Attribute points every level)


Ability Points
Code
A) Leave it alone (+2/+3/+4 Ability Points every level, depending on level)
B) Funnel a normal player's points (+3/+5/+7 Ability points every level, depending on level)
C) Funnel another Lone Wolf player's points (+4/+6/+8 ability points per level, depending on level)


Talent Points
Code
A) Leave it alone (+1 Talents every 4th level starting from the 3rd)
B) Funnel the points of another player (+2 Talents every 4th level starting from the 3rd)
C) Funnel the points in an alternate way (+1 Talents every 2 levels starting from the 3rd)

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Rhidian Offline OP
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Whichever option I go with, I figured out how to implement it successfully.


In one of my Story Goal INIT sections:
Code
DB_LoneWolfAbility(CHARACTER_Player1,2,2);
DB_LoneWolfAbility(CHARACTER_Player1,3,2);
DB_LoneWolfAbility(CHARACTER_Player1,4,2);
DB_LoneWolfAbility(CHARACTER_Player1,5,2);
DB_LoneWolfAbility(CHARACTER_Player1,6,3);
DB_LoneWolfAbility(CHARACTER_Player1,7,3);
DB_LoneWolfAbility(CHARACTER_Player1,8,3);
DB_LoneWolfAbility(CHARACTER_Player1,9,3);
DB_LoneWolfAbility(CHARACTER_Player1,10,4);
DB_LoneWolfAbility(CHARACTER_Player1,11,4);
DB_LoneWolfAbility(CHARACTER_Player1,12,4);
DB_LoneWolfAbility(CHARACTER_Player1,13,4);
DB_LoneWolfAbility(CHARACTER_Player1,14,4);
DB_LoneWolfAbility(CHARACTER_Player1,15,4);
DB_LoneWolfAbility(CHARACTER_Player1,16,4);
DB_LoneWolfAbility(CHARACTER_Player1,17,4);
DB_LoneWolfAbility(CHARACTER_Player1,18,4);
DB_LoneWolfAbility(CHARACTER_Player1,19,4);
DB_LoneWolfAbility(CHARACTER_Player1,20,4);

DB_LoneWolfAttribute(CHARACTER_Player1,2,1);
DB_LoneWolfAttribute(CHARACTER_Player1,4,1);
DB_LoneWolfAttribute(CHARACTER_Player1,6,1);
DB_LoneWolfAttribute(CHARACTER_Player1,8,1);
DB_LoneWolfAttribute(CHARACTER_Player1,10,1);
DB_LoneWolfAttribute(CHARACTER_Player1,12,1);
DB_LoneWolfAttribute(CHARACTER_Player1,14,1);
DB_LoneWolfAttribute(CHARACTER_Player1,16,1);
DB_LoneWolfAttribute(CHARACTER_Player1,18,1);
DB_LoneWolfAttribute(CHARACTER_Player1,20,1);

DB_LoneWolfTalent(CHARACTER_Player1,3,1);
DB_LoneWolfTalent(CHARACTER_Player1,7,1);
DB_LoneWolfTalent(CHARACTER_Player1,11,1);
DB_LoneWolfTalent(CHARACTER_Player1,15,1);
DB_LoneWolfTalent(CHARACTER_Player1,19,1);


In the KB section:
Code
PROC
ProcLoneWolfAbilities((CHARACTER)_Player)
AND
CharacterGetLevel(_Player, _charLevel)
AND
DB_LoneWolfAbility(_Player, _charLevel, _abilPoints)
THEN
CharacterAddAbilityPoint(_Player, _abilPoints);

PROC
ProcLoneWolfAttributes((CHARACTER)_Player)
AND
CharacterGetLevel(_Player, _charLevel)
AND
DB_LoneWolfAttribute(_Player,_charLevel,_attPoints)
THEN
CharacterAddAttributePoint(_Player, _attPoints);

PROC
ProcLoneWolfTalents((CHARACTER)_Player)
AND
CharacterGetLevel(_Player, _charLevel)
AND
DB_LoneWolfTalent(_Player, _charLevel, _talPoints)
THEN
CharacterAddTalentPoint(_Player, _talPoints);


IF
CharacterLeveledUp(_Player)
AND
_Player.isPlayer()
THEN
ProcLoneWolfAbilities(_Player);
ProcLoneWolfAttributes(_Player);
ProcLoneWolfTalents(_Player);


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