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#638132 01/12/17 04:20 PM
Joined: Nov 2017
J
stranger
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J
Joined: Nov 2017
Has anyone done extensive testing on what scripts do or do not work in GM mode?

I built a map with several scripts and features with the intent on using it for both GM mode and an adventure mod.

When I tried to test the map with a friend I ran into several issues, not the least of which that it sends the player to some random broken map. He was unable to load into the map on several tries.

The GM Faq on the wiki states that scripts do work, but I find that many do not. Before I do an extreme amount of testing, can anyone speak to the script types below in GM Mode?

Specifically, can anyone confirm whether any of the following work in GM mode:

Scripts with PlayEffect

The journal / quest system

Scripts with SetOnStage

Secret Dirt Piles

Subregion UI notification

Any comments confirming these, or really any other type of scripts, would be great.

Joined: Dec 2013
old hand
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Tinkerer made some helpful comments here on what works and doesn't work in GM mode. The biggest thing is that any story scripting that relies on saving database variable state will break since the story gets re-initialized on every load.


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Joined: Nov 2017
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stranger
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Joined: Nov 2017
Do character flags count as database variables? Sorry if that is a stupid question, but I am fairly new to all this.

For example, if a dialog adds a flag to the character, will that flag be saved to the character when a new level is loaded (specifically in gm mode)?

If it is, could that flag be used to determine the status of a setonstage script in gm mode?

Alternatively, and perhaps I am asking the wrong person here, if I use invisible statuses like in tinkerer's example in the thread you linked, would that in theory be able to control a setonstage script?

Joined: Mar 2016
Location: Belgium
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Joined: Mar 2016
Location: Belgium
Character flags and databases are unrelated. I don't know to what extent character flags are (not) saved by GM mode though. I will ask around tomorrow.

You can use invisible statuses to control scripts (you could check on the status in the OnInit() event of a behaviour script, or in the SavegameLoaded() event in Osiris.


Joined: Mar 2016
Location: Belgium
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I got confirmation that character flags are saved/restored in GM mode.


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