Closed catalystshift closed 1 year ago
Could you run weidu --change-log spwi123.spl
and see that it says? The Mods affecting
section.
Sorry for taking so long. This what I got, assuming I ran it right: Mods affecting SPWI123.SPL: 00000: / created or unbiffed / ~EET\EET.TP2~ 0 0 // EET core (resource importation)V13.4
No changes. Well, maybe they have different dialogs for familiars in BGEE. I'll need to check.
Gotcha, lmk if I can run anything else, will do what I can! Just note I am a newbie at Baldur's Gate stuff haha.
are you familiar with near infinity?
I have the program and have looked through it a bit, newbie at it. What do you need?
Well EET crashes on my system, so I can't check myself.
Open your save and see which cre and dlg does your familiar use. I suspect EET changes fampsd
to fampsd_
or something.
Assuming I am in the right section, these seem to be the .cre+.dlg files, from opening up the Familiar Info section in my savegame: FAMPSD.CRE - FAMIL1.DLG FAMPSD25.CRE - FAMIL125.dlg FAMPSD.CRE - FAMIL1.dlg FAMQUAS.cre - FAMIL2.DLG FAMQUA25.cre - FAMIL225.dlg FAMQUAS.cre - FAMIL2.DLG FAMRAB.cre - FAMIL3.DLG FAMRAB25.cre - FAMIL325.DLG FAMRAB.cre - FAMIL3.DLG FAMRAD.CRE(not a familiar?) - ???? Doesn't have a dialogue script. FAMWAR.cre(don't think this is a familiar...?) - no .dlg again. FAMCAT.cre - FAMIL3.DLG FAMCAT25.cre - FAMIL325.DLG FAMCAT.cre - FAMIL3.DLG FAMDOG.cre(jeez, is this leftover code lmao) - non. FAMDUS25.cre - FAMIL225.DLG FAMDUST.cre - FAMIL2.DLG FAMDUST.cre - FAMIL2.DLG FAMFAI25.cre - FAMIL125.DLG FAMFAIR.cre - FAMIL1.DLG FAMFAIR.cre - FAMIL1.DLG FAMFER.cre - FAMIL3.DLG FAMFER25.cre - FAMIL325.DLG FAMFER.cre - FAMIL3.DLG FAMFIRE.cre - none. FAMIMP.cre - FAMIL2.DLG FAMIMP25.cre - FAMIL225.DLG FAMIMP.cre - FAMIL2.DLG FAMLIGHT.cre - none. FAMMIST.cre - none.
No, don't need familiar info, that's just a list of all. Need your specific familiar cre name and dlg name.
...er, where can I find that? I have tried checking 'Party member 0' but don't think its there. Unless you meant which familiar I am using in general, think that would be these: FAMPSD.CRE - FAMIL1.DLG FAMPSD25.CRE - FAMIL125.dlg FAMPSD.CRE - FAMIL1.dlg Its a pseudo-dragon.
In case this is faster/more helpful, here is the save game in question.
I don't see a summoned familiar in this save.
headdesk yep, yep you are correct. I never saved post summoning and only kept a save pre-summon. Sorry about that! 000000001-Sight-Quick-Save-3.zip This should have it. Going to go ahead and try exploring it again myself as well ;v;b
Right, it's a fampsd_
with famil1_.dlg
.
I think it's a version designed for bg1 part only, somehow EET keeps them separate.
I'll need to add support for this.
That made me remember, I looked through issues from before and found this: https://github.com/BGforgeNet/bg2-tweaks-and-tricks/issues/64 "-Enhanced Edition Trilogy AKA EET (https://github.com/Gibberlings3/EET/releases) EET changes familiars to accommodate casters of all levels." If EET keeps it game specific then there's likely a SoD version as well alongside the obvs BG2EE version.
Anyway, glad I managed to contribute however minor! And ty for the mod in general! :3
There, if you download this file and replace the corresponding one in your local tnt dir, then reinstall the component, you should be able to see new dialog options.
Setup-tnt.zip Threw an error I didn't understand, and told me to upload the debug file again. Haven't changed anything or added/removed any mods so I doubt its that.
attach the file that you've downloaded
familiars.zip I right-clicked the file from /lib and saved it if that makes a difference for some reason.
I am looking at the file in notepad++, and now I have learned to do so as part of my troubleshooting, fingers crossed. I am pretty sure this isn't a proper download. Let me retry from scratch!
Looks like it worked perfectly! At least as far as I can tell!
Slightly paranoid that NPC_EE or EET End didn't appear in my weidu cmd while installing this, so ima just redo the whole install still lol. EDIT: Haven't tested dialogue options themselves. Let me try that while I am at it. EDIT2: Alright, so dialogue shows up but for the functions to actually work a new game is definitely needed, old saves don't work. This was without a complete reinstall. Minor thing but worth noting imo.
Wait with reinstall. What exactly doesn't work?
Sorry, I may have put it in a confusing way. Let me try rephrasing/rewriting here:
On old saves, after reinstalling the component, the dialogue changes show up but none of the functions actually work. Eg: familiar does not follow after setting the new distance/speed options. This is a minor thing(and I am guessing unavoidable) because everything works perfectly on a new character and thus a new save.
The reinstall thing was me being extraneous, sorry. All I said was WeiDU didn't seem to remove NPC_EE and EET End before installing the familiar components which seemed odd to me so I am going to reinstall the whole thing soon to be safe. In the meantime, before I do that, I went ahead and tested the mod on the old character Sight where functions didn't work and then a new character where it worked fine, no issues.
I can be too detailed for my own good sometimes. Lmk if I am still somehow unclear haha.
Ah, yes, the original familiars have no scripts by default, so you'd have to restart game or at least re-summon the familiar for it to work.
You are correct, went back to the Sight save and killed and resummoned the Familiar and I can confirm the follow script works fine, and thus I am assuming the rest! Makes this a lot easier for anyone installing this midgame then \o/ EDIT: ....huh. Ran into an issue with the "jump into bag when enemies sighted" bit. Going to test it on the new character as well. Just a sec. EDIT: Alright. I think this requires a new issue but not sure. Familiar once jumped into bag does appear in inventory whatsoever but acts as if still summoned I.E. can't summon new familiar. Going to finish defeating everything in the area and see if it jumps out as it was told to, despite being invisible in inventory. EDIT: Accidentally restarted but noticed something interesting. Familiar appears for a few seconds in inventory after jumping in but disappears after. EDIT: Yep, not reappearing post combat. Odd.
I guess this is fixed, and the last isssue is in #75. If not, let me know.
WeiDU.log Setup-tnt.zip Attached a zipped up setup-tnt debug file and my weidu.log. Not sure what else is required.
I tried uninstalling resilient familiars in case I had misunderstood how the two components interacted but that didn't make a difference. Tried multiple new games and also tried different familiars by changing alignment on each new game, no new dialogue options show up and default dialogues work fine(petting or asking it to hop into backpack). Game is installed on an external HDD so I doubt its C: shenanigans.
Lmk what else I can provide. EDIT: This is on the latest version of the mod via Releases section. Latest version of Baldur's Gate and every other mod installed is the latest version I could find.