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#1
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Forum Member Posts: 58 Joined: 11-January 05 ![]() |
I found a problem in player1.dlg. The variable VP_HrothgarInterjects is not being set from one to two in some NPC chained dialogs. I know for a fact it was not set in Dar's. This is a condition for one of your top-level blocks. What this does: with your dialog blocks as the top weight, the check never makes it past here, and none of the in-game blocks are firing. The whole scene with the Slayer change, for example. I manually set it to two and problems went away.
Also; is it really necessary to put a !Global("VP_InHlaruu","GLOBAL",1) check on the top of nearly every in-game script block inside of Baldur.bcs? I realize what this is doing for you--speeding up the execution of your additions, and to keep other events from firing in the past, while in Hlaruu(I know I'm butchering the spelling, I forget how it was ![]() But your (true) additions are mostly of the EXTEND_TOP variety. Why not just put a Global("VP_InHlaruu","G",1) check on your blocks? If you really don't want the rest of the BALDUR script to fire while there, you could add a single block at the end of yours: CODE IF Global("VP_InHlaruu","GLOBAL",1) THEN RESPONSE #100 NoAction() END Just be absolutely sure that this is set to something besides one, for any possible option, when leaving the Academy for good. Not only will this prove quicker in the long run (parsing-wise), it keeps all the in-game blocks from unnecessary adulteration. We both know what a dodgy file BALDUR.BCS is already, without any assistance. ![]() |
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#2
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Forum Member Posts: 58 Joined: 11-January 05 ![]() |
I only looked into it because I was experiencing some lag on a mid-high end PC. Yours is not the only mod on my list, granted. And on a second thread I will apologize for not installing a patch that I could've sworn I had installed.
I actually was having difficulties getting the slayer spell block (in BALDUR) to fire. That's when I opened BALDUR and saw what everybody was adding, and where. There are other mods causing issues with this constant script, but those I have control over and can fix at will. I can only make suggestions over here, so suggest I do. My theory is sound, and my intentions good--the less REPLACE_BCS_BLOCK code used in an important in-game file, the better. But if it is in many files as you say it is, then I agree it is not worth it. It is a top-level condition check in all cases, at least. It was more the overwriting of most of the original blocks that concerned me. |
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Lo-Fi Version | Time is now: 7th June 2025 - 06:47 AM |