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Parse error at END in .tp2? Also critique needed (longish)


ericp07

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Hello,

 

Attempting to install an item mod I'm writing resulted in "FATAL ERROR: Parsing.Parse_error

Parse error (state 643)

at END

GLR parse error"

 

Why would the installer choke on the END statement?

 

Here's what the .tp2 looks like:

 

BACKUP ~Elven_Gear/backup~

AUTHOR ~Eric P. (thustar@yahoo.com)~

 

BEGIN ~Elven Gear for BG2:ToB~

 

COPY ~Elven_Gear/ITM/EP#ELLB.ITM~ ~override~

SAY NAME1 ~Elven Lightblade~

SAY NAME2 ~Elven Lightblade~

 

SAY DESC ~This rapierlike weapon is the size of a short sword but weighs only as much as a dagger. Dexterous Elf fighters and rogues favor it. Its thin, flexible blade slips easily into the seams of armor or between the ribs of a foe. Some Elf nobles carry a lightblade--often decorated with intricate filigree and tiny gemstones--as a sign of their station, even if they aren't proficient in its use.

 

STATISTICS:

 

Damage: 1d6

Damage Type: piercing

Weight: 1

Speed Factor: 2

Proficiency Type: Short Sword/Ninja-To

Type: 1-handed

Requires: 3 Strength

Not Usable By:

Druid

Cleric

Mage

Beast Master~

 

COPY ~Elven_Gear/ITM/EP#ELTB.ITM~ ~override~

SAY NAME1 ~Elven Thinblade~

SAY NAME2 ~Elven Thinblade~

 

SAY DESC ~This rapierlike weapon is the size of a longsword but much lighter. Like the lightblade, it is favored by dexterous Elf fighters and rogues.

 

STATISTICS:

 

Damage: 1d8

Damage Type: piercing

Weight: 3

Speed Factor: 5

Proficiency Type: Long Sword

Type: 1-handed

Requires: 6 Strength

Not Usable By:

Druid

Cleric

Mage

Beast Master~

 

COPY ~Elven_Gear/ITM/EP#ELCB.ITM~ ~override~

SAY NAME1 ~Elven Courtblade~

SAY NAME2 ~Elven Courtblade~

 

SAY DESC ~These swords seem impossibly long and thin, tapering to a needlelike point. One edge of the blade is sharpened along its entire length, and the opposite edge is sharpened only for the final quarter near the tip. A courtblade has a basket-shaped hilt (usually made to resemble leaves and vines), a long grip, and a heavy pommel. The weapon is intended for thrusting attacks, but the wielder can slash with it as well.

 

STATISTICS:

 

Damage: 1d10

Damage Type: piercing

Weight: 6

Speed Factor: 10

Proficiency Type: Two-Handed Sword

Type: 2-handed

Requires: 14 Strength

Not Usable By:

Druid

Cleric

Mage

Thief

Monk

Beast Master~

 

COPY ~Elven_Gear/ITM/EP#ELEL.ITM~ ~override~

SAY NAME1 ~Elvencraft Longbow~

SAY NAME2 ~Elvencraft Longbow~

 

SAY DESC ~An Elvencraft bow is thicker and heavier than a normal bow. An Elvencraft longbow functions as a quarterstaff when wielded as a melee weapon. The wielder incurs no penalty on attack rolls when using an Elvencraft bow as a melee weapon.

 

STATISTICS:

 

Damage: 1d6

Damage Type: crushing

Weight: 6

Speed Factor: 4

Proficiency Type: Long Bow

Type: 2-handed

Requires: 6 Strength

Not Usable By:

Druid

Cleric

Mage

Thief

Monk

Kensai

Cavalier~

 

COPY ~Elven_Gear/ITM/EP#ELES.ITM~ ~override~

SAY NAME1 ~Elvencraft Shortbow~

SAY NAME2 ~Elvencraft Shortbow~

 

SAY DESC ~An Elvencraft bow is thicker and heavier than a normal bow. An Elvencraft shortbow functions as a club when wielded as a melee weapon. The wielder incurs no penalty on attack rolls when using an Elvencraft bow as a melee weapon.

 

STATISTICS:

 

Damage: 1d6

Damage Type: crushing

Weight: 6

Speed Factor: 4

Proficiency Type: Shortbow

Type: 1-handed

Requires: 6 Strength

Not Usable By:

Druid

Cleric

Mage

Monk

Kensai

Cavalier~

 

COPY ~Elven_Gear/ITM/EP#LWHA.ITM~ ~override~

SAY NAME1 ~Leafweave Hide Armor~

SAY NAME2 ~Leafweave Hide Armor~

 

SAY DESC ~Leavweave armor is made from forest leaves, which are then treated with a special alchemical process that makes them as tough and flexible as leather, with considerably less weight and encumbrance.

 

The arcane spell failure chance for leafweave armor is reduced, compared to ordinary armor of the same sort, due to its increased flexibility. The armor's maximum Dexterity bonus is increased. Leafweave versions of leather, studded leather, and hide armor exist.

 

STATISTICS:

 

Spell Failure: 20%

Armor Class: 7

Weight: 20

Requires: 6 Strength

Not Usable By:

Mage

Kensai

Monk

Shapeshifter~

 

COPY ~Elven_Gear/ITM/EP#LWLA.ITM~ ~override~

SAY NAME1 ~Leafweave Leather Armor~

SAY NAME2 ~Leafweave Leather Armor~

 

SAY DESC ~Leavweave armor is made from forest leaves, which are then treated with a special alchemical process that makes them as tough and flexible as leather, with considerably less weight and encumbrance.

 

The arcane spell failure chance for leafweave armor is reduced, compared to ordinary armor of the same sort, due to its increased flexibility. The armor's maximum Dexterity bonus is increased. Leafweave versions of leather, studded leather, and hide armor exist.

 

STATISTICS:

 

Spell Failure: 10%

Armor Class: 8

Weight: 9

Requires: 4 Strength

Not Usable By:

Kensai

Monk

Shapeshifter~

 

COPY ~Elven_Gear/ITM/EP#LWSL.ITM~ ~override~

SAY NAME1 ~Leafweave Studded Leather~

SAY NAME2 ~Leafweave Studded Leather~

 

SAY DESC ~Leavweave armor is made from forest leaves, which are then treated with a special alchemical process that makes them as tough and flexible as leather, with considerably less weight and encumbrance.

 

The arcane spell failure chance for leafweave armor is reduced, compared to ordinary armor of the same sort, due to its increased flexibility. The armor's maximum Dexterity bonus is increased. Leafweave versions of leather, studded leather, and hide armor exist; leafweave studded leather typically incorporates darkwood studs to make it druid-friendly.

 

STATISTICS:

 

DEX: -1

Spell Failure: 15%

Armor Class: 7

Weight: 15

Requires: 6 Strength

Not Usable By:

Kensai

Monk

Shapeshifter~

 

COPY ~Elven_Gear/ITM/EP#WWCM.ITM~ ~override~

SAY NAME1 ~Wildwood Chainmail~

SAY NAME2 ~Wildwood Chainmail~

 

SAY DESC ~The rare saelas tree (saelas is an Elven word that translates as "wildwood" in Common) produces wood with a peculiar set of qualities. Not only is it extraordinarily flexible for days after harvesting, but items crafted of wildwood regrow after being damaged. At the hands of an armorsmith also skilled in woodworking, wildwood can be crafted into lightweight armor nearly as strong as steel. it is prized by druids, who can wear it without sacrificing their class abilities.

 

Wildwood armor provides less protection than ordinary armor of the same sort. However, the armor's Dexterity penalty and arcane spell failure chances are reduced.

 

Armor made from wildwood weighs three-quarters as much as the same item made from metal. Armor not primarily made of metal is not meaningfully affected by being partially made from wildwood.

 

STATISTICS:

 

DEX: -2

Movement Penalty: -5%

Spell Failure: 30%

Pick Pockets: -35%

Lock Picking: -20%

Find/Remove Traps: -20%

Move Silently: -40%

Hide in Shadows: -30%

Armor Class: 6

Weight: 30

Requires: 8 Strength

Not Usable By:

Kensai

Monk

Beast Master~

 

COPY ~Elven_Gear/ITM/EP#WWCS.ITM~ ~override~

SAY NAME1 ~Wildwood Chain Shirt~

SAY NAME2 ~Wildwood Chain Shirt~

 

SAY DESC ~The rare saelas tree (saelas is an Elven word that translates as "wildwood" in Common) produces wood with a peculiar set of qualities. Not only is it extraordinarily flexible for days after harvesting, but items crafted of wildwood regrow after being damaged. At the hands of an armorsmith also skilled in woodworking, wildwood can be crafted into lightweight armor nearly as strong as steel. it is prized by druids, who can wear it without sacrificing their class abilities.

 

Wildwood armor provides less protection than ordinary armor of the same sort. However, the armor's Dexterity penalty and arcane spell failure chances are reduced.

 

Armor made from wildwood weighs three-quarters as much as the same item made from metal. Armor not primarily made of metal is not meaningfully affected by being partially made from wildwood.

 

STATISTICS:

 

Movement Penalty: -2%

Spell Failure: 25%

Pick Pockets: -30%

Lock Picking: -15%

Find/Remove Traps: -15%

Move Silently: -35%

Hide in Shadows: -35%

Armor Class: 6

Weight: 15

Requires: 6 Strength

Not Usable By:

Kensai

Monk

Beast Master~

 

COPY ~Elven_Gear/ITM/EP#WWFP.ITM~ ~override~

SAY NAME1 ~Wildwood Full Plate~

SAY NAME2 ~Wildwood Full Plate~

 

SAY DESC ~The rare saelas tree (saelas is an Elven word that translates as "wildwood" in Common) produces wood with a peculiar set of qualities. Not only is it extraordinarily flexible for days after harvesting, but items crafted of wildwood regrow after being damaged. At the hands of an armorsmith also skilled in woodworking, wildwood can be crafted into lightweight armor nearly as strong as steel. it is prized by druids, who can wear it without sacrificing their class abilities.

 

Wildwood armor provides less protection than ordinary armor of the same sort. However, the armor's Dexterity penalty and arcane spell failure chances are reduced.

 

Armor made from wildwood weighs three-quarters as much as the same item made from metal. Armor not primarily made of metal is not meaningfully affected by being partially made from wildwood.

 

STATISTICS:

 

DEX: -5

Movement Penalty: -20%

Spell Failure: 40%

Pick Pockets: -90%

Lock Picking: -60%

Find/Remove Traps: -60%

Move Silently: -90%

Hide in Shadows: -85%

Armor Class: 2

Weight: 38

Requires: 13 Strength

Not Usable By:

Bard

Thief

Archer

Stalker

Barbarian

Kensai

Monk

Beast Master~

 

COPY ~Elven_Gear/ITM/EP#WWPM.ITM~ ~override~

SAY NAME1 ~Wildwood Plate Mail~

SAY NAME2 ~Wildwood Plate Mail~

 

SAY DESC ~The rare saelas tree (saelas is an Elven word that translates as "wildwood" in Common) produces wood with a peculiar set of qualities. Not only is it extraordinarily flexible for days after harvesting, but items crafted of wildwood regrow after being damaged. At the hands of an armorsmith also skilled in woodworking, wildwood can be crafted into lightweight armor nearly as strong as steel. it is prized by druids, who can wear it without sacrificing their class abilities.

 

Wildwood armor provides less protection than ordinary armor of the same sort. However, the armor's Dexterity penalty and arcane spell failure chances are reduced.

 

Armor made from wildwood weighs three-quarters as much as the same item made from metal. Armor not primarily made of metal is not meaningfully affected by being partially made from wildwood.

 

STATISTICS:

 

DEX: -4

Movement Penalty: -10%

Spell Failure: 40%

Pick Pockets: -70%

Lock Picking: -40%

Find/Remove Traps: -40%

Move Silently: -75%

Hide in Shadows: -65%

Armor Class: 4

Weight: 38

Requires: 10 Strength

Not Usable By:

Kensai

Monk

Beast Master~

 

END

 

Where have I gone wrong with this? I'd also like feedback on the content of these items. They all come from Races of the Wild. This is my attempt to adapt the content for BGII.

 

Thanks,

Eric

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Because it's not supposed to be there. Make sure to read the WeiDU docs for instructions on which actions need an END statement (there are only a few).

 

I figured this one out on my own, but I'll read through the docs just the same, as I appreciate that there's wisdom in doing so. I got what I call my rudimentary version of the item pack to install, and the items are usable by characters, but I'm sure some more details are needed...and custom graphics will be needed before I attempt general deployment.

 

Sorry for posting to the wrong forum, btw :)

 

Thanks,

Eric

(Currently reinstalling everything...again)

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'k, this is what I've found so far...

 

* The "short sword/ninjato" proficiency does not exist in the unmodded game. SS is a separate proficiency, ninjato is grouped with scimitar and wakizashi.

 

* Spellcasting failure percentages are not used in BG (or 2E in general AFAIK) - gear either allows casting or does not.

 

* And "maximum DEX bonus" doesn't exist either.

 

* On that subject, DEX penalties seem weird and don't mesh at all with existing gear - there is no penalty for metal full plate so how do you explain it on what basically amounts to studded leather?

 

* I'm not sure how (or even if) the unmodded BG2 applies these penalties, but the effect on thieving skills on your "wildwood" chain isn't actually smaller than what you'd get from standard, metallic chain. Is this intentional?

 

Here is the list of thieving skill penalties in 2E from Complete Thief's Handbook:

 

thievesks2.gif

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'k, this is what I've found so far...

 

* The "short sword/ninjato" proficiency does not exist in the unmodded game. SS is a separate proficiency, ninjato is grouped with scimitar and wakizashi.

 

* Spellcasting failure percentages are not used in BG (or 2E in general AFAIK) - gear either allows casting or does not.

 

* And "maximum DEX bonus" doesn't exist either.

 

* On that subject, DEX penalties seem weird and don't mesh at all with existing gear - there is no penalty for metal full plate so how do you explain it on what basically amounts to studded leather?

 

* I'm not sure how (or even if) the unmodded BG2 applies these penalties, but the effect on thieving skills on your "wildwood" chain isn't actually smaller than what you'd get from standard, metallic chain. Is this intentional?

 

Here is the list of thieving skill penalties in 2E from Complete Thief's Handbook:

 

thievesks2.gif

 

The shame is on me here, for using base items from the game after having applied all the mods I have installed. One of the mods adds all the details to the weapon and armor descriptions. My suspicion is that all those details are already assumed in the game, but just not spelled out in the item descriptions' text. This suggests to me that the best thing I can do is to use an unmodded game as a context for writing these items.

 

Max DEX bonus was an oversight on my part, as I later realized that 2nd edition rules give a DEX penalty with most types of armor (and this is indeed reflected in the game, as I've seen the effects on characters before, including the inability to use certain weapons when wearing certain types or armor). DEX bonus is a 3rd edition mechanic, just a different way of expressing how DEX is affected by wearing armor.

 

The development continues, and I'll be making further adjustments to all the items. I'll see about editing everything for a vanilla BGII game, but that makes me concerned that the mod that adds the more detailed item descriptions won't accurately reflect these particular items.

 

I've also had to add all the magical (+1 to +5, inclusive) versions of every item, which amounts to much more work than I thought, especially because NearInfinity isn't always cooperating with me, forcing me to sometimes duplicate the work of making all the necessary adjustments in new .ITM files. I find that I have to triple-check everything in NI to make sure the details are captured properly, and I've noticed that I can't simply create a new .ITM file in my override folder, and expect it to work properly in the game, but rather I'll need to reinstall the mod after updating the .tp2 in order to have everything show up and function properly.

 

This feedback is valuable, and I appreciate it! The item pack is far from finished, but I feel it has potential :)

 

One other thought occurs to me: it's probably unrealistic to give a two-handed sword a weight of 1, but that's how the Elven Courtblade's highest magical version will work out, compared to the progression I've seen in a base two-handed sword. I'm working out the adjustments to weight and speed factor; if a non-magical Courtblade's weight and speed factor are both 6, and I follow the regular two-handed sword's progression, the +1 version will have a weight of 3 and speed factor of 5, the +2 will have weight 1 and speed factor 4, the +3 will have weight 1 and speed factor 3, etc. This doesn't appear reasonable to me, so perhaps the non-magical Courtblade should begin with a higher weight and speed factor...? The same thinking applies to the Lightblade and Thinblade.

 

Happy modding,

Eric

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the best thing I can do is to use an unmodded game as a context for writing these items.

This is very true. Even if some mod content makes more sense than the original game, you can't assume that the user has a specific (or ANY) mod installed, and it's generally the unmodded game that your mod will be held up against.

 

 

I later realized that 2nd edition rules give a DEX penalty with most types of armor (and this is indeed reflected in the game, as I've seen the effects on characters before, including the inability to use certain weapons when wearing certain types or armor).

2E does not limit DEX bonus to AC or give pnalties to DEX based on the type of armour worn.

 

Nor does 2E bar the use of specific weapons based on armour worn. This seems especially weird since DEX is supposed to be a factor, but most weapons don't care about the user's DEX at all - they typically have STR requirements only. I have no idea how you're getting that effect, unless you have a mod installed that makes some kind of attempt at 3E conversion. (Quite possibly the same one that alters the ninjato proficiency...)

 

 

I've also had to add all the magical (+1 to +5, inclusive) versions of every item

Some +2 or +3 items with special abilities would be more appropraite than ones with higher enchantment levels alone, IMO - things like extra damage to orcs or evil creatures would fit the mood without getting into the "generic uberwepon" territory. Anything enchanted to +5 is supposed to be exceedingly rare (the unmodded ToB alone has so many of these that it's not even funny), and specifically elven weaponry in a mostly human-based setting should be even more rare than typical human-made stuff. (Don't forget to give your unique weapons backstories, too.)

 

 

I've noticed that I can't simply create a new .ITM file in my override folder, and expect it to work properly in the game, but rather I'll need to reinstall the mod after updating the .tp2 in order to have everything show up and function properly.

Partially true - the item should still function if you do this, but it won't have a description unless you either install a new one or use an existing one.

 

 

One other thought occurs to me: it's probably unrealistic to give a two-handed sword a weight of 1,

It's unrealistic for huge fire-breathing reptiles to fly around eating people and then take a nap on a pile of gold, but do you see that stopping anyone?

 

One thing you could do if balance is a concern is to keep the low speed/weight but reduce the damage by one step. (So, d10 becomes d8 and so on - it would mean an average of 1 point less per hit, so it's not a huge step.) That seems to be more in flavour of the weapon than making it heavier and slower.

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Eric, you use Ashes of Embers, don't you? If so, that's what's giving you the dexterity requirements for certain items. The mod assigns both strength and dex requirements to all the items in the game, by the way.

 

I do not use that mod. I wanted to, but for some reason I no longer recall, I thought that I couldn't use it in my game, so I never downloaded it. I'll take another look, though, as I know a lot more about installing mods than I used to.

 

I was mistaken about DEX requirements related to weapons. It was the STR req that I was seeing, where removing certain items from characters resulted in some of their gear being given the red shading that indicates it can't be used due to inadequate STR.

 

I was unaware that the vanilla (unmodded) game does NOT give DEX penalties when wearing medium to heavy armors. PnP does that, so I was assuming the same held true in the game. That's what I get for assuming :) I don't recall which mod adds information to armor descriptions. I was under the impression that all the mod does is fill in the missing info, not add rules that don't exist in the vanilla game. Sorry for the confusion!

 

As for +5 items being rare...well, yes, more rare than, say, a +2 item, but then magic flows like water in the Forgotten Realms, unfortunately. I could either skip all enchanted versions of the weapons and armor, skip anything above +2 or +3, or set up a condition where anything +4 or +5 would have a very small percentage chance of appearing in the game. I currently have no plans to make unique items, and any +5 versions of the Elven gear would not have any added special qualities. It would certainly simplify things to include only non-magical items, but that would render the weapons useless against too many foes in the game.

 

I wouldn't call the setting Human-dominant, but then again, most of the settlements we encounter in BGII are Human settlements, aren't they? Still, loot enough fallen foes, and you're bound to find items created by other races. If such races as Elves and Dwarves get more representation in the game, it will serve to give players more of a sense of being in a fantasy setting.

 

Thanks for the feedback, all, and please keep it coming!

 

- E

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It would be hard to imagine elves having a more prominent representation in the BG series. For a race that represents something like 5% of Faerun's population, it accounts for about 40% of joinable NPCs. (shrugs) I guess people like elves.

 

Dwarves, on the other had, are grossly underrepresented, with halflings and half-orcs even moreso, but I'll save that rant for another day. :)

 

Anyway, I think the reason you don't have AoE is probably because it hasn't got a Mac version. Sorry, that occurred to me after I posted.

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I was mistaken about DEX requirements related to weapons. It was the STR req that I was seeing, where removing certain items from characters resulted in some of their gear being given the red shading that indicates it can't be used due to inadequate STR.

Ah! That makes more sense.

 

I was unaware that the vanilla (unmodded) game does NOT give DEX penalties when wearing medium to heavy armors. PnP does that, so I was assuming the same held true in the game.

I have never seen an official 2E source state that armour affects DEX in any way. :) (There are various penalties for encumbrance, though.) Could you point to a source for that info?

 

I could either skip all enchanted versions of the weapons and armor, skip anything above +2 or +3, or set up a condition where anything +4 or +5 would have a very small percentage chance of appearing in the game. I currently have no plans to make unique items, and any +5 versions of the Elven gear would not have any added special qualities. It would certainly simplify things to include only non-magical items, but that would render the weapons useless against too many foes in the game.

Personally, I think it's more fun to see a +3 sword with a story and a quirk than a straight off +5 one without either of those. But that's just my preference. I certainly wouldn't ask for non-magical weapons only - nobody would use them anyway.

 

(Oh, and something else you could do to spice things up is to have the most powerful stuff appear only on strong elven NPCs who aren't too willing to part with them. :) But of course, that's a lot of extra work, probably beyond the scope of an item pack.)

 

 

I wouldn't call the setting Human-dominant, but then again, most of the settlements we encounter in BGII are Human settlements, aren't they?

It is pretty human-dominant. All the non-human settlements are just areas you're passing through and will probably never return to again. :D

 

 

If such races as Elves and Dwarves get more representation in the game, it will serve to give players more of a sense of being in a fantasy setting.

Can't argue with that. :D

 

 

 

Dwarves, on the other had, are grossly underrepresented, with halflings and half-orcs even moreso

Word! :)

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It would be hard to imagine elves having a more prominent representation in the BG series. For a race that represents something like 5% of Faerun's population, it accounts for about 40% of joinable NPCs. (shrugs) I guess people like elves.

 

Dwarves, on the other had, are grossly underrepresented, with halflings and half-orcs even moreso, but I'll save that rant for another day. :D

 

Anyway, I think the reason you don't have AoE is probably because it hasn't got a Mac version. Sorry, that occurred to me after I posted.

 

It doesn't matter if there's not a Mac-specific version. I can install virtually any mod to my system. It's just a matter of a different install method for those that aren't ported to the Mac. I've added AoE to my lengthy list of mods, and am delighted with the enhancements it adds to BGII :) I was impressed to see that one of the tweak mods (either tbtweaks or BG2 Tweaks) knows enough not to install certain components that AoE already handles.

 

- E

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