ericp07 Posted June 19, 2010 Author Share Posted June 19, 2010 I don't see anything out of place in the tp2 section you posted. All I can tell you is make sure that your CRE is named ep#hin.cre. Capitalization doesn't matter on Windows or Mac, but it does matter on Linux. Linux users are used to having to tolower the mods on their installation, but it's one more step they have to go through to install your mod. Say, Mac doesn't have anything like that annoying bug feature in Windows where the extensions are hidden, does it? Just saying, because if it did, I would wonder whether the creature file is misnamed ep#hin.cre.cre. Quadruple-checked: the filename is EP#HIN.CRE with no other characters in the filename. I know what you're referring to about the lovely extension-hiding "feature," and I never use that. It's an option the user can toggle on or off, as well as to hide or show hidden files (which I also don't use). I prefer to see the extensions, if for no other reason than for my own peace of mind Still baffles me how such errors can come up, seemingly out of the blue, when everything worked just fine in previous experiences. Thanks, Eric Link to comment
Wisp Posted June 19, 2010 Share Posted June 19, 2010 Not_found doesn't refer to a non-existent file (they give "error loading..." errors). It probably refers to a variable or similar. If you want to narrow the problem down yourself you can put PATCH_PRINTs at regular intervals in the code you use to do stuff to the cre file. E.g.: COPY blah override PATCH_PRINT 1 <something> PATCH_PRINT 2 <somethingelse> PATCH_PRINT 3 If it prints 1 and 2 but not 3, you look at <somethingelse> for the problem. Link to comment
berelinde Posted June 19, 2010 Share Posted June 19, 2010 Hmm. Could it be the kit he's trying to add? That isn't the usual format for adding a custom kit to a CRE. Link to comment
ericp07 Posted June 19, 2010 Author Share Posted June 19, 2010 Not_found doesn't refer to a non-existent file (they give "error loading..." errors). It probably refers to a variable or similar. If you want to narrow the problem down yourself you can put PATCH_PRINTs at regular intervals in the code you use to do stuff to the cre file. E.g.: COPY blah override PATCH_PRINT 1 <something> PATCH_PRINT 2 <somethingelse> PATCH_PRINT 3 If it prints 1 and 2 but not 3, you look at <somethingelse> for the problem. Woah, color me clueless here I'll look this up and see if it will help me to troubleshoot. Thanks, Eric Link to comment
ericp07 Posted June 19, 2010 Author Share Posted June 19, 2010 Hmm. Could it be the kit he's trying to add? That isn't the usual format for adding a custom kit to a CRE. Great. I copy things straight from tutorials, and continually get screwed What is the usual method for this, please? Thanks, Eric Link to comment
berelinde Posted June 19, 2010 Share Posted June 19, 2010 I worded that wrong. Sorry. That is how you assign a kit, but if you haven't installed the kit before you install the CRE, you could get errors. Link to comment
devSin Posted June 19, 2010 Share Posted June 19, 2010 You can also use --debug-assign and --debug-value checks to get lots of info about what is going on at any particular moment. In this case, like berelinde asserts, you may not have your kit set up correctly (the variable %EP#NEEDL% is only working for you if you're correctly using ADD_KIT or you explicitly assign it somewhere earlier in the file). Link to comment
ericp07 Posted June 19, 2010 Author Share Posted June 19, 2010 I worded that wrong. Sorry. That is how you assign a kit, but if you haven't installed the kit before you install the CRE, you could get errors. That makes sense, so...checking my .tp2 verifies that the kit is all set up immediately prior to copying the NPC's portraits and .cre file. All the relevant code is in that section, so only the WRITE_SHORT and WRITE_BYTE lines are after copying the .cre to override. Should I relocate those three lines to just before copying the portraits and .cre? I stand ready to post whatever might be helpful from my .tp2, as always. Thanks, Eric Link to comment
ericp07 Posted June 19, 2010 Author Share Posted June 19, 2010 You can also use --debug-assign and --debug-value checks to get lots of info about what is going on at any particular moment. In this case, like berelinde asserts, you may not have your kit set up correctly (the variable %EP#NEEDL% is only working for you if you're correctly using ADD_KIT or you explicitly assign it somewhere earlier in the file). Well, ADD_KIT is the very first line of the kit section in my .tp2. I followed the instructions in CamDawg's Kit Creation Series to the letter. I just read the WeiDU documentation entries for --debug-assign and --debug-value, but it's not clear to me how to implement those commands (if it's accurate to call them that). Please advise Thanks, Eric Link to comment
devSin Posted June 20, 2010 Share Posted June 20, 2010 They're command-line switches (e.g., ./weidu --log mylogfile --tlkout dialog.tlk mymod.tp2 --debug-assign). Link to comment
ericp07 Posted June 20, 2010 Author Share Posted June 20, 2010 They're command-line switches (e.g., ./weidu --log mylogfile --tlkout dialog.tlk mymod.tp2 --debug-assign). That was the only guess I had, so thanks for the confirmation! I'll see what's revealed at the next install attempt. - E Link to comment
ericp07 Posted June 20, 2010 Author Share Posted June 20, 2010 Install errors now are as follows: Value [(0x244)] = 580 Value [(0)] = 0 Value [(0x246)] = 582 Value [(0x246)] = 582 GET ~THIS~ = ~THIS~ SET %THIS% = 0 Value [(0x246)] = 582 GET ~STHIS~ = ~STHIS~ SET %STHIS% = 0 ERROR: [Hinaeari/character/EP#Hin.cre] -> [override] Patching Failed (COPY) (Not_found) Stopping installation because of error. ERROR Installing [Hinaeariel Gwaithoron for BGII:SoA/ToB], rolling back to previous state Will uninstall 36 files for [Hinaeari.tp2] component 0. Uninstalled 36 files for [Hinaeari.tp2] component 0. GET ~%WEIDU_OS%~ = ~osx~ GET ~WIN32~ = ~WIN32~ Value [((%WEIDU_OS% STRING_COMPARE_CASE WIN32) = (0))] = 0 ERROR: Not_found Should Value[(0)] = 0 be changed, or is there any clue in this? Thanks, Eric Link to comment
devSin Posted June 20, 2010 Share Posted June 20, 2010 It's simply telling you the value of everything you're passing into it (what it reads from your TP2 = that value in decimal notation). And as you can see, there's no value for the variable you're referencing (THIS and STHIS are auto-reads that happen only when a variable lookup fails). So your ADD_KIT code is bugged or you're trying to use the wrong name. Link to comment
ericp07 Posted June 20, 2010 Author Share Posted June 20, 2010 Here's the entire kit section of my .tp2, followed by the first several lines of the section for the NPC herself, to include the three kit-related lines: // Needle of Mielikki Kit ADD_KIT ~EP#Needl~ // internal name of the kit // appended to CLASWEAP.2da ~EP#Needl 1 1 1 1 1 1 1 1~ // appended column-wise to WEAPPROF.2da ~EP#Needl 2 2 2 2 2 2 2 2 2 2 2 2 2 2 3 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 3 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5~ // appended to ABCLASRQ.2da ~EP#Needl 13 13 14 0 14 0~ // appended to ABCLSMOD.2da ~EP#Needl 0 0 0 0 0 0~ // appended to ABDCDSRQ.2da ~EP#Needl 17 17 0 0 17 0~ // appended to ABDCSCRQ.2da ~EP#Needl 15 15 0 0 15 0~ // appended to ALIGNMNT.2da ~EP#Needl 1 0 0 1 0 0 1 0 0~ // appended to DUALCLAS.2da ~EP#Needl 0 1 0 0 0 0~ // path to your CLAB-style 2da file ~Hinaeari/kit/EP#Needl.2da~ // PC races and classes allowed to use this kit, from KITTABLE.2da ~K_R_H K_R_E K_R_HE~ // usability flags, added to the end of the KITLIST.2da entry ~0x00004000 12~ // HLA table to use; see LUABBR.2da ~Ra0~ // list of starting equipment for PCs starting in ToB. Appended column-wise to 25STWEAP.2da ~LEAT14 * HELM07 BAG25 RING06 RING31 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 BOW18 SW1H39 STAF08~ // Lower, mixed, and help kit names and descriptions, added to KITLIST.2da SAY ~needle of mielikki~ SAY ~Needle of Mielikki~ SAY ~NEEDLE OF MIELIKKI: Needles are rangers who serve Mielikki. They are considered the most beloved of the Lady of the Forest. They sometimes serve as clergy, but most often act as the warrior arm of the faith and serve a defensive role, protecting the forests from marauders, humanoids, and the followers of the god Malar.~ // change regular spell to innate DEFINE_PATCH_MACRO ~spell_to_innate~ BEGIN READ_LONG 0x64 "abil_off" ELSE 0 READ_SHORT 0x68 "abil_num" ELSE 0 READ_ASCII ("%abil_off%" + 0x04) "bam" (8) // reads the bam filename from ability WRITE_SHORT 0x1C 4 // sets spell type to innate (4) WRITE_LONG 0x34 1 // sets spell level to 1 to avoid scripting issues WRITE_EVALUATED_ASCII 0x3A "%bam%" #8 // writes the bam filename from abilities to spell icon FOR ( index = 0; index < abil_num; index = index + 1 ) BEGIN WRITE_SHORT ("%abil_off%" + 0x02 + (0x28 * "%index%")) 4 // changes ability icon location to innate (4) READ_SHORT ("%abil_off%" + 0x12 + (0x28 * "%index%")) "speed" // reads casting speed PATCH_IF ("%speed%" > 3) BEGIN WRITE_SHORT ("%abil_off%" + 0x12 + (0x28 * "%index%")) ("%speed%" - 2) // reduces casting speed END ELSE BEGIN WRITE_SHORT ("%abil_off%" + 0x12 + (0x28 * "%index%")) 0 // makes instant END END END COPY_EXISTING ~sppr410.spl~ ~override/EP#NCWB.spl~ LAUNCH_PATCH_MACRO ~spell_to_innate~ // Hinaeariel's character COPY ~Hinaeari/character/EP#HinS.bmp~ ~portraits~ COPY ~Hinaeari/character/EP#HinM.bmp~ ~portraits~ COPY ~Hinaeari/character/EP#HinH.bmp~ ~portraits~ COPY ~Hinaeari/character/EP#Hin.cre~ ~override~ ADD_CRE_ITEM ~leat03~ #0 #0 #0 ~IDENTIFIED~ ~ARMOR~ ADD_CRE_ITEM ~EP#HINAM~ #0 #0 #0 ~IDENTIFIED~ ~AMULET~ ADD_CRE_ITEM ~ax1h11~ #0 #0 #0 ~IDENTIFIED~ ~SHIELD~ ADD_CRE_ITEM ~sw1h23~ #0 #0 #0 ~IDENTIFIED~ ~WEAPON1~ EQUIP ADD_CRE_ITEM ~bow16~ #0 #0 #0 ~IDENTIFIED~ ~INV1~ ADD_CRE_ITEM ~arow02~ #12 #0 #0 ~IDENTIFIED~ ~QUIVER1~ ADD_CRE_ITEM ~arow05~ #7 #0 #0 ~IDENTIFIED~ ~QUIVER2~ SAY NAME1 ~Hinaeariel Gwaithoron~ SAY NAME2 ~Hinaeariel Gwaithoron~ WRITE_SHORT 0x244 0 // doesn't change WRITE_BYTE 0x246 ~%EP#NEEDL%~ // the internal name of my kit, surrounded by % WRITE_BYTE 0x247 0x40 // doesn't change Maybe someone else can see something here that needs changing? I sure don't, but I need to solve the problem so the kit will be applied to the NPC. Thanks, Eric Link to comment
Wisp Posted June 20, 2010 Share Posted June 20, 2010 Your problem is probably that you add the kit EP#Needl but use the variable EP#NEEDL for the cre. Variables are case-sensitive. Link to comment
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