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Holy. Crap.


Nightwoe

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No missing tilde, double checked all my file locations.,..

Here's the full error:

[C:\Program Files\Black Isle\BGII - SoA\Setup-Gwen.exe] WeiDU version 22700

[C:\Program Files\Black Isle\BGII - SoA\Setup-Gwen.exe] Using scripting style "B

G2"

In state 128, I expected one of these tokens:

[0] EOF

[2] ~~

[3] <<<<<<<<

[10] PATCH_PHP_EACH

[11] BUT_ONLY_IF_IT_CHANGES

[12] REPLACE_BCS_BLOCK

[13] PATCH_REINCLUDE

[14] DEFINE_ACTION_FUNCTION

[15] MENU_STYLE

[16] PATCH_IF

[17] SET_IDS_SYMBOL_OF_INT

[18] READ_2DA_ENTRY

[19] UNINSTALL_ORDER

[20] SET_2DA_ENTRIES_NOW

[21] APPLY_BCS_PATCH

[23] SET_2DA_ENTRY

[25] WRITE_ASCII_LIST

[26] APPEND_COL

[27] PATCH_FAIL

[28] ACTION_FOR_EACH

[30] INCLUDE

[32] ADD_MAP_NOTE

[33] AT_INTERACTIVE_NOW

[34] EXTEND_MOS

[36] ADD_SPELL

[37] GET_STRREF_FS

[38] ASK_EVERY_COMPONENT

[39] LAUNCH_PATCH_FUNCTION

[42] READ_2DA_ENTRY_FORMER

[43] PRETTY_PRINT_2DA

[44] DECOMPRESS_INTO_FILE

[46] WRITE_ASCII_TERMINATED

[47] APPLY_BCS_PATCH_OR_COPY

[48] READ_STRREF_F

[49] LOAD

[50] RANDOM_SEED

[52] DEFINE_ACTION_MACRO

[53] AT_EXIT

[54] OUTER_PATCH

[56] EDIT_SAV_FILE

[57] COUNT_2DA_COLS

[58] REFACTOR_D_TRIGGER

[60] DECOMPILE_DLG_TO_D

[61] ALWAYS

[62] OUTER_TEXT_SPRINT

[63] DELETE_BYTES

[64] CLEAR_ARRAYS

[65] PATCH_READLN

[66] READ_STRREF_S

[67] INNER_ACTION

[68] REMOVE_MEMORIZED_SPELL

[69] REPLACE_EVALUATE

[75] FOR

[76] ACTION_READLN

[78] ADD_STORE_ITEM

[80] READ_SLONG

[81] BIFF

[84] DECOMPRESS_BIFF

[85] READ_LONG

[86] REPLACE_CRE_ITEM

[87] COMPILE

[89] INSERT_BYTES

[90] SET_BG2_PROFICIENCY

[91] OUTER_WHILE

[92] PATCH_VERBOSE

[94] REQUIRE_FILE

[95] ADD_MUSIC

[97] COMPILE_D_TO_DLG

[98] USING

[99] WARN

[105] READ_2DA_ENTRIES_NOW

[106] ACTION_CLEAR_ARRAY

[107] LAUNCH_ACTION_MACRO

[109] WRITE_SHORT

[113] PATCH_FOR_EACH

[115] WRITE_BYTE

[118] ALLOW_MISSING

[120] COPY_ALL_GAM_FILES

[121] REMOVE_KNOWN_SPELL

[122] SCRIPT_STYLE

[123] READ_SSHORT

[125] PLUS_PLUS

[127] AT_UNINSTALL

[128] FORBID_FILE

[129] ADD_SECTYPE

[130] PATCH_INCLUDE

[132] CLEAR_MEMORY

[133] DEFINE_PATCH_MACRO

[136] SOURCE_BIFF

[139] REFACTOR_BAF_TRIGGER

[140] MODDER

[142] ACTION_DEFINE_ARRAY

[143] REMOVE_2DA_ROW

[144] VERSION

[145] INNER_PATCH

[146] INSERT_2DA_ROW

[147] INNER_PATCH_FILE

[148] IF

[150] LAUNCH_ACTION_FUNCTION

[151] SET_2DA_ENTRY_LATER

[156] MINUS_MINUS

[157] PATCH_RERAISE

[158] SAY

[159] ACTION_BASH_FOR

[160] WRITE_EVALUATED_ASCII

[162] STRING_SET

[163] REBUILD_CRE_FILE

[164] IF_EVAL

[166] PATCH_CLEAR_ARRAY

[167] REPLACE_TEXTUALLY

[168] TO_LOWER

[169] OUTER_FOR

[170] GET_STRREF

[172] SNPRINT

[173] INNER_PATCH_SAVE

[174] AT_UNINSTALL_EXIT

[176] ALTER_TLK_LIST

[177] WRITE_FILE

[178] EVALUATE_BUFFER

[180] GET_STRREF_F

[183] PATCH_GAM

[184] CLEAR_IDS_MAP

[185] READ_STRREF

[187] PATCH_TRY

[190] APPEND

[191] ADD_KIT

[192] AT_NOW

[195] GET_STRREF_S

[196] APPEND_FILE

[197] READ_SBYTE

[199] READ_SHORT

[202] COPY_EXISTING_REGEXP

[203] TO_UPPER

[204] READ_BYTE

[205] PATCH_RANDOM_SEED

[207] IF_SIZE_IS

[209] UNINSTALL

[214] GET_OFFSET_ARRAY2

[215] REMOVE_CRE_EFFECTS

[216] DESCRIBE_ITEM

[217] COPY_LARGE

[218] COUNT_REGEXP_INSTANCES

[220] READ_STRREF_FS

[221] EXTEND_TOP

[222] LOG

[224] ADD_MEMORIZED_SPELL

[225] STRING_SET_EVALUATE

[226] COMPILE_BAF_TO_BCS

[227] SPRINTF

[229] CLEAR_INLINED

[231] NO_IF_EVAL_BUG

[232] SET

[233] GET_FILE_ARRAY

[234] AUTO_TRA

[235] PATCH_BASH_FOR

[236] PATCH_WARN

[238] OUTER_SPRINT

[239] REMOVE_MEMORIZED_SPELLS

[240] FAIL

[241] MKDIR

[242] ADD_PROJECTILE

[243] COMPRESS_INTO_VAR

[246] SILENT

[248] COMPRESS_INTO_FILE

[249] PATCH_LOG

[251] EXTEND_BOTTOM_REGEXP

[252] AT_INTERACTIVE_UNINSTALL_EXIT

[253] AT_INTERACTIVE_EXIT

[256] REPLACE_BCS_BLOCK_REGEXP

[257] APPEND_FILE_EVALUATE

[258] WRITE_ASCII

[259] ACTION_MATCH

[260] LOAD_TRA

[261] DECOMPILE_BCS_TO_BAF

[262] PRINT

[264] RPAREN

[265] UNLESS

[267] COPY_KIT

[268] REINCLUDE

[269] AT_INTERACTIVE_UNINSTALL

[270] CLEAR_CODES

[271] DECOMPRESS_INTO_VAR

[273] ADD_CRE_ITEM

[275] TEXT_SPRINT

[277] COPY

[280] EVALUATE_BUFFER_SPECIAL

[281] OUTER_PATCH_SAVE

[282] SEMICOLON

[283] MOVE

[284] REMOVE_STORE_ITEM

[285] DEFINE_PATCH_FUNCTION

[287] QUICK_MENU

[288] REMOVE_KNOWN_SPELLS

[290] SAY_EVALUATED

[291] PATCH_DEFINE_ARRAY

[292] COPY_EXISTING

[294] ACTION_PHP_EACH

[297] IF_EXISTING

[298] ACTION_DEFINE_ASSOCIATIVE_ARRAY

[299] REPLACE

[300] EXTEND_BOTTOM

[301] GET_DIRECTORY_ARRAY

[302] LANGUAGE

[303] ACTION_TRY

[304] BEGIN

[306] DISABLE_FROM_KEY

[308] DEFINE_ASSOCIATIVE_ARRAY

[309] ADD_SCHOOL

[311] README

[314] COPY_RANDOM

[315] COUNT_2DA_ROWS

[316] LAUNCH_PATCH_MACRO

[317] DECOMPRESS_REPLACE_FILE

[324] ADD_KNOWN_SPELL

[325] GET_OFFSET_ARRAY

[329] REMOVE_CRE_ITEMS

[330] SPACES

[331] REMOVE_CRE_ITEM

[333] QUOTE

[334] APPEND_OUTER

[335] STRING_SET_RANGE

[336] CLEAR_EVERYTHING

[337] OUTER_SET

[340] ALTER_TLK

[344] WRITE_LONG

[345] WHILE

[347] PATCH_PRINT

[348] COMPRESS_REPLACE_FILE

[349] ACTION_RERAISE

[351] ALTER_TLK_RANGE

[352] INSERT_FILE

[354] SPRINT

[356] WITH

[357] VERBOSE

[358] READ_ASCII

[359] EXTEND_TOP_REGEXP

[360] PATCH_SILENT

[363] ON_DISABLE

[364] ACTION_IF

[365] END

[368] PATCH_MATCH

Parse error (state 128) at DIVIDE

 

[GWEN/SETUP-GWEN.TP2] PARSE ERROR at line 55 column 1-30

Near Text: /

GLR parse error

 

[GWEN/SETUP-GWEN.TP2] ERROR at line 55 column 1-30

Near Text: /

Parsing.Parse_error

ERROR: parsing [GWEN/SETUP-GWEN.TP2]: Parsing.Parse_error

ERROR: problem parsing TP file [GWEN/SETUP-GWEN.TP2]: Parsing.Parse_error

 

FATAL ERROR: Parsing.Parse_error

 

Press ENTER to exit.

 

I've looked this over again and a again, I've compared the line to the tutorial tp2's, I had a friend who knows code look at it, i made sure all my file names are accurately named, I'm starting to think my game's core files might be getting corrupt. I tried uninstalling some mods and they wouldn't uninstall due to errors. I'm hoping this isn't the case, but does that sound like it might be the root of my problem?

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Here's the whole thing

BACKUP ~Gwen/backup~

AUTHOR ~Nightwoe~

 

BEGIN ~Gwen for BG2:SoA~

 

COPY ~Gwen/w@Gwen.chr~ ~override\w@Gwen.CRE~

WRITE_EVALUATED_ASCII DIALOG ~w@Gwen~ #8

WRITE_EVALUATED_ASCII DEATHVAR ~w@Gwen~ #32

WRITE_EVALUATED_ASCII SCRIPT_OVERRIDE ~w@Gwen~ #8

SAY NAME1 ~Gwen~

SAY NAME2 ~Gwen~

SAY BIO ~When asked about her past, Gwen completely ignores you.~

SAY MORALE ~/Jolly/ I'm not ready to play yet!~

SAY HAPPY ~/Jolly/ This is fun!~

SAY UNHAPPY_ANNOYED ~/Gloomy/ You annoy me.~

SAY UNHAPPY_SERIOUS ~/Jolly/ This is *BORING*!~

SAY UNHAPPY_BREAKING ~/Gloomy/ Stay away from me! You annoy me!~

SAY LEADER ~/Jolly/ Alright!~

SAY TIRED ~/Gloomy/ I can *make* you stop.~

SAY BORED ~/Jolly/ I'm *BORED*! Let's kill something!~

SAY BATTLE_CRY1 ~/Jolly/ YAY! Play time!~

SAY BATTLE_CRY2 ~/Gloomy/ I'll cut out your heart!~

SAY BATTLE_CRY3 ~/Gloomy/ Wanna die?!~

SAY BATTLE_CRY4 ~/Jolly/ I'm gunna break you!~

SAY DAMAGE ~/Gloomy/ Ow!~

SAY DYING ~/Jolly/ They broke me...~

SAY HURT ~/Gloomy/ *DO* something!~

SAY AREA_FOREST ~/Jolly/ La-de-da-dA!~

SAY AREA_CITY ~/Jolly/ Whee!~

SAY AREA_DUNGEON ~/Gloomy/ It's almost as dark as my mood...~

SAY AREA_DAY ~/Gloomy/ The sun's too bright.~

SAY AREA_NIGHT ~/Jolly/ I love night-time!~

SAY SELECT_COMMON1 ~/Jolly/ What's up?~

SAY SELECT_COMMON2 ~/Gloomy/ Spit it out.~

SAY SELECT_COMMON3 ~/Jolly/ Uh-huh?~

SAY SELECT_COMMON4 ~/Gloomy/ What?~

SAY SELECT_COMMON5 ~/Jolly/ Where to?~

SAY SELECT_COMMON6 ~/Gloomy/ (Grunt)~

SAY SELECT_ACTION1 ~/Jolly/ Okay!~

SAY SELECT_ACTION2 ~/Gloomy/ Whatever.~

SAY SELECT_ACTION3 ~/Jolly/ Sure!~

SAY SELECT_ACTION4 ~/Gloomy/ Is that it?~

SAY SELECT_ACTION5 ~/Jolly/ Says who?~

SAY SELECT_ACTION6 ~/Gloomy/ (Grunt)~

SAY SELECT_ACTION7 ~/Jolly/ La-de-da-dA!~

SAY SELECT_RARE1 ~/Gloomy/ WHAT???~

SAY SELECT_RARE2 ~/Jolly/ Ooo, dummy!~

SAY CRITICAL_HIT ~/Jolly/ Break!~

SAY CRITICAL_MISS ~/Gloomy/ Damn it!~

SAY TARGET_IMMUNE ~/Gloomy/ Moron...~

SAY INVENTORY_FULL ~/Gloomy/ *You* pick it up.~

 

COMPILE ~Gwen/Bw@Gwen.d~

 

EXTEND_TOP ~AR0313.bcs~ ~Gwen/AR0313.baf~

 

APPEND ~pdialog.2da~

~w@Gwen w@GwenP w@GwenJ w@GwenD w@Gwe25P w@Gwe25J w@Gwe25D w@Gwe25~

UNLESS ~w@Gwen~

 

APPEND ~interdia.2da~

~w@Gwen w@GwenB w@GweB25~

UNLESS ~w@Gwen~

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COPY ~Gwen/w@Gwen.chr~ ~override\w@Gwen.CRE~

 

try this to doublecheck, after you have followed Grim's advice and turned it into a .cre

 

COPY ~Gwen/w@Gwen.chr~ ~override~

 

and see if it is choking on the w@ or soemthing else.

 

 

This syntax:

 

~/Gloomy/ *You* pick it up.~

 

will end up looking in-game like

 

"/Gloomy/ *You* pick it up."

 

If you are looking for a way of commenting so that it does not show in the displayed string (so it looks like this, "*You* pick it up.") then you will want to use

 

~[Gloomy]*You* pick it up.~

 

That way your voice actor can read it but it won't show in the game. I get the idea of having the two personalities - if you are really wanting that to display instead of being done by the VO or by the content of the string, some mods use ( ).

 

~(gloomy) *You* pick it up.~

~(jolly) *You* pick it up.~

Link to comment
COPY ~Gwen/w@Gwen.chr~ ~override\w@Gwen.CRE~

 

try this to doublecheck, after you have followed Grim's advice and turned it into a .cre

 

COPY ~Gwen/w@Gwen.chr~ ~override~

 

and see if it is choking on the w@ or soemthing else.

 

 

This syntax:

 

~/Gloomy/ *You* pick it up.~

 

will end up looking in-game like

 

"/Gloomy/ *You* pick it up."

 

If you are looking for a way of commenting so that it does not show in the displayed string (so it looks like this, "*You* pick it up.") then you will want to use

 

~[Gloomy]*You* pick it up.~

 

That way your voice actor can read it but it won't show in the game. I get the idea of having the two personalities - if you are really wanting that to display instead of being done by the VO or by the content of the string, some mods use ( ).

 

~(gloomy) *You* pick it up.~

~(jolly) *You* pick it up.~

 

Thank you, I will make sure to make the change, and I want to give everyone who has taken the time to help me a HUGE thank you, my very first BG2 NPC Gwen (although in her bare basic stage) now works in game!! I can't tell you how ecstatic I am!!! Thank you all for guiding me through my first mod!

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Guest Guest

I'm not sure where to begin. I don't want to make a whole mod, yet, and just want to start small. For the moment i want to remove the Line of Sight Shading and Explored Area Blackout effects. I would like to see the whole map, full sized, while adventuring, to see exactly where i have to go next in the area.

If there is already a mod that does this, I'll be happy to just use that, but i would rather do it myself.

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I'm not sure where to begin. I don't want to make a whole mod, yet, and just want to start small. For the moment i want to remove the Line of Sight Shading and Explored Area Blackout effects. I would like to see the whole map, full sized, while adventuring, to see exactly where i have to go next in the area.

If there is already a mod that does this, I'll be happy to just use that, but i would rather do it myself.

 

Would be pretty straight forward. You'd want to patch every area script (e.g., AR1300.bcs) with a little block that said this:

 

IF
 Global("AutoExploreArea","AR1300",0) //Check we haven't auto-explored already
THEN
 RESPONSE #1
SetGlobal("AutoExploreArea","AR1300",1) //Set this so we don't do it this script again
Explore() //Explore the area
END

Link to comment
Guest Guest
I'm not sure where to begin. I don't want to make a whole mod, yet, and just want to start small. For the moment i want to remove the Line of Sight Shading and Explored Area Blackout effects. I would like to see the whole map, full sized, while adventuring, to see exactly where i have to go next in the area.

If there is already a mod that does this, I'll be happy to just use that, but i would rather do it myself.

 

Would be pretty straight forward. You'd want to patch every area script (e.g., AR1300.bcs) with a little block that said this:

 

IF
 Global("AutoExploreArea","AR1300",0) //Check we haven't auto-explored already
THEN
 RESPONSE #1
SetGlobal("AutoExploreArea","AR1300",1) //Set this so we don't do it this script again
Explore() //Explore the area
END

 

 

Thanks for the tip, but any ideas on expanding the Line Of Sight, so that i don't have greyed-out image, when i scroll away from my party?

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Guest Guest
Max LOS is hardcoded to be what you normally can observe in game. It's possible to partially extend the sight range to ~160% and see creatures in the fog, but that's all.

 

 

How would I extend the LOS to 160%, if I can't remove the whole thing, that's better than nothing. Where would the coding for that be? Or is there just an in-game cheat?

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Guest Guest

One more question, since everyone has been so awesome, can anyone tell me how to convert the Full Screen Area image files to a format that can be edited in Photoshop (or any picture editor, I'll use MS Paint if I have to), and then back to the current format. If the Full Screen versions (ie. the version you see the avatar walking on) can't be extracted, can someone let me know, so I don't waste my time.

Link to comment
One more question, since everyone has been so awesome, can anyone tell me how to convert the Full Screen Area image files to a format that can be edited in Photoshop (or any picture editor, I'll use MS Paint if I have to), and then back to the current format. If the Full Screen versions (ie. the version you see the avatar walking on) can't be extracted, can someone let me know, so I don't waste my time.
I'm guessing you're talking about the tilesets (.tis files). DLTCEP can convert them to .bmp and back to .tis again.
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