Jump to content

"not a valid GAME V1.1 file (wrong sig)" - guestion.


Jarno Mikkola

Recommended Posts

So I am trying something new and well, the weidu.debug gives me this:

Copied [copcust1.cre] to [override/IJ#BGWMS.cre]

Copying and patching 1 file ...

[bGTtoBG1areas/ar0042.are] loaded, 1504 bytes

Patching baldur.gam in directory save/000000009-3

[save/000000009-3/baldur.gam] loaded, 47496 bytes

ERROR: [bGTtoBG1areas/ar0042.are] -> [override/IJ#BGTa1.are] Patching Failed (COPY) (Failure("not a valid GAME V1.1 file (wrong sig)"))

Stopping installation because of error.

 

ERROR Installing [Allow the traveling from the BG2 areas back to BG1 areas.], rolling back to previous state

Here's my .tp2 code:
 COPY_EXISTING ~copcust1.cre~ ~override/IJ#BGWMS.cre~
//snip ...
 WRITE_ASCII 0x02cc IJ#ar20	//.d file

//Areas
COPY ~BGTtoBG1areas/ar0042.are~ ~override/IJ#BGTa1.are~
//   WRITE_ASCII 0x0094 IJ#BGTa1   //.baf name   TO DO , DO IT TOO!!!
ADD_GAM_NPC ~override/IJ#BGWMS.cre~ ~ar0020~ #600 #372	 //unfinished
ADD_GAM_NPC ~override/IJ#micba.cre~ ~IJ#BGTa1~ #718 #307	//ensure this idiot works 

So, erhm, what does that mean ? If it matters, I have exported the ar0042.are in the mod folder with Near Infinity v1.33 w1.3.0 a few days prior to this... I am totally lost on where to find the cause for this, as I have used different saves too, and it takes the last one and complains about it.

Link to comment
You are (probably) trying to use this on GAMEV2.0 (BG2). ADD_GAM_NPC is ONLY for BG1.
Yeah, you are right as always... depressingly so sometimes, but... thank you for your help ... So which command should I use in BG2(&BGT) game to add the creatures to area ? ... I know I could use the script approach, but I .. wish not to need that. And no, the creatures are not join-able... so that won't matter. They should actually exist in the area before the player enters is...

 

I mean this with the script approach...

IF
Global("randomglobal","GLOBAL",0)
THEN
 RESPONSE #100
  SetGlobal("randomglobal","GLOBAL",1)
CreateCreature("IJ#bgwms",[x.y],d)
END 

Opped with EXTEND_BUTTON to the area .bcs file and so forth.

 

Of course the savegame compatibility would be optimal, hmm but if there's no there way, then sure I can learn to live with the scripts...

Link to comment

You'd use fj_are_structure to add actors to areas. You could possibly also use fj_are_structure to patch an ARE file embedded in a saved game's SAV file (except you have to navigate the SAV stucture yourself), but patching saved games is daft.

 

ADD_GAM_NPC doesn't do anything close to this. The scripting equivalent in BG2 is MakeGlobal() or whatever the action is called.

Link to comment

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...