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Warning in install. Dangerous?

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Hello.

 

When I install Vynd I get this:

 

 

 

##### Vynd NPC #####
### 0000: Vynd for BGTutu, BGT and BG:EE ###
Ready for installation
Setup-Vynd.exe --no-exit-pause --noautoupdate --language 0 --skip-at-view --quick-log --force-install-list 0 --logapp
[setup-Vynd.exe] WeiDU version 23800

Installing [Vynd for BGTutu, BGT and BG:EE]

BGT install detected.
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Compiling 1 dialogue file ...
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[trigger list near line 2298, column 138 of tb#_compile_eval_buffer/Vynd/Dialogue/GV#VYNDJ.d] PARSE WARNING at line 2298 column 1-46
Near Text: )
[Kit] argument [blackguard] not found in [KIT.IDS]

[trigger list near line 2299, column 154 of tb#_compile_eval_buffer/Vynd/Dialogue/GV#VYNDJ.d] PARSE WARNING at line 2299 column 1-46
Near Text: )
[Kit] argument [blackguard] not found in [KIT.IDS]
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Decoding: VYND\AUDIO\gv#vynda.ogg

 

(etc)

 

 

... then it seems to complete successfully.

 

Should I be concerned about this?

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Should I be concerned about this?

Not really. The reason why it does it's warning is that the Enhanced Editions kit doesn't exist in the regular game, and the dialog is likely about that kit... it would of course be better that the mod itself would extent the dialog in particular if the EE is detected, but that's not of your concern ...

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Should I be concerned about this?

Not really. The reason why it does it's warning is that the Enhanced Editions kit doesn't exist in the regular game, and the dialog is likely about that kit...

 

 

It's actually the opposite. There's an option to ask Vynd about poisoning weapons, which assassins and blackguards don't get because they already know how to do it. I'm not sure how to exclude the blackguard check for non-EE installations short of having two separate dialogue files.

 

That said, the warning is mentioned in the readme. It's normal and it shouldn't cause any problems. Happy backstabbing!

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I'm not sure how to exclude the blackguard check for non-EE installations short of having two separate dialogue files.

Well, like you implicated, you just compile a different dialog file in case the game is a EE game, than in the case it's not. Now you just endanger the the compilation of the whole dialog file in the case the game is not an EE game.

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There's an option to ask Vynd about poisoning weapons, which assassins and blackguards don't get because they already know how to do it. I'm not sure how to exclude the blackguard check for non-EE installations short of having two separate dialogue files.

You can use a variable in your .d file and compile the .d using EVALUATE_BUFFER.

 

Instead of this:

!Kit(Player1,Blackguard)

You can use this:

%P1_NOT_BLACKGUARD%

 

And in your .tp2 file, before compiling the .d, add this:

// Blackguard kit only exists in BGEE and BG2EE
OUTER_TEXT_SPRINT P1_NOT_BLACKGUARD ~True()~
ACTION_IF (ENGINE_IS ~bgee bg2ee eet~) BEGIN
  OUTER_TEXT_SPRINT P1_NOT_BLACKGUARD ~!Kit(Player1,Blackguard)~
END

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