Jump to content

Converting existing mods to support EET

Recommended Posts

So, I've installed EET to start working on my mod's compatibility.


My mod installs just fine and there doesn't seem to be a need for any modification to my item-patching code. I went through ITMs in Near Infinity, however, and based on jastey's link I was expecting there to be two HELM15.ITM, one called "HELM15" and the other called "HELM15_"? I only have one "HELM15" there, and no need to amend my code. Am I missing something?


I seem, on the other hand, to have a little trouble with pre-generated characters' patching. My code is apparently only targeting the four characters that appear under "CHR" in Near Infinity. There are 9 more in a folder called "characters" that are apparently from the original BG; those are entirely unaffected by my code for some reason. I also cannot seem to locate the pre-generated characters from SoD or ToB.


My code reads as follows:

 COPY_EXISTING_REGEXP GLOB ~.*\.chr~ ~override~
  READ_LONG 0x8c current
  PATCH_PHP_EACH cd_animation_map AS old => new BEGIN
    PATCH_IF (current = old) BEGIN
      WRITE_LONG 0x8c new

There's an associative array called "cd_animation_map" before it.

Link to comment
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Create New...