gamemaster76 Posted January 29, 2021 Author Share Posted January 29, 2021 Now there's the description... I noticed that all the werewolf forms are missing the descriptions now. Lesser doesn't even have the name. They all say No Such Index. COPY_EXISTING ~WEREWODR.CRE~ ~override/WERELEDR.CRE~ // adds the Lesser Werewolf creature SAY NAME1 ~Lesser Werewolf~ SAY NAME2 ~Lesser Werewolf~ WRITE_BYTE 0x5d ~10~ // Magic Resistance WRITE_BYTE 0x46 ~4~ // Natural AC WRITE_BYTE 0x48 ~4~ // Effective AC WRITE_BYTE 0x53 ~1~ // APR WRITE_BYTE 0x238 ~18~ //STR WRITE_BYTE 0x23c ~15~ // DEX WRITE_BYTE 0x23d ~15~ // CON COPY_EXISTING ~spcl643.spl~ ~override/spcl645.spl~ // adds the Shapeshift: Lesser Werewolf transformation SAY NAME1 ~Shapeshift: Lesser Werewolf~ SAY NAME2 ~Shapeshift: Lesser Werewolf~ SAY 0x50 ~Shapeshift: Lesser Werewolf Strength: 18 Dexterity: 15 Constitution: 15 Base Armor Class: 4 Number of Attacks: 1 Attack Damage: 1d6 (slashing), strikes as +1 weapon Special Abilities: – Magic Resistance: 10% ~ [....] ACTION_IF FILE_EXISTS_IN_GAME ~spcl643.spl~ BEGIN // Shapeshift: Werewolf COPY_EXISTING ~spcl643.spl~ ~override/spcl643.spl~ // updates ability description SAY 0x50 ~Shapeshift: Werewolf Strength: 19 Dexterity: 16 Constitution: 15 Base Armor Class: 1 Number of Attacks: 2 Attack Damage: 1d12 (slashing), strikes as +2 weapon Special Abilities: - Immune to Normal Weapons – Magic Resistance: 20% ~ END [....] ACTION_IF FILE_EXISTS_IN_GAME ~spcl644.spl~ BEGIN // Shapeshift: Greater Werewolf COPY_EXISTING ~spcl644.spl~ ~override~ // updates ability description SAY 0x50 ~Shapeshift: Werewolf Strength: 21 Dexterity: 21 Constitution: 25 Base Armor Class: -6 Number of Attacks: 3 Attack Damage: 2d8 (slashing), strikes as +3 weapon Special Abilities: - Immune to Normal Weapons – Magic Resistance: 40% - 50% Fire/Magic Fire, Cold/Magic Cold, Acid, & Electricity resistance ~ END Quote Link to comment
Jarno Mikkola Posted January 30, 2021 Share Posted January 30, 2021 (edited) 4 hours ago, gamemaster76 said: DELETE_ITEM_EFFECT finally didnt give a parse error! according to the Weido docs it should have been SET..I guess its just outdated. This is misunderstanding the weidu readme documents section, it's not literarly SET, but: INT_VAR variable = what_ever_you_want_to_set_it_into ... just like the SPRINT in everyone of those is: STR_VAR variable = what_ever_you_want_to_set_it_into ... see it now ? Yes, reading it later, I can sympathise with you that it might be misconstruding to read that in a document, and it not being so in a tangent... but the document is how ever many lines long, and so forth... I wish I could be able to write as good document for some of this stuff, it's really hard. Edited January 30, 2021 by Jarno Mikkola Quote Link to comment
gamemaster76 Posted January 30, 2021 Author Share Posted January 30, 2021 59 minutes ago, Jarno Mikkola said: This is misunderstanding the weidu readme documents section, it's not literarly SET, but: INT_VAR variable = what_ever_you_want_to_set_it_into ... just like the SPRINT in everyone of those is: STR_VAR variable = what_ever_you_want_to_set_it_into ... see it now ? Yes, reading it later, I can sympathise with you that it might be misconstruding to read that in a document, and it not being so in a tangent... but the document is how ever many lines long, and so forth... I wish I could be able to write as good document for some of this stuff, it's really hard. Yeah if it wasn't for you guys I'd be screwed Quote Link to comment
gamemaster76 Posted January 31, 2021 Author Share Posted January 31, 2021 So is there another code to rewrite descriptions and names? I still cant figure out why the text wont stick in BG2 but it did in BG1. Quote Link to comment
Jarno Mikkola Posted January 31, 2021 Share Posted January 31, 2021 32 minutes ago, gamemaster76 said: So is there another code to rewrite descriptions and names? In which file ? It's different between .itm, .spl. etc... COPY ~modfolder/SPIN501.SPL~ ~override/SPIN501.SPL~ SAY NAME1 ~spellname~ SAY NAME2 ~SpellName~ SAY UNIDENTIFIED_DESC ~Spells Full Lenght Description~ COPY ~modfolder/ij#hob3.cre~ ~override/ij#hob3.cre~ SAY NAME1 ~creaturename~ SAY NAME2 ~CreatureName~ COPY ~modfolder/AccShld.itm~ ~override~ SAY NAME1 ~itemname~ SAY NAME2 ~ItemName~ SAY DESC ~Items Full Lenght Description~ .... quickly retreaved from a past mod I have in the drive. Quote Link to comment
gamemaster76 Posted January 31, 2021 Author Share Posted January 31, 2021 3 minutes ago, Jarno Mikkola said: In which file ? It's different between .itm, .spl. etc... COPY ~modfolder/SPIN501.SPL~ ~override/SPIN501.SPL~ SAY NAME1 ~spellname~ SAY NAME2 ~SpellName~ SAY UNIDENTIFIED_DESC ~Spells Full Lenght Description~ COPY ~modfolder/ij#hob3.cre~ ~override/ij#hob3.cre~ SAY NAME1 ~creaturename~ SAY NAME2 ~CreatureName~ COPY ~modfolder/AccShld.itm~ ~override~ SAY NAME1 ~itemname~ SAY NAME2 ~ItemName~ SAY DESC ~Items Full Lenght Description~ .... quickly retreaved from a past mod I have in the drive. .CRE and .SPL: COPY_EXISTING ~WEREWODR.CRE~ ~override/WERELEDR.CRE~ // adds the Lesser Werewolf creature SAY NAME1 ~Lesser Werewolf~ SAY NAME2 ~Lesser Werewolf~ WRITE_BYTE 0x5d ~10~ // Magic Resistance WRITE_BYTE 0x46 ~4~ // Natural AC WRITE_BYTE 0x48 ~4~ // Effective AC WRITE_BYTE 0x53 ~1~ // APR WRITE_BYTE 0x238 ~18~ //STR WRITE_BYTE 0x23c ~15~ // DEX WRITE_BYTE 0x23d ~15~ // CON COPY_EXISTING ~spcl643.spl~ ~override/spcl645.spl~ // adds the Shapeshift: Lesser Werewolf transformation SAY NAME1 ~Shapeshift: Lesser Werewolf~ SAY NAME2 ~Shapeshift: Lesser Werewolf~ SAY 0x50 ~Shapeshift: Lesser Werewolf Strength: 18 Dexterity: 15 Constitution: 15 Base Armor Class: 4 Number of Attacks: 1 Attack Damage: 1d6 (slashing), strikes as +1 weapon Special Abilities: – Magic Resistance: 10% ~ [....] ACTION_IF FILE_EXISTS_IN_GAME ~spcl643.spl~ BEGIN // Shapeshift: Werewolf COPY_EXISTING ~spcl643.spl~ ~override/spcl643.spl~ // updates ability description SAY 0x50 ~Shapeshift: Werewolf Strength: 19 Dexterity: 16 Constitution: 15 Base Armor Class: 1 Number of Attacks: 2 Attack Damage: 1d12 (slashing), strikes as +2 weapon Special Abilities: - Immune to Normal Weapons – Magic Resistance: 20% ~ END [....] ACTION_IF FILE_EXISTS_IN_GAME ~spcl644.spl~ BEGIN // Shapeshift: Greater Werewolf COPY_EXISTING ~spcl644.spl~ ~override~ // updates ability description SAY 0x50 ~Shapeshift: Werewolf Strength: 21 Dexterity: 21 Constitution: 25 Base Armor Class: -6 Number of Attacks: 3 Attack Damage: 2d8 (slashing), strikes as +3 weapon Special Abilities: - Immune to Normal Weapons – Magic Resistance: 40% - 50% Fire/Magic Fire, Cold/Magic Cold, Acid, & Electricity resistance ~ END /////////////////////// I had put 0x50 for descriptions because I couldn't find the correct syntax, I just tried with DESC and UNIDENTIFIED_DESC and neither work. DESC just puts the original descriptions and the other give "No Such Index". Other then descriptions, Names are missing. The Lesser transformation is missing both Spell Name and Identifying Name, while the other two are only missing the Identifying name. And the Lesser creature is also missing its name. Quote Link to comment
Jarno Mikkola Posted January 31, 2021 Share Posted January 31, 2021 (edited) 15 minutes ago, gamemaster76 said: and the other give "No Such Index". Erhm, how so ? ...you can't have Near Infinity open DURING mod installs. Did you install the mod after you edited the .tp2 file, and then loaded the game via Near Infinity while you had ended it before you installed the mod. As it needs to open the games dialog.tlk that the mod edits during it's install and so forth and on. And if you check this in-game, you need to start a new campaign to really see the changes you do in mods, as the old save games carry the old dialog.tlk, not the new one the mod edited. Edited January 31, 2021 by Jarno Mikkola Quote Link to comment
gamemaster76 Posted January 31, 2021 Author Share Posted January 31, 2021 9 minutes ago, Jarno Mikkola said: Erhm, how so ? ...you can't have Near Infinity open DURING mod installs. Did you install the mod after you edited the .tp2 file, and then loaded the game via Near Infinity while you had ended it before you installed the mod. As it needs to open the games dialog.tlk that the mod edits during it's install and so forth and on. And if you check this in-game, you need to start a new campaign to really see the changes you do in mods, as the old save games carry the old dialog.tlk, not the new one the mod edited. Yes, I reinstalled the mod, then refreshed near infinity AND started a new game. I've been doing that this whole time. Quote Link to comment
Jarno Mikkola Posted January 31, 2021 Share Posted January 31, 2021 2 minutes ago, gamemaster76 said: Yes, I reinstalled the mod, then refreshed near infinity AND started a new game. I've been doing that this whole time. Then you probably don't have write permission on the files ... where did you install the games into ? And was the BG1EE+SoD installed with the DLCMerger ? As you need that to modify the game...s dialog.tlk, as othervise it's in the .zip file. Quote Link to comment
gamemaster76 Posted January 31, 2021 Author Share Posted January 31, 2021 4 minutes ago, Jarno Mikkola said: Then you probably don't have write permission on the files ... where did you install the games into ? And was the BG1EE+SoD installed with the DLCMerger ? As you need that to modify the game...s dialog.tlk, as othervise it's in the .zip file. DLCMerger was used. In BG1 its fine. Just tested again in a new game. Same code for BG2, nothing. I have multiple folders with copies of the games. One in the standard place steam installs them, in my programs folder. A clean and unmodded pair in a folder on my desktop. And a pair copied from the clean ones to my desktop for testing my mod. Quote Link to comment
kjeron Posted January 31, 2021 Share Posted January 31, 2021 (edited) Are you installing weidu in the correct language? Open Weidu.conf in the game folder, it will list the language (en_US, de_DE, etc...). If not, delete Weidu.conf and run Weidu again. Edited January 31, 2021 by kjeron Quote Link to comment
gamemaster76 Posted January 31, 2021 Author Share Posted January 31, 2021 (edited) 2 hours ago, kjeron said: Are you installing weidu in the correct language? Open Weidu.conf in the game folder, it will list the language (en_US, de_DE, etc...). If not, delete Weidu.conf and run Weidu again. lang_dir = en_us its English wait i was checking BG1. Bg2 is in Spanish XD IT works now! Thanks you! I think Its finally ready! Edited January 31, 2021 by gamemaster76 Quote Link to comment
gamemaster76 Posted January 31, 2021 Author Share Posted January 31, 2021 Thank you both! I'm so happy its finally done! Quote Link to comment
gamemaster76 Posted January 31, 2021 Author Share Posted January 31, 2021 (edited) And now with this I also made a version to work on Icewind Dale EE! Edited January 31, 2021 by gamemaster76 Quote Link to comment
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