Lava Posted January 4 Posted January 4 Hi! I was thinking about having a run with my own stuff and few other mods on IWDEE. It's good to see what's the general shape of the moded IWDEE after I released new NPCs and quest mods. I thought I would add ToF to the brew to see how it works. I encountered some problems. The first thing I noticed was the information that pops out after I try to run the game: string "M_DW_DKD.lua": 53 ']' expected near 's' -- such window shows up every time I try to run the game; Upon installation, I encountered problems with kit for my L'anna and probably the same thing would show up for some other mods: ToF expect HLA information for all kits, but IWDEE does not include HLA, thus some mods that are IWDEE only may be missing. Sadly, that prevents some ToF kit-related components from installing... it may be a good idea to take it into consideration when the mod is installed on IWDEE? The only solution I see now is on the other mods' end -- adding HLA, but adding HLA on a platform that does not include HLA doesn't sound ideal. A side note: regarding the upper point -- is there any non-outdated mod that introduces HLA to IWDEE? Perhaps that's a nice idea for ToF? Finally: when I created druid/mage, after I clicked on my character, the whole lower bar was gone (see the attachment) - so it made the game kinda unplayable... Just to make sure it's all clear: I think many of the components are great! I am reporting this because I hope to play your mod on IWDEE run with my mods included WeiDU.log Quote
DavidW Posted January 4 Posted January 4 Thanks, this is very helpful. (I think most of it has to be interaction with other mods - I did a clean install of ToF on IWDEE before releasing beta 1 and would have seen at least some of these.) I might have some questions, but let me see what I can reproduce for myself first. (I might not get to these before beta 3 comes out.) Quote
DavidW Posted January 4 Posted January 4 Just on that 'HLAs missing' thing - do you mean that a kit might be missing an entry in LUABBR? I can see that might mess things up and should be checked for. Quote
DavidW Posted January 4 Posted January 4 Could you also possibly attach the file "override/m_dw_dkd.lua"? I think it's failing to process some added kit but it would be easiest to look at it direct. Quote
Lava Posted January 4 Author Posted January 4 1 hour ago, DavidW said: Just on that 'HLAs missing' thing - do you mean that a kit might be missing an entry in LUABBR? I can see that might mess things up and should be checked for. Yeah, there is no entry. I, for example, knowing that there are no HLA in IWDEE ignored it and I can imagine people who are creating something solely for IWDEE may also skip that. I will add the entry in my L'anna to make sure it all works fine, but I thought that it may still be worth a mention. It would be cool if that could be somewhat be skipped by ToF on platforms that do not use HLA. Not sure if that is possible. As for introducing HLA into IWDEE... if that happens, I guess the only option is to make sure the mod kits do have some entry in there, even if the game itself does not use HLA... 1 hour ago, DavidW said: Could you also possibly attach the file "override/m_dw_dkd.lua"? I think it's failing to process some added kit but it would be easiest to look at it direct. I check the file for you: ['Hag's Varmint']=48, Urchin's class is called Hag's Varmint. So each kit that uses ' symbol may become problematic... Quote
Connelly Posted January 4 Posted January 4 4 hours ago, Lava said: A side note: regarding the upper point -- is there any non-outdated mod that introduces HLA to IWDEE? Perhaps that's a nice idea for ToF? Skills and Abilities has a component to introduce HLAs into IWD. Although I did an install recently with it and your NPCs and didn't had a problem. Quote
DavidW Posted January 4 Posted January 4 1 hour ago, Lava said: Yeah, there is no entry. I, for example, knowing that there are no HLA in IWDEE ignored it and I can imagine people who are creating something solely for IWDEE may also skip that. I will add the entry in my L'anna to make sure it all works fine, but I thought that it may still be worth a mention. It would be cool if that could be somewhat be skipped by ToF on platforms that do not use HLA. Not sure if that is possible. That should be fairly straightforward. 1 hour ago, Lava said: I check the file for you: ['Hag's Varmint']=48, Urchin's class is called Hag's Varmint. So each kit that uses ' symbol may become problematic... OK, that's what I expected. I'll see if there's a workaround. Quote
DavidW Posted January 4 Posted January 4 Can you see if replacing ['Hag's Varmint'] with [ "Hag's Varmint" ] solves the problem? Quote
Lava Posted January 4 Author Posted January 4 Sorry, that's sort of impossible Meanwhile I reinstalled the whole game and am thinking about how to fix it on my side as well, ToF wouldn't install on it anyway, as the HLA entry was missing for his kit... I also added an entry for L'anna's kit, as those that will install the component mentioned by @Connelly won't get any HLA for my NPCs... Quote
DavidW Posted January 4 Posted January 4 I think this is all sortable on my side, fairly straightforwardly. Thanks for the help. Quote
Lava Posted January 4 Author Posted January 4 I updated Urchin to improve compatibility: he's now a Night Varmint. Still makes sense considering his "mother". I also gave his kit a HLA entry. Will continue checking. However, the fixes you mention still could be useful when it comes to some future mods, I guess. Will let you know if I find something else. Quote
DavidW Posted January 4 Posted January 4 It's actually possible that will solve the missing druid/mage menu too - the bug was in the bit of code that identifies a character's class and kit, which is used all over the place. Quote
mickabouille Posted January 4 Posted January 4 The single quote could maybe be replaced with an apostrophe ’ That may even be more accurate... But it depends on the engine actually allowing it. The "rename the kit" workaround is probably more viable. Quote
DavidW Posted January 4 Posted January 4 There's no need to do either. It's not difficult for ToF's code to handle single quotes, it just didn't occur to me that a kit name might use one. Quote
Lava Posted January 5 Author Posted January 5 After mod adjustments on my side (they are all updated - L'anna, Orra, Hommet, Urchin were causing problems) the mod installed without errors. Now I noticed something else: character kits that shouldn't be available for PC (like Hag's Varmint / Night Varmint) became available to my character. I am unsure if your mod updates the list on its own... or is it because I picked Earth Genasi race? I noticed something else: I was wondering who will I be recognized as if I pick Earth Genasi and it looks like game recognizes me as a genie, right? That may break romances, as many of them (in BG1, BG2, IWD) have racial restrictions. It may be worth a note as some may want adjust that... Do you maybe have a list of how each of the new races are recognized? Are drow characters recognized as elves or drow? What about aasimars or tieflings? Another note: I installed by Weasels! mod before yours. It adds like a couple of tiny spells (summon weasels, weasel paws etc.) and while I could see the new arcane spell on character on character creation, my spell for druids do not show for druid/mage. That may be because your mod's druid/mage is actually a changed mage/cleric, right? I also noticed I have the turn undead, but I guess that's somewhat hardcoded, right? * * * Let me add that what I've seen looks impressive! It can be a literal gamechanger, heh. Quote
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