Idobek Posted March 22, 2004 Posted March 22, 2004 WeiDU comes up with "Error Clearing [*.IDS] in [.]" when attempting to install any of the new kits, right after the "Added <whatever> Kit" message... though they are in KITS.IDS.This is nothing to worry about, it happens a lot now. Wes changed the code to help Littiz with a specific kit adding problem as a result WeiDU reloads kit.ids every time it makes a change. A side-effect seems to be this error message. (I think I got the details right.)Also, the "Nightcloak of Shar for Viconia" component says it's copying & patching 7262 files(!) and then just seems to lock-up. I assume it's not supposed to do that The message is right, it shouldn't be locking and probably isn't - give it more time. Cam normally adds a message to say the patch could take awhile.The "remove TDD/BP cleric kits" component seems to have no effect, with all those kits still there.At a guess I'd say that the REPLACE_TEXTUALLY commands used to do this aren't cutting it. Not sure why, I can't check without grabbing TDD - the BP & BGT installs don't change these files.
Grim Squeaker Posted March 22, 2004 Posted March 22, 2004 Also, the "Nightcloak of Shar for Viconia" component says it's copying & patching 7262 files(!) and then just seems to lock-up. I assume it's not supposed to do that The message is right, it shouldn't be locking and probably isn't - give it more time. Cam normally adds a message to say the patch could take awhile. Yeah I imagine thats the case. All its doing is searching through every single CRE file in the game and any of them with the name Viconia is given the kit.... and thats quite a few CREs...
Idobek Posted March 26, 2004 Author Posted March 26, 2004 The icon for the Disc of Night isn't showing up. The wrong resref is being used.
Andyr Posted March 26, 2004 Posted March 26, 2004 It worked in my local copy - must be something Cam did when he was streamlining the code. Which icon, exactly? Inventory, taskbar, spell?
Idobek Posted March 26, 2004 Author Posted March 26, 2004 Inventory - the item is referencing shar01.bam instead of sha01.bam. I think you has to shorten filenames across the board or something - this probably got missed. The same is true of the holy symbol.
Andyr Posted March 26, 2004 Posted March 26, 2004 Oh, I didn't know he shortened BAM names too. Thanks for letting me know. I'll hopefully have the next kit finished when Cam gets back, and will point this out to him.
Idobek Posted March 28, 2004 Author Posted March 28, 2004 Another file name promblem: CLABPR04 (Lathander) is referencing C!LTLOSE instead of C!LTLOS.
Idobek Posted March 28, 2004 Author Posted March 28, 2004 and +5 at levels 25 and aboveThe spiritual weapons are all +5 at level 26 and above. But the kit descriptions disagree.
BevH Posted March 31, 2004 Posted March 31, 2004 Um... OK... this all is making me glad I haven't installed this yet...
Idobek Posted March 31, 2004 Author Posted March 31, 2004 Here's a fun one, the trueclass fighter's higher level abilities are now the new trueclass cleric higher level abilities. The cleric's still have the old set.
Idobek Posted April 1, 2004 Author Posted April 1, 2004 WeiDU comes up with "Error Clearing [*.IDS] in [.]" when attempting to install any of the new kits, right after the "Added <whatever> Kit" message... though they are in KITS.IDS. This is nothing to worry about, it happens a lot now. Wes changed the code to help Littiz with a specific kit adding problem as a result WeiDU reloads kit.ids every time it makes a change. A side-effect seems to be this error message. (I think I got the details right.) When NiGHTMARE first brought this up I didn't twig that Remix was actually using this code change, it is. It is possible to add the kits to Viconia and Branwen because after the kits have been added WeiDU reloads kit.ids to find the kit's value. The kit can then be given to a creature, this would not have been possible before because there would have been no way to know the kit's value. I bring this up now because (thanks to SnowKing) I have realised that the kit has to be given to a creature during the same install as the kit being added. If you install a kit and then, at a later date, go back and try to give that kit to a creature it wont work. Some kind of readme note is required here. And perhaps a feature request, LOAD_KIT?
BevH Posted April 1, 2004 Posted April 1, 2004 When NiGHTMARE first brought this up I didn't twig that Remix was actually using this code change, it is. It is possible to add the kits to Viconia and Branwen because after the kits have been added WeiDU reloads kit.ids to find the kit's value. The kit can then be given to a creature, this would not have been possible before because there would have been no way to know the kit's value. I bring this up now because (thanks to SnowKing) I have realised that the kit has to be given to a creature during the same install as the kit being added. If you install a kit and then, at a later date, go back and try to give that kit to a creature it wont work. Some kind of readme note is required here. And perhaps a feature request, LOAD_KIT? Clarification please... Does this mean that if you want Viconia to be a Nightcloak of Shar it can't be done in game? Or is it just that more tweaking needs to be done? I R cornfused...
Idobek Posted April 1, 2004 Author Posted April 1, 2004 I means that you have to install the Nightcloak of Shar for Viconia during the same install that you installed the Nightcloak of Shar kit itself. If you install the kit on one install and then go back and try to install the kit for Viconia component the kit for Viconia component wont install (this will be obvious). If you install them at the same time you wont have a problem, Viconia will have her kit. I don't know whether she will get it if she is already in/has already been in your party, but if you start a new game or Viconia has not yet joined your party she will be kitted. Hope that is a little clearer.
BevH Posted April 1, 2004 Posted April 1, 2004 Ah yes, thank you very much! And it even makes sense! And yeah, it should be in the readme somewhere.
jester Posted April 1, 2004 Posted April 1, 2004 Ah yes, thank you very much! And it even makes sense! And yeah, it should be in the readme somewhere. Not that anybody would ever read it anyway.
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