Guest ryba Posted July 15, 2006 Share Posted July 15, 2006 i got this error guring installation (i copied it from debug file) [amber/scripts/M#AmbeAI.baf] PARSE ERROR at line 402 column 38-38 Near Text: ) [shout] argument [POISONED] not found in [sHOUTIDS.IDS] however installation finished succefully, if you want i can paste list of installed mods and send debug file i hope it will not destroy my game Link to comment
Meira Posted July 15, 2006 Share Posted July 15, 2006 i got this error guring installation (i copied it from debug file) [amber/scripts/M#AmbeAI.baf] PARSE ERROR at line 402 column 38-38 Near Text: ) [shout] argument [POISONED] not found in [sHOUTIDS.IDS] however installation finished succefully, if you want i can paste list of installed mods and send debug file i hope it will not destroy my game <{POST_SNAPBACK}> Hi! I'm actually glad that you came up with this problem. (Because you might help me to solve what's causing it.) The other person who had this problem, had for yet unconfirmed reason a SoA version of action.ids file in her override despite the fact that she had ToB installed. Could you send me the copy of the action.ids from you override folder (than can be found in your main BG2 folder)? I would also need copy of your WeiDU.log file (it should be in your main BG2 folder). And just to be in the safe side can I also have a copy of Amber-setup.debug file? By any chance have you had tutu installed (and uninstalled) to this particular BG2 setup? You can send all three files to amber@mbnet.fi or copy paste their contens in this thread. You can open them in a regular text editor. I don't think that the installation will work properly with parse error and you should unistall Amber. I have a workaround coded for the next version of Amber, but there's a way to fix this manually right now. I'm by now means asking you to fix my bugs, though! EDIT: typo Link to comment
Guest Guest Posted July 16, 2006 Share Posted July 16, 2006 By any chance have you had tutu installed (and uninstalled) to this particular BG2 setup? no i never used it You can send all three files to amber@mbnet.fi or copy paste their contens in this thread. You can open them in a regular text editor. files sent I don't think that the installation will work properly with parse error and you should unistall Amber. noooooooooo i dont want to I have a workaround coded for the next version of Amber, but there's a way to fix this manually right now. I'm by now means asking you to fix my bugs, though! So what do i have to do? Please let me know Link to comment
Meira Posted July 16, 2006 Share Posted July 16, 2006 All right, it was not what I first thought, and if I had read your error message more carefully I would have realised it a bit sooner. I guess I got mislead by the fact that you both got stuck on [POISONED] - I'm sorry about that. At this point I'm not actually sure what went wrong with your install, because in the dubugfile, couple dozen rows up from the error, WeiDU informs that: Not appending [1001 POISONED...] to [shoutids.ids] because it DOES contains [POISONED] Yet you still got error saying that it's not there: [sHOUTIDS.IDS] parsed [amber/scripts/M#AmbeAI.baf] PARSE ERROR at line 402 column 38-38 Near Text: ) [shout] argument [POISONED] not found in [sHOUTIDS.IDS] [sTATE.IDS] parsed [RACE.IDS] parsed [amber/scripts/M#AmbeAI.baf] parsed I studied you debugfile and it seems that the install was successful despite the parse error and even the m#ambeAI is parsed and not skipped. I'd still tried to uninstall and install Amber, if only to see if the error message is persistent and not only a some weird hickup. Link to comment
Guest Guest Posted July 16, 2006 Share Posted July 16, 2006 I studied you debugfile and it seems that the install was successful despite the parse error and even the m#ambeAI is parsed and not skipped. I'd still tried to uninstall and install Amber, if only to see if the error message is persistent and not only a some weird hickup. ok i tried first reinstall and it was the same, later i tried unistall and istall again and the error was still there anyway i will try to play and see if i can play amber mod thanks for help ill let you know if i met her Link to comment
Meira Posted July 16, 2006 Share Posted July 16, 2006 I studied you debugfile and it seems that the install was successful despite the parse error and even the m#ambeAI is parsed and not skipped. I'd still tried to uninstall and install Amber, if only to see if the error message is persistent and not only a some weird hickup. ok i tried first reinstall and it was the same, later i tried unistall and istall again and the error was still there anyway i will try to play and see if i can play amber mod thanks for help ill let you know if i met her <{POST_SNAPBACK}> Okay, when you have time can you throw copy of your shoutids.ids from your override folder at my direction? So that I can check out what's going on there. The file affected here (m#ambeAI) is Ambers combat AI, so it's not actually a critical part of the mod. However, if you experience any oddness during combat, try turning the AI off or changing Amber's custom combat script to one of the default ones. Link to comment
Guest Guest Posted July 16, 2006 Share Posted July 16, 2006 here is content of my shoutids.ids file 90 123 HEALME 124 ASSIST 125 ALERT 126 SOLAR_STANCE 1 ALERT_1 2 ESCAPE_AREA_2 3 ESCAPE_AREA_3 5 ATTACKED_BY_PC 5 ALERT_5 24 ENEMY_INVISIBLE_24 33 BOSS_IS_ON_A_RAMPAGE_33 50 ESCAPE_AREA_50 57 ATTACKED_BY_GOODCUTOFF_57 57 ALERT_57 68 ALERT_68 69 SPELLCASTING_69 69 ALERT_69 79 TURN_TO_ENEMY_79 79 ALERT_79 80 ALERT_80 81 RETREAT_80 82 RALLY_TO_ME_82 83 POISONED_83 83 HEALME_83 89 ATTACKED_BY_GOODCUTOFF_89 89 ALERT_89 99 HEARD_SHOUT_57 99 ALERT_99 100 ALERT_100 101 TORTURED_INNOCENT_101 101 ALERT_101 111 MOVE_TO_NEAREST_ENEMY 111 INCOMING_111 115 ALLIBAKKAR_ATTACKED_115 115 ALERT_115 116 LURRAXOL_ATTACKED_116 116 ALERT_116 121 MDK_SHOUT_121 122 MDK_SHOUT_122 151 ALERT_151 152 ALERT_152 153 HP_LT_20_ASSIST 153 HEALME_153 154 ATTACKED_BY_GOODCUTOFF_154 154 INCOMING_154 155 ATTACKED_BY_EVILCUTOFF_155 155 INCOMING_155 199 ALERT_199 200 POISONED_200 2001 HURT 2002 UNDER_ATTACK 2003 ATTACKING 2004 MAGE_HURT1 2005 MAGE_HURT2 2006 MAGE_HURT3 2007 MAGE_HURT4 2008 CDT_HURT1 2009 CDT_HURT2 2010 CDT_HURT3 2011 CDT_HURT4 2012 FIG_HURT1 2013 FIG_HURT2 2014 FIG_HURT3 2015 FIG_HURT4 2016 NEAR_DEATH 2017 DISEASED 2018 HELP 2019 NEED_POTION 2020 RECIEVED_POTION 2021 CHARMED 2022 HELD 2023 BLIND 2024 BOMB 2026 INCOMING_2 2027 INCOMING_3 2028 REGROUP 2029 RUN_AWAY 2030 NHEE 2031 GRAIL 3000 WIZARD 3001 ROGUE 3002 PRIEST 3003 FIGHTER 3004 NO_CURES_LEFT 4000 NEED HELP 4040 CONFUSED 4100 AREA_EFFECT_GROUP 4200 IN_AREA_EFFECT 4210 NOT_IN_AREA_EFFECT 66 DEAD_MEAT 84 IM_BLIND Link to comment
CamDawg Posted July 16, 2006 Share Posted July 16, 2006 We need to tighten up your POISONED append. Currently, it's using this: APPEND ~shoutids.ids~ ~1001 POISONED~ UNLESS ~POISONED~ The UNLESS clause is matching anything, including POISONED_83 from Guest/ryba's shoutids.ids file. So, plain old POISONED is not appended, leading to the symbolic lookup failure. If you tighten up the regexp a bit, like so, it should work: APPEND ~shoutids.ids~ ~1001 POISONED~ UNLESS ~\bPOISONED\b~ However, test this--I can remember devSin commenting on the flakiness of \b before. Link to comment
Meira Posted July 16, 2006 Share Posted July 16, 2006 Okay, the problem itself is clear now: your shoutids.ids indeed already does contain the word POISONED, twice to be exact. Too bad they're followed by _83 or _200. I didn't actually know that WeiDU wouldn't check for the exactly same entry, not just for an entry that contains the same word, when checking if POISONED needs to be appended to the shoutids.ids. Oh well, that might mean that Amber's custom combat AI will cause the game to crash if her it is in use and she gets poisoned. But I'm not sure actually. Now I'll just have to figure out how to patch this for future versions... EDIT: Cam was faster! Thanks again! Link to comment
CamDawg Posted July 16, 2006 Share Posted July 16, 2006 Okay, the problem itself is clear now: your shoutids.ids indeed already does contain the word POISONED, twice to be exact. Too bad they're followed by _83 or _200. I didn't actually know that WeiDU wouldn't check for the exactly same entry, not just for an entry that contains the same word, when checking if POISONED needs to be appended to the shoutids.ids. UNLESS uses regular expressions to match your clause; in this case it was just a bit loose and was matching stuff that it shouldn't. Oh well, that might mean that Amber's custom combat AI will cause the game to crash if her it is in use and she gets poisoned. But I'm not sure actually. If the game can not find a symbolic lookup, it just uses 0 and moves on. There won't be any crashing, but you will have install errors like this and the scripting relating to being poisoned will likely just not work. Now I'll just have to figure out how to patch this for future versions... I think the revised code above should do it. If not, you can always use direct numeric values for the shouts in your scripts and dialogues. Link to comment
Meira Posted July 16, 2006 Share Posted July 16, 2006 Oh well, that might mean that Amber's custom combat AI will cause the game to crash if her it is in use and she gets poisoned. But I'm not sure actually. If the game can not find a symbolic lookup, it just uses 0 and moves on. There won't be any crashing, but you will have install errors like this and the scripting relating to being poisoned will likely just not work. Okay, that's good to know. Now I'll just have to figure out how to patch this for future versions... I think the revised code above should do it. If not, you can always use direct numeric values for the shouts in your scripts and dialogues. <{POST_SNAPBACK}> Heh... that's probably the best sollution, I think the AI uses currently both text and numeric values. Link to comment
Guest Guest Posted July 16, 2006 Share Posted July 16, 2006 well im glad i could help in improving next versions Link to comment
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