pro5 Posted November 12, 2006 Share Posted November 12, 2006 APPEND ~specific.ids~ ~6 ELFVES_AT_EXIT_FROM_UNDERDARK,_OROGONS_IN_UMAR_HILLS~ UNLESS ~^6 ELFVES_AT_EXIT_FROM_UNDERDARK,_OROGONS_IN_UMAR_HILLS~ The "," is not a valid symbol for IDS file, and causes parse errors. Link to comment
pro5 Posted November 12, 2006 Author Share Posted November 12, 2006 Also found a small mistake in following code: // familiar attacks lack icons COPY_EXISTING ~imp.itm~ ~override~ // imp soa ~impclaw.itm~ ~override~ // imp tob ~impqua.itm~ ~override~ // quasit soa ~meplig.itm~ ~override~ // will be cloned into new fixpack item ~mepfir.itm~ ~override~ // will be cloned into new fixpack item ~cdmeplig.itm~ ~override~ // new fixpack item ~cdmepfir.itm~ ~override~ // new fixpack item ~quasclaw.itm~ ~override~ // quasit tob PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN WRITE_ASCII 0x3a ~iwolf~ #8 READ_SHORT 0x64 "abil_off" READ_SHORT 0x68 "abil_num" FOR (index = 0; index < abil_num; index = index + 1) BEGIN WRITE_ASCII ("%abil_off%" + 0x04) ~iwolf~ #8 END END BUT_ONLY_IF_IT_CHANGES The abilities offset field is 4 bytes long, so: READ_SHORT 0x64 "abil_off" should be READ_LONG 0x64 "abil_off" Link to comment
SimDing0 Posted November 12, 2006 Share Posted November 12, 2006 Um. Who's been coding the fixpack drunk? Link to comment
CamDawg Posted November 13, 2006 Share Posted November 13, 2006 Argh. The specifics.ids can be avoided for now by not installing the Modder component and may not affect players at all. I installed several mods on my current Fixpacked game with the flawed specifics.ids and no complaints which is definitely why I didn't notice the error. However, it's more likely to cause issues with AI mods, of which I have none installed. The latter error is in the beta fixes and, while it should be fixed, the patch will still work unless those items have more than 65,536 abilities. Link to comment
SimDing0 Posted November 13, 2006 Share Posted November 13, 2006 Does "fixed" just mean "just the comma" or "the whole lot is gone"? Because I don't think we should be filling everyone's IDSes with ELVFES. Link to comment
devSin Posted November 13, 2006 Share Posted November 13, 2006 I don't see the point of filling out SPECIFIC either, ELFVES or no. The latter error is in the beta fixes and, while it should be fixed, the patch will still work unless those items have more than 65,536 abilities.It won't ever fail. Count is always 2 bytes, and the offset won't ever be anything but 0x72 in the real world (it's the abilities offset, not effects, so the number of abilities doesn't matter). Link to comment
Nythrun Posted November 16, 2006 Share Posted November 16, 2006 However, it's more likely to cause issues with AI mods, of which I have none installed. It would be an odd ids file that took umbrage at having more than one ascii string associated to a number - this is quite harmless Link to comment
CamDawg Posted November 17, 2006 Share Posted November 17, 2006 It would be an odd ids file that took umbrage at having more than one ascii string associated to a number - this is quite harmless I was thinking of the decompile-replace-compile style patches, where decompiling with an invalid entry would cause issues when it tries to recompile the script. Link to comment
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