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Posts posted by Prof Errata
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Can you be more precise, Jarno, for this REGEXP line ?
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Voila…thank you for your help.
Spoiler///////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////// // Mod Artemus Jansen pour BG2ToB par Prof Errata // ///////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////// BACKUP ~Artemus\backup~ AUTHOR ~Prof Errata~ LANGUAGE ~Francais~ ~french~ ~Artemus/translations/french/dialog.tra~ BEGIN @10 // Creature Stuff COPY ~Artemus/creatureArtemusS.bmp/~ ~override~ COPY ~Artemus/creature/ARTEMUS.CRE~ ~override/ARTEMUS.CRE~ SAY NAME1 @11 // Stores COPY ~Artemus/store/Artemus.STO~ ~override/Artemus.STO~ SAY NAME2 @12 // Dialogues APPEND ~STATE.IDS~ ~0x80101FEF CD_STATE_NOTVALID~ UNLESS ~CD_STATE_NOTVALID~ COMPILE ~Artemus/dialogue/Artemus.d~ // Dragon Scales BEGIN ~Adding Items~ DESIGNATED 1 COPY_EXISTING ~gorsal.cre~ ~override~ ADD_CRE_ITEM ~scaler~ #0 #0 #0 ~NONE~ COPY_EXISTING ~dracblac.cre~ ~override~ ADD_CRE_ITEM ~scaleb~ #0 #0 #0 ~NONE~ //Items COPY ~Artemus/Items/PEARMCAM.ITM~ ~override/PEARMCAM.itm~ SAY NAME1 @200 SAY NAME2 @201 COPY ~Artemus/Items/PEEPEDOG.ITM~ ~override\PEEPEDOG.itm~ SAY NAME1 @210 SAY NAME2 @211 COPY ~Artemus/Items/PEFLEALC.ITM~ ~override\PEFLEALC.itm~ SAY NAME1 @220 SAY NAME2 @221 COPY ~Artemus/Items/PEMASCUT.ITM~ ~override\PEMASCUT.itm~ SAY NAME1 @230 SAY NAME2 @231 COPY ~Artemus/Items/PEROBMAG.ITM~ ~override\PEROBMAG.itm~ SAY NAME1 @240 SAY NAME2 @241 COPY ~Artemus/Items/PESTAFLA.ITM~ ~override\PESTAFLA.itm~ SAY NAME1 @250 SAY NAME2 @251 // Scripts Extensions EXTEND_BOTTOM ~ar0702.bcs~ ~Artemus/baf/Artemus.baf~ AT_INTERACTIVE_EXIT ~VIEW Artemus/Artemus.txt~
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and the nightmare only begins…well I’ll see tomorrow which isscales.txt the root of the problem…and thank you, Jastey, for your help.
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But well, the install of your lines, Jarno, doesn’t work now…argh…
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Well I can’t install my mod now, it seems this time it’s a problem with the addition of the scales, script made today by Jarno…argh…
NB: how to empty my attachments please ?
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It’s with a mischievous remark from your part that we can nearly complete this precious help; I will see tomorrow if all is OK. And of course, I can only to thank you for your marvellous skills, Ô Great Lady of Computer Science…and now it’s best to sleep on it…
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Well, it seems that we see now the last turn before the final release. Is it possible to envisage the last version of SRv4 soon, for this summer I hope ? The debugging work is impressive and it seems now that a stabilized version is nearly ready. Well, friends modders the ball is in your court now…
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Waou ! Thank you very much for your help, Jastey. Sorry, I can’t send you flowers but the heart is here…Are you in computers like Kat Bellla and many others ? This explains that. Note: it’s the third time that I have received precious technical helps here in the G3 forums for my mods, and I’m delighted. Merci 1000 fois !
little precisions here:
@105 : it’s the first line said by Artemus when he see Jan for the first time. Here the whole line, in French until now:
@105 =~Que le grand cric me croque! Mais voilà une tête qui m’est familière! Mon cher cousin Jan, spécialiste avéré de toutes les entourloupes possibles et imaginables…alors, Golodon a enfin fini par te virer? Ce qui ne me surprendrait guère au passage…~
@101 and @102: actually they are <CHARNAME> lines. ok
What do you mean exactly with CHAIN/APPEND…END? I’venot the intention to add more dialogs, these ones are definitive until now.
About the new line in the tp2, it’s ok like that ? in the dialogues section ?
// Dialogues
COMPILE
~Artemus/dialogue/Artemus.d~
APPEND ~STATE.IDS~ ~0x80101FEF CD_STATE_NOTVALID~ UNLESS ~CD_STATE_NOTVALID~my prefix: BEGIN ~PEARTEMU~ // PE has been already used for my first mod (PEKAYA)
So, now is it possible to send me the definitive lines, without the comments please ?
NB: is there a person here in G3 who understand French ? It will help a lot.
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there isn’t any <CHARNAME> answer, when he speaks to Artemus ->
@100 = ~Salutations <LADYLORD>, bienvenue dans la boutique d’Artemus Jansen (c’est moi!) . Voudriez-vous acheter quelques-uns de mes objets de grande qualité ?~
(test variable etc)
->101
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They are the greetings, in French but I have the translation here:
@101 = ~Salut à vous, messire gnome. Regardons donc ce que vous avez.~
@102 = ~Peut-être une autre fois.~
@103 = ~Comme vous voulez.~
@104 = ~Revenez bientôt!~@101 = ~Hello to you , sir gnome. Let's see what you have.~
@102 = ~Maybe another time.~
@103 = ~As you will.~
@104 = ~Come again!~
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So, I’ve nearly finished my second merchant mod, and I’ve difficulties to understand precisely how to function a .d file. Well I’mnot the dumbest guy here about the IE modding, but until now I don’t understand clearly how functions the variables; it concerns here an exchange between Jan and his cousin Artemus (a merchant - ARTEMUS.CRE). It works like this:
BEGIN ~Artemus~
// presentation Artemus
IF ~True()
~ THEN BEGIN 0
SAY @100// TEST VARIABLE if Jan is present in the team:
// 1. if JAN isn’t here (VARIABLE) -> GOTO 101 -> shop open
-> GOTO 102 not interested 103 104
END
// 2. if Jan is here (VARIABLE) -> GOTO 105 Artemus speaks
106 Jan
107 Artemus
108 Jan
109 Artemus
110 Jan
111 Artemus has the last word
END
GOTO 101
GOTO 102 not interested 103 104
// 3. if Jan is here but has already spoken (VARIABLE) -> GOTO 101
-> GOTO 102 not interested 103 104
ENDThat’s all. Thank you by advance, it has got me out of a spot.
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ah joie ! Thank you Jarno ! Now the dlg files and it’ll be ok…
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Voilà, the title tells all. I wish to add dragon scales to existing dragons in BG2ToB for a mod and I don’t find the exact lines of codes until now in order to do this. I wish to add:
- black bragon scales - SCALEB.ITM - to Nizi-machin - DRACBLAC.CRE -
- red dragon scales - SCALER.ITM - to Saladrex - GORSAL.CRE -
and in a near future green dragon scales
So is it possible to give me the exact lines of code please ? And by the way, how to add "vanilla" items to "vanilla" creatures for BG2ToB ? Thank you by advance.
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By the way, I hope that SR v4 will be finalized soon, that will allow me to release Kaya v2.
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IT WORKS ! YOUPI ! Thank you Mike, now I can send my mod !
NB: you are Canadian, so do you live near of the province of Quebec ?
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is it possible to send me the whole tp2 modified by you ?
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Dear Mike, I’ve tried again with your new code; well it didn’t work too !
Nevertheless thank you for your quick response.
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eh bien tant pis…well, thanks all the same; if somebody could take now over about this problem, I’ll be very happy. Thanks by advance.
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Dear Bartimaeus, thank you for your help. But well, despite of it the install process doesn’t work at all. I’ve modified the tp2 file of my mod with your code, and after with the add of an A in the "ISCRL1R" line, but well…I think it’s only a little problem of syntax, so I hope that it will be solved without difficulty with yours IE programming skills. NB: my mod is a store that sell all the SR 3.1.03 arcanic spells.
I put here the files, if you can to have a look on these. Thank you by advance.
Sorry if my English isn’t perfect, it’s not my mother tongue.
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Here the problem: I’m creating currently a little spell shop mod for BG2ToB, and I’ve noticed a little icon error for a precise spell scroll - GhostForm SCRLW801.ITM, Level 8 - in Spell Revisions 3.1.03.
If the spell - SPWI801.SPL - has a correct icon of presentation (identical to SCRL1R.ITM Wraithform spell -> ISCRL1R.BAM) , it’snot the case for the corresponding scroll - SCRLW801.ITM - that has the icon of Tenser's Transformation - SPWI603A.BAM, Level 6 - ! So I hope that a charitable hand will permit to give me the exact manipulation of code in order to have a correct presentation of this damned scroll. Note I’ve already made a successful modification of SR for this scroll with Near Infinity, but what I wish precisely is a line of code after the installation of SR, like this:
- install SR 3.1.03 first;
- the shop mod installed;
- a command in my tp2 in my mod, like this: IF SCRLW801.ITM is detected, change ONLY its present BAM (SPWI603A.BAM) for the ISCRL1R.BAM without touch to the translations files.
That’s all. Thank you by advance.
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I have found a problem with Tweaks v32 - the last version - : when I entered my team in the sewers - in the Temples District of Athkatla - I have had a crash on my last BG2/ToB install and I return on Windows. I haven’t encountered this problem before with the RC versions of Tweaks 32. So I have made many attempts, on SoA and ToB and it seems that the problem is Gaius, the member mage of the evil adventurers team in the sewers, who have been modified moreover by Revised Battles; I had a look at his CRE file and I haven’t found anomalies at first sight. I put here my ToBEx log here, and I hope this problem will be resolved soon.
How to add "vanilla" items to "vanilla" creatures in BG2?
in Modding Q&A
Posted
The nightmare continue…I have modified yet my tp2 like you have suggested, Mike, and I have an error message…
// Dragon Scales
COPY_EXISTING ~gorsal.cre~ ~override~
ADD_CRE_ITEM ~scaler~ #0 #0 #0 ~NONE~ ~INV~
COPY_EXISTING ~dracblac.cre~ ~override~
ADD_CRE_ITEM ~scaleb~ #0 #0 #0 ~NONE~ ~IN
here the Debug file:
WeiDU v 24600 Log
E:\Baldurs Gate II\setup-Artemus.exe
version = 24600
[.\CHITIN.KEY] loaded, 590481 bytes
[.\CHITIN.KEY] 182 BIFFs, 41788 resources
[./Autorun.ini] loaded, 1228 bytes
[./baldur.ini] loaded, 3187 bytes
Possible HD/CD Path: [E:\Baldurs Gate II]
Possible HD/CD Path: [E:\Baldurs Gate II\data\]
Possible HD/CD Path: [E:\Baldurs Gate II\data\]
Possible HD/CD Path: [E:\Baldurs Gate II\data\]
Possible HD/CD Path: [E:\Baldurs Gate II\data\]
Possible HD/CD Path: [E:\Baldurs Gate II\data\]
Possible HD/CD Path: [E:\Baldurs Gate II\data\]
[./goglog.ini] loaded, 52355 bytes
[./Keymap.ini] loaded, 5621 bytes
[.\dialog.tlk] loaded, 9921992 bytes
[.\dialog.tlk] 75625 string entries
[.\dialogf.tlk] loaded, 9997872 bytes
[.\dialogf.tlk] 75625 string entries
[ARTEMUS/SETUP-ARTEMUS.TP2] PARSE ERROR at line 44 column 1-14
Near Text: /
GLR parse error
[ARTEMUS/SETUP-ARTEMUS.TP2] ERROR at line 44 column 1-14
Near Text: /
Parsing.Parse_error
ERROR: parsing [ARTEMUS/SETUP-ARTEMUS.TP2]: Parsing.Parse_error
ERROR: problem parsing TP file [ARTEMUS/SETUP-ARTEMUS.TP2]: Parsing.Parse_error
FATAL ERROR: Parsing.Parse_error
WeiDU Timings
load TLK 0.000
parsing .log files 0.000
loading files 0.000
unmarshal KEY 0.016
Parsing TP2 files 0.016
stuff not covered elsewhere 0.016
unmarshal TLK 0.047
TOTAL 0.094