Jump to content

Prof Errata

Modders
  • Posts

    224
  • Joined

  • Last visited

Posts posted by Prof Errata

  1. 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
     

  2. 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~
  3. 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…

  4. 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…

  5. 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.

     

  6. 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

  7. 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!~

  8. 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
                            END

    That’s all. Thank you by advance, it has got me out of a spot.

  9. Voilà, the title tells allI 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.

  10. 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.

    SETUP-KAYA.DEBUG

    WeiDU.log

    setup-Kaya.tp2

  11. 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.

     

  12. 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.

    TobEx.log

    GAIUS.cre

×
×
  • Create New...