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guyudennis

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Everything posted by guyudennis

  1. Shameless borrowed from Kit Revisions: // YYS: adapted from kit_strref.tpa DEFINE_ACTION_FUNCTION ~GET_KIT_STRREF_EET~ STR_VAR kit_name = ~~ RET kit_strref_eet BEGIN OUTER_SET kit_strref_eet = 0 - 1 ACTION_IF (STRING_LENGTH ~%kit_name%~ > 0) BEGIN COPY_EXISTING ~bgclatxt.2da~ ~override~ TO_LOWER kit_name COUNT_2DA_COLS cols READ_2DA_ENTRIES_NOW rows cols FOR (row = 0; row < rows; ++row) BEGIN READ_2DA_ENTRY_FORMER rows row 0 kit TO_LOWER kit PATCH_IF (~%kit%~ STRING_EQUAL ~%kit_name%~) BEGIN READ_2DA_ENTRY_FORMER rows row 4 kit_strref_eet SET row = rows END END BUT_ONLY END END Then in tp2 I did this: ACTION_IF (FILE_EXISTS_IN_GAME ~bgclatxt.2da~) BEGIN // YYS: utilize bgclatxt.2da for eet games LAF ~GET_KIT_STRREF_EET~ STR_VAR kit_name = ~fighter~ RET kit_strref_eet END // YYS: get class/kit description string ref STRING_SET_EVALUATE kit_strref_eet @1 // YYS: update class/kit description END You need to do the same for clastxt.2da as well. If EET is your only focus, then that's all I believe. If you somehow also wants your mod to be compatible to individual EE games and also the classic games, then you first need to set up a few more checks so that it can fall back to kitlist.2da for classic games, then you need to take care of the Archer, whose codename changes from Feralan (in bg/sod) to Archer (in bg2/tob). OUTER_SPRINT a variable, set it to ~archer~ by default then if GAME_IS (~bgee sod~) set it to ~feralan~ instead...
  2. When you patched kit descriptions, did you patch just kitlist.2da/clastext.2da? Did you also *additionally* patch bgclatxt? I believe in EET the former is used for the BG2/ToB portion of the game, while the latter is used for the BG1/SoD portion of the game. sodcltxt.2da is also there, but I don't know if it actually has any impact.
  3. Can confirm here (Catalina) as well. I installed EET this time only to look at string references, so did not bother to actually *run* the game after successful installation. My bad.
  4. I don't think it's an issue of relative file path, but rather an issue of 2.6 changing the name of the executable itself (from "BaldursGateIIEnhancedEdition" to "BaldursGate-macOS") I changed Lines 2535 to 2538 from this: ACTION_IF FILE_EXISTS ~BaldursGateIIEnhancedEdition.app/Contents/MacOS/BaldursGateIIEnhancedEdition~ BEGIN OUTER_SPRINT exec ~./BaldursGateIIEnhancedEdition.app/Contents/MacOS/BaldursGateIIEnhancedEdition~ END ELSE ACTION_IF FILE_EXISTS ~../MacOS/BaldursGateIIEnhancedEdition~ BEGIN OUTER_SPRINT exec ~../MacOS/BaldursGateIIEnhancedEdition~ to this, and it installed just perfectly: ACTION_IF FILE_EXISTS ~BaldursGateIIEnhancedEdition.app/Contents/MacOS/BaldursGate-macOS~ BEGIN OUTER_SPRINT exec ~./BaldursGateIIEnhancedEdition.app/Contents/MacOS/BaldursGate-macOS~ END ELSE ACTION_IF FILE_EXISTS ~../MacOS/BaldursGate-macOS~ BEGIN OUTER_SPRINT exec ~../MacOS/BaldursGate-macOS~ Now that I have my Mac, I also verified with a backup of 2.5, and can confirm the aforementioned name change indeed. Why Beamdog wanted to change that I don't know. I think if you want to make the installer compatible with both 2.5 and 2.6, you could either append my changed lines to the original lines, or do a ACTION_FOR_EACH? Sorry, I probably should have reported my results earlier.
  5. @K4thos: Installing on MacOS failed with error message "Baldur's Gate II executable not found"; tried several times with the exact same error message. Taking a look at EET/EET.tp2, I think the problem might come from the block of code here: ///// \\\\\ ///// Exe patching \\\\\ ///// \\\\\ OUTER_SET found_exe = 0 ACTION_IF ~%WEIDU_OS%~ STR_EQ ~win32~ BEGIN ACTION_IF FILE_EXISTS ~Baldur.exe~ BEGIN COPY ~Baldur.exe~ ~Baldur.exe~ AT_NOW ~%lua% %MOD_FOLDER%/lib/binary.lua Baldur.exe~ OUTER_SET found_exe = 1 END END ELSE ACTION_IF ~%WEIDU_OS%~ STR_EQ ~osx~ BEGIN ACTION_IF FILE_EXISTS ~BaldursGateIIEnhancedEdition.app/Contents/MacOS/BaldursGateIIEnhancedEdition~ BEGIN OUTER_SPRINT exec ~./BaldursGateIIEnhancedEdition.app/Contents/MacOS/BaldursGateIIEnhancedEdition~ END ELSE ACTION_IF FILE_EXISTS ~../MacOS/BaldursGateIIEnhancedEdition~ BEGIN OUTER_SPRINT exec ~../MacOS/BaldursGateIIEnhancedEdition~ END ACTION_IF VARIABLE_IS_SET exec BEGIN COPY ~%exec%~ ~%exec%~ AT_NOW ~%lua% %MOD_FOLDER%/lib/binary.lua %exec%~ OUTER_SET found_exe = 1 END END ELSE BEGIN //unix ACTION_FOR_EACH file IN BaldursGateII BaldursGateII64 BaldursGateIIEnhancedEdition BaldursGateIIEnhancedEdition64 BEGIN ACTION_IF FILE_EXISTS ~%file%~ BEGIN COPY ~%file%~ ~%file%~ AT_NOW ~%lua% %MOD_FOLDER%/lib/binary.lua ./%file%~ OUTER_SET found_exe = 1 END END END ACTION_IF found_exe = 0 BEGIN FAIL ~Baldur's Gate II executable not found~ END Where it was expecting to find ~BaldursGateIIEnhancedEdition.app/Contents/MacOS/BaldursGateIIEnhancedEdition~, while at least in my BaldursGateIIEnhancedEdition.app/Contents/MacOS/ folder, I have only "baldursgate-macos" and "libsteam_api.dylib" present. I don't have my mac with me at the moment, so I cannot test myself, but wanted to point it out anyways. Could it be Beamdog changed the name of the executable with the 2.6 upgrade?
  6. Hi Subtledoctor, Without a computer at hand, I figure I will just ask: if I installed Spell Revisions and Kit Revisions first, would I be able to just install the druid multi-class bit from FnP, and have it pick up the ranger kits from KR for a ranger/druid build? Thanks in advance!
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