guyudennis
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Posts posted by guyudennis
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2 hours ago, morpheus562 said:
I am experiencing an issue where kit descriptions and names for modified or new kits are not displaying during the BGEE portion of the game but are showing correctly when entering BG2EE. I am not sure if this has been addressed or if a workaround has been discovered, but I haven't found an answer. I noticed this during previous versions of eet on patch v.2.5.x from Beamdog and again with the recent eet v13 running Beamdog patch v2.6.6.
Does anyone know why these are not displaying correctly when playing EET? Thank you!
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.
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22 hours ago, StefanO said:
After changing the executable name EET installs without errors. Unfortunately the program dies:
Exception Type: EXC_BAD_ACCESS (Code Signature Invalid) Exception Codes: 0x0000000000000032, 0x0000000100c0ddb0 Exception Note: EXC_CORPSE_NOTIFY Termination Reason: Namespace CODESIGNING, Code 0x2
Obviously macos (BigSur) doesn't allow the execution of modified binaries. I don't know if there is a way around this check.
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.
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4 hours ago, K4thos said:
please provide exact relative patch to game binary (including filename), starting from directory with chitin.key.
most likely it can. The file is just not found in the expected directory.
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.
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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?
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17 minutes ago, subtledoctor said:
I have no idea how this interacts with KR, since KR is neither finished nor supported. FnP does not acknowledge KR and I don't know what the result will be if it is there.
FnP has a specific idea of a "Forest Ranger" and I think that is what will be applied in the ranger/druid multi. It's possible it just applies whatever kit characteristics are in CLABRA01.2da (which would be the KR ranger), but it's also possible that the FnP rangers component wipes out and overwrites whatever is there. You might try skipping FnP rangers and just install the multi druids... but I haven't tested it with KR, so no promises.
EDIT - on rereading I see that the latter idea is in fact what you are contemplating. I guess... worth a try?
Thanks for the quick reply. Guess I shall give it a try.
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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!
Kit Description Missing
in Enhanced Edition Trilogy
Posted
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...