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bug with specialist mage descriptions on BGEE - solution attached


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Found a bug: when installing on BGEE, the "Improved Specialist Mage Descriptions" component (DESIGNATED 30) changes the wrong entries in kitlist.2da.

 

It's a simple fix, just checking for the engine and bumping the SET_2DA_ENTRY row values by one. I'm attaching a fixed .tp2 that should work.

 

I don't know if Idobek is around anymore but maybe Mike1072 or Camdawg or theacefes, or someone else with some authority, can verify the fix and update the mod.

Edited by subtledoctor
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The attached file above (when extracted) doesn't look like a tp2 file?

 

 

 

Subtledoctor, would you be willing to collaborately incorporate a fix for BGT installs to correctly issue Adventurer kit to Imoen into a tp2?

 

Appending line 541 from

 

 

ACTION_FOR_EACH script IN _imoen bgimoen2 BEGIN

 

to

 

ACTION_FOR_EACH script IN _imoen bgimoen bgimoen2 BEGIN

 

 

should do the trick.

Edited by ithildurnew
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This can be contributed to the Big World Fixpack as a patch, and it will be applied if you use BWS to install these mods for BGEE. Fixpack was recently added to BWS for BGEE and BG2EE.

 

We have a user on SHSForums who failed to install two other NPCKitpack components on BG2EE:

 

- Adventurer kit for Nalia

- Red Wizard title for Edwin

 

Both failed on weapprof.2da. Might be similar issue.

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BWS is well and good but it'd also be good to have a fixed tp2 here in the mod's own forum for people who don't use/know about BWS.

 

I did look again more closely at the attached file provided by subtledoctor; there's some kind of tp2 file content buried in there but it doesn't look like it's related to this particular mod.

Edited by ithildurnew
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Weird, something must have gotten scrambled in the upload. I'll try again, the edited .tp2 is attached to this post.

 

To clarify the issue, if you open the .tp2 from lines 88 to 104 should be placed inside an ACTION_IF block:

ACTION_IF ENGINE_IS ~tob~ BEGIN
...
END

Then that block should be duplicated, aiming at the EE games:

ACTION_IF GAME_IS ~bgee bg2ee~ BEGIN
...
END

...but in the second block, the first value in all the SET_2DA_ENTRY commands should be increased by 1.

Edited by subtledoctor
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I have tried your attached npckit.tp2, but still get this error

ERROR: Cannot find 0 rows with at least 70 columns.ERROR: [weapprof.2da] -> [override] Patching Failed (COPY) (Failure("Cannot Set 2DA Entry"))

ERROR: Failure("Cannot Set 2DA Entry")
Add Red Wizard to Edwin's Kit Description (NPC Kitpack) was not installed due to errors.

 

ERROR: Cannot find 0 rows with at least 70 columns.ERROR: [weapprof.2da] -> [override] Patching Failed (COPY) (Failure("Cannot Set 2DA Entry"))
ERROR: Failure("Cannot Set 2DA Entry")
Give Nalia Adventurer Kit (NPC Kitpack) was not installed due to errors.

 

I am installing npckit with BWS on BG2EE.

Edited by roooriii
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That a different error that, unfortunately, I have neither the time nor the inclination to fix.

 

At the end of the day, this mod was never updated to work with the EE games, and is currently abandonware. It's not what anyone wants to hear, but this simply shouldn't be used with the EEs unless and until someone steps up to take over the reins.

 

NPC_EE is an option in the meantime (though of course it is a different, and for some, less desirable, option).

Edited by subtledoctor
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Oh - sorry for the mischaracterization! Basically it just seemd to me that, while collecting code updates and fixes from the community generally works fine, for something like a big update adding EE compatibility it wants a more concentrated effort from a single authority.

 

In truth, when I first made NPC_EE for this purpose, I wanted to get in touch with whoever is in charge of NPCKit to look into adding these kits as options in NPC_EE... or, donating my kit options to this mod. Basically, instead of having 2 mods that do similar things in the same area of the game, make a unified .tp2 that presents players with all the options of both mods.

 

But, before i make that approach, i want to implement a new idea for NPC_EE v3 that will make it much more flexible...

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The author of NPC Kitpack (Idobek) was last active over a year ago on these forums. The readme states it may not be compiled or redistributed in any form without the author's consent. I read that to mean incorporating components of NPC Kit Pack into NPC_EE would require the author's permission.

 

You could try sending Idobek a PM.

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Idobek was last active over a year ago ... it may not be compiled or redistributed in any form without the author's consent.

 

Right, that's why my thought of possibly combining mods or contributing to this mod never happened, and I kept my mod separate and with separate content and specifically for EE games. And, that's why it seems pretty dicey for players (and BWS) to try to install this on EE games. "Abandonware" was perhaps overstating it, but the fact is, parts of the mod don't work, and there doesn't seem to be much progress making them work.

Edited by subtledoctor
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