jastey Posted September 20, 2007 Share Posted September 20, 2007 EDIT: New redirection to single consolidated top-level sticky patch: http://forums.gibberlings3.net/index.php?s...st&p=108059 I apologise for the inconvenience! -cmorgan The good news is that the bigg has fixed up WeiDU to make sure that the String.Sub error will not appear any more, as he has made sure that .cres who may be rebuilt to EFFv1 by other mods (or left that way by the Tutu conversion process) will be correctly patched. The fix for the String.Sub error is to upgrade to WeiDU v202. The other good news is that the error above with the END used to fail silently, meaning that because I (cmorgan) left an extra END in there, the patching on Tutu v4 installs did not complete for TOTSC files, etc. Now that we have discovered it, the files will patch correctly on Tutu v4 installs. PLEASE do not move back to v198, et al, thinking this is a WeiDU error; it may *appear* to work under earlier versions, but only partially works. Use WeiDU v202. (quoted from cmorgan) There was an installation error reported from two installs: [./override/_NEB.cre] loaded, 1124 bytesERROR: [_NEB.cre] -> [override] Patching Failed (COPY) (Invalid_argument("String.sub")) Stopping installation because of error. If you encounter this problem, please follow the instructions in this post: [EDIT: REMOVED] We are searching for the reasons of this (gladly rather seldom) error, and hopefully be able to track it down. EDIT: Maybe this could be stickied. [cmorgan edit> someone beat me to it; edited for further content, and instructions on recovery placed below. ] Link to comment
Caillean Posted September 20, 2007 Share Posted September 20, 2007 I've had the very same message once during installation, but it was about Tiax... Unfortunately I don't know which version of the mod it was, but I think the installation was messed up somehow. I started over again, made a new installation following cmorgan's notes about installation orders in the general forum. This time everything was fine... Link to comment
jastey Posted September 20, 2007 Author Share Posted September 20, 2007 This would be a vote for the "corrupted file from BG1 or Tutu conversion" explanation. When I encountered the Neb thing, I thought it's my Tutu that's corrupted, but seeing it in someone else's install makes me wonder whether this could be something systematic. If I'll have very, very much time I'll try a new Tutu install, too, but since it took me several tries to get it running at all.. gah. Link to comment
Caillean Posted September 20, 2007 Share Posted September 20, 2007 So it couldn't be connected to installation order? Anyway, the only thing I can say for sure that it was with Tutu V4, just in case that's helping along. Link to comment
Annalena Posted September 20, 2007 Share Posted September 20, 2007 I use Tutu v.4 and Tutufix v.17 and I never had this problem. And here are the mods, which I have installed. (I had make a new Tutu-Installation.) - BG1-Tutu-v4 - Tutufix-v.17 - Plasmo-BGBG2-v.1 - BG1NPCv.14 - BG1NPCMusic-v.4 - Gavin 1.3Beta - BG2_Tweaks-v.5 Maybe this information helps you, too. Link to comment
Garza Posted September 20, 2007 Share Posted September 20, 2007 When I encountered the Neb thing, I thought it's my Tutu that's corrupted Exactly my thoughts atm Jastey, have you ever seen such errors with SCS? Link to comment
jastey Posted September 20, 2007 Author Share Posted September 20, 2007 Jastey, have you ever seen such errors with SCS?I would have to try, I will let you know when I tried installing SCS (maybe tonight). Link to comment
Guest BloodBeast Posted November 9, 2007 Share Posted November 9, 2007 Hi there, Gents, I have an install error with BG1NPC V14 What I did was BG1 TOTSC PATCH 5512 BG2-SOA TOB PATCH 26498 EASYTUTU BG1NPC V14 I can't think of anything except the fact that I am using Atari's European version of Baldur's Gate on DVD. And then applying the US patch [BG1NPC\LIB\tutu_area_script_assign.tph] PARSE ERROR at line 442 column 1-3 Near Text: END GLR parse error [BG1NPC\LIB\tutu_area_script_assign.tph] ERROR at line 442 column 1-3 Near Text: END Parsing.Parse_error ERROR: parsing [BG1NPC\LIB\tutu_area_script_assign.tph]: Parsing.Parse_error [./override/FW1500.are] loaded, 9328 bytes [./override/FW0100.are] loaded, 30444 bytes [./override/FW2003.are] loaded, 1684 bytes Uninstalled 100 files for [BG1NPC.TP2] component 0. ERROR: Parsing.Parse_error PLEASE email the file SETUP-BG1NPC.DEBUG to The BG1 NPC Project Team: forums.gibberlings3.net/index.php?showforum=45 Using Language [English] [English] has 1 top-level TRA files [BG1NPC/TRA/english/setup.tra] has 116 translation strings Install Component [The BG1 NPC Project: Required Modifications for Version 14, September 18, 2007]? [I]nstall, or [N]ot Install or [Q]uit? [./override/FW0100.are] loaded, 30444 bytes [./override/_sw1h01.itm] loaded, 362 bytes [./override/_sw1h01.itm] loaded, 362 bytes [./override/_sw1h01.itm] loaded, 362 bytes [./override/_sw1h01.itm] loaded, 362 bytes [./override/_sw1h01.itm] loaded, 362 bytes [./override/_sw1h01.itm] loaded, 362 bytes [./override/FW0100.are] loaded, 30444 bytes Saving This Log: NOT INSTALLED DUE TO ERRORS The BG1 NPC Project: Required Modifications for Version 14, September 18, 2007 Link to comment
cmorgan Posted November 10, 2007 Share Posted November 10, 2007 Yep - you are a smart person for installing using WeiDU v202 The problem is a single misplaced END. I believe CamDawg has updated the existing distributable version as of last week, but for anyone who has this error, the fix is very simple: go to the file D:\BaldursGateTutuInProgress\BG1NPC\lib\tutu_area_script_assign.tph and open it up using a simple editor (Notepad, etc. NOT MS WORD!!!) Find line 442 a bunch of stuff, then ~FW6100.ARE~ ~override~ // Encounter: Road WRITE_EVALUATED_ASCII 0x95 ~%SOURCE_RES%~ #7 // area script WRITE_ASCII 0x94 ~_AR~ #3 // area script BUT_ONLY_IF_IT_CHANGES END /* ToSC only: */ ACTION_IF FILE_EXISTS_IN_GAME ~FW1500.are~ THEN BEGIN // if TotSC is installed COPY_EXISTING ~FW0500.ARE~ ~override~ // TotSC: Durlag's Tower etc. and remove that END (the actual line 442) so that the file looks like this: a bunch of stuff, then ~FW6100.ARE~ ~override~ // Encounter: Road WRITE_EVALUATED_ASCII 0x95 ~%SOURCE_RES%~ #7 // area script WRITE_ASCII 0x94 ~_AR~ #3 // area script BUT_ONLY_IF_IT_CHANGES /* ToSC only: */ ACTION_IF FILE_EXISTS_IN_GAME ~FW1500.are~ THEN BEGIN // if TotSC is installed COPY_EXISTING ~FW0500.ARE~ ~override~ // TotSC: Durlag's Tower etc. FOR FOLKS EXPERIENCING THIS ERROR OR THE _NEB/_TIAX ERROR: The good news is that the bigg has fixed up WeiDU to make sure that the String.Sub error will not appear any more, as he has made sure that .cres who may be rebuilt to EFFv1 by other mods (or left that way by the Tutu conversion process) will be correctly patched. The fix for the String.Sub error is to upgrade to WeiDU v202. The other good news is that the error above with the END used to fail silently, meaning that because I left an extra END in there, the patching on Tutu v4 installs did not complete for TOTSC files, etc. Now that we have discovered it, the files will patch correctly on Tutu v4 installs. PLEASE do not move back to v198, et al, thinking this is a WeiDU error; it may *appear* to work under earlier versions, but only partially works. Use WeiDU v202. Link to comment
Guest Blood Posted November 13, 2007 Share Posted November 13, 2007 Thanx Mate, that seems to do the trick. Link to comment
Miloch Posted November 15, 2007 Share Posted November 15, 2007 Yep - you are a smart person for installing using WeiDU v202 The problem is a single misplaced END.And I thought it was just "Gnomes"... (I didn't put that extra END in, did I? I might've, just don't have the code handy to check at present...) Link to comment
cmorgan Posted November 15, 2007 Share Posted November 15, 2007 It was a hidden difficulty with WeiDU parsing effv1 .cres when it expected v2, and my personal error on the common code library. I originally had everything nested within A_I F_E_I_G ~myFile~ THEN BEGIN <<process>> END, but when I set it up at a .tpa/.tph, i forgot to remove the END on the first sesting. I had originally assumed that folks would want to just do INCLUDE ~mMod/myModFiles/tutu_area_script_assign.tpa~ and so set it up to detect and run if Tutu areas were installed, but as I read each modder's work in each community, i realized it was an extra unneeded step, as everyone has different implementations. I decided the Tutu check was universally applied *before* running Tutu versions of code, so I was in effect asking A_I F_E_I_G ~tutuarea~ THEN BEGIN A_I F_E_I_G ~tutuarea~ THEN BEGIN <<processes>> END END which is kinda silly... but sillier still is that I built those highlighters, have run all sorts of rechecks and tests, have had some of the most detail-oriented people in the business look at it, and run install checks and personal playtests (and had lots of playtesters report), and we *still* missed it. Link to comment
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