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Does WeiDU uninstall .ids entries?


Baronius

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dialog.tlk is a special case (if you're adding strings, it doesn't really matter whether they stay or go on uninstall).

 

Unless you use features to prevent it, WeiDU will back up everything else. The IDS/2DA file will be replaced with the "original" copy, regardless of when/where/what you appended.

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I suppose the "original copy" will be replaced by the "earlier" copy (from the uninstallable mod's Backup folder). If you uninstalled a mod, WeiDU needs to uninstall all mods that were install after it and then re-installs them again. This way, the specific entry from the .ids will disappear but due to re-installations the installed mods' IDS entries will be re-added (otherwise they would also be lost when an earlier mod is uninstalled). Am I right?

 

Another question about appending IDS files.

Here are two lines (from a PPG post of Idobek):

APPEND ~action.ids~ ~207 MoveToPointNoInterrupt(P:Point*)~

UNLESS ~\bMoveToPointNoInterrupt(P:Point*)\b~

 

I've two questions:

1. The UNLESS line checks if the entry is already there, right? And if yes, it won't add it.

2. What if 207 is already used?

 

Related question: my mod will add a new spell. According to IESDP, this SPELL.IDS file determines the spells this way: e.g. 2112 means WIZARD_MAGIC_MISSILE, so it can be used to refer to the spell, because 2112 will mean SPWI112.SPL.

 

How can I add my own spell? If I APPEND the file e.g. with SPWI155.SPL, and I add "2155 WIZARD_SOMESPELL", it will have a huge incompatibility risk. But if my spell has custom filename following my prefix reservation (e.g. BBSW155.SPL), no reference to it can be added to spell.ids, right?

(And in BG1 or TotSC, no ForceSpellRES exists so only my good old Casting-With-Item solution remains, I suppose)

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I suppose the "original copy" will be replaced by the "earlier" copy (from the uninstallable mod's Backup folder). If you uninstalled a mod, WeiDU needs to uninstall all mods that were install after it and then re-installs them again. This way, the specific entry from the .ids will disappear but due to re-installations the installed mods' IDS entries will be re-added (otherwise they would also be lost when an earlier mod is uninstalled). Am I right?

Yes.

 

Another question about appending IDS files.

Here are two lines (from a PPG post of Idobek):

APPEND ~action.ids~ ~207 MoveToPointNoInterrupt(P:Point*)~

UNLESS ~\bMoveToPointNoInterrupt(P:Point*)\b~

 

I've two questions:

1. The UNLESS line checks if the entry is already there, right? And if yes, it won't add it.

2. What if 207 is already used?

1. Yes.

2. Then 207 MoveToPointNoInterrupt(P:Point*) will be added and your mod will install. Each function can have multiple names.

 

Related question: my mod will add a new spell. According to IESDP, this SPELL.IDS file determines the spells this way: e.g. 2112 means WIZARD_MAGIC_MISSILE, so it can be used to refer to the spell, because 2112 will mean SPWI112.SPL.

 

How can I add my own spell? If I APPEND the file e.g. with SPWI155.SPL, and I add "2155 WIZARD_SOMESPELL", it will have a huge incompatibility risk. But if my spell has custom filename following my prefix reservation (e.g. BBSW155.SPL), no reference to it can be added to spell.ids, right?

(And in BG1 or TotSC, no ForceSpellRES exists so only my good old Casting-With-Item solution remains, I suppose)

In BG1:TotSC you have to add new spells to spell.ids for them to be cast via script, yes.

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Thanks for the answers to the questions. Only one general problem seems to be unsolved (well, it is solved but not via spell.ids).

 

In BG1:TotSC you have to add new spells to spell.ids for them to be cast via script, yes.

No, I don't. In my BlackWyrm's BG1 Practical Scripting tutorial, I described how it can be avoided.

 

But my actual question was that if in case I insist on SPELL.IDS, the new spells files have to follow SPWIxxx (SPPRxxx etc.) form (otherwise SPELL.IDS entries wouldn't work)... and in this case the a BG1TotSC mod's spells files can't follow the Community Prefix Reservations, which can lead to incompatibility between mods (but luckily there aren't too many BG1-only mods so this is not a serious problem), to my knowledge! (this is why I don't use spell.ids, to avoid any possible incompatibility)

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If you know how not to use spell.ids then you don't need to use it. I don't understand what you are asking. Do spells in spell.ids have to follow the spwixxx.spl, spinxxx.spl or spprxxx.spl filename format? Yes, but you appear to know this as you state it in both your previous posts.

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If you know how not to use spell.ids then you don't need to use it. I don't understand what you are asking. Do spells in spell.ids have to follow the spwixxx.spl, spinxxx.spl or spprxxx.spl filename format? Yes, but you appear to know this as you state it in both your previous posts.

You can use RES functions which allow you not to use format spxx____.spl but I am sure you know it.

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BG1 doesn't support the RES functions.

I am not sure in BG1 but in BG1:TotSC it works. You must add function declaration to action.ids 160 ApplySpellRES(S:RES*,O:Target).

 

Problem can be when you are trying to add spell to spellbook (I think it must be in spxx____.spl format). I do not know how to compatibly solve it.

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The RES actions work? All of them? What about the triggers?

I did not test it all. But if it is a new for you I will look at it. Wait a minute (or two :))

 

EDIT: For seeing results of my research see below.

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If you know how not to use spell.ids then you don't need to use it. I don't understand what you are asking. Do spells in spell.ids have to follow the spwixxx.spl, spinxxx.spl or spprxxx.spl filename format? Yes, but you appear to know this as you state it in both your previous posts.

You understood it correctly, I wanted confirmation exactly about that (yes I probably stated them but just as something I suppose). And what I really do state is the fact that this has high incompatibility risk for BG1TotSC mods that add new spells using spell.ids. (But there aren't many BG1 mods.)

 

I am not sure in BG1 but in BG1:TotSC it works. You must add function declaration to action.ids 160 ApplySpellRES(S:RES*,O:Target).

 

I tested ForceSpellRES many months ago and it did not work for me. I repeated it now again:

with DLTCEP I added this line (as entry no. 204) to action.ids in Override:

ForceSpellRES(S:ResRef*,O:Target)

 

To the script I add this line:

ForceSpellRES("SPWI112",[PC.0.0])

WeiDU correctly compiles it (and decompiles it as well if I check that), even adds a comment "// ~Magic Missile~" or something like this.

 

In the game, the script is run (all other parts are run). If I try out the script ONLY with this one line, the character becomes active (the wizard keeps his staff in both hands) as if he were trying to do something, but then nothing.

 

I have basically unmodded BG1TotSC. (My mod's quests are added but those are just new areas and dialogues and a few items, and that's it).

 

I also tested ForceSpellRES with a custom spell of mine, no success.

So it doesn't work for me, I don't know what I'm doing wrong.

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