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Working patching script on BG2 refuse to patch BGEE. please help


deratiseur

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Hello :)

I try to made my mod "BGEE compatible". Not so hard work, but i have encouter an error.

Maybe because of corrupted creatures in BGEE, or maybe because of new script insctruction in BGEE, this is the mistake :

 

The script, working used in my TP2, working for a BG2 use :

COPY_EXISTING_REGEXP GLOB ~.+\.cre~ ~override~

PATCH_IF SOURCE_SIZE>0x2d3 BEGIN

READ_SHORT (LONG_AT 0x2b8)+14 belt // Lire : Verifier si la creature porte une ceinture

PATCH_IF belt != 0xffff BEGIN // Condition : Si la creature porte une ceinture (la valeur n'est PAS vide)

LPF ADD_CRE_EFFECT // Alors : Rajouter un effet

INT_VAR

opcode=206 // Effet : Protection contre le sort

timing=1 // Durée : Permanent after death

STR_VAR

resource=pxb6cro1 // Sort ciblé : Sort de Zombification par le Croquemort.

END

END

END

 

BUT_ONLY

 

It doesn't work on a BGEE install because of this : (part of Debug file)

[./override/ANKHEG01.CRE] loaded, 1156 bytes

[./override/BEARBLSU.CRE] loaded, 1096 bytes

ERROR: [bPAINORD.CRE] -> [override/BPAINORD.CRE] Patching Failed (COPY) (Failure("Unknown function: T-CRE_EFF_V1"))

Stopping installation because of error.

 

What is this T-CRE-EFF_V ?

Is there a way to bypass this creature ?

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Hello :)

I try to made my mod "BGEE compatible". Not so hard work, but i have encouter an error.

Maybe because of corrupted creatures in BGEE, or maybe because of new script insctruction in BGEE, this is the mistake :

Erhm, I think this has to do with the COPY_EXISTING_REGEXP GLOB ~.+\.cre~ ~override~ not working in the current Weidu.exe version without extracting every one of the files from the .bifs via other means, like the NearInfinity.

Edit: never mind, it would have given you the usual:

ERROR: COPY ~BPAINORD.CRE~ ~override/BPAINORD.CRE~ FAILED: cannot open target
Stopping installation because of error.

So look at the next post...

 

...Is there a way to bypass this creature ?
Not sure you want to skip it this way, but you could make a condition that compared the file name to a given one and if it fails, it skips the file, in the patch_if...
PATCH_IF SOURCE_RES != bpainord BEGIN
...
END

:p

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No, just the handful that rely on the GAME_IS check. I remember also having problems with the ADD_KNOWN/MEMORIZED_SPELL ones as well; I think the creature ones in general are the problem macros.

 

I haven't had any problems with the macros to add/delete effects on spells and items, for example.

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That is one of the handful of things that a new WeiDU will take care of. Basically, the GAME_IS backround calls need to be updated to allow for a "BG but actually a modified and extended BG2 engine but not Tutu or BGT".

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If you need to use one of the standard macros/functions before the next WeiDU is out, you can just grab the definition from here, modify it as needed and include it in your own mod. When you no longer need it, you can just remove it, without having to make any other change.

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