deratiseur Posted December 6, 2012 Share Posted December 6, 2012 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 ? Link to comment
Jarno Mikkola Posted December 6, 2012 Share Posted December 6, 2012 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 Link to comment
CamDawg Posted December 6, 2012 Share Posted December 6, 2012 The ADD_CRE_EFFECT macro depends on a GAME_IS check, which fails on BGEE. Link to comment
StrongArmand Posted December 6, 2012 Share Posted December 6, 2012 Its meaning that all weidu macros are imcompatible with bgee ? Link to comment
CamDawg Posted December 6, 2012 Share Posted December 6, 2012 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. Link to comment
cmorgan Posted December 7, 2012 Share Posted December 7, 2012 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". Link to comment
Wisp Posted December 7, 2012 Share Posted December 7, 2012 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. Link to comment
deratiseur Posted December 7, 2012 Author Share Posted December 7, 2012 Thanks for you help. I will wait for a possible new version of Weidu. i think i go too fast : BGEE is just soon releseased. Link to comment
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