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#598699 General Discussion

Posted by Kurigohan&Kamehameha on 03 December 2017 - 11:25 AM in Golem Construction (EE)

The number before AddXPWorthOnce() is part of the line you have to add to ACTION.IDS. It is the ID the game uses internally for the script action. Line number doesn't matter. You can add it anywhere into the file. The line number mentioned by the installation error referred to the script file of the mod where the error occurred.
 

I think it should work now. Thank you so much for the help!




#598694 General Discussion

Posted by Kurigohan&Kamehameha on 03 December 2017 - 08:44 AM in Golem Construction (EE)

The quickest way to test the mod is by installing it. If it installs without errors it should at least work. Everything else that could happen during gameplay is situational. You'll encounter mod elements only much later in BG1.

Btw, you have to change the line to
384 AddXPWorthOnce(O:Object*,I:ClearStat*BOOLEAN)

to have any effect. It shares the same action id as AddXPWorth(O:Object*).

That fatal error should also never happen. But that's most likely a local issue on your side. It might be as harmless as a security tool blocking certain operations.

Okay, so should I replace AddXPWorth with that on line 384 and put back DropItem on line 9? I was under the impression that AddXPWorthOnce had to be on line 9 since that's where the program choked.




#598686 General Discussion

Posted by Kurigohan&Kamehameha on 02 December 2017 - 10:39 PM in Golem Construction (EE)

Your game version is quite old. I would strongly recommend to update the game to the latest patch version (currently v2.3.67.3) before doing any modding. Later patches have fixed countless bugs and added features some mods might expect. I can't help more, since I don't have access to the old game versions.

 

Also make sure to have an empty override folder before starting to install mods. Files in this folder will override data extracted by modmerge and may cause all kinds of trouble, such as installation errors or difficult to track side effects.

Out of curiosity, what's the quickest way I can test if the mod works? I'm pretty early game (level 2 party, just arrived in Nashkel). I tried editing in "9 AddXPWorthOnce(O:Object*)" to line 9 (after backing up ACTION.IDS) and it managed to install. It gave a fatal error about dialog.tlk (permission denied) after installing the teleport component, so I don't know if this will work. I also don't know if I can put what was on line 9 somewhere else in ACTION.IDS without breaking something. Either way though, it's interesting that that was the only thing preventing installation.




#598679 General Discussion

Posted by Kurigohan&Kamehameha on 02 December 2017 - 11:30 AM in Golem Construction (EE)

After completing modmerge, but before installing any mods, could you run Near Infinity and check for the existence of a certain script action?

To do this, open the file ACTION.IDS and search for the text "AddXPWorthOnce" (without the quotes). There should be a match in a successfully modmerged game. If it's not present, then I'd like to know the source location of the file. It is displayed in the status bar of Near Infinity at the bottom, and can be the file itself or a bif file.

Another question, what version does the game screen show when you start the modmerged game?

There's no AddXPWorthOnce text; the closest thing is "AddXPWorth(O:Object*). Does that mean modmerge wasn't successful? My other mods work (installed and shows up in-game), it's just this one and one other that doesn't. The Action.IDS file is in my override folder. My game version is v2.0.62.2.




#598668 General Discussion

Posted by Kurigohan&Kamehameha on 01 December 2017 - 05:01 PM in Golem Construction (EE)


I can't say much without seeing the error message. Can you attach the file SETUP-A7-GOLEMCONSTRUCTION.DEBUG for inspection (or post the content in a spoiler block)?


Of course. This is the .DEBUG file on my clean install. I installed the mod successfully on it, ran modmerge, and retried installing the mod. It's the same error as the one I got when I tried on my main install with other mods on them. I don't know why that's the case since it seems to be working for other people.

 

Hmm, the mod chokes on a script action that is available in SoD, but not in pure BG1EE installations. However, the file with the script action isn't installed in a pure BG1EE installation, which suggests that either modmerge wasn't successful or another mod or mod leftovers interfered somehow.
 
Did you execute modmerge *before* installing any mods? Modmerge may fail if you don't have enough free disk space available. Also have you made certain that the override folder of the game was empty before installing any mods?

I tried again on another fresh install just to be sure. This is exactly what I did: install the game, move modmerge.exe to the install folder, run it, type 'y', wait for it to finish (it shows a bunch of dots, makes some obvious changes in the folder and auto-closes, not sure if that's okay or not), move the mod files to the install folder, run, press 'y' for everything. I got the same error, though. I'm not running the latest version, but it's well past 2.0. Could that be causing an issue?




#598664 General Discussion

Posted by Kurigohan&Kamehameha on 01 December 2017 - 03:18 PM in Golem Construction (EE)

I can't say much without seeing the error message. Can you attach the file SETUP-A7-GOLEMCONSTRUCTION.DEBUG for inspection (or post the content in a spoiler block)?

 

Of course. This is the .DEBUG file on my clean install. I installed the mod successfully on it, ran modmerge, and retried installing the mod. It's the same error as the one I got when I tried on my main install with other mods on them. I don't know why that's the case since it seems to be working for other people.

Attached Files




#598661 General Discussion

Posted by Kurigohan&Kamehameha on 01 December 2017 - 03:04 PM in Golem Construction (EE)

New version: Golem Construction for Spellcasters v5.3

Changelog:

  • Adjusted cleric level requirements for building clay golems
  • Cleric Stronghold quests don't interfere with golem construction anymore
  • Made golem slow and haste more compatible with Spell Revisions
  • Improved combat scripts: enemy mages should not use Energy Blades against clay golems
  • Several textual fixes

 

Hello, I really want to be able to play this mod since I'm building a conjurer character. Unfortunately, though, whenever I try to install it gives me a parsing error at /scripts/a7!gxma.baf. I think this is because I used the modmerge tool since I started troubleshooting on a fresh copy of BG1EE w/ SOD and it initially installed without an issue until I used that too and retried. Is there any way you can make this mod work with it, since (from what I've gathered) it's necessary for most mods? Or am I doing something wrong here?