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BGT 114 patch


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#1 Sir BillyBob

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Posted 08 October 2004 - 04:25 PM

You need Weidu. There isn't any other good way to fix dialog changes or anything with text assigned to it, like items or creature names. If the fixes are only scripts and areas, you can perform the fix with copies. But your Flail +2's description may have a different string reference to it than someone else's. Weidu helps make sure the next string reference is the same for everyone who installs the patch.

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#2 Mythrantar

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Posted 08 October 2004 - 04:51 PM

I'd appreciate it if anyone could point me to a good Weidu tutorial then :)

#3 SConrad

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Posted 08 October 2004 - 04:58 PM

I'd appreciate it if anyone could point me to a good Weidu tutorial then :)

The readme is a very place for information. Other than that, there is some various stuff included with WeiDU. Also check existing mods for examples.

Then, if you still haven't found what you're looking for, ask. ;)

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#4 Mythrantar

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Posted 10 October 2004 - 09:08 AM

OK, I have slowly started working on the patch. The original patch made patch 1.13 and the snare patch obsolete, but since I am working on an already patched version of BP-BGT-NeJ, my version will only contain the changes *in addition* to 1.13+snares, so it will require them. I figured that this is a better way to do it, since it won't mess with the auto-install procedure.

I also have a question about string references: will Weidu automatically add/update string references to the items/dialogs of the patch or do I need to specifiy a string reference number to each of them?

Also,

2. What pitfalls should I be careful to avoid?
3. I know that a number of the 114 bugs are already fixed in BP-BGT-NeJ. Does anyone know what bugs have been fixed?
4. Any general advice would be welcome.


So, please feel free to pitch in! :D

P.S. Weidu is not *that* difficult afterall :)

#5 Sir BillyBob

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Posted 10 October 2004 - 10:18 AM

The reason you need Weidu is because the string references are different. Look at most of the TP2 files. You will see that we force the text string into an item or creature to make sure what we want goes into that slot. If you assume the text there is already good, you may be in for a surprise.

Tired of Bhaal? Try some classics mods instead:
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#6 Mythrantar

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Posted 10 October 2004 - 10:48 AM

The reason you need Weidu is because the string references are different.  Look at most of the TP2 files.  You will see that we force the text string into an item or creature to make sure what we want goes into that slot.  If you assume the text there is already good, you may be in for a surprise.

I am not sure I follow exactly what you mean. Are you talking about dialogs or item/spell descriptions?

Also, what is the difference between EXTEND_TOP and EXTEND_BOTTOM, other than adding to the top or bottom of the script? Is there any reason why one should choose the one over the other?

Edited by Mythrantar, 10 October 2004 - 10:48 AM.


#7 Sir BillyBob

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Posted 10 October 2004 - 01:02 PM

I'm talking about items , stores, creatures, and spells but this also can effect dialogs. To add or modify a dialog, you have to use a .D file. If you look at some, you will see that it is a series of text strings representing the .DLG file. You can't build a .DLG file in your game can copy it to another game, it won't work. You have to use Weidu so the strref (thats all each line of text is) are added to the dialog.tlk file correctly.

The easiest way to build a dialog file is to use DLTCEP. Then use Weidu to extract the .DLG file into a .D file. Use the TP2 file to compile the .D file into a new .DLG for the user's game. Simple, right? ;)

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#8 Mythrantar

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Posted 10 October 2004 - 01:11 PM

Hehe, "simple" :)

Still though, do I need to specify my own Strref numbers, or does Weidu assign them automatically during compilation?

#9 hlidskialf

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Posted 10 October 2004 - 01:31 PM

Weidu will assign strref numbers depending on the content you place between tildes for text: ie) ~This will be converted into a strref later.~ or via a .tra file using the @ assignation. I heavily suggest you just grab a few small mods and patches, and examine them. Cross referencing them with the weidu readme should answer all your questions. (Well, most anyways. ;) ) The best way to learn modding is to pull apart existing files. B)

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