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Fixes for the BiG fixpack


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#281 Shaitan

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Posted 17 May 2010 - 01:05 AM

Thanks mate! :cheers:

The line looks like this, so someone german might need to fix it :P

@14 = ~Die Bürgermeisterin von Garrotten plant, den Mord zu untersuchen, und hat meiner Untersuchung ein Ende gemacht. Ich frage mich, ob der wahre Mörder gefangen wird. ~
lassen. Habt Ihr verstanden? ~

Thanks for the attachment btw! (methinks TREP is still available at BWL though ... :unsure:)

And now <drumroll>

ToA balancing fail fix
Fix: Changed 78 instances of:
item_zo_delete -> item_to_delete
(the parameter for DELETE_CRE/STORE/AREA_ITEM :doh: ... (can't believe I'm helping balance stuff :P)

This produces string errors ;)

#282 Lollorian

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Posted 17 May 2010 - 03:53 AM

:doh:

Added missing ~'s ... Thank you, Shaitan! :cheers:

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#283 Lollorian

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Posted 17 May 2010 - 05:23 PM

theBigg's Elminster doesn't leave unless Jaheira present fix
Fix: here

Wisp's SCSII component naming typo fix
Fix: here

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"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#284 dabus

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Posted 18 May 2010 - 03:21 PM

Attached you find a batch-solution for replacing setups.
As you can see, it kills running setups, compares filesizes before and after the possible replacement and tells you if it fails.
It worked for me, so it should do its work somewhere else. :)
Just put it in your BWP-directory. Feel free to do whatever you want with it. Here is the code if you like to have a look.

@echo off

If Not Exist WeiDU.exe (
:: oh dear v2
	echo Hey Dude, I need a recent WeiDU.exe.
	echo Fetch it at [http://weidu.org/main.html#weidu].
	exit /b 0
)	

:: get the filesize of WeiDU
Call :ForLine weidu.exe
SET SIZE=%errorlevel%

:: enable batch to handle return-values in loops as expected
SETLOCAL ENABLEDELAYEDEXPANSION
If Exist %windir%\system32\tasklist.exe (
	echo Close the following setups which are expected to be weidu-instances.
	echo WARNING: All running instances will be killed with taskkill.
	echo If you wanted to do something with those setups, you better do it now.
:: list all setup-*-entries, which should be WeiDUs only.
	tasklist /FI "IMAGENAME eq setup-*"
) else (
:: this is no win 2k or upwards
	echo Close all open weidu-setups that you can find.
)
pause
FOR /f %%s IN ('dir /b /l setup-*.exe') DO (
	If Exist %windir%\system32\taskkill.exe (
:: kill the setup silently
		taskkill /F /IM "%%s" 2>NUL 1>NUL
	)
:: check the filesize		
	Call :ForLine "%%s"
:: filesize differs from WeiDU.exe		
	If Not "!errorlevel!" == "!size!" (
		echo Replacing "%%s" because its size [!errorlevel!] is not equal [!size!]
		copy /Y WeiDU.exe "%%s"
		Call :ForLine "%%s"
:: check another time			
		If Not "!errorlevel!" == "!size!" (
:: oh dear
			echo Replacing failed. Please replace the file "%%s" manually.
			pause
		)	
	)	
)	
ENDLOCAL
Exit /b 0

:ForLine
:: enable batch to handle return-values in loops as expected
SETLOCAL ENABLEDELAYEDEXPANSION
for /f "delims=" %%i in ('dir /l /-c %~1') Do (
:: check the lines for the size	
	Call :GrepLine "%%i" %~1
	If Not "!errorlevel!" == "0" (
		exit /b !errorlevel!
	)
)
ENDLOCAL
:: return with return-value 0 (failure)
Exit /b 0

:GrepLine
SETLOCAL ENABLEDELAYEDEXPANSION
for /d %%i in (%~1) do (
	If "%%i" == "%2" (
::return the size
		exit /b !size!
	)	
	set size=%%i
)
ENDLOCAL
:: return with return-value 0 (failure)
Exit /b 0

Edited by dabus, 18 May 2010 - 04:02 PM.

THINK! - It's not illegal.

#285 Fennek

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Posted 19 May 2010 - 05:21 AM

At the moment we get some problems with SCS I Ai at Kerzenburg. Some scripts are grey, cannot be opened and the NPC doesn't do anything. It's not possible to track the problem down (posted here:http://forums.gibberlings3.net/index.php?showtopic=19938) at the moment, I guess, since change-logs don't differ (athough the installations where everything goes well differ from those where the bug appears). I hardly think it's the reason, but are all the fixes for SCS in the Fixpack still necessary / help instead of causing troubles if combined with other mods?

#286 Wisp

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Posted 19 May 2010 - 06:03 AM

"Grey" resource references in NI (assuming that's what you are talking about) means the resource is missing (non-existent).

#287 Fennek

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Posted 19 May 2010 - 08:42 AM

"Grey" resource references in NI (assuming that's what you are talking about) means the resource is missing (non-existent).

Yes, meant NI. Any idea how/why something like this can happen? And how (if possible at all) to fix after the installation is finished?

#288 Lollorian

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Posted 19 May 2010 - 10:16 AM

Some scripts are grey, cannot be opened and the NPC doesn't do anything.

From what I heard, if there's atleast any one of the Override script or the Class script, there shouldn't be a problem if the others are grey :) (dunno about the NPC not doing anything though ...)

but are all the fixes for SCS in the Fixpack still necessary / help instead of causing troubles if combined with other mods?

Well, there are 5 fixes for SCS:

- 1 component name typo
- 1 tweak for the Candlekeep Skip thing (moves the Watcher to somewhere else)
- 1 of the "PlayerX" fixes
- 2 fixes from temujin (Dark side kobolds and a non-8-char script assignment)

I dunno, but methinks they're probably not responsible for the greyness :P (which is normal afaict :unsure:)

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#289 Wisp

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Posted 19 May 2010 - 10:20 AM

"Grey" resource references in NI (assuming that's what you are talking about) means the resource is missing (non-existent).

Yes, meant NI. Any idea how/why something like this can happen? And how (if possible at all) to fix after the installation is finished?

What's the names of the missing scripts?

If they are prefixed, it's most probable that the mod the scripts are supposed to be from failed to create them, or that the mod writes incorrect ASCII to the creature. If they are standard scripts (like wtasight and stuff) your guess is probably as good as mine, but it's a fair bet something is being very naughty.

#290 Fennek

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Posted 19 May 2010 - 01:49 PM

What's the names of the missing scripts?


Tarnesh (who doesn't do anything after talking):
Override Script = SHOUTDLG.BCS (possible to open)
Class Script = DW#1CON2.BCS (grey)
Race Script = None (grey)
General Script = A6SHATTE.BCS (possible to open)
Default Script= None (grey)
Dialog = Tarnes.DLG (possible to open)

Neira:
Override Script = SHOUTDLG.BCS (possible to open)
Class Script = None (grey)
Race Script = DW#1ECL3.BCS (possible to open)
General Script = None (grey)
Default Script = None (grey)
Dialog = Neira.DLG (possible to open)

If you need more information, I'll ask the player for them or have a look on my own installations (since the problem is not limited to SCS, but SCSII-lichs etc. also caused trouble in one of my installations, having grey SCSII-scripts from DavidW)

#291 Lollorian

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Posted 19 May 2010 - 05:00 PM

Class Script = DW#1CON2.BCS (grey)

Hmm, I dunno if it helps but ... there are references to DW#ICON3, DW#ICON5 and DW#ICON6 but no DW#ICON2.bcs in SCS :unsure:

He seems to be getting the script from this bit of code:
SET ~has_spells_of_this_level~=1
			SET ~level~=2
			WHILE (~has_spells_of_this_level~=1 AND ~level~<10) BEGIN
				PATCH_IF $numspells(~%newlevel%~ ~%level%~)=0 THEN BEGIN
					SET ~has_spells_of_this_level~=0
				END ELSE BEGIN
					SET ~level~=~level~+1
				END
			END
			SET ~maxlevel~=~level~-1

			PATCH_IF ~%kit%~ STRING_EQUAL_CASE ~fighter-mage~ THEN BEGIN
				SPRINT ~scriptbase~ ~dw#1fmg~
				ADD_CRE_ITEM ~dw#fgmag~ #0 #0 #0 ~NONE~ ~INV3~
			END
			PATCH_IF ~%kit%~ STRING_EQUAL_CASE ~invoker~ THEN BEGIN
				SPRINT ~scriptbase~ ~dw#1inv~
			END
			PATCH_IF ~%kit%~ STRING_EQUAL_CASE ~enchanter~ THEN BEGIN
				SPRINT ~scriptbase~ ~dw#1enc~
			END
			PATCH_IF ~%kit%~ STRING_EQUAL_CASE ~necromancer~ THEN BEGIN
				SPRINT ~scriptbase~ ~dw#1nec~
			END
			PATCH_IF ~%kit%~ STRING_EQUAL_CASE ~conjurer~ THEN BEGIN
				SPRINT ~scriptbase~ ~dw#1con~
			END

			SPRINT ~scriptfull~ ~%scriptbase%~^~%maxlevel%~
			WRITE_EVALUATED_ASCII ~%whereisscript%~ ~%scriptfull%~
(from scs\mage\mage.tph)

So, the 2 comes from this "maxlevel" thing. Maybe it's just a placeholder until DavidW actually creates a DW#ICON2.bcs :P Whatever it is that holds him back is from something recent (some update/another recently added mod) because I'd done a run with just SCS AI a while back and Tarnesh completely wtfomgpwnz0rz'ed me :ROFL:

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#292 -Fennek-

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Posted 21 May 2010 - 02:04 AM

Well, the funny thing is that I, for example, installed three different Tactic-installation versions in the last week and in the first installation Tarnesh is fine, in the second he's not, in the third he's fine again. Change-logs show no differences or nor that are obvious. Two other guys at Kerzenburg-forum had the same problem (actually one has a problem, the other not...). I might try to dig into that deeper at the weekend, but on the other hand, it works most the time and I'd rather try, with the updated fixpack, a complete runthrough for "testing" reasons :P (and ask the other player for information).

#293 -Fennek-

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Posted 21 May 2010 - 02:10 AM

http://www.baldurs-g...&postcount=1056

Typo in Tactics-patch (?)
One needs a hex-editor to see it / edit it.

#294 Lollorian

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Posted 21 May 2010 - 02:35 AM

Same thing that happened to the crefixer a while back :( (one can see it in Notepad++/Winmerge too btw :P) ... someone needs to stop using notepad :lol:

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#295 Ikki

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Posted 21 May 2010 - 02:48 AM

http://www.baldurs-g...&postcount=1056

Typo in Tactics-patch (?)
One needs a hex-editor to see it / edit it.


Yes I should have been more explicit when I posted at kertzenbourg. :cheers:
So short version long.
The BWfixpack was replacing the NUL character from the tactics TP2 with SPACE. (Nobody use this NUL character except some Weimer mod, so I believe it was done so that its easier to use replace function or other weidu thing)
But when the file got edited someone use a text editor and those special character get lost
So that now the patch is doing nothing.

#296 -Fennek-

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Posted 21 May 2010 - 05:25 AM

And this is limited to the tactics-patch, Improved Illych component? If yes, one should fix it, but it doesn't do much harm, since Improved Illych is limited to the expert-installation, if I remember correctly. :whistling:

#297 Ikki

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Posted 21 May 2010 - 06:05 AM

And this is limited to the tactics-patch, Improved Illych component? If yes, one should fix it, but it doesn't do much harm, since Improved Illych is limited to the expert-installation, if I remember correctly. :whistling:

No, this fix was supposed to fixe other component to : Tougher Druid Grove, Slightly Tougher Demons, Tougher Fire Giants and Improved Ilyich.

But the easiest thing to do is to use the file Setup-Tactics.tp2.patch from the Big World fixpack v9.0.2 as a template because everything is fine with this file.

Edited by Ikki, 21 May 2010 - 06:06 AM.


#298 Lollorian

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Posted 21 May 2010 - 07:07 AM

Could someone please upload the pre-9.1.2 version of the file?? :) Thanks!

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#299 Ikki

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Posted 21 May 2010 - 10:00 AM

Could someone please upload the pre-9.1.2 version of the file?? :) Thanks!

Here the file from the 9.0.2 version
Attached File  BiG World Fixpack FIX.rar   7.92K   167 downloads

#300 Lollorian

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Posted 21 May 2010 - 10:35 AM

Thanks Ikki :cheers:

Looks like BWPFixpack 9.1.2 just changed the VERSION tag (deja vu anyone?? :rolleyes:) Here's the 9.0.2 file with all the 9.1.3 changes :P

Attached Files


"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod