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Mages drop spellbooks


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#1 aigleborgne

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Posted 19 February 2012 - 03:07 AM

It is probably obvious but it could be mentioned in readme that this component should be installed after mods altering spellbooks.
If not, spellbooks won't make any sense :)

#2 Truman

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Posted 31 October 2018 - 09:22 PM

I recently had to reinstall the game BGII, beginning with the original cd's. I followed the install order from the BWP v18.pdf. When I got to the last component of tb#tweaks, The Mages Drop Spellbooks, the component wouldn't install. I have included a cop of the DEBUG File and my WeiDu log. I have used this particular version, v2.61, before. The TOBEx is the newest version, Build 26 and the WeiDu version is v246.

Any help you can give will be appreciated.

Attached Files


Edited by Truman, 31 October 2018 - 09:22 PM.


#3 The Imp

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Posted 31 October 2018 - 11:30 PM

.debug
[./override/SLMAGE1.CRE] loaded, 2652 bytes
ERROR: illegal 4-byte read from offset 345026268 of 2652-byte file
ERROR: [SLMAGE1.CRE] -> [override/SLMAGE1.CRE] Patching Failed (COPY) (Failure("Read out of bounds"))

Stopping installation because of error. 
The case here is a so called indexing error, which comes from the fact that the file is, comprice of different parts, which have specific lenghts... but this file fails that check, so it's "broken", before this mod is installed and so to prevent further damage, it won't install.
I recently had to reinstall the game BGII, beginning with the original cd's. I followed the install order from the BWP v18.pdf.
The BWPv18, nor the v18.1 do not include the SETUP-VCV20 ... so this is not how you should lable your install.
The fact that you have installed the BDTOBV175, and VC20 tells that ...this should fail by a default, cause the one is included in the other. As Leonardo hasn't gotten to include the mod into the BWP. -this is the simple version of this explanation-

To find where the issue comes from, you could --change-log the file and find out what the last mod was that -- as that tells you which mods edit the file and so tell you which-- breaks it. It could be the last mod, or the ones before.

Edited by The Imp, 31 October 2018 - 11:35 PM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#4 Truman

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Posted 06 November 2018 - 09:06 PM

I had to refresh my mind concerning VC V2.0. Unlike VC V1.0, Balderdash Fix Pack is not included in the mod. If I remember right the first component is VC Compilation. The very first time I tried to install VC V2.0, I had trouble figuring out what the compilation entailed, so I skipped it. I still had a copy of BDTOB V1.75, so I used it for the install. I still don't know if you install the Compilation, does it install all at once or, do you get to choose which sub components you want? I do see that BDTOBV1.76 is in the Compilation. This is the newer version of that particular component.

 

If I understand you right, if I try a new install (again) and install only the VCV2.0, this might make it right? If so, it may also solve another problem I came across. If I'm lucky I can kill two birds with one stone. I suspect that it won't work that way, but, we'll do it again. I think I have spent the last month and a half doing nothing but install this game and I still can't get it.


Edited by Truman, 06 November 2018 - 09:08 PM.


#5 The Imp

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Posted 06 November 2018 - 09:31 PM

If I understand you right, if I try ...

Wrong, you need to --change-log the "SLMAGE1.CRE" -file, and go from there.

Aka, just run a .bat file that contains this code:

mkdir change-log
WeiDU.exe --log nul --change-log slmage1.cre >change-log/change-log.txt --out change-log

After which you look at the print outs (files it makes) in that install.


Edited by The Imp, 06 November 2018 - 09:32 PM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#6 Truman

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Posted 09 November 2018 - 12:54 AM

First off, I had never heard of --change-log. I followed your link, which was in your second post, to FAQ for the Mega mod. I read up on it and downloaded it. I did as instructed and the change-log directory came up with 6 SLMAGE1.CRE files. This was not as expected. I ran the files through DLTCEP and found out that CRE file .00003 was the first corrupted file. Now, what do I do with it?



#7 The Imp

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Posted 09 November 2018 - 05:23 AM

Good, one more weapon to arm yourself against bugs is a good thing in antapocalypse..

I ran the files through DLTCEP and found out that CRE file .00003 was the first corrupted file. Now, what do I do with it?

You open up the change-log.txt file with Notepad and copy paste the info here... Know that the .00003 file is the backup made before the 4th component in the list is installed.. but the corrupting component is actually the 3rd mod in the change-log.txt list, cause the back up is coprrupted.

 

This way you find out which mods it came from, and then you don't install that mod, go to their forums and spread around the hate speech a... check it, I said you don't.  :devil: Ok, of course you can inform the mod maker about the problem, but first you should do the honest thing and check the file with one of the NearInfinity's snapshots too. The DLTCEP is a bit older editor and sometimes it can freak out about the normal things like this sort of indexing which can be of a different variaty, or so I am told.


Edited by The Imp, 09 November 2018 - 11:06 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#8 Truman

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Posted Today, 04:15 AM

Sorry for being late. The change-log, didn't give me the name of the mod that corrupted the file. I looked again in the Mega Mod FAQ and my change-log didn't look a thing like the illustration in 6.2. It only gave me SLMAGE1.00001CRE through SLMAGE1.00006.CRE and that was it.

As for Near Infinity, when I tried to access any one of those files, it locked up and then CTDed. I tried DLTCEP again, and it gave me a little window that said, that the number of "spells memorized was 210,000(plus) when it should have been 46". It then locked up and crashed. That is the corruption coming from some as yet unknown source.

I ran a search on the game directory for SLMAGE1 and got hits from 9 mods. I have been backtracking the WeiDU log file to determine which, if any, of the mods it is. Very long, very tedious. I may have to let pragmatism rule and use the sledgehammer approach. 

We'll find out.



#9 The Imp

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Posted Today, 04:20 AM

Sorry for being late. The change-log, didn't give me the name of the mod that corrupted the file. I looked again in the Mega Mod FAQ and my change-log didn't look a thing like the illustration in 6.2.
This is because you downloaded the archive and extracted that to your game folder which overwrites the weidu.exe with a VERY old version, which in turn means that the .txt file doesn't print out, correctly. Had you not overwritten the weidu.exe with the one in the archive, all the things would have been good.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.