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I still have not fixed a bug in Watcer's Keep. I ask for help agai


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#1 ojbllny

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Posted 18 December 2016 - 12:03 PM

Hello.
I have another question about the question I once had.
Http://www.shsforums.net/topic/59030-i-am-looking-for-a-solution-due-to-a-bug-in-watcers-keep/
I posted the linked question above.
In response to the above linked question, Lolfixer replied that it caused a script error, so I excluded Lolfixer when installing BGT.
But the bug was still not fixed.
It is solved by putting the file "ar3000.bcs" uploaded by the user <agb1> into the override folder, but I want to know exactly what caused it.
Attach my WEIDU.LOG file installed this time.
I would like to answer a lot of users.

 

 

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#2 agb1

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Posted 18 December 2016 - 05:40 PM

This time, it was Big Picture component #10:  ~BP/SETUP-BP.TP2~ #1 #10 // Patching all the existing innate spells, setting level to one.....: v181-b4611 BWP Fix


BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip


#3 ojbllny

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Posted 19 December 2016 - 03:23 AM

This time, it was Big Picture component #10:  ~BP/SETUP-BP.TP2~ #1 #10 // Patching all the existing innate spells, setting level to one.....: v181-b4611 BWP Fix

Hello.
I have confirmed your answer well.
I appreciate both the answers to my previous questions and the answers to these questions.
If so, should I also install the <Innates Set to Level one> mode at the end of the Big World Project manual?
It is understood that the <Innating Set to Level one> mode and the <Patching all the existing innate spells, setting level to one> item of the BP mode have the same function.
I'm sorry, please answer.



#4 The Imp

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Posted 19 December 2016 - 05:36 AM

.It is understood that the <Innating Set to Level one> mode and the <Patching all the existing innate spells, setting level to one> item of the BP mode have the same function.
Yeah, they all do the exact same thing... which means that fixing this is either you forget script usage of any and all of the innate spells... or you fix the problem by assigning the one innate spell to use a verified number that can be assigned to it, and use that at the script trigger for every mod out there. In this case I recommend the use of the first possible, which is spin100.spl as the spell.
Aka if any mod uses the spin100.spl file, they will not be allowed to installed to the game by BWS. . And then hopefully get the weidu to mark the number as exception, so if any mod uses that specific number in the innate spells, it will though them 99 lines debugging WARNING message to not be stupid and use the number.

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.


#5 agb1

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Posted 19 December 2016 - 05:50 AM

Imp, I do not understand what you are proposing here. Please clarify.

objllny - yes, any "innate fix" will cause the problem with Watcher's Keep.

I think a simple solution would be to change each of the "innate fix" patches so they all skip the Watcher's Keep innate ability. To be thorough, we can search all of the vanilla scripts for other uses of the SpellCastInnate trigger and have the "innate fixes" also skip whatever other abilities those scripts use too.

BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip


#6 The Imp

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Posted 19 December 2016 - 06:33 AM

Imp, I do not understand what you are proposing here. Please clarify.

To fix the Keep's script and the innate fix'es incompatibility:

IF
	SpellCastInnate([ANYONE],HELM_RITUAL_SCROLL) // SPIN592.SPL (No such index)
	Global("HelmRitualDone","GLOBAL",0)
THEN


One should do this:
1) Copy the spin592.spl to be spin100.spl, as that spell doesn't exist in the vanilla game.

2) Edit the spell.ids file so it contains the corrected file, aka change this:

3592 HELM_RITUAL_SCROLL

To be:

3100 HELM_RITUAL_SCROLL

3) Other minor things, such as replacing the files in .are, .itm etc stuff. The script is fixed with the 2) -move.

And remove the spin592.spl from the games libraries... so it can then be used by ADD_SPELL etc.

 

So whether one installs the innate spell fix or not, the .spl is unchanged and always working in the game. The BWS Fixpack would be the first place I would place this in.

 

4) Get weidu to print out the warning to not mess up the carefreely botched systems so the cheese wheels won't fall off.


Edited by The Imp, 19 December 2016 - 06:36 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.


#7 ojbllny

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Posted 19 December 2016 - 08:54 PM

Imp, I do not understand what you are proposing here. Please clarify.

objllny - yes, any "innate fix" will cause the problem with Watcher's Keep.

I think a simple solution would be to change each of the "innate fix" patches so they all skip the Watcher's Keep innate ability. To be thorough, we can search all of the vanilla scripts for other uses of the SpellCastInnate trigger and have the "innate fixes" also skip whatever other abilities those scripts use too.

So if I do not use both the Lolfixer Mod and the <Innates Set to Level one> Mod, will not it hurt BGT play at all?
I think they both have bugs, but I think it's hard to write them.
Please answer.