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The Imp

Member Since 01 Apr 2013
Offline Last Active Yesterday, 05:14 PM

Posts I've Made

In Topic: Installation of BGT 1.20 won't progress - problem with basill.cre

18 May 2019 - 09:13 AM

Well, did you try to actually get the games to play at first ? Cause that's kinda important first step.

Ouh, and did you notice the missing ' from the path ? As it needs to be exact.


In Topic: Installation of BGT 1.20 won't progress - problem with basill.cre

18 May 2019 - 07:31 AM

Right, there's a failure in the game folders baldur.ini -file:

 

 D:\Games\Atari\DnDMC\Baldur's Gate II\setup-bgt.exe
[.\CHITIN.KEY] loaded, 590467 bytes
[.\CHITIN.KEY] 182 BIFFs, 41787 resources
[./Autorun.ini] loaded, 1452 bytes
[./baldur.ini] loaded, 544 bytes
Possible HD/CD Path: [C:\Program Files\GOG.com\Baldurs Gate II\]
Possible HD/CD Path: [C:\Program Files\GOG.com\Baldurs Gate II\data\]
Possible HD/CD Path: [C:\Program Files\GOG.com\Baldurs Gate II\data\]
Possible HD/CD Path: [C:\Program Files\GOG.com\Baldurs Gate II\data\]
Possible HD/CD Path: [C:\Program Files\GOG.com\Baldurs Gate II\data\]
Possible HD/CD Path: [C:\Program Files\GOG.com\Baldurs Gate II\data\]
Possible HD/CD Path: [C:\Program Files\GOG.com\Baldurs Gate II\data\]
[./Keymap.ini] loaded, 5615 bytes

The game path is not there. I suppose the BG1 has the same failure too, as I suppose that the games are from an older computer that had a different install setup.


In Topic: Help with first mod ideas

17 May 2019 - 05:37 PM

...? If not, what is the field name for the spell name?

No. The spell names are just string references ... aka the file has a number assigned to a hex value.

 

The answer to the second question:
name1

If you want to verify that... use this link and scroll a few lines above.

 

I didn't see the mistake either, so...


In Topic: Help with first mod ideas

17 May 2019 - 10:53 AM

Any chance you are on non-Windows Operation System ? This is cause the others don't accept capital and non-capital letters as the same ... without reducing them to not actually contain any.
And why the F do you jastey tell people to use %MOD_FOLDER% ... as "AlonsosMod" without the quotesd does quitewell. And I already said all this.

In Topic: Help with first mod ideas

15 May 2019 - 07:40 PM

I want to do the same for many spells, and that can make the tp2 file grow a lot and become quite cumbersome. I'm wondering if we can store the improved descriptions in an external file and use references to that external file in the tp2. That would make the mod much easier to handle. Is it possible to do something like that?
That can be done. Enter the .tra -file, short for translation file, yes, very unique, there's no one alike.
The .tp2 file can store the entire ~text~ as @number ... @1 is then the first string and so forth.

Like so:
The .tp2:
BACKUP ~AlonsosMod/backup~ //place to put the backup files to 
AUTHOR ~[your email address or other means to reach you in case the install fails]~ 
VERSION ~1~ //version displayed in the weidu.log 
LANGUAGE ~English~ ~English~ ~AlonsosMod/Languages/English/setup.tra~

BEGIN @1
COPY_EXISTING ~SPWI201.spl~ ~override~
SAY UNIDENTIFIED_DESC @2

COPY_EXISTING ~SCRL85.itm~ ~override~
SAY DESC @3

...
While the setup.tra -file, in the AlonsosMod/Languages/English/ -folder contains:
@1 = ~Alonso's First Mod~
@2 = ~Your first spells description goes here~
@3 = ~Your second spells description goes here~
...
The .tra -file needs to be "coded" in the Latin code language(1252) characterset, because the EE games use that as English in the game, you can find this in Notepad++ for example. This is easier in the non-ee games as you don't need to care about codepages there... and you can write with Cyrillic if you want.

This is from a mod of mine, made for non EE games. So it doesn't contain everything required exactly to fully use in every scenario ... there are fuller examples in mods .tp2 files, you can go look at, that use .tpa file to convert characters etc.