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josh_clue

Member Since 08 Nov 2002
Offline Last Active Dec 19 2004 02:49 AM

Topics I've Started

setting .STO parameters

05 July 2003 - 02:33 AM

:o simple question really- i'm just too lazy to look it up :blink:

how do i set the parameters for a *.STO files using WeiDU?
the "SAY NAME" command is used for adding the store's name, right?
how do i use WeiDU to indicate that a specific *.STO is an inn, a shop, or a temple? ;)

thanks

TP2 COPY command

06 June 2003 - 07:00 PM

this is the same post on the latter part of my "parse error" post. maybe it'll
get more responses by being placed in a new thread.

i used the COPY command on weidu to install some of the new files for a mod that i am making for BG:TotSC. the dialogues compile, the new creatures are copied over and given names, BUT the custom .2DA, .BAM, and .STO files end up corrupted. i tried simply copying the .2DA .BAM and .STO files to the override directory and they work fine (although the stores lose their name since i didn't COPY and SAY). is there a different command for copying files onto the override directory?

jcompton and japheth have been helping me work out this problem but we still havn't reached a solution. this was my last post:

i tried doing the directory copying stuff you (jcompton) showed me but it didn't solve my problem.

i tried using earlier versions of weidu to see if anything would happen but nothing did. my 2da, bam, and sto files still end up "corrupted"

thing is, i tried to open one of the 2da files after weidu copied them over and compared them with the 2da file in my source directory
and here is what i saw:

***** from SOURCE directory, backstab.2da
2DA V1.0
1
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
THIEF 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5
*****

***** from weidu copied OVERRIDE directory, backstab.2da

2DA V1.0E00E000 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
THIEF 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5
*****
:huh: did you see that? that "E00E000" inserted onto the weidu copied file? WHOA! :blink:

i started thinking that was causing the "corruption". i then delete the "E00E000" segment and guess what? the files work again. it had the same effect as if i had MANUALLY copied over the 2da files.

this would be no problem if all the files i were distributing were 2da files which are readily and easily copied over onto the override directory. but what of my "corrupted" bam and sto files? plus, this makes it a problem to distribute my mod

another oddity about this is that near infinity can still open the "corrupted" bam and sto files, but BG:TotSC just crashes when it creates the item or enters the store!

i'm thinking the files are still openable and are either IWD, BG2:ToB, PS:T, and IWD2 compatible BUT NO LONGER BG and BG:TotSC compatible.

help! :(

parse error

04 June 2003 - 06:07 PM

:( i'm back! thanks again to the people who gave me a copy of weidu v122-124 while wes was setting up his new site!

now, onto my new problem. i keep gtting this error message when trying to compile a D file i made:

****
Compiling 1 dialogues/scripts ...
[vault/dlg/denak.d] PARSE ERROR at line 60 column 6-10
Near Text: BEGIN
syntax error

[vault/dlg/denak.d] ERROR at line 60 column 6-10
Near Text: BEGIN
Parsing.Parse_error
ERROR: parsing [vault/dlg/denak.d]: Parsing.Parse_error
****

now this is my D file (numbers on the left side represent the line number)

****
57 IF
58 ~InParty("EDWIN")
59 !Global("VestibuleQuest","GLOBAL",0)~
60 THEN BEGIN 5
61 SAY ~Edwin, what a surprise.~
62 IF ~~ THEN DO ~ActionOverride("BRENDAN",EscapeArea())
63 SetGlobal("VestibuleRelease", "GLOBAL",1)~
64 EXIT
65 END

****

what' wrong? i don't get it. but, then again, i don't know what a parse error is... :blink:

BAM madness

04 June 2003 - 03:15 AM

oohkay... here goes:

i wanted to add a new animated BAM for a new monster i created for BG:TotSC. i picked an animated BAM from IWD:HoW and used it to replace the VOLO BAMs of BG:TotSC, carefully noting and replacing the frames and sequences appropriately using the BAMworkshop of TeamBG. :o

well, it worked. :(

i CLUAconsole the new monster into the game to give it a dry run. wow. the creature has a new look. it moves around, attacks... then i try hitting it. i TOTALLY miss the d*** thing! even when i effectively "backstab" it for double damage and even when i register a "critical hit", the monster still receives no damage! i've created a monster! LITERALLY!

help! what the heck am i doing wrong? i know someone from The Darkest Day MOD team did something like this... i could really use your advice. thanks in advance :unsure:

in need of new WeiDU

03 June 2003 - 02:00 AM

what happend to THE site? i just tried to check it out and it was... well... GONE!

i just checked out the forum where the wes weimer mods are hosted (that would be here) and learned the sad and terrible news!
nnoooooOOOOOOOOO00000H!?! :(

now that i've gotten over that... is there anyway for me to get a copy of the latest weidu? i currently have v116 and i was informed that there is a new one posted somewhere. anyone with knowledge to any mirror sites? or better yet, can anyone send me a newer version? anything v116+ will do
:rolleyes:

i hope wes finds a new home soon! :D