Black-Wyrm-Lair / Drizzt-Saga

The mod brings Drizzt and company into the game with their own major quest, also side quests & new areas, items (some to be forged) and new creatures.
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Error on BGT 1.20 (20 Feb 19) #14

Closed ALIENQuake closed 1 year ago

ALIENQuake commented 1 year ago

In order to not forget about it: I'm facing an error during BGT installation

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~BGT/BGT.TP2~ #7 #0 // Baldur's Gate Trilogy - Rdzen: 1.20 (20 Feb 19)
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #3 #0 // Saga Drizzta dla BG:EE/TuTu/BGT -> Obszary polaczone poprzez krawedzie map (domyslnie): v3.00
Copying and patching 1 file ...

Kompiluje skrypty i dialogi...
Compiling 39 scripts ...

[tb#_compile_eval_buffer/DRIZZTSAGA/Scripts/BAF/f_genefn.baf] PARSE ERROR at line 4 column 1-38
Near Text: )
        [StateCheck] argument [STATE_REALLY_DEAD] not found in [State.IDS]

[tb#_compile_eval_buffer/DRIZZTSAGA/Scripts/BAF/f_genefn.baf] PARSE ERROR at line 16 column 1-38
Near Text: )
        [StateCheck] argument [STATE_REALLY_DEAD] not found in [State.IDS]

[tb#_compile_eval_buffer/DRIZZTSAGA/Scripts/BAF/f_genefn.baf] PARSE ERROR at line 96 column 1-38
Near Text: )
        [StateCheck] argument [STATE_REALLY_DEAD] not found in [State.IDS]

[tb#_compile_eval_buffer/DRIZZTSAGA/Scripts/BAF/f_genefn.baf] PARSE ERROR at line 117 column 1-38
Near Text: )
        [StateCheck] argument [STATE_REALLY_DEAD] not found in [State.IDS]

[tb#_compile_eval_buffer/DRIZZTSAGA/Scripts/BAF/f_genefn.baf] PARSE ERROR at line 133 column 1-38
Near Text: )
        [StateCheck] argument [STATE_REALLY_DEAD] not found in [State.IDS]

[tb#_compile_eval_buffer/DRIZZTSAGA/Scripts/BAF/f_genefn.baf] PARSE ERROR at line 154 column 1-38
Near Text: )
        [StateCheck] argument [STATE_REALLY_DEAD] not found in [State.IDS]
Compiling 4 scripts ...
Copying and patching 1 file ..
Roberciiik commented 1 year ago

Hi @TotoR115, it seems that the file you have added in your last pull requests miss some states in IDS. What is the source game, that you copied the file from?

TotoR115 commented 1 year ago

Hi @Roberciiik,

I always install BG2fixpack, witch includes this state and many corrections to scripts, before reusing them... without it there could always remains some issues.

When I have copied the script from base bg2, it was already corrected and STATE_DEAD was replaced by STATE_REALLY_DEAD.

I am currently far from a PC so I can't do any PR before a while. But, and as this State exists for EE and works for bg2, the best solution seems to add it with: APPEND ~state.ids~ ~0x00000FC0 STATE_REALLY_DEAD~ UNLESS ~^0x00000FC0[ %TAB]+STATE_REALLY_DEAD[ %TAB%%LNL%%MNL%%WNL%]~

ALIENQuake commented 1 year ago

In that case, how about we just require BG2Fixpack?

Roberciiik commented 1 year ago

If there is a simple workaround of adding missing state, let's add it to the code and write suggestion about fixpack in the readme. Most oBG players will install fixpack either way. For internal testing purposes, it is easier to skip fixpack.

EDIT: The best solution would be to force fixpack on BGT level, so every BGT-compatible mods will get the proper fixes. What do you think?

ALIENQuake commented 1 year ago

Yep, BGT is a much better place to require Fixpack.

@TotoR115 I've tested the provided code and while the symbol is properly added into override/stat.ide, I'm getting the same error.

TotoR115 commented 1 year ago

Hi @ALIENQuake, With the code above, the mod works without bg2fixpack. As there is no necessity, I personnaly woundn't recommend that.

However, the readme may mention that it is strongly recommended but not mandatory to install bg2fixpack.

Roberciiik commented 1 year ago

I've tested the provided fix and it works on BGT-v1.20.

ALIENQuake commented 1 year ago

Thanks!