And by the way quite a few cast spells and sequencers refer to wrkldead and wrlkbess, neither of which exists, even in the downloaded install. So many in fact I just assumed they were purposeful "bit buckets" for reference purposes not intended do do anything. In case that helps....
@seraglio Okay, "PROJECTL.IDS" is clearly missing any reference to the warlock projectiles, that's not really a surprise except that WRLKLS9.spl does have a projectile number assigned to it, which it shouldn't if PROJECTL.IDS wasn't updated, since the number is taken from entry added to PROJECTL.IDS.
So I copied your PROJECTL.IDS into my game then installed the warlock kit on top of it, and my Hungry Darkness spell has the same(correct) projectile value as yours does (#407). My PROJECTL.ids is being correctly updated, so at least here is what yours should have at the very bottom after the kit is installed:
Since the spells are being correctly updated to use these projectile numbers, I can only suspect that PROJECTL.IDS is being restored from a point before the kit is installed, but I've no idea what would or even could be causing it. These values should work if you just copy/paste them to the end of the file(its just a plain text file, any plain text editor will work), if you would like a quick fix.
If your willing, search your game folder for all files named "PROJECTL.IDS", if you can find one that "does" have these projectiles listed at the bottom, whatever mod's backup folder it is located in would be the culprit.
And by the way quite a few cast spells and sequencers refer to wrkldead and wrlkbess, neither of which exists, even in the downloaded install. So many in fact I just assumed they were purposeful "bit buckets" for reference purposes not intended do do anything. In case that helps....
There will be sequencer references to non-existant spells, that's just how Near Infinity displays them. Sequencer activation matches a specific field in the file(which I manually set), not the filename.
There should not be cast spell references to non-existant spells, and WRLKDEAD is indeed not getting copied, I will fix it in the next build, but its not causing the immediate problem. It feeds the Soulreaving Aura Invocation dead bodies.
As for the Hungry Darkness spell, the other spell it casts is the part of the (normal) Darkness spell that creates the darkness "cloud", so what your seeing should be correct. I just needed the projectile to see if it was being altered/corrupted somehow during download or installation, which it wasn't.
I'm seeing visual effects now after fixing the projecl.ids file. So I think were in business, just have more tests to do. Is the hungry darkness pro kinda like chilling fog, pale blue, but about half the area? I definitely have effects now, just need a way of confirming they're the correct ones. Thanks so much for your quick response!
I'm seeing visual effects now after fixing the projecl.ids file. So I think were in business, just have more tests to do. Is the hungry darkness pro kinda like chilling fog, pale blue, but about half the area? I definitely have effects now, just need a way of confirming they're the correct ones. Thanks so much for your quick response!
Yes, the darkness cloud is a pale blue color. The game uses a system where: White = Opaque, Black = Transparent, so trying to make it "darker" only resulted in the opposite.
So, I haven't played IWDEE before, and having just done a fresh install I tried to install this mod. Got this in the debug file:
Copying and patching 1 file ... [WARLOCK\10_BLASTS\0_ELDRITCH\WRLK_B09.SPL] loaded, 8578 bytes ERROR: [WARLOCK\10_BLASTS\0_ELDRITCH\WRLK_B09.SPL] -> [override] Patching Failed (COPY) (Failure("Unknown function: wrlk_pro_BS9")) Stopping installation because of error.
Sorry for coming to the party late, but any idea what the deal is?
Several functions were split due to game version differences(v1.4 / v2.0), that one wasn't, but should have been. That issue is fixed, new version in initial post, but I'm looking to see if there is another I need to fix yet.
@kjeron Hi sorry to bother you I am having trouble installing this mod. I haven't had trouble with it before its an awesome mod and I really enjoy a lot of the spells and stuff :P I had to wipe my folder clean and do a clean install and ever since I haven't been able to install this it always happens. I end up wiping clean because I am having an issue with one mod, then I get that one working but it opens up a load of problems with other mods xD cant win. Anyway I just tried installing this mod first on a completely clean install so there are no other mods installed at the moment and I get this error:
ERROR: cannot resolve trigger 0x40e0 ERROR: [SPLSHMKN.BCS]->[Override\SPLSHMKN.BCS patching failed Not_Found> Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. ERROR Installing [Warlock kit / Cleric class -> BGEE. No Attribute requirements] , rolling back to previous state Will Uninstall 126 files for [WARLOCK.TP2] component 6. Uninstalled 126 files for [WARLOCK.TP2] component 6. ERROR Not_found Please email yada yada and that's it. I am on windows vista if that helps anything else you need to know let me know. Thanks in advance for any help you can give me with this xD
its bg 2 ee on steam using the most recent version of the mod that you have up. I have been messing around with near infinity a bit and editing a few weapons here and there..could that be a possible cause?
@Kai50 No, editing weapons wouldn't cause this, the file in question would be "TRIGGER.IDS". There is no reason or excuse for any mod to delete entries from this file, so I do not know why it would not have this trigger. The easiest way around this would be to open the file in Near Infinity and add this line to it: 0x40E0 NextTriggerObject(O:Object*)
@Kai50 No, editing weapons wouldn't cause this, the file in question would be "TRIGGER.IDS". There is no reason or excuse for any mod to delete entries from this file, so I do not know why it would not have this trigger. The easiest way around this would be to open the file in Near Infinity and add this line to it: 0x40E0 NextTriggerObject(O:Object*)
Ok I am pretty new to near infinity. So far I have worked out how to add spells to items and that's about it xD so where would I add this line?
@Kai50 Just click the magnifying glass, type "TRIGGER" in that search box, and hit enter, and the file should come up. It's just a normal text file, scroll to the bottom and add that text on a new line.
@Kai50 Just click the magnifying glass, type "TRIGGER" in that search box, and hit enter, and the file should come up. It's just a normal text file, scroll to the bottom and add that text on a new line.
@kjeron That doesn't seem to have worked its still giving exactly the same error message. Thanks for the swift responses by the way.
@Kai50 Then I'm afraid I don't know why it is failing to install, but I will try to convert the mod to bypass checking that trigger during the installation, hopefully shouldn't take too long.done(_051117b). Hopefully it will work.
Edit: Let me know if its throwing a ton of Warnings during the install - this will happen if that Trigger is not present during the installation, but it should not break installation. Either way, make sure that Trigger is still in TRIGGER.IDS once everything is installed, it is still necessary for the mod and is also used by the base game.
I have looked around and some older (pre-EE) mods do overwrite the TRIGGER.IDS file with an outdated version, which may be causing the issue, but I don't know why it would persist on a clean install - though Steam has been shown to not fully "Clean" a re-install. If this is happening there are likely several triggers missing necessary for both this mod and the base game. If you find you can learn the same spell/invocation over and over, then this is very likely the problem, and there is another Trigger you will need for this mod: 0x4102 HaveKnownSpellRES(S:Spell*).
I have added these triggers to the mods separate "Update Mod" portion as well, so if you install it after all other mods you won't need to manually change anything yourself.
@Kai50 Then I'm afraid I don't know why it is failing to install, but I will try to convert the mod to bypass checking that trigger during the installation, hopefully shouldn't take too long.done(_051117b). Hopefully it will work.
Edit: Let me know if its throwing a ton of Warnings during the install - this will happen if that Trigger is not present during the installation, but it should not break installation. Either way, make sure that Trigger is still in TRIGGER.IDS once everything is installed, it is still necessary for the mod and is also used by the base game.
I have looked around and some older (pre-EE) mods do overwrite the TRIGGER.IDS file with an outdated version, which may be causing the issue, but I don't know why it would persist on a clean install - though Steam has been shown to not fully "Clean" a re-install. If this is happening there are likely several triggers missing necessary for both this mod and the base game. If you find you can learn the same spell/invocation over and over, then this is very likely the problem, and there is another Trigger you will need for this mod: 0x4102 HaveKnownSpellRES(S:Spell*).
I have added these triggers to the mods separate "Update Mod" portion as well, so if you install it after all other mods you won't need to manually change anything yourself.
@Kai50 Then I'm afraid I don't know why it is failing to install, but I will try to convert the mod to bypass checking that trigger during the installation, hopefully shouldn't take too long.done(_051117b). Hopefully it will work.
Edit: Let me know if its throwing a ton of Warnings during the install - this will happen if that Trigger is not present during the installation, but it should not break installation. Either way, make sure that Trigger is still in TRIGGER.IDS once everything is installed, it is still necessary for the mod and is also used by the base game.
I have looked around and some older (pre-EE) mods do overwrite the TRIGGER.IDS file with an outdated version, which may be causing the issue, but I don't know why it would persist on a clean install - though Steam has been shown to not fully "Clean" a re-install. If this is happening there are likely several triggers missing necessary for both this mod and the base game. If you find you can learn the same spell/invocation over and over, then this is very likely the problem, and there is another Trigger you will need for this mod: 0x4102 HaveKnownSpellRES(S:Spell*).
I have added these triggers to the mods separate "Update Mod" portion as well, so if you install it after all other mods you won't need to manually change anything yourself.
@kjeron so there is a new install up is that correct? Thanks for trying to get to the bottom of this xD I really do enjoy this warlock mod :P
@kjeron That link seems to be invalid? nothing happens when I click on it and then like a minute later I get a delayed response saying "failed server problem" my internet connection is fine..
@kjeron yeah thanks xD I downloaded it ok but its still not installing. tried all the above. now I am getting a lot of Parsing parse errors in dialog. I will post the exact stuff tomorrow maybe. Sigh All I wanted was to start a new game as a warlock xD maybe I will try clean installing again. maybe if I delete EVERYTHING in the folder before a new install that will work better. I dunno lol
@Kai50 sorry nothing has been working, but it does sound like the installation at least made it past that specific issue, only for another one to pop up. I will look at it again once you post the errors.
@kjeron no worries Thanks for all your efforts to help me xD. so this is the next lot of errors I have:
In State 931, I expected one these tokens: [0] EOF Parse Error at END
[WARLOCK\v2 .0\SPLSHMKN\SPLSHMKN_BCS.tpa] PARSE ERROR at line 96 column 1-3 Near text: END GLR parse error
WARLOCK\v2 .0\SPLSHMKN\SPLSHMKN_BCS.tpa] PARSE ERROR at line 96 column 1-3 Near text: END Parsing.parse_error ERROR: Parsing WARLOCK\v2 .0\SPLSHMKN\SPLSHMKN_BCS.tpa]: parsing.parse_error Stopping installation because of error Stopping installation because of error
ERROR Installing [Warlock kit / Cleric class -> BGEE: No attribute requirements] rolling back to previous state Will uninstall 49 files for [WARLOCK/WARLOCK.Tp2] component 6. Uninstalled 49 files for [WARLOCK/WARLOCK.Tp2] component 6. In State 931, I expected one of these tokens: [0] EOF
etc etc it basically repeats these lines again and says "Parsing parse" error A LOT and then asks me if I want to install again.
Comments
I'll run those tests shortly. Thanks a ton for helping!
wrlkls9 casts 2 spells and does damage
the cast spell casts wrlkdead....which doesn't exist in my install.
the cast spell at point leads to wrlklt9a, which references a projectile by the same name, not the one you asked me to attach.
Maybe some things didn't get named properly by weidu?
Okay, "PROJECTL.IDS" is clearly missing any reference to the warlock projectiles, that's not really a surprise except that WRLKLS9.spl does have a projectile number assigned to it, which it shouldn't if PROJECTL.IDS wasn't updated, since the number is taken from entry added to PROJECTL.IDS.
So I copied your PROJECTL.IDS into my game then installed the warlock kit on top of it, and my Hungry Darkness spell has the same(correct) projectile value as yours does (#407). My PROJECTL.ids is being correctly updated, so at least here is what yours should have at the very bottom after the kit is installed:
397 WRLKBS5
398 WRLKBS8
399 WRLKBS7
400 WRLKBSD
401 WRLKBS2A
402 WRLKLTA4
403 WRLKLT04
404 WRLKLT9A
405 WRLKHP10
406 WRLKLS9A
407 WRLKLG1A
408 WRLKLG1B
409 WRLKLG3
410 WRLKLG4A
411 WRLKLG4B
412 WRLKLG6
413 WRLKLD1
414 WRLKLD1A
415 WRLKLD5
416 WRLKBS9
417 WRLKLD4B
Since the spells are being correctly updated to use these projectile numbers, I can only suspect that PROJECTL.IDS is being restored from a point before the kit is installed, but I've no idea what would or even could be causing it. These values should work if you just copy/paste them to the end of the file(its just a plain text file, any plain text editor will work), if you would like a quick fix.
If your willing, search your game folder for all files named "PROJECTL.IDS", if you can find one that "does" have these projectiles listed at the bottom, whatever mod's backup folder it is located in would be the culprit.
There should not be cast spell references to non-existant spells, and WRLKDEAD is indeed not getting copied, I will fix it in the next build, but its not causing the immediate problem. It feeds the Soulreaving Aura Invocation dead bodies.
As for the Hungry Darkness spell, the other spell it casts is the part of the (normal) Darkness spell that creates the darkness "cloud", so what your seeing should be correct. I just needed the projectile to see if it was being altered/corrupted somehow during download or installation, which it wasn't.
Copying and patching 1 file ...
[WARLOCK\10_BLASTS\0_ELDRITCH\WRLK_B09.SPL] loaded, 8578 bytes
ERROR: [WARLOCK\10_BLASTS\0_ELDRITCH\WRLK_B09.SPL] -> [override] Patching Failed (COPY) (Failure("Unknown function: wrlk_pro_BS9"))
Stopping installation because of error.
Sorry for coming to the party late, but any idea what the deal is?
That issue is fixed, new version in initial post, but I'm looking to see if there is another I need to fix yet.
ERROR: cannot resolve trigger 0x40e0
ERROR: [SPLSHMKN.BCS]->[Override\SPLSHMKN.BCS patching failed Not_Found>
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
ERROR Installing [Warlock kit / Cleric class -> BGEE. No Attribute requirements]
, rolling back to previous state
Will Uninstall 126 files for [WARLOCK.TP2] component 6.
Uninstalled 126 files for [WARLOCK.TP2] component 6.
ERROR Not_found
Please email yada yada and that's it. I am on windows vista if that helps anything else you need to know let me know. Thanks in advance for any help you can give me with this xD
0x40E0 NextTriggerObject(O:Object*)
Just click the magnifying glass, type "TRIGGER" in that search box, and hit enter, and the file should come up. It's just a normal text file, scroll to the bottom and add that text on a new line.
hopefully shouldn't take too long.done(_051117b). Hopefully it will work.Edit: Let me know if its throwing a ton of Warnings during the install - this will happen if that Trigger is not present during the installation, but it should not break installation. Either way, make sure that Trigger is still in TRIGGER.IDS once everything is installed, it is still necessary for the mod and is also used by the base game.
I have looked around and some older (pre-EE) mods do overwrite the TRIGGER.IDS file with an outdated version, which may be causing the issue, but I don't know why it would persist on a clean install - though Steam has been shown to not fully "Clean" a re-install. If this is happening there are likely several triggers missing necessary for both this mod and the base game. If you find you can learn the same spell/invocation over and over, then this is very likely the problem, and there is another Trigger you will need for this mod:
0x4102 HaveKnownSpellRES(S:Spell*)
.I have added these triggers to the mods separate "Update Mod" portion as well, so if you install it after all other mods you won't need to manually change anything yourself.
In State 931, I expected one these tokens:
[0] EOF
Parse Error at END
[WARLOCK\v2 .0\SPLSHMKN\SPLSHMKN_BCS.tpa] PARSE ERROR at line 96 column 1-3
Near text: END
GLR parse error
WARLOCK\v2 .0\SPLSHMKN\SPLSHMKN_BCS.tpa] PARSE ERROR at line 96 column 1-3
Near text: END
Parsing.parse_error
ERROR: Parsing WARLOCK\v2 .0\SPLSHMKN\SPLSHMKN_BCS.tpa]: parsing.parse_error
Stopping installation because of error
Stopping installation because of error
ERROR Installing [Warlock kit / Cleric class -> BGEE: No attribute requirements]
rolling back to previous state
Will uninstall 49 files for [WARLOCK/WARLOCK.Tp2] component 6.
Uninstalled 49 files for [WARLOCK/WARLOCK.Tp2] component 6.
In State 931, I expected one of these tokens:
[0] EOF
etc etc it basically repeats these lines again and says "Parsing parse" error A LOT and then asks me if I want to install again.
ERROR: Failure("resource [#BONECIR.SPL] not found for 'COPY'")
Contents of my WeiDU.log:
// 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] ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #102 // Select an installation method below: -> all the new kits and the sphere system, but kits in menus: 0.63b ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #0 // Revised Specialists: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #1 // Revised Dragon Disciples: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #2 // Sorcerer: Magus: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #3 // Sorcerer: Favoured Soul: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #4 // Sorcerer: Sylvan Disciple: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #5 // Sorcerer: Revenant Disciple: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #6 // Sorcerer: Amorphous Disciple: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #7 // Innate Find Familiar: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #9 // Arcane Crafting: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #10 // Spell Tweaks: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #11 // Metamagic: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #12 // Cantrips -> Innate Cantrips: 0.7