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[MOD] Golem Construction for Spellcasters

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  • argent77argent77 Member Posts: 3,549
    BankerBear wrote: »
    Tried installing this mod along with Raduziel's Universal Wizard Spells v2.8 and the Wand Case mods, but it cashes my game to crash each time. Are these mods incompatible?

    I don't think so. Those are lightweight mods and shouldn't interfere with the Golem Construction mod.

    Could you provide more information?
    - What game are you running (BGEE, SoD, EET, ...)?
    - Are you running the latest game patch (v2.6)?
    - When or how does the game crash?
    - Are these crashes reproducible?

    If you run the game through Steam then it could also be that the Steam client tried to "repair" the game and removed or reset some modified content. In that case I'd suggest to create a copy of the game directory on a location outside of the Steam folder (e.g. C:\Games) and run it directly with the game executable. You'll lose access to the cloud save feature and achievements that way, however.
  • Soldier0fortunESoldier0fortunE Member Posts: 3
    Hi there, im trying to install this mod on an EET install, but i keep getting the following install error. Any ideas?

    I'm guessing its due to another mod, but im just not sure which one. Its definately something in the BG2EE folder, as i managed to install it with no problem in the BG1 folder just to test.

    INSERT_BYTES out of bounds - file is long 41412, point given is 58434
    ERROR: [ar5202.wed] -> [override/ar5202.wed] Patching Failed (COPY) (Failure("INSERT_BYTES out of bounds"))
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.

    ERROR Installing [Golem Construction Ability for Spellcasters], rolling back to previous state
    Will uninstall 1159 files for [A7-GOLEMCONSTRUCTION/A7-GOLEMCONSTRUCTION.TP2] component 0.
    Uninstalled 1159 files for [A7-GOLEMCONSTRUCTION/A7-GOLEMCONSTRUCTION.TP2] component 0.
    ERROR: Failure("INSERT_BYTES out of bounds")
    Please make a backup of the file: SETUP-A7-GOLEMCONSTRUCTION.DEBUG and look for support at: http://www.shsforums.net/forum/652-golem-construction-ee/
    Using Language [English]
  • argent77argent77 Member Posts: 3,549
    I agree that it's most likely caused by a previous modification of the file by another mod. To find out the potential culprit you can perform a changelog on the affected file:
    1. Create a copy of "setup-A7-GolemConstruction.exe" and rename it to "weidu.exe"
    2. Run the following command in the console:
    weidu.exe --change-log ar5202.wed
    
    It should list all mod components that made any changes to the specified file.

    This error is related to an optional side quest that is available in the ToB part of the game. You can probably complete the installation by disabling this side quest. To do this:
    - Open the file "A7-GolemConstruction/A7-GolemConstruction.tp2" with a text editor
    - Scroll down to line 279 and remove the line "INCLUDE ~%MOD_FOLDER%/lib/quest1.tph~"
    - Save the changes
    - Restart installation of the mod
  • Soldier0fortunESoldier0fortunE Member Posts: 3
    Removing that line did it, many thanks. Just for future reference, what did you mean by run that line in the console? The in game console? I made a copy and named it weidu and tried to copy paste that command into the command line but nothing happened? Apologies, im new to modding BG and sometimes this shit is like another language lol.
  • argent77argent77 Member Posts: 3,549
    Removing that line did it, many thanks. Just for future reference, what did you mean by run that line in the console? The in game console?

    No, I meant to open the command prompt (or terminal). Switch to the installation folder of the game with the "cd" command:
    cd "C:\Games\Baldur's Gate II"
    
    or wherever the game is installed, and execute the weidu command from my previous comment.
  • Soldier0fortunESoldier0fortunE Member Posts: 3
    Ahh im with you now. Thank you again.
  • argent77argent77 Member Posts: 3,549
    New release: Golem Construction for Spellcasters v6.4

    Changelog:
    • Added Simplified Chinese translation (thanks Lewis Liu)
  • dorkasaurusrexdorkasaurusrex Member Posts: 5
    Are the item codes added by this mod specified anywhere? Wanna give myself some more magical ice in case my Ice Golem dies, not sure you can find more of it out in the world.
  • argent77argent77 Member Posts: 3,549
    Are the item codes added by this mod specified anywhere? Wanna give myself some more magical ice in case my Ice Golem dies, not sure you can find more of it out in the world.

    The item code for magical ice is "A7!ICE". More ice can be found e.g. in the Sphere in Athkatla's Slums or in Watcher's Keep.
  • mddziadekmddziadek Member Posts: 8
    Hi

    There is no line @49019 in Polish language dialog .tra
    Could You add them, please? Below translated text:

    @49019 = ~Warsztat Budowy Golemów

    Według maga Thalantyra nekromanci Arkion lub Nemphre mogą być zainteresowani tworzeniem dla mnie golemów. Najprawdopodobniej znajdę ich gdzieś we Wrotach Baldura.~
  • argent77argent77 Member Posts: 3,549
    mddziadek wrote: »
    Hi

    There is no line @49019 in Polish language dialog .tra
    Could You add them, please?
    Thank you! I have changed the journal title to "Warsztat do budowy golemów" to keep it consistent with the other journal entries.

    There are several more lines still missing a Polish translation. If you have the time or motivation, could you please take a look at these lines, too?

    spells.tra: dialogs.tra:
  • mddziadekmddziadek Member Posts: 8
    Hi
    Translated text in attachment
    It is possible via Console command to erase journal entry (ENG) and speak with Thalantyr once again and get journal entry in PL lang.?
    (for better immersion, I have only PL mods installed ;) )
  • argent77argent77 Member Posts: 3,549
    mddziadek wrote: »
    Hi
    Translated text in attachment
    Thank you for the translated lines! :) They have been uploaded to the devel branch of the mod if you want to test it out.

    It is possible via Console command to erase journal entry (ENG) and speak with Thalantyr once again and get journal entry in PL lang.?
    (for better immersion, I have only PL mods installed ;) )
    It is possible but difficult. You'd first have to find the correct strref of the existing journal string. That number is different for every game installation because mod strings are added dynamically to the game. Then call
    C:Eval('EraseJournalEntry(strref_value)')
    
    to remove the journal entry.

    To add the new journal entry you'll have to find the strref of the new string and call
    C:Eval('AddJournalEntry(strref_value,QUEST)')
    
    In both instances replace "strref_value" with the actual strref number.
  • mddziadekmddziadek Member Posts: 8
    Strref is 312581, but I have translated dialog.tlk and dialogF.tlk in my EET game via Near Infinity and journal entry self changed to PL!
    Regards!
  • shevy123456shevy123456 Member Posts: 397
    edited September 6
    I recently tested the perfect iron golem. Although he is slow, even with haste not too terribly fast,
    he hits like a truck. He also just shrugs off demilich wanting to put him in prison. So that was making
    the fights in the Region of Terror mod quite convenient (there are a few liches). (The only strange thing
    is that in the final fight of Region of Terror, the Lord-slayer actually knocked the golem unconscious,
    which I found super-strange. I don't necessarily think this is the fault of the golem construction mod,
    could be Tactics remix, or more likely Region of Terror having some unconscious part that may play
    a role in one of the transitions after reaching 1 or 0 hp - something like that. I just found it strange that
    a golem can be unconscious, so I assume this comes from another mod. Golems should not be
    unconscious. The reason what I found strange was that the Lord slayer suddenly was dealing
    nonlethal damage which was confusing - whatever the code is, and from where, something isn't quite
    right here. It did not appear in the other Lord incarnations, so I suspect RoT has some issue. It's a
    great mod but has so many small bugs and issues.)
  • argent77argent77 Member Posts: 3,549
    I recently tested the perfect iron golem. Although he is slow, even with haste not too terribly fast,
    he hits like a truck. He also just shrugs off demilich wanting to put him in prison. So that was making
    the fights in the Region of Terror mod quite convenient (there are a few liches). (The only strange thing
    is that in the final fight of Region of Terror, the Lord-slayer actually knocked the golem unconscious,
    which I found super-strange. I don't necessarily think this is the fault of the golem construction mod,
    could be Tactics remix, or more likely Region of Terror having some unconscious part that may play
    a role in one of the transitions after reaching 1 or 0 hp - something like that. I just found it strange that
    a golem can be unconscious, so I assume this comes from another mod. Golems should not be
    unconscious. The reason what I found strange was that the Lord slayer suddenly was dealing
    nonlethal damage which was confusing - whatever the code is, and from where, something isn't quite
    right here. It did not appear in the other Lord incarnations, so I suspect RoT has some issue. It's a
    great mod but has so many small bugs and issues.)

    I've never played these mods, so I can't really comment on them. I can imagine, however, that mods which provide improved combat scripts could switch to a non-lethal weapon if the target has too much damage resistance against the regular damage types. Normally non-lethal damage is only dealt by unenchanted weapons (i.e. fists) which golems are immune to, so the issue does sound somewhat peculiar.
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