can you help me please?
Started by klaussner, Mar 30 2003 08:30 AM
9 replies to this topic
#1
Posted 30 March 2003 - 08:30 AM
Hi there.
I've used mods for a long time and started to create my own custom items, to a point where I'm spending much time everytime I reinstall the game (that's quite often) to add those custom items I made to the game, and then edit the dialog.tlk file to add the correct strings to my items.
Thus I began learning Weidu to create a mini-mod; the objective for now is just to add my custom items to the override folder and patch the correct strings to the items, so I don't have to do it manually (to get the items, I'll just CLUA them).
So I inspired from the FW item pack mod to create a tp2 file with the copy command and a tra file with the strings.
the files look like this:
setup-pymod.exe (weidu installer, copied the FWPI one and renamed it)
setup-pymod.tp2 (in bg2 main folder)
BACKUP ~pymod/Backup~
AUTHOR ~klaussner~
LANGUAGE ~English~ ~English~ ~pymod/Setup.tra~
BEGIN @0
COPY ~pymod/bracfer.itm~ ~override/bracfer.itm~ SAY NAME2 @2 SAY DESC @3
COPY ~pymod/bracarge.itm~ ~override/bracarge.itm~ SAY NAME2 @4 SAY DESC @5
COPY ~pymod/bracor.itm~ ~override/bracor.itm~ SAY NAME2 @6 SAY DESC @7
COPY ~pymod/lotunoir.itm~ ~override/lotunoir.itm~ SAY NAME2 @8 SAY DESC @9
COPY ~pymod/masamune.itm~ ~override/masamune.itm~ SAY NAME2 @10 SAY DESC @11
end of tp2 file
what is in the pymod folder (under the bg2 main directory):
all five .itm files
the setup-pymod.tra file:
@0= ~collection d'objets~
@1 = ~Bracelets de fer~
@2 = ~Les mains de la gargouille:
Cette paire de gants est lourde et sembe faite de pierre; cependant, une fois qu'elle est enfilée, elle s'ajuste aux mains du porteur et devient comme une seconde peau; comme son nom l'indique, ces gants sont effectivement faits de la peau d'une gargouille , qui a été enchantée de façon à transformer la peau du porteur, lui donnant la solidité caractéristique de ces démons.
Quand ces gants sont portés, les mains du porteur deviennent plus dures que du métal, et lui permettent de parer efficacement les coups; il est encore plus facile d'attraper des flèches ou de bloquer le fil d'une lame. Ces bracelets possèdent aussi un pouvoir spécial qui, quand il est activé, transforme toute la peau du corps, et pas seulement celle des mains, en celle d'une gargouille, accordant ainsi une grande protection contre les attaques physiques.
La peau qui recouvre les mains, bien que très solide, n'est pas très souple et gêne l'habileté du porteur. La peau qui recouvre le corps, d'origine magique, n'entrave pas les mouvements.
PARAMETRES:
CA: bonus de +3, +5 contre les missiles et les armes tranchantes
Dexterité: un point de pénalité
Capacités: deux fois par jour, peau de pierre et peau d'acier lancés sur le porteur ~
@3 = ~Bracelets d'argent~
@4 = ~Bracelets d'argent: rosée du mage~
@5 = ~a~
@6 = ~a~
@7 = ~a~
@8 = ~a~
@9 = ~a~
@10 = ~a~
@11 = ~a~
that's all I made for the moment. (the a stands for still non-written strings)
when I launch the setup-pymod.exe , i get those messages:
ERROR: no translation provided for @0
ERROR: problem parsing tp file [SETUP-PYMOD.tp2] not_found
ERROR: not_found
I have no clue on how to solve this (level 0 Weidu newbie, I am)
Can you help me solve this please?
I've used mods for a long time and started to create my own custom items, to a point where I'm spending much time everytime I reinstall the game (that's quite often) to add those custom items I made to the game, and then edit the dialog.tlk file to add the correct strings to my items.
Thus I began learning Weidu to create a mini-mod; the objective for now is just to add my custom items to the override folder and patch the correct strings to the items, so I don't have to do it manually (to get the items, I'll just CLUA them).
So I inspired from the FW item pack mod to create a tp2 file with the copy command and a tra file with the strings.
the files look like this:
setup-pymod.exe (weidu installer, copied the FWPI one and renamed it)
setup-pymod.tp2 (in bg2 main folder)
BACKUP ~pymod/Backup~
AUTHOR ~klaussner~
LANGUAGE ~English~ ~English~ ~pymod/Setup.tra~
BEGIN @0
COPY ~pymod/bracfer.itm~ ~override/bracfer.itm~ SAY NAME2 @2 SAY DESC @3
COPY ~pymod/bracarge.itm~ ~override/bracarge.itm~ SAY NAME2 @4 SAY DESC @5
COPY ~pymod/bracor.itm~ ~override/bracor.itm~ SAY NAME2 @6 SAY DESC @7
COPY ~pymod/lotunoir.itm~ ~override/lotunoir.itm~ SAY NAME2 @8 SAY DESC @9
COPY ~pymod/masamune.itm~ ~override/masamune.itm~ SAY NAME2 @10 SAY DESC @11
end of tp2 file
what is in the pymod folder (under the bg2 main directory):
all five .itm files
the setup-pymod.tra file:
@0= ~collection d'objets~
@1 = ~Bracelets de fer~
@2 = ~Les mains de la gargouille:
Cette paire de gants est lourde et sembe faite de pierre; cependant, une fois qu'elle est enfilée, elle s'ajuste aux mains du porteur et devient comme une seconde peau; comme son nom l'indique, ces gants sont effectivement faits de la peau d'une gargouille , qui a été enchantée de façon à transformer la peau du porteur, lui donnant la solidité caractéristique de ces démons.
Quand ces gants sont portés, les mains du porteur deviennent plus dures que du métal, et lui permettent de parer efficacement les coups; il est encore plus facile d'attraper des flèches ou de bloquer le fil d'une lame. Ces bracelets possèdent aussi un pouvoir spécial qui, quand il est activé, transforme toute la peau du corps, et pas seulement celle des mains, en celle d'une gargouille, accordant ainsi une grande protection contre les attaques physiques.
La peau qui recouvre les mains, bien que très solide, n'est pas très souple et gêne l'habileté du porteur. La peau qui recouvre le corps, d'origine magique, n'entrave pas les mouvements.
PARAMETRES:
CA: bonus de +3, +5 contre les missiles et les armes tranchantes
Dexterité: un point de pénalité
Capacités: deux fois par jour, peau de pierre et peau d'acier lancés sur le porteur ~
@3 = ~Bracelets d'argent~
@4 = ~Bracelets d'argent: rosée du mage~
@5 = ~a~
@6 = ~a~
@7 = ~a~
@8 = ~a~
@9 = ~a~
@10 = ~a~
@11 = ~a~
that's all I made for the moment. (the a stands for still non-written strings)
when I launch the setup-pymod.exe , i get those messages:
ERROR: no translation provided for @0
ERROR: problem parsing tp file [SETUP-PYMOD.tp2] not_found
ERROR: not_found
I have no clue on how to solve this (level 0 Weidu newbie, I am)
Can you help me solve this please?
#2
Posted 30 March 2003 - 09:19 AM
Make sure that the .tra file that you're using has the right name.
In your .tp2: ~pymod/Setup.tra~
but your .tra is called "setup-pymod.tra"
it should be "Setup.tra" to work.
--------------------
If you so much as make one spelling mistake your mod may not work.
In your .tp2: ~pymod/Setup.tra~
but your .tra is called "setup-pymod.tra"
it should be "Setup.tra" to work.
--------------------
If you so much as make one spelling mistake your mod may not work.
#3
Posted 30 March 2003 - 09:29 AM
I forgot, you have this line: LANGUAGE ~English~ ~English~ ~pymod/Setup.tra~
I'm just guessing that:
- the first english is for the name of the language
- second for directory where the .tra's are stored
- and the name of the .tra(s) where you store translations that you are using
So, your mod should work if you change:
rename "setup-pymod.tra" -> "Setup.tra"
make an "english" folder and put Setup.tra in it and then change ~pymod/Setup.tra~ -> ~pymod/English/Setup.tra~
But I'm not as expeienced as someone as Jason Compton so lets just wait and see what he has to say.
I'm just guessing that:
- the first english is for the name of the language
- second for directory where the .tra's are stored
- and the name of the .tra(s) where you store translations that you are using
So, your mod should work if you change:
rename "setup-pymod.tra" -> "Setup.tra"
make an "english" folder and put Setup.tra in it and then change ~pymod/Setup.tra~ -> ~pymod/English/Setup.tra~
But I'm not as expeienced as someone as Jason Compton so lets just wait and see what he has to say.
#4 -jcompton-
Posted 30 March 2003 - 09:52 AM
Yeah, the trick is that you'll want to have an English directory and put the tra in THAT.
From the
LANGUAGE ~English~
~english~
~npcflirt/english/setup.tra~
So the setup.tra file is in npcflirt/english. I think it's just a "file isn't where it's supposed to be" problem.
From the
LANGUAGE ~English~
~english~
~npcflirt/english/setup.tra~
So the setup.tra file is in npcflirt/english. I think it's just a "file isn't where it's supposed to be" problem.
#5
Posted 30 March 2003 - 02:36 PM
Okay, now the installer started correctly, but I got errors when it tried to install the items.
I created an empty backup directory and everything worked fine. Cool.
Now all I have to do is to put all my custom items and finish their description.
Hail weimer for sparing me the bore to do it manually again and thanks to you all.
I created an empty backup directory and everything worked fine. Cool.
Now all I have to do is to put all my custom items and finish their description.
Hail weimer for sparing me the bore to do it manually again and thanks to you all.
#6
Posted 30 March 2003 - 05:05 PM
Sounds like it was actually more of a pain than doing it manually. :-)
Anyway, if there were any error messages that you found particularly opaque, let me know and I can try to make them more verbose.
By the way, the point of using the keyword "english" or "american" is to identify the language to the mod author and the mod users. Based on the actual text you quoted, you probably actually want to use "french" or "francais" there instead. It doesn't actually matter if you're the only user ... it just looks a little strange from this end.
Anyway, if there were any error messages that you found particularly opaque, let me know and I can try to make them more verbose.
By the way, the point of using the keyword "english" or "american" is to identify the language to the mod author and the mod users. Based on the actual text you quoted, you probably actually want to use "french" or "francais" there instead. It doesn't actually matter if you're the only user ... it just looks a little strange from this end.
#7
Posted 30 March 2003 - 11:38 PM
Nope, way better with weidu. Now it is done, I'll never have to add all those strings again.
Actually, I started with french language, and when I saw the error message due to translation, I tought it was maybe due to the lack of an english version before putting a french one. but now it's fixed.
Now I'll try to implement those items so some ennmies drop them. All I have to do is modify the .cre file of a character right?
Let's say I want the shade lich to drop one of the bracers, I just have to make a copy of its .cre file with the item in the inventory trough NearInfinity, then add a
COPY ~pymod/HLSHADE.cre"~ ~override/HLSHADE.cre.itm~ line?
How can I patch the strings for the name and such?
Actually, I started with french language, and when I saw the error message due to translation, I tought it was maybe due to the lack of an english version before putting a french one. but now it's fixed.
Now I'll try to implement those items so some ennmies drop them. All I have to do is modify the .cre file of a character right?
Let's say I want the shade lich to drop one of the bracers, I just have to make a copy of its .cre file with the item in the inventory trough NearInfinity, then add a
COPY ~pymod/HLSHADE.cre"~ ~override/HLSHADE.cre.itm~ line?
How can I patch the strings for the name and such?
#8
Posted 31 March 2003 - 09:04 AM
I tried to create a character that would sell my items, so I made a .cre file , a .bcs file to extend the area#1000 and a store file.
I also made a .d file, but now I'm getting that error when trying to reinstall the whole:
pymod/py#aria.d PARSE ERROR at line 14 column 51-54 Near text GOTO syntax error.
My .d file is as follows: Can you help me solve this please?
BEGIN PY#ARIA
IF ~NumTimesTalkedTo(0)~ THEN BEGIN rencontre
SAY ~Salut!~
IF ~~ THEN REPLY ~Qui est-tu?~ GOTO presenter
IF ~~ THEN REPLY ~Que fais tu ici?~ GOTO vente
IF ~~ THEN REPLY ~Une gamine ici? va-t-en, c'est dangereux.~ GOTO gamine
IF ~~ THEN REPLY ~Arrière monstre! Je te pourfendrai!~ GOTO monstre
END
IF ~~ THEN BEGIN presenter
SAY ~Moi c'est Aria. Qu'est ce que je fais ici? ~ GOTO vente <--(the problem seems to be here)
END
IF ~~ THEN BEGIN gamine
SAY ~J'suis pas une gamine! Maintenant je suis une vendeuse interplanaire!~ GOTO vente
END
IF ~~ THEN BEGIN monstre
SAY ~J'suis pas monstre! Avant, mais plus maintenant.~ GOTO vente.
END
IF ~~ THEN BEGIN vente
SAY ~Je me suis retrouvée enfermée ici par mon frère. Il m'a dit de vendre ces trucs qu'il a fabriqué.~
SAY ~Je sais pas à quoi ils servent tous, mais y'en a qu'ont l'air puissants,et vous vous avez l'air de types qu'ont besoin de trucs puissants.~
SAY ~Alors vous voulez m'achetez un des ces trucs?~
IF ~~ THEN REPLY ~D'accord. Fais voir ta camelote~ GOTO shopping
IF ~~ THEN REPLY ~Pas cette fois ci~ GOTO aurevoir1
IF ~~ THEN REPLY ~Pas question que j'achete ces déchets!~ GOTO aurevoir2
END
IF ~~ THEN BEGIN aurevoir1
SAY ~Bon d'accord. à bientôt alors~
IF ~~ THEN EXIT
END
IF ~~ THEN BEGIN aurevoir2
SAY ~Eh! T'enerves pas!~
IF ~~ THEN EXIT
END
IF ~NumTimesTalkedToGT(0)~ THEN BEGIN retour
SAY ~Rebonjour. Vous voulez m'acheter quelque chose? Je veux rentrer chez moi vous savez.~
IF ~~ THEN REPLY ~D'accord. Fais voir ta camelote~ GOTO shopping
IF ~~ THEN REPLY ~Pas cette fois ci~ GOTO aurevoir1
IF ~~ THEN REPLY ~Pas question que j'achete ces déchets!~ GOTO aurevoir2
END
IF ~~ THEN BEGIN shopping
SAY ~Ok regardez.~
IF~~ THEN DO ~StartStore("ariasto",LastTalkedToBy(Myself))~ EXIT
END
I also made a .d file, but now I'm getting that error when trying to reinstall the whole:
pymod/py#aria.d PARSE ERROR at line 14 column 51-54 Near text GOTO syntax error.
My .d file is as follows: Can you help me solve this please?
BEGIN PY#ARIA
IF ~NumTimesTalkedTo(0)~ THEN BEGIN rencontre
SAY ~Salut!~
IF ~~ THEN REPLY ~Qui est-tu?~ GOTO presenter
IF ~~ THEN REPLY ~Que fais tu ici?~ GOTO vente
IF ~~ THEN REPLY ~Une gamine ici? va-t-en, c'est dangereux.~ GOTO gamine
IF ~~ THEN REPLY ~Arrière monstre! Je te pourfendrai!~ GOTO monstre
END
IF ~~ THEN BEGIN presenter
SAY ~Moi c'est Aria. Qu'est ce que je fais ici? ~ GOTO vente <--(the problem seems to be here)
END
IF ~~ THEN BEGIN gamine
SAY ~J'suis pas une gamine! Maintenant je suis une vendeuse interplanaire!~ GOTO vente
END
IF ~~ THEN BEGIN monstre
SAY ~J'suis pas monstre! Avant, mais plus maintenant.~ GOTO vente.
END
IF ~~ THEN BEGIN vente
SAY ~Je me suis retrouvée enfermée ici par mon frère. Il m'a dit de vendre ces trucs qu'il a fabriqué.~
SAY ~Je sais pas à quoi ils servent tous, mais y'en a qu'ont l'air puissants,et vous vous avez l'air de types qu'ont besoin de trucs puissants.~
SAY ~Alors vous voulez m'achetez un des ces trucs?~
IF ~~ THEN REPLY ~D'accord. Fais voir ta camelote~ GOTO shopping
IF ~~ THEN REPLY ~Pas cette fois ci~ GOTO aurevoir1
IF ~~ THEN REPLY ~Pas question que j'achete ces déchets!~ GOTO aurevoir2
END
IF ~~ THEN BEGIN aurevoir1
SAY ~Bon d'accord. à bientôt alors~
IF ~~ THEN EXIT
END
IF ~~ THEN BEGIN aurevoir2
SAY ~Eh! T'enerves pas!~
IF ~~ THEN EXIT
END
IF ~NumTimesTalkedToGT(0)~ THEN BEGIN retour
SAY ~Rebonjour. Vous voulez m'acheter quelque chose? Je veux rentrer chez moi vous savez.~
IF ~~ THEN REPLY ~D'accord. Fais voir ta camelote~ GOTO shopping
IF ~~ THEN REPLY ~Pas cette fois ci~ GOTO aurevoir1
IF ~~ THEN REPLY ~Pas question que j'achete ces déchets!~ GOTO aurevoir2
END
IF ~~ THEN BEGIN shopping
SAY ~Ok regardez.~
IF~~ THEN DO ~StartStore("ariasto",LastTalkedToBy(Myself))~ EXIT
END
#9
Posted 31 March 2003 - 11:01 AM
I'm pretty sure you can't have a GOTO after a SAY. I think you would have to do something like:IF ~~ THEN BEGIN presenter
SAY ~Moi c'est Aria. Qu'est ce que je fais ici? ~ GOTO vente <--(the problem seems to be here)
END
IF ~~ THEN BEGIN presenter
SAY ~Moi c'est Aria. Qu'est ce que je fais ici? ~
IF ~~ THEN GOTO vente
END
#10
Posted 31 March 2003 - 12:20 PM
Wow, many thanks, it worked.
There was also a typo and a problem with multiple SAY sessions (replaced by =) and now it works.
Great!
There was also a typo and a problem with multiple SAY sessions (replaced by =) and now it works.
Great!