Creature Fixer
#21
Posted 24 December 2009 - 12:03 PM
"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"
--<CHARNAME> to Portalbendarwinden
--------------------
___________Old pen and paper modules of the 70s and 80s.___________
#22 -Guest-
Posted 24 December 2009 - 12:15 PM
Nah, it just carried over from a living guard (they just copied and marked STATE_DEAD). The weapons don't draw when they're dead, and you'll never get access to their inventory.These are vanilla BG1 errors, typos obviously (swih04 => sw1h04) that this tool fixes. It's questionable whether dead folks like the first two need valid weapons, but they have other equipment, so I guess it's for looting or something, I dunno.
It shouldn't be allowed, but it may not be an issue (do both weapons work? if so, then it's OK). Crashes usually only come from the animation code (you can break all the rules unless the engine actually has to try and draw the items, at which point, you need to pay attention to two-handed weapons and shields and stuff like that); the game really doesn't care otherwise.Is it valid for a creature to have a melee weapon equipped in the primary hand while a ranged weapon is equipped in the off hand / shield slot? I ask because I have found two such creatures in Classic Adventures, but Creature Fixer didn't report them and they don't seem crash the game. Is this an okay practice in a non-joinable character or should they be fixed?
#23
Posted 24 December 2009 - 08:34 PM
Hmm, how strange. The DevDoc fixpack section mentions these are fixed but somehow they are not in the code. thanks for the mention.Now, I've tested the CreFixer with BGT only (without BG2 Fixpack).
Without BG2 Fixpack, BGT has all the mentioned slot issues like the BG2 main installation has. Only daqilue is fixed with BGT. That means, BGT should fix those issues, too, or recommend to install the BG2 Fixpack, or perhaps better, use the crefixer code, like Miloch mentioned, for easier handling to fix those things.
And BGT installs three new corrupted files:Creature Item Slot Issue dead2 swih04 0x12 Weapon slot item does not exist deadfuck swih04 0x12 Weapon slot item does not exist jamie swih04 0x12 Weapon slot item does not exist
I'll let A64 know this.
Greetings Leomar
--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.
Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)
Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
#24
Posted 27 December 2009 - 06:51 AM
I used the CreFixer with the recent CA v.51 and that is the report:Is it valid for a creature to have a melee weapon equipped in the primary hand while a ranged weapon is equipped in the off hand / shield slot? I ask because I have found two such creatures in Classic Adventures, but Creature Fixer didn't report them and they don't seem crash the game. Is this an okay practice in a non-joinable character or should they be fixed?
Creature Item Slot Issue ddguard4 key17 0x12 Item of wrong type 8 in weapon slot firarc01 bow01 0x12 Two-handed weapon equipped with off-hand item shld05 rielev mage01 0x12 Item of wrong type 10 in weapon slot trple01 xbow01 0x14 Two-handed weapon equipped with off-hand item shld03
Greetigs Leomar
but you have more choices or paths through the game.
- Chevalier
BiG World Project - Big Baldur's Gate World
#25
Posted 31 March 2010 - 05:02 AM
Is it something to worry about?? I have 603 hits with NI's option (and some of them refer to items like @ Ƒ\Á?.ITM )
"I am the smiley addict, yellow and round, this is my grin when I'm usually around .
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"
BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST
GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod
#26
Posted 31 March 2010 - 05:44 AM
It indicates that items have been added to the .CRE file, but have not actually been placed into any of the creature's inventory slots. As an example, see "Item 1", "Item 2", and "Item 3" in the image below:Would it be possible for crefixer to do something about the results of NI's "Find CRE Items not in Inventory" options?? I don't even know wat it means but when I run it, it seems to return cre's and itm's that aren't present in its inventory in "View mode" but are present in "Edit mode"
Is it something to worry about?? I have 603 hits with NI's option (and some of them refer to items like @ Ƒ\Á?.ITM )
Supposedly, this error can only come about when creatures are created using NI, and cannot be produced using DLTCEP.
"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"
--<CHARNAME> to Portalbendarwinden
--------------------
___________Old pen and paper modules of the 70s and 80s.___________
#27
Posted 31 March 2010 - 06:11 AM
I'd be extremely grateful if someone could have a look (and if possible, clean the .cre's off all the gibberish I don't think I haz the skillz to do that kinda stuff )
Attached Files
"I am the smiley addict, yellow and round, this is my grin when I'm usually around .
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"
BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST
GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod
#28
Posted 01 April 2010 - 12:18 AM
AFAIK, this is only an issue if the item is actually assigned to a slot as Sam says (i.e. its Item number shows up under Helmet or whatever) otherwise you'll never see it outside of NI. And if that does happen, this tool should already fix that. But yeah, I guess I could clean up unslotted bad references for the next release of this, whenever I get around to it (other things more pressing going on now).I checked them in NI and sure enough, they have filled "Item #" slots but whatever's filling the slot is either gibberish or some typo (spaces etc)
Note that CREs having items not actually in their inventory is extremely common, especially for BG1 CREs, many of whom were probably just created from a common template then customised by choosing specific items from a common pool of items. Again, not something you're ever going to see in the game. Though it can be annoying from a modding perspective occasionally.
Don't try editing these with NI - you'll probably just make it worse (probably what caused this to begin with).
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#29
Posted 01 April 2010 - 03:15 AM
That would be awesomeI guess I could clean up unslotted bad references for the next release of this, whenever I get around to it (other things more pressing going on now).
Although I know you're not a fan of fixing other peeps' mods for them, could you (or anyone else) please clean up the 10 .cre's attached so that the problem is nipped at the bud (especially the SD.cre - which is used as a base for many other cre's in Shed's Mod ) I tried editing them in DLTCEP, but the items-not-in-inventory don't show up to be deleted
"I am the smiley addict, yellow and round, this is my grin when I'm usually around .
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"
BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST
GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod
#30
Posted 01 April 2010 - 10:58 PM
This "problem" has no negative effect in-game or out-of-game. The maximum effort that anyone should spend dealing with this is a global patch added to something like Creature Fixer that will tidy everything up all at once.That would be awesomeI guess I could clean up unslotted bad references for the next release of this, whenever I get around to it (other things more pressing going on now).
Although I know you're not a fan of fixing other peeps' mods for them, could you (or anyone else) please clean up the 10 .cre's attached so that the problem is nipped at the bud (especially the SD.cre - which is used as a base for many other cre's in Shed's Mod ) I tried editing them in DLTCEP, but the items-not-in-inventory don't show up to be deleted
#31
Posted 02 April 2010 - 03:29 AM
"I am the smiley addict, yellow and round, this is my grin when I'm usually around .
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"
BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST
GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod
#32
Posted 02 April 2010 - 11:03 AM
No, like I said, it isn't (and for once Mike1072 is right ). But anyhow I added it to the Fixer with one fat FOR loop - surprising the amount of unslotted nonexistent cruft, even in an unmodded BG2.So, it isn't a problem??
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#33
Posted 20 April 2010 - 10:46 AM
scripting style "BG2"
Installing [creature offset checker]
Copying and patching 1 file ...
Zeroed effects offset in [AC_QUEST\CRE\ACQ10GIB.CRE]
Zeroed effects offset in [AC_QUEST\CRE\ACQX0005.cre]
Zeroed effects offset in [amber\creatures\m#yclbm1.cre]
Zeroed effects offset in [amber\creatures\m#ycmcm1.cre]
Zeroed effects offset in [amber\creatures\m#ydemon.cre]
Zeroed effects offset in [amber\creatures\m#ygsbm1.cre]
Zeroed effects offset in [amber\creatures\m#ygsbm2.cre]
Zeroed effects offset in [amber\creatures\m#ygsbm4.cre]
Zeroed effects offset in [amber\creatures\m#ygspm1.cre]
Zeroed effects offset in [amber\creatures\m#ygspm2.cre]
Zeroed effects offset in [amber\creatures\m#ygspm3.cre]
Zeroed effects offset in [amber\creatures\m#ygspm4.cre]
Zeroed effects offset in [amber\creatures\m#ygspm5.cre]
Zeroed effects offset in [amber\creatures\m#ygswm1.cre]
Zeroed effects offset in [amber\creatures\m#yguna1.cre]
Zeroed effects offset in [amber\creatures\m#yimp.cre]
Zeroed effects offset in [amber\creatures\m#ynymp1.cre]
Zeroed effects offset in [amber\creatures\m#ynymp2.cre]
ERROR Installing [creature offset checker], rolling back to previous state
Will uninstall 0 files for [BiG World Fixpack\_utils\cre_check.tp2] component 0.
Uninstalled 0 files for [BiG World Fixpack\_utils\cre_check.tp2] component 0.
ERROR: Unix.Unix_error(20, "stat", "BiG")
PLEASE email the file nul to me
Automatically Skipping [creature offset checker] because of error.
NOT INSTALLED DUE TO ERRORS creature offset checker
Leonardo's BiG World Smoothpack v8.1
------------------------------------processing fixes for "amber"
patching file `Setup-Amber.tp2'
processing fixes for "BGT"
Any idea what had happened here? I never got such an error before.
#34
Posted 20 April 2010 - 02:56 PM
This is not the Creature Fixer, but the Creature Offset Checker - a separate utility provided by the BiG World Fixpack (coded by Taimon IIRC but I'm not sure). You should post your issue in the BWFixpack or Creature Offset Checker bug thread if there is one (or start such a thread).Zeroed effects offset in [amber\creatures\m#ynymp2.cre]
ERROR Installing [creature offset checker], rolling back to previous state
Will uninstall 0 files for [BiG World Fixpack\_utils\cre_check.tp2] component 0.
Uninstalled 0 files for [BiG World Fixpack\_utils\cre_check.tp2] component 0.
ERROR: Unix.Unix_error(20, "stat", "BiG")
PLEASE email the file nul to me
All I can say is that DEBUG isn't terribly useful, because it doesn't indicate any actual errors (like an out-of-bounds READ on a particular CRE or something). Usually in my experience, an error like that can indicate something like antivirus or other memory-resident software is running, so make sure all that is completely disabled.
[Also - BWP folks or whoever maintains that - please replace the AUTHOR of "me" in the tp2 with an actual forum post or something useful, so folks know where to post issues they have with it.]
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#35
Posted 21 April 2010 - 10:34 AM
#36
Posted 27 August 2010 - 08:47 AM
ERROR: error loading [crefixer/cre_log.txt] Stopping installation because of error. ERROR: [ABYDEM01.CRE] -> [override/ABYDEM01.CRE] Patching Failed (COPY) (Unix.Unix_error(20, "stat", "crefixer/cre_log.txt")) Stopping installation because of error. ERROR Installing [Creature Slot Fixer], rolling back to previous state Will uninstall 3 files for [Setup-crefixer.tp2] component 0. Uninstalled 3 files for [Setup-crefixer.tp2] component 0. ERROR: Unix.Unix_error(20, "stat", "crefixer/cre_log.txt")
I suspect this is because no file named cre_log.txt exists (I checked the mod's folder contents, and the file is nowhere to be found). How can I fix this? I've installed the mod before with no errors, and am currently finishing up on reinstalling my collection of (150) mods, after restoring critical files to a clean installation.
Thanks,
Eric
Working and playing on a Mac Pro 6,1 running Mac OS X 10.13.6 High Sierra, and a Mac Pro 3,1 running Mac OS X 10.11.6 El Capitan.
~Buion na 'ell! I serve with joy! Your eyes and ears I shall be. Let us hunt together!~
- Erysseril Gwaethorien: a joinable, romanceable NPC mod for BGII - SoA/ToB, in sporadic development.
A female elf warrior of nature and a Bhaalspawn cross paths during their quests, joining forces to share adventure and companionship. Will they find more?
#37
Posted 31 August 2010 - 11:43 AM
The file will not exist if the mod errored out, as it is created during runtime. However, it should exist prior to that time and if it completes without erroring. The first two commands in the .tp2 ensure that:I suspect this is because no file named cre_log.txt exists (I checked the mod's folder contents, and the file is nowhere to be found). How can I fix this?
<<<<<<<< .../crefixer-inlined/cre_log.txt Creature Name Item Slot# SlotName Issue >>>>>>>> COPY ~.../crefixer-inlined/cre_log.txt~ ~crefixer~Moreover, the forward slashes ensure it should be compatible with OS X as well as other OSes. Could be a file read-write permissions issue but I've no idea how that works on OS X. And if that happens in general with mod, a lot of them would fail (but haven't you gotten a lot of these "Patching Failed (COPY) (Unix.Unix_error(20, "stat" ...))" errors elsewhere?).
I guess you could try copying the log header manually to a text file called cre_log.txt in the crefixer folder. Just copy and paste everything from "Creature" to "Issue" in a text editor. If it *does* get created by the tp2 (which it should) it will just overwrite it with the same info, and append what it needs. If none of that works, try posting in the WeiDU forum on PPG - maybe someone there can figure out why the code bombs on OS X.
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#38
Posted 24 September 2010 - 05:53 PM
The file will not exist if the mod errored out, as it is created during runtime. However, it should exist prior to that time and if it completes without erroring. The first two commands in the .tp2 ensure that:I suspect this is because no file named cre_log.txt exists (I checked the mod's folder contents, and the file is nowhere to be found). How can I fix this?
<<<<<<<< .../crefixer-inlined/cre_log.txt Creature Name Item Slot# SlotName Issue >>>>>>>> COPY ~.../crefixer-inlined/cre_log.txt~ ~crefixer~Moreover, the forward slashes ensure it should be compatible with OS X as well as other OSes. Could be a file read-write permissions issue but I've no idea how that works on OS X. And if that happens in general with mod, a lot of them would fail (but haven't you gotten a lot of these "Patching Failed (COPY) (Unix.Unix_error(20, "stat" ...))" errors elsewhere?).
I guess you could try copying the log header manually to a text file called cre_log.txt in the crefixer folder. Just copy and paste everything from "Creature" to "Issue" in a text editor. If it *does* get created by the tp2 (which it should) it will just overwrite it with the same info, and append what it needs. If none of that works, try posting in the WeiDU forum on PPG - maybe someone there can figure out why the code bombs on OS X.
I'm now finishing a BWP 9.4 install, and the above .txt file added to the crefixer folder solved it. The mod has just this moment installed successfully
Thanks very much!
Eric
Working and playing on a Mac Pro 6,1 running Mac OS X 10.13.6 High Sierra, and a Mac Pro 3,1 running Mac OS X 10.11.6 El Capitan.
~Buion na 'ell! I serve with joy! Your eyes and ears I shall be. Let us hunt together!~
- Erysseril Gwaethorien: a joinable, romanceable NPC mod for BGII - SoA/ToB, in sporadic development.
A female elf warrior of nature and a Bhaalspawn cross paths during their quests, joining forces to share adventure and companionship. Will they find more?
#39
Posted 02 November 2010 - 09:15 PM
but cre_log.txt contained only:
Creature Item Slot Issue ddguard4 key17 0x12 Item of wrong type 8 in weapon slot firarc01 bow01 0x12 Two-handed weapon equipped with off-hand item shld05 rielev mage01 0x12 Item of wrong type 10 in weapon slot trple01 xbow01 0x14 Two-handed weapon equipped with off-hand item shld03Why is that?
"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"
--<CHARNAME> to Portalbendarwinden
--------------------
___________Old pen and paper modules of the 70s and 80s.___________
#40
Posted 02 November 2010 - 09:38 PM
Edit: oh and if Eric is still around, someone was looking for an OS X build of the mod, so if you've got one, feel free to attach it.
Edited by Miloch, 02 November 2010 - 09:39 PM.
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle