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Creature Fixer


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#41 Kulyok

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Posted 28 February 2013 - 10:04 AM

It's a cool utility indeed. Now that I've tried it for myself, I've got a few questions here, if I may:

So, I decided to check creatures in my mods by installing crefixer version 2 after Coran NPC and Xan NPC.

 

1) Coran's .cre files weren't modified by crefixer - does it mean that they're okay?

2) Xan's O#Xan09 and O#Xan25.cre were modified by crefixer, although I used the .cre files you gave me in January. Does it mean something is still wrong with the files? Or that crefixer didn't like me patching O#Xan09.cre's soundset in tp2?

3) I noticed that some of my other files (O#Khalid.cre, O#Merc.cre and so on) got patched by crefixer, too. If I want them to be okay, should I take the patched files from the override and copy them to my Xan/Characters folder, to include them into the distribution?



#42 shadowlich

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Posted 04 March 2013 - 11:43 AM

If this can help people, I could try to add these consistencies checks and fixes in my tool in progress, InfinityCore.

 

Let me know if someone thinks it's worth it.



#43 Miloch

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Posted 17 March 2013 - 08:12 PM

@Kulyok - this utility mainly fixes slot issues, whereas what I did with Xan had to do with enforcing standard .cre file order, so that if another mod patches those CREs it won't screw them up. I used DLTCEP for that, but WeiDU's (Nythrun's) fj_cre_reindex function will also do the same thing. If in doubt, use both this to fix slot issues and DLTCEP/WeiDU to fix .cre ordering issues.

 

@shadowlich - feel free to include it if you like. Slot issues can crash the game, so it would be handy to have such a checker in a tool (DLTCEP too I think).


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


#44 Kulyok

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Posted 08 April 2013 - 05:27 AM

Thank you very much for your reply! And, better later than never: if someone is reading it, has the same questions and feels like an idiot, too is wondering how to use fj_cre_reindex, I finally(don't ask) figured it out and I'd like to offer a working solution + bit of code stolen from level1npcs:

 

1) I placed my .cre files to BG2 override folder. I used O#XanF9.cre from an older version(=faulty) and my IWD NPC .cre files I wanted to check.

2) I created a Setup-testmod.exe in BG2 folder using the latest(v231) stable Weidu + a setup-testmod.tp2 file.

3) I downloaded level1npcs v1.9 and stole its code blatantly used some of its code for my needs. After some editing, my setup-testmod.tp2 looked like this:

 

BACKUP ~backup~
AUTHOR ~author~
NO_IF_EVAL_BUG
 
BEGIN ~Use fj_cre_reindex, I mean fj_cre_validity~
 
// down and dirty "fix" for any remaining potentially botched NPCs
ACTION_FOR_EACH t-cre IN ~O#Holvir~ ~O#HolviU~ ~O#Korin~ ~O#KorinA~ ~O#KorinB~ ~O#KorinS~ ~O#Nella~ ~O#NellaB~ ~O#NellaC~ ~O#NellaD~ ~O#NellaK~ ~O#NellaM~ ~O#NellaW~ ~O#SeverB~ ~O#SeverF~ ~O#SeverJ~ ~O#SeverM~ ~O#SeveSo~ ~O#SeveSK~ ~O#Severn~ ~O#SeverW~ ~O#TeriA~ ~O#TeriB~ ~O#TeriS~ ~O#Teri~  ~O#TeriFM~ ~O#TeriT~  ~O#TeriTM~ ~O#XanF9~ BEGIN
  ACTION_IF FILE_EXISTS_IN_GAME ~%t-cre%.cre~ BEGIN
    COPY_EXISTING ~%t-cre%.cre~ ~override~
      LAUNCH_PATCH_FUNCTION ~FJ_CRE_VALIDITY~
        INT_VAR do_message = 1
      END
    BUT_ONLY
  END
END

 

4) I ran the mod. O#XanF9.cre changed, other files didn't - which probably means I can breathe out: my IWD NPC-for-IWD-in-BG2 .cre files are working.


Edited by Kulyok, 08 April 2013 - 05:29 AM.


#45 Miloch

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Posted 11 April 2013 - 03:57 PM

The Xan .cre files I sent you were already reindexed using DLTCEP, which should functionally do the same thing as fj_cre_reindex. That usage is correct - fj_cre_validity will call fj_cre_reindex etc. if necessary (more details in the WeiDU doc).


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