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[BG2:ToB] TobEx Release Thread


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#81 pauljh5

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Posted 25 February 2010 - 04:39 AM

oo, so much progress since i last looked! nice work.

I too have downloaded the fix and can confirm that it is working for me too; showing the scroll bar with full compliment of installed kits.

However, if i choose a kit that is past the 9 that would be shown by default, i can only get so far as clicking accept on the "attributes" screen. when i click on the "skills" button after that the game crashes (screen goes black and the music gets stuck in a two second or so repeat cycle). if i choose one of the first 9 kits available though everything works as normal. strange. i had originally though it was a specific kits problem, but it seems to be only if the kit appears after the default 9. v strange... anyone else experiencing that?

Edited by pauljh5, 25 February 2010 - 04:40 AM.


#82 Lollorian

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Posted 25 February 2010 - 04:54 AM

Hmmm, Hoppy reported something like this too :unsure: But as you can see in the pic, I'm using a kit from the bottom of the cleric kitlists (look at my last post for where it comes up :P) and can continue normally past the Skills screen ... (using the attached Test version btw :P)

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#83 pauljh5

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Posted 25 February 2010 - 06:48 AM

Hmmm, Hoppy reported something like this too :unsure: But as you can see in the pic, I'm using a kit from the bottom of the cleric kitlists (look at my last post for where it comes up :P) and can continue normally past the Skills screen ... (using the attached Test version btw :P)


hmm strange.

if i may ask, in what way did you install all of your kits? did you have a BWP install, and if so was it the new 8.3 one where u can ask it to install kits for you, or did you install all your kits manually at the end?

#84 Hoppy

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Posted 25 February 2010 - 07:07 AM

Hmmm, Hoppy reported something like this too :unsure: But as you can see in the pic, I'm using a kit from the bottom of the cleric kitlists (look at my last post for where it comes up :P) and can continue normally past the Skills screen ... (using the attached Test version btw :P)


With this I get the missing TDD kit "Dark Knight" because there was always one Paladin kit too many in all the versions. To further test, I added RoT kits after my TDD kits and Hidden kits and REfinements as well, so it is a huge IDS file and I have problems taking a kit. All the kits install fine which is peculiar

In conclusion I think there could be limitations with the actual IDS and 2DA files and I get a crash with this kit @ :

0x410a Loviatar

but not this @ :

0x4109 Deneir

which is directly above in the KIT.IDS file and both are cleric kits. Other kits further down the list get hosed at the skills selection.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

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Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
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"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#85 Lollorian

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Posted 25 February 2010 - 07:21 AM

if i may ask, in what way did you install all of your kits? did you have a BWP install, and if so was it the new 8.3 one where u can ask it to install kits for you, or did you install all your kits manually at the end?

With the BWP :) (I edited the install.bat a bit :P) Here's me kinda huge WeiDU.log ...
Spoiler

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#86 Hoppy

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Posted 25 February 2010 - 07:46 AM

if i may ask, in what way did you install all of your kits? did you have a BWP install, and if so was it the new 8.3 one where u can ask it to install kits for you, or did you install all your kits manually at the end?

With the BWP :) (I edited the install.bat a bit :P) Here's me kinda huge WeiDU.log ...


Within that kinda huge Weidu log you did not use Refinements' new HLA tables which means you are fine. It may have choked if you tried to install the component anyway and the_bigg may say:

http://www.shsforums...post__p__396877

So it goes back to my hypothesis as a set limit on entries to the IDS and 2da files sort of like the songlist but without the instant crash at startup with the latter (previously before the 500 limit hack).

Edit: I thought the revised HLA of Refinements was needed for this:

~TB#QUEST/TB#QUEST.TP2~ #0 #2 // A large battle: 2.10

or have I been sleeping? -_-

Edited by Hoppy, 25 February 2010 - 07:49 AM.

?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#87 Lollorian

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Posted 25 February 2010 - 07:49 AM

Within that kinda huge Weidu log you did not use Refinements' new HLA tables which means you are fine. It may have choked if you tried to install the component anyway ...

It did choke :D But because of an incompatibility. I didn't know refinements hated large numbers of kits :o

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When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#88 Ascension64

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Posted 25 February 2010 - 11:55 PM

I am confused about what is actually happening here.

When you think there are 'too many kits', does the game crash at 'Skills' when you choose any kit past 9? And is this fixed by uninstalling some kits so there are no longer 'too many'?

Or does the crash only occur with certain kits?

Update: Looks like having more than 255 kits will cause problems with skills for kits because the engine object can only store 255 pointers to CLAB****.2DA files. Not much I can do about that at the moment, unfortunately. It should only crash if you select kits above 255 though.

Edited by Ascension64, 26 February 2010 - 02:52 AM.

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#89 pauljh5

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Posted 26 February 2010 - 03:08 AM

When you think there are 'too many kits', does the game crash at 'Skills' when you choose any kit past 9? And is this fixed by uninstalling some kits so there are no longer 'too many'?

Or does the crash only occur with certain kits?


i had originally assumed it was any kit after 9, but after reading Hoppy's post, i went and checked a few more kits, and it seems i stand corrected. some kits past kit 9 do in fact work. which means im not sure what is the factor in determining which cause the crash and which dont any more. Im going to try a reinstall today without 'Refinements' to see what that changes

#90 Jarno Mikkola

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Posted 26 February 2010 - 03:38 AM

Update: Looks like having more than 255 kits will cause problems with skills for kits because the engine object can only store 255 pointers to CLAB****.2DA files. Not much I can do about that at the moment, unfortunately. It should only crash if you select kits above 255 though.

Ah, does that mean the index(number 0-255) the game uses for identifying them? ...as many have named the files their own way, and yes, the refinements will totally bork the system as it'll double the amount of all the already installed kit thus far, so it maxes around the 10 kits per class. Hmm, it might be better to make the Ref to copy the premade CLAB****.2da files to correct this behavior, but it will have it's own bangs too.

Edited by Jarno Mikkola, 26 February 2010 - 03:46 AM.

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#91 Ascension64

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Posted 26 February 2010 - 04:18 AM

Naming doesn't matter, just remember that any kit above row 256 in KITLIST.2DA won't really work properly. I can work around it using TobEx, but not at the moment.

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#92 Lollorian

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Posted 26 February 2010 - 05:17 AM

Hmmm, looks like I barely missed the 256 limit :D (I have 236 rows in the KITLIST.2DA) ... so if I'm understanding this right, it worked for me because Refinements didn't install (cause it creates dupes of every kit ... which would mean I would've ended up with 472 rows :o Borking the .2da??)

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#93 Hoppy

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Posted 26 February 2010 - 06:01 AM

Hmmm, looks like I barely missed the 256 limit :D (I have 236 rows in the KITLIST.2DA) ... so if I'm understanding this right, it worked for me because Refinements didn't install (cause it creates dupes of every kit ... which would mean I would've ended up with 472 rows :o Borking the .2da??)


If Refinements could even append the 2da that much, remember it has to look for free rows before it writes another one. If it had installed to that 472 amount, the actual thing that Refinements does with the kits and HLA could have had nasty results in game.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#94 Lollorian

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Posted 26 February 2010 - 06:09 AM

I'm never gonna understand this 2da stuff :crying: Is there a limit to the number of rows?? How can I know how many are free?? :P (in a way, I'm glad the incompatibility happened :D)

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#95 Jarno Mikkola

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Posted 26 February 2010 - 06:34 AM

I'm never gonna understand this 2da stuff :crying: Is there a limit to the number of rows?? How can I know how many are free?? :P (in a way, I'm glad the incompatibility happened :D)

The .cre's 0x246 can only hold a number 0-255, from here:

Using COPY and COPY_EXISTING to assign a kit to a creature
Assigning a kit to a creature is more difficult tha it seems. Creature files (.CRE) use the kit number from KITLIST.2da to determine their kit. However, depending if the player has more than one kit mod installed, the reference will change. So, you need assign the kit at the time of installation. If you're adding a new creature and want it to have the new kit, you could use

COPY ~Delainy/cre/C!DELA10.cre~ ~override/C!DELA10.cre~ // Level 10 Delainy
  SAY NAME1 ~Delainy~
  SAY NAME2 ~Delainy~
  WRITE_SHORT 0x244 0 // doesn't change
  WRITE_BYTE  0x246 ~%C!WWBARD%~ // the internal name of your kit, surrounded by %
  WRITE_BYTE  0x247 0x40 // doesn't change

This is code I use to assign the C!WWBARD kit to Delainy.

Byte:

a byte in C is at least capable of holding 256 different values


Edited by Jarno Mikkola, 26 February 2010 - 06:58 AM.

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#96 pauljh5

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Posted 04 March 2010 - 07:18 AM

from here


Hmm, reading through that thread and the treads linked from it, am i to understand that there is no hardcoded limit to mage kits anymore? there was only the issue that the Char selection screen was not scrollable?
But monk/sorcerer etc still have hardcoded limitations kit wise?

p.s. the reinstall without Refinements made this work a charm! thanks all! (using new .dll etc)

#97 Jarno Mikkola

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Posted 04 March 2010 - 08:11 AM

Hmm, reading through that thread and the treads linked from it, am i to understand that there is no hardcoded limit to mage kits anymore? there was only the issue that the Char selection screen was not scrollable?
But monk/sorcerer etc still have hardcoded limitations kit wise?

Well, the .cre limits the total number to 255(fighter + rangers + paladins + clerics + mages...) and now that the scrolling feature is given by this mod, then yes, in theory you can make a lot of them.

The mage selection is unfortunatly a lot more complicated stuff, as the game doesn't hold a K_M_x.2da's at all, you can't extend them... but you can go around that limit by making a kit selectable in the Fighter slot and then apply a spell that makes him/her into a mage Kitted char. That behaviour is hard coded, but it's easier to go around than total limit of 10 per class, as you have about 150 numbers to use instead of a 10.

Also the spell selection for which of the mages can cast them is dictated within the .spl file, not in the kit... so you can make a 'special' necromancer that can't cast any necromantic spells without making every necromance to not be able to cast them either.

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#98 -Guest-

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Posted 04 March 2010 - 02:16 PM

A small problem...
After running TobEx, the game only displays at 800x600 resolution.

#99 Jarno Mikkola

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Posted 04 March 2010 - 02:39 PM

A small problem...
After running TobEx, the game only displays at 800x600 resolution.

Did you actually install the Widescreen mod? Cause mine works perfectly after it was installed...

Edited by Jarno Mikkola, 04 March 2010 - 02:41 PM.

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#100 Ascension64

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Posted 04 March 2010 - 11:36 PM

A small problem...
After running TobEx, the game only displays at 800x600 resolution.

Sorry, that is implausible. TobEx has no effect on the game resolution.

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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)