simple question really- i'm just too lazy to look it up
how do i set the parameters for a *.STO files using WeiDU?
the "SAY NAME" command is used for adding the store's name, right?
how do i use WeiDU to indicate that a specific *.STO is an inn, a shop, or a temple?
thanks
josh_clue
Member Since 08 Nov 2002Offline Last Active Dec 19 2004 02:49 AM
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setting .STO parameters
05 July 2003 - 02:33 AM
TP2 COPY command
06 June 2003 - 07:00 PM
this is the same post on the latter part of my "parse error" post. maybe it'll
get more responses by being placed in a new thread.
i used the COPY command on weidu to install some of the new files for a mod that i am making for BG:TotSC. the dialogues compile, the new creatures are copied over and given names, BUT the custom .2DA, .BAM, and .STO files end up corrupted. i tried simply copying the .2DA .BAM and .STO files to the override directory and they work fine (although the stores lose their name since i didn't COPY and SAY). is there a different command for copying files onto the override directory?
jcompton and japheth have been helping me work out this problem but we still havn't reached a solution. this was my last post:
i tried doing the directory copying stuff you (jcompton) showed me but it didn't solve my problem.
i tried using earlier versions of weidu to see if anything would happen but nothing did. my 2da, bam, and sto files still end up "corrupted"
thing is, i tried to open one of the 2da files after weidu copied them over and compared them with the 2da file in my source directory
and here is what i saw:
***** from SOURCE directory, backstab.2da
2DA V1.0
1
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
THIEF 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5
*****
***** from weidu copied OVERRIDE directory, backstab.2da
2DA V1.0E00E000 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
THIEF 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5
*****
did you see that? that "E00E000" inserted onto the weidu copied file? WHOA!
i started thinking that was causing the "corruption". i then delete the "E00E000" segment and guess what? the files work again. it had the same effect as if i had MANUALLY copied over the 2da files.
this would be no problem if all the files i were distributing were 2da files which are readily and easily copied over onto the override directory. but what of my "corrupted" bam and sto files? plus, this makes it a problem to distribute my mod
another oddity about this is that near infinity can still open the "corrupted" bam and sto files, but BG:TotSC just crashes when it creates the item or enters the store!
i'm thinking the files are still openable and are either IWD, BG2:ToB, PS:T, and IWD2 compatible BUT NO LONGER BG and BG:TotSC compatible.
help!
get more responses by being placed in a new thread.
i used the COPY command on weidu to install some of the new files for a mod that i am making for BG:TotSC. the dialogues compile, the new creatures are copied over and given names, BUT the custom .2DA, .BAM, and .STO files end up corrupted. i tried simply copying the .2DA .BAM and .STO files to the override directory and they work fine (although the stores lose their name since i didn't COPY and SAY). is there a different command for copying files onto the override directory?
jcompton and japheth have been helping me work out this problem but we still havn't reached a solution. this was my last post:
i tried doing the directory copying stuff you (jcompton) showed me but it didn't solve my problem.
i tried using earlier versions of weidu to see if anything would happen but nothing did. my 2da, bam, and sto files still end up "corrupted"
thing is, i tried to open one of the 2da files after weidu copied them over and compared them with the 2da file in my source directory
and here is what i saw:
***** from SOURCE directory, backstab.2da
2DA V1.0
1
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
THIEF 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5
*****
***** from weidu copied OVERRIDE directory, backstab.2da
2DA V1.0E00E000 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
THIEF 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5
*****
did you see that? that "E00E000" inserted onto the weidu copied file? WHOA!
i started thinking that was causing the "corruption". i then delete the "E00E000" segment and guess what? the files work again. it had the same effect as if i had MANUALLY copied over the 2da files.
this would be no problem if all the files i were distributing were 2da files which are readily and easily copied over onto the override directory. but what of my "corrupted" bam and sto files? plus, this makes it a problem to distribute my mod
another oddity about this is that near infinity can still open the "corrupted" bam and sto files, but BG:TotSC just crashes when it creates the item or enters the store!
i'm thinking the files are still openable and are either IWD, BG2:ToB, PS:T, and IWD2 compatible BUT NO LONGER BG and BG:TotSC compatible.
help!
parse error
04 June 2003 - 06:07 PM
i'm back! thanks again to the people who gave me a copy of weidu v122-124 while wes was setting up his new site!
now, onto my new problem. i keep gtting this error message when trying to compile a D file i made:
****
Compiling 1 dialogues/scripts ...
[vault/dlg/denak.d] PARSE ERROR at line 60 column 6-10
Near Text: BEGIN
syntax error
[vault/dlg/denak.d] ERROR at line 60 column 6-10
Near Text: BEGIN
Parsing.Parse_error
ERROR: parsing [vault/dlg/denak.d]: Parsing.Parse_error
****
now this is my D file (numbers on the left side represent the line number)
****
57 IF
58 ~InParty("EDWIN")
59 !Global("VestibuleQuest","GLOBAL",0)~
60 THEN BEGIN 5
61 SAY ~Edwin, what a surprise.~
62 IF ~~ THEN DO ~ActionOverride("BRENDAN",EscapeArea())
63 SetGlobal("VestibuleRelease", "GLOBAL",1)~
64 EXIT
65 END
****
what' wrong? i don't get it. but, then again, i don't know what a parse error is...
now, onto my new problem. i keep gtting this error message when trying to compile a D file i made:
****
Compiling 1 dialogues/scripts ...
[vault/dlg/denak.d] PARSE ERROR at line 60 column 6-10
Near Text: BEGIN
syntax error
[vault/dlg/denak.d] ERROR at line 60 column 6-10
Near Text: BEGIN
Parsing.Parse_error
ERROR: parsing [vault/dlg/denak.d]: Parsing.Parse_error
****
now this is my D file (numbers on the left side represent the line number)
****
57 IF
58 ~InParty("EDWIN")
59 !Global("VestibuleQuest","GLOBAL",0)~
60 THEN BEGIN 5
61 SAY ~Edwin, what a surprise.~
62 IF ~~ THEN DO ~ActionOverride("BRENDAN",EscapeArea())
63 SetGlobal("VestibuleRelease", "GLOBAL",1)~
64 EXIT
65 END
****
what' wrong? i don't get it. but, then again, i don't know what a parse error is...
BAM madness
04 June 2003 - 03:15 AM
oohkay... here goes:
i wanted to add a new animated BAM for a new monster i created for BG:TotSC. i picked an animated BAM from IWD:HoW and used it to replace the VOLO BAMs of BG:TotSC, carefully noting and replacing the frames and sequences appropriately using the BAMworkshop of TeamBG.
well, it worked.
i CLUAconsole the new monster into the game to give it a dry run. wow. the creature has a new look. it moves around, attacks... then i try hitting it. i TOTALLY miss the d*** thing! even when i effectively "backstab" it for double damage and even when i register a "critical hit", the monster still receives no damage! i've created a monster! LITERALLY!
help! what the heck am i doing wrong? i know someone from The Darkest Day MOD team did something like this... i could really use your advice. thanks in advance
i wanted to add a new animated BAM for a new monster i created for BG:TotSC. i picked an animated BAM from IWD:HoW and used it to replace the VOLO BAMs of BG:TotSC, carefully noting and replacing the frames and sequences appropriately using the BAMworkshop of TeamBG.
well, it worked.
i CLUAconsole the new monster into the game to give it a dry run. wow. the creature has a new look. it moves around, attacks... then i try hitting it. i TOTALLY miss the d*** thing! even when i effectively "backstab" it for double damage and even when i register a "critical hit", the monster still receives no damage! i've created a monster! LITERALLY!
help! what the heck am i doing wrong? i know someone from The Darkest Day MOD team did something like this... i could really use your advice. thanks in advance
in need of new WeiDU
03 June 2003 - 02:00 AM
what happend to THE site? i just tried to check it out and it was... well... GONE!
i just checked out the forum where the wes weimer mods are hosted (that would be here) and learned the sad and terrible news!
nnoooooOOOOOOOOO00000H!?!
now that i've gotten over that... is there anyway for me to get a copy of the latest weidu? i currently have v116 and i was informed that there is a new one posted somewhere. anyone with knowledge to any mirror sites? or better yet, can anyone send me a newer version? anything v116+ will do
i hope wes finds a new home soon!
i just checked out the forum where the wes weimer mods are hosted (that would be here) and learned the sad and terrible news!
nnoooooOOOOOOOOO00000H!?!
now that i've gotten over that... is there anyway for me to get a copy of the latest weidu? i currently have v116 and i was informed that there is a new one posted somewhere. anyone with knowledge to any mirror sites? or better yet, can anyone send me a newer version? anything v116+ will do
i hope wes finds a new home soon!
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