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Tome of Battle issue


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#26
Darhuuk

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I did some more inspection by editing the learn_maneuver script. Apparently (well, obviously) the item creation fails. I tried several things, but it seems the "maneuver" string is not recognized, so the game doesn't know what to create.

#27
MasterChanger

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Darhuuk wrote...

I did some more inspection by editing the learn_maneuver script. Apparently (well, obviously) the item creation fails. I tried several things, but it seems the "maneuver" string is not recognized, so the game doesn't know what to create.


Could you give some more info about that? Do you mean this line?

oManeuver = CreateItemOnObject("maneuver", oToB, 1, sMyName + sItem, FALSE);

The string "maneuver" there is the tag of the maneuver UTI. You can double-check this, as I mentioned toward the begininng of this thread, by going to the blueprints panel at the right of your screen, going into Items, and then finding the blueprint with "maneuver" as the tag and resref. Is your blueprint tagged differently?

Note, as I wrote above, that the maneuver blueprint has no name by default (since the instance will be named after it is spawned). This is why you would get a message that you've received "item: <blank>".

#28
Darhuuk

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MasterChanger wrote...

Could you give some more info about that? Do you mean this line?

oManeuver = CreateItemOnObject("maneuver", oToB, 1, sMyName + sItem, FALSE);

The string "maneuver" there is the tag of the maneuver UTI. You can double-check this, as I mentioned toward the begininng of this thread, by going to the blueprints panel at the right of your screen, going into Items, and then finding the blueprint with "maneuver" as the tag and resref. Is your blueprint tagged differently?


Yes, that's the line I'm talking about. I tried to make the command as simple as possible, but even 
oManeuver = CreateItemOnObject("maneuver", oPC);
fails. Oh, what is that 5th argument for (FALSE)? I've never done any NWN scripting and can't find a reference to this function with 5 arguments anywhere.

I don't have any NWN toolset programs installed (I recompiled the script with a standalone compiler found here: http://nwvault.ign.c...ns.Detail&id=99). I'll see if I can install the toolset somehow.

Btw, I checked the file "Wicked_Magic_2011-07-03/Tome_of_battle/UTI/maneuver.UTI" and the string "maneuver" is in there twice, so I guess it should work. Obviously, somehow it isn't though.

[Edit] I can't run the NWN2 toolset on Linux under Wine, it just won't start. Also, looking at the Wine App DB doesn't give me any hope that I'll get it working: http://appdb.winehq....ation&iId=12271.

[Edit 2] Is there some way to get a list of all ResRef strings? That would allow me to go through them and see if anything resembles "maneuver". I can't seem to find anything here: http://www.nwnlexicon.com.

Modifié par Darhuuk, 11 août 2011 - 08:27 .


#29
MasterChanger

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Darhuuk wrote...

MasterChanger wrote...

oManeuver = CreateItemOnObject("maneuver", oToB, 1, sMyName + sItem, FALSE);


Yes, that's the line I'm talking about. I tried to make the command as simple as possible, but even 
oManeuver = CreateItemOnObject("maneuver", oPC);
fails. Oh, what is that 5th argument for (FALSE)? I've never done any NWN scripting and can't find a reference to this function with 5 arguments anywhere.

I don't have any NWN toolset programs installed (I recompiled the script with a standalone compiler found here: http://nwvault.ign.c...ns.Detail&id=99). I'll see if I can install the toolset somehow.


Here is the definition of CreateItemOnObject. The fifth parameter
int bDisplayFeedback
apparently controls whether the player gets a message that the item was created. I assume Drammel had it set to FALSE because it wasn't a necessary part of the user experience if everything were working correctly. You can try setting it to TRUE (1) but I don't know if that would make any difference; I know I still got a message that the PC received the item even with it set to FALSE.

If you're trying to compile a script with only that line, you will certainly run into errors. The reason is that several variables passed in that function's argument are declared and/or defined previously in the script: oManeuver, oToB, sMyName, and sItem. If you wanted to test that line entirely by itself, you could try something like this:

CreateItemOnObject("maneuver", GetFirstPC());
 OR
CreateItemOnObject("maneuver");

...since the second parameter defaults to OBJECT_SELF, which should be the PC if this script is called from the console.

Btw, I checked the file "Wicked_Magic_2011-07-03/Tome_of_battle/UTI/maneuver.UTI" and the string "maneuver" is in there twice, so I guess it should work. Obviously, somehow it isn't though.

[Edit] I can't run the NWN2 toolset on Linux under Wine, it just won't start. Also, looking at the Wine App DB doesn't give me any hope that I'll get it working: http://appdb.winehq....ation&iId=12271.

[Edit 2] Is there some way to get a list of all ResRef strings? That would allow me to go through them and see if anything resembles "maneuver". I can't seem to find anything here: http://www.nwnlexicon.com.


The file name of a UTI (a blueprint) is its tag (or more likely its resref, but for now the distinction doesn't matter). So if you have that file somewhere in Override, the tag matches.

Modifié par MasterChanger, 11 août 2011 - 08:45 .


#30
Darhuuk

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MasterChanger wrote...

If you're trying to compile a script with only that line, you will certainly run into errors. The reason is that several variables passed in that function's argument are declared and/or defined previously in the script: oManeuver, oToB, sMyName, and sItem. If you wanted to test that line entirely by itself, you could try something like this:

CreateItemOnObject("maneuver", GetFirstPC());
 OR
CreateItemOnObject("maneuver");

...since the second parameter defaults to OBJECT_SELF, which should be the PC if this script is called from the console.


Oh, no no, I just edited your original teach_maneuver.nss file, the script is running fine. Well, except for the maneuver item not being created of course.

MasterChanger wrote...

The file name of a UTI (a blueprint) is its tag (or more likely its resref, but for now the distinction doesn't matter). So if you have that file somewhere in Override, the tag matches.


I found a tool for Dragon Age that let me open up the UTI file and inspect it's contents. Everything seems to be correct.

The weird thing is, in the same directory as maneuver.UTI, there's a bunch of other files with items (e.g. the Warblade's Rapier, which you get at level 1 as a Warblade). Now, the very strange thing is that those items do get put in my inventory. When I do "giveitem wb_rapier" in the console, I get the Warblade's Rapier. Running "giveitem maneuver" however fails, even though both UTI files are in the same directory, so they should both be loaded.

[Edit] I just copied the wb_rapier.UTI & maneuver.UTI files and gave them new names. I can give myself the Rapier using the new file name, however, spawning the maneuver item doesn't work with the new name.

It seems to me something might be wrong with the UTI file. I did a binary diff of maneuver & wb_rapier, but couldn't see anything obviously wrong (of course, half of this file is binary, so it's kind of hard to see if anything's out of the ordinary...).

Modifié par Darhuuk, 11 août 2011 - 10:54 .


#31
Ophilina

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Abbreviating folder names, but: I renamed my documents/override to hide it, made sure my /steam/nwn2/override was empty, downloaded Tome_of_Battle_v1.142.7z from the vault, put the contents of the ToB folder into override, and dialog into my main nwn2 folder. It worked - like really worked, without using your script at all. Since doing that with what basically amounts to a "clean" install, vs even overwriting the Wicked Magic files with the ones from the same archive makes the difference, it would seem that it's not so much that the ToB functions don't work in and of themselves, but rather something in the WM merge that blocks them even though they are running okay on their own. maybe something in the dialog.tlk? Okay, tested - if I unzip the WM pack files, do NOT override the files in the override folder that just worked, but DO override the dialog.tlk - back to not working. So I'm assuming it is confirmed something in dialog.tlk. Also of perhaps interesting note, the adept training menus run a LOT smoother with just ToB base, they are laggy with the WM pack.

What a shame, there are a lot of changes inside the wm pack to the magic system that I like, but I really want the martial classes too. It appears I'll have to make a choice between the 2 now. I did post about this whole issue in the actual mod thread, the guy who posted the WM pack only posted it a month ago, it's not one from like 6 mo/1 year or more or anything, so I will maintain hope that perhaps he can fix his coding.

I deeply appreciate the time y'all have spent on this, especially as you state your life has been hectic MC.

#32
Darhuuk

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Did you manage to get ToB working with the newest version of Kaedrin's PrCs?

I don't really care about the magic stuff addon in the Wicked Magic pack, I just want ToB + Kaedrin and since my PC is multiclassed with Kaedrin's PrCs I can't really remove that without throwing away all my savegames.

#33
MasterChanger

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 It would be interesting, though strange, if it comes to a tlk issue! I would have thought it much more likely to be a baseitems.2da issue. It sounded like the maneuver item did not work properly; I was able to use the giveitem console command with the maneuver tag, for example, though you guys weren't.

If it's a merge problem then that's not going to be something I can help with, since I'm not at all familiar with the combo pack. I've gotten familiar with some of the moving parts involved with the ToB, though, so I'm happy to investigate questions from that author. 

#34
Darhuuk

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MasterChanger wrote...

 It would be interesting, though strange, if it comes to a tlk issue! I would have thought it much more likely to be a baseitems.2da issue. It sounded like the maneuver item did not work properly; I was able to use the giveitem console command with the maneuver tag, for example, though you guys weren't.


Hm, I'll try and do a diff between the ToB baseitems.2da and the Wicked Magic merged baseitems.2da tomorrow.

#35
Ophilina

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I didn't try Keadrins plus Tob - I'm thinking that may be the best solution - I was assuming the PRC pack ONLY added the classes, but from reading some other threads it seems like a lot of the extra spells/extra casting stuff comes from the PRC pack as well, rather than the wicked magic. If all it adds is the wishing/blood magic/etc but the new spells and feats are PRC related, I may shift my focus and see if that will work - Unless Bart gets back to us on whether the issue in his pack can be resolved.

I saw that he's been posting in other threads, just not his own - I don't know if he hasn't read it, or has and just doesn't have any ideas how to fix it, or inclination to try to dig into it's guts and figure out where the conflict is.  Hopefully this thread will help if he does choose to dig into his mod, since we've done some troubleshooting already.

Modifié par Ophilina, 12 août 2011 - 06:49 .


#36
painofdungeoneternal

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Kaedrins is related to Tome of battle, drammel did use a lot of ideas kaedrin developed.

From my understanding, Wicked magic uses the spell casting framework, which was a very innovative project, but not always the most compatible. I suspect that is the underlying issue. ( a few of the things mentioned were part of the spell casting framework, but the lionshare of content is coming from kaedrins content )

Unless the issue is missing descriptions and names on things, a dialog.tlk is not the issue. If it's there or not would not affect anything script wise unless the scripter is doing some very wonky code ( which only real purpose would be to throw up a dialog that the dialog.tlk is missing ).

#37
BartjeD

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Pain is a loremaster :D

Ideally the ToB is seperate from WM because it uses different magic include and hook files. In essence drammel copied the normal spell files and made tob_ versions to use for anything he modified.

The speed issue is an oversight on my part with some tob (tob_) files in the regular spells folder. They need to be copy pasted to the duplicate folder within the tob directory. That made a lot of difference for me.

It appears to be something with the maneuver creating code, probably something doesn't get fed to it correctly. I'll check that this weekend. Drammels code is very locked in on itself Image IPB

Modifié par BartjeD, 12 août 2011 - 09:27 .


#38
BartjeD

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Thanks for testing, glad you like the pack Image IPB

Modifié par BartjeD, 12 août 2011 - 09:25 .


#39
Darhuuk

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Has anyone got any more success in getting ToB to work?

#40
BartjeD

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I haven't yet :(

#41
painofdungeoneternal

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Its a real pickle, i've been reworking it in a much more dramatic fashion ( some of the things done need to be much more efficient or it will cause issues on PW's ), but it's not yet working like it should for my stuff - hoping i can enable the classes at some point. It really amazes me how much it accomplished though in pushing the edges of what the engine can do. But that made it dependent on a lot of things which can have issues.

Modifié par painofdungeoneternal, 22 août 2011 - 09:43 .