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.UTI Files Not Being Read by Game


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#1
Ambaryerno

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I posted this in the General Discussion forum, but sounds like this is the best subforum for it.

I've been working on getting new weapon Base Types for Arms and Armor working and have run into a HUGE snag:

Although the game is successfully reading the 2DA files, it is NOT seeing the exported weapon .UTIs located in the add-ins\\module\\core\\override\\toolset export folder. I've also tried putting them in single player and packages folders, and it is still not reading the resources at all. I've also tried removing the Single Player module from the hierarchy. Once again there's been no change.

As a result it's not applying the updated Base Item types for the modified swords: It doesn't even see that they've been changed to begin with, so instead it applies the updated 2DA information to all stock longswords. Because of a conflict in the game where a character has both a longsword and a shield/second weapon equipped, it removes the sword from inventory when it wants the longsword to be 2H (glad I discovered this).

So that leaves me with the question: Does anyone have any idea why the game's not seeing the modified UTIs?

Modifié par Ambaryerno, 21 novembre 2009 - 05:13 .


#2
Ambaryerno

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Incidentally, this also occurs if I change between the pre-existing Base Types (IE, changing the Family Sword from Longsword to Greatsword).

#3
Ambaryerno

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*BUMP*



This is a mod-breaker, so I really need to get this fixed.

#4
Malcroix

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I have encountered this as well. The game does not use the override .uti files, moreover, it does not recognise the changes made to the core files via checking out/checking in.



Sometimes it works, though. I made a new custom helmet, exported it, then RENAMED it in Windows so that it would match the template resref of an in-game item - and it worked, the item was replaced with the new version.



Other times, it works only partially, e.g. the heraldry on the shield is replaced correctly, but not the material or the properties.



I really can't understand what's going on here.

#5
Malcroix

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OKAY, PROBLEM SOLVED.



This controversy is due to item data in the SAVED GAME.



The saved game data is NOT overriden by new files in the override folders.



The solution is to DIRECTLY EDIT THE SAVED GAME using the new *.uti as source. This way, the new item will work properly in single player.



Well, this resolved my issue. Maybe it's not a universal solution, but it works in cases where you'd want to change the characteristics of items in the original campaign.

#6
Ambaryerno

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I tried editing the saved game to give one of my party members the new weapon and it's STILL not loading the new UTI. Also, it's not using the override .uti files if I start a completely NEW game, either (thought I'd mentioned that in this new thread, but I must have forgotten to copy that part). The game just flat-out doesn't see them.

#7
Ambaryerno

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After some thinking, I'm wondering if a big part of the problem I'm having is that there's something that needs to be done to one of the core scripts to get this to work. Can anyone think if there's a script that might control the Base Item Types in addition to the 2DA and UTI files?

#8
Ambaryerno

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Whatever is happening, it's DEFINITELY tied to my two new Base Item types. I was successfully able to use a script to add a weapon that uses one of the existing Base Types. If I change one of the weapons using a new Base Type to use one of the stock types instead, the script will successfully add it. It's ONLY when trying to use the new Base Types that is causing a problem.

#9
Ambaryerno

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Ok, another new update.

I was playing around with a few things, and while pulling up an item with a new base type, I get this error:

Could not get the name for the base item variation: Resource , Tag

I THINK this is where my problem is occurring, somehow I missed this message before because everything else appeared to be working. Any thoughts?

EDIT: Disregard. For some reason the Base Item Type go changed to Boots - Light. Changing that fixed the error, but it's STILL not loading any weaponry that use new Base Types.

Modifié par Ambaryerno, 27 novembre 2009 - 03:59 .


#10
Ambaryerno

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*Bump*



Anyone have any thoughts on this? As it stands right now:



The game will not read any weapons set to use one of my custom base types. Everything exports without errors. I have tried adding one of these weapons with a script--both existing items that were changed to use the new type AND those added with this type from the start--and it never appears in inventory.



If I change a weapon using one of the new base types to use an existing type (IE, if I have a sword set to Arming Sword and I change it instead to Longsword) my script successfully adds the item to inventory, so I know the script itself is good.



However, if I change a weapon set to use an existing Base Type to a different type (IE, setting the Warden Sword to use Greatsword instead of Longsword) the script successfully adds it to inventory, but it shows up using its ORIGINAL type (IE, Warden Sword is set to Greatsword, but appears as a Longsword).

#11
AND04

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hmm, do you have an example? (just 1 uti-file and the needed M2DA's) so i can play around with it - don't have the time to create all that to test it - should be fairly simple imo (in theory)

Modifié par AND04, 02 décembre 2009 - 07:49 .


#12
Ambaryerno

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AND04,



I'm not home at the moment, but I'll send you something soon as I get home.

#13
Jwd

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you could just use a script to give those items to your pc again and destroy the old ones. this did the trick for me

#14
Ambaryerno

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Jwd,



Reread my post. As I said: The script adds items to inventory just fine, the problem is that the game is not recognizing new Base Item types AT ALL. It's also not recognizing if I change an item to a different "stock" type.

#15
Jwd

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have you tried destroying the old ones? maybe that could do the trick

#16
Ambaryerno

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Problem exists if I try to add a sword I don't already have in inventory.

#17
AND04

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i believe i solved the base-item type mystery - the BITM_Base M2DA doesn't like IDs above 65535 (=unsigned Int 16) - any ID below 65536 worked for me:

Posted Image

Modifié par AND04, 03 décembre 2009 - 04:23 .


#18
Ambaryerno

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How'd you get my strings to work? I was able to get a Falchion-type weapon to load, (still working on the Arming Swords....) but the string didn't appear when I looked at it in inventory.

#19
AND04

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Ambaryerno wrote...

How'd you get my strings to work? I was able to get a Falchion-type weapon to load, (still working on the Arming Swords....) but the string didn't appear when I looked at it in inventory.


If excelprocessor bug doesn't allready jumpstart your brain try the Link on Strings in 2DA in my signature.