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Placeable.2da glitch


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8 réponses à ce sujet

#1
johnbgardner

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I'm trying to add all of the content on the vault to my toolset using the Master Placeable 2da file.  Although there appears to be no problem with the master 2da file in the toolset, the file doesn't load into TLKEdit2, the error being "27 columns found, 26 expected."  I know this usually means there's a misplaced space somewhere, but I can't find it.  Also, when I import files the blueprint appearances are all offset by one and the final blueprint has no appearance assigned.  For example I imported Knightmare's City Background cards (6 of them) and card #1 had card #2's appearance, #2 had #3's appearance, etc. and card #6 had no appearance.  I'm thinking the two problems are related.  Has anyone else had this problem, or has some insight as to how to fix it?  I'd really appreciate a solution as I don't look forward to having to reassign thousands of appearances manually.  Thanks muchly.

#2
IAmDeathComeForThee

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Sounds like you might have doubles of one line or something like that. Ie two lines 1366 or whatever. Something like that is definitely the problem anyway. Can you upload the 2da so I can take a look?

#3
painofdungeoneternal

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3 possible solutions
  • Download Never Launcher
  • Select Open from the file menu
  • Select your 2da file
  • Wait while it opens, it can take a while as it reads the file without any short cuts exactly like the game engine does.
  • Select "Save as..." or "Force Save", this will force it to save according to specs.
  • Now try opening in your editor of choice, i would scroll down the very last column and make sure it looks consistent, often they put a space in a label without using quotes and it throws every column off after that.

or

Open in notepad, and add a column to the column names.

or

Search replace for space or tab followed by a carriage return. Would have to find a decent text editor to do so. Follow this by opening in excel and deleting the column.

Modifié par painofdungeoneternal, 31 juillet 2012 - 01:55 .


#4
Tchos

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Sounds like what I stumbled upon a week or two ago, but which is a pretty well-known thing in the modding community, which has at least two incompatible solutions.  SoZ made a mistake and put a line number in there twice.  I discussed what I've learned about it in this particular post.

#5
painofdungeoneternal

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Actually there has always been wrong line numbering.

The game ignores it. As does the various editors. Placeables.2da just has one line off which causes a lot of confusion, and you can easily just them as all the same number and it won't hurt anything.

My program displays any wrong line numbers in red, and can fix line numbers, as can excel via dragging the first few rows. But they are completely ignored by everything except the end user who is editing them.

The original poster has an extra column, but that column has no text in the column heading.

#6
Tchos

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Pain, we may be speaking of two different things (I'm not talking about extra columns), but the particular wrong line numbering I'm speaking of did not exist until Storm of Zehir. It's a doubling of line 2534 in the placeables.2da (which you seem to be referring to). Line 2534 did not exist until SoZ. Previously, in MotB, the line numbers only went up to 2482.

This does cause problems with blueprints that expect a certain row placement after 2534 (custom placeables with numbers much later, and depending on which solution they used to the problem), because they have the wrong appearance -- off by one, as John here is describing.

John, I've just noticed that you're using the master placeables file.  I mentioned that in my diary, too, and observed that it deals with the numbering problem by renumbering everything after that point so that there is no doubled line, shifting everything forward.  I'm using the RWS method instead, which leaves the doubled line for legacy purposes, but then removes one blank line after the SoZ placeables block, bringing the numbering back to normal.

Modifié par Tchos, 03 août 2012 - 07:30 .


#7
painofdungeoneternal

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I also read this statement

"27 columns found, 26 expected."

Which is making tlk2edit not work. Seems like that is a bigger issue. ( and the game will not like it either )

When merging you have to make sure you are placing lines on the exact same physical line number. It helps to renumber anything you are dealing with to be correct numbers, other wise you are going to be constantly guessing.

Since you are not touching any official rows usually, the RWS and fixing everything have the same result, however lots of content is going to be wrong. The only difference here is that i use a program to do it which helps ensure it's accurate. If you need to refer to a row via script, it's going to use the physical row number, not the written number.

#8
Tchos

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Well, you've shed some light on my understanding of the problem, which is still a little hazy to me, and I'll use the terms "physical" and "written" to distinguish which kind of numbering I mean in future discussion.

It's quite possible that the problems I experienced with the incorrect appearances were caused by merging the 2DAs to the written, rather than the physical, line number. But this is strange to me, since most of the custom content that I imported was created before SoZ, and had blueprints for those line numbers. Then again, if they were later made to be SoZ-compliant, but used a different numbering... I'm not sure.

I apologise if I muddied up any waters.

#9
johnbgardner

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Thanks muchly for all the responses. Problem was fixed :)