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Column = 2DAMEMORY1

Value = RowIndex

 

----------------

This sets the installer to "remember" what value it automatically gives the RowIndex

 

THEN in your .uti file, it will assign the "remembered" number to your .uti's Subtype Property

 

you've got the .uti portion correct :)

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Originally posted by mrdefender

 

 

Alrighty. How does it look now? :confused:

(URI)

 

Three things...

1) Remove the / in the filename for the override folder. It should be override instead of /override/. This is probably easiest to by opening changes.ini with Notepad since you only need to change the name in once place there. ChangeEdit is a bit clumsy for that kind of thing currently.

 

2) If you want to make it upgrade-safe to avoid duplicate lines in spells.2da if they already have your modified spells.2da from a previous version, open changes.ini with notepad. Search for the line that reads label=WristConsole. On a new line just above this line, add this line:

ExclusiveColumn=label

 

This will update an existing row in spells.2da with the column values rather than create a new row if a row with the label WristConsole already exist in the user's spells.2da file. (If the line doesn't exist it's added as instructed of course.)

 

3) You make the installer dump the readme-file in the user's override folder. While I suppose this is okay, it's probably easier to find if you put it in their game folder instead. Put .\ as the folder name in ChangeEdit if you want to install the file directly in the game folder. (Though if you do you probably want to name the file something more than just ReadMe since that doesn't tell what mod it belongs to.)

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Originally posted by mrdefender

 

Ok, I did steps 1 thru 3, and updated the changes.ini file on my site....

how does it look now?

http://user.jediarchives.ca/defmods/changes.ini

 

As far as I can see at a quick glance that looks okay.

 

But you might just as well had added a new row fresh rather than copy an existing one if you are going to modify all the columns anyway. But that's just nitpicking, should work either way. :)

 

 

(Though if you want to be sure, make a fake install and check that everything is properly updated. Check in the TSLPatcher thread for instructions on how to fool the installer into accepting another folder than the game folder as install location.)

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ARGH!!! Still doesn't work... :mad: :mad: :mad::(

 

*cries* why won't this work!!!!!:(

 

 

The "install package"

 

 

 

This is when I have NO spells.2da file in my override folder.

• Installation started 7/28/2005 10:41:49 PM...

• Copying file "spells.2da" to Override folder...

• Updated 2DA file C:\Games\Kotor2\override\spells.2da.

• Modifying GFF blueprints...

• Copying file "wristconsole.uti" to Override folder...

• Modifying GFF file wristconsole.uti...

• Finished updating GFF file wristconsole.uti

• Installing unmodified files...

• Copying file dcc.uti to the override folder...

• Copying file defmod_bench.ncs to the override folder...

• Copying file defmod_giveitem.ncs to the override folder...

• Copying file defmod_givepower.ncs to the override folder...

• Copying file defmod_startduel.ncs to the override folder...

• Copying file defmod_training.ncs to the override folder...

• Copying file duelist_atton.utc to the override folder...

• Copying file duelist_briana.utc to the override folder...

• Copying file duelsaber.uti to the override folder...

• Copying file itemscustom.2da to the override folder...

• Copying file itemsdroids.2da to the override folder...

• Copying file itemsgame.2da to the override folder...

• Copying file itemsmedical.2da to the override folder...

• Copying file itemsupgrade.2da to the override folder...

• Copying file -seperator1-.uti to the override folder...

• Copying file -seperator2-.uti to the override folder...

• Copying file -seperator3-.uti to the override folder...

• Copying file -seperator4-.uti to the override folder...

• Copying file wristconsole.ncs to the override folder...

• Copying file WristConsole.dlg to the override folder...

• A file named wristconsole.uti already exists in the override folder. Skipping file...

• Copying file defmod_wc_readme.txt to the Game folder...

• Copying file defmod_wc_version.txt to the Game folder...

• Done. Changes have been applied, but 1 warnings were encountered.

 

This is what I have when I do have a spells.2da file in my override

 

• Installation started 7/28/2005 10:43:06 PM...

• Modifying file "spells.2da" found in Override folder...

• Updated 2DA file C:\Games\Kotor2\override\spells.2da.

• Modifying GFF blueprints...

• Copying file "wristconsole.uti" to Override folder...

• Modifying GFF file wristconsole.uti...

• Invalid memory token 2DAMEMORY1 encountered, unable to insert a proper value in the 2da!

• Finished updating GFF file wristconsole.uti

• Installing unmodified files...

• Copying file dcc.uti to the override folder...

• Copying file defmod_bench.ncs to the override folder...

• Copying file defmod_giveitem.ncs to the override folder...

• Copying file defmod_givepower.ncs to the override folder...

• Copying file defmod_startduel.ncs to the override folder...

• Copying file defmod_training.ncs to the override folder...

• Copying file duelist_atton.utc to the override folder...

• Copying file duelist_briana.utc to the override folder...

• Copying file duelsaber.uti to the override folder...

• Copying file itemscustom.2da to the override folder...

• Copying file itemsdroids.2da to the override folder...

• Copying file itemsgame.2da to the override folder...

• Copying file itemsmedical.2da to the override folder...

• Copying file itemsupgrade.2da to the override folder...

• Copying file -seperator1-.uti to the override folder...

• Copying file -seperator2-.uti to the override folder...

• Copying file -seperator3-.uti to the override folder...

• Copying file -seperator4-.uti to the override folder...

• Copying file wristconsole.ncs to the override folder...

• Copying file WristConsole.dlg to the override folder...

• A file named wristconsole.uti already exists in the override folder. Skipping file...

• A file named defmod_wc_readme.txt already exists in the Game folder. Skipping file...

• A file named defmod_wc_version.txt already exists in the Game folder. Skipping file...

• Done. Some changes may have been applied, but 1 errors and 3 warnings were encountered!

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Originally posted by mrdefender

 

 

ARGH!!! Still doesn't work... :mad: :mad: :mad::(

 

*cries* why won't this work!!!!!:(

The "install package"

This is when I have NO spells.2da file in my override folder.

 

Remove wristconsole.uti from the list of Install files. It is already being put in override when the installer modifies the GFF, and should not be on the install list as well, or it will cause trouble (ie undoing the modifications the installer just made to the file by copying the unaltered version and overwriting the modified version with it.)

 

Hmm, I should probably add some safety net in ChangeEdit preventing you from adding modified files to the Install files list as well. *puts on todo list...*

 

 

Originally posted by mrdefender

This is what I have when I do have a spells.2da file in my override

 

Uh oh.... :o Oh hell... :o I'm very sorry about that, this appears to be a major goof-up on my part.

 

Seems like I was using an older version of the Patcher class when I compiled the last version of TSLPatcher.exe... a version which didn't have the replace functionality implemented yet.

 

(Must have happened when I made v1.1.3 to add the commandline feature, since I'd already started on v1.2 by then.)

 

Download this update to the TSLPatcher.exe and use that instead, and this problem should go away. This should be the most up-to-date version of the Patcher again.

 

Again, sorry for the headache I've caused you. :o I really should get more organized...

 

 

Oh, and as for the two "file already exists" warning near the bottom, that's because you've already installed once so the readme-files are located in the game folder, but you haven't instructed the patcher to replace them. So it'll just skip copying them. If you want to get rid of the message for sure you could set it to replace those files, but it's no big deal since it'll only show up if you install again when the mod already has been installed.

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OOPS! seems stoffe has fixed that... hehehe...

The version I did below was made with the 1.14 version, not this latest update

 

Hmm.. I think I may have found the problem...

 

I noticed when making a changes.ini for your mod that if I put the entry:

 

2DAMEMORY1=RowLabel

 

As the very first entry, I would get an error message when installing...

 

when I put the entry at the very end of the list, everything worked fine..??

 

here's the final changes.ini I did that seemed to work. Though users will need to uninstall any previous versions of your mod before using this one:

 

; ===================================================================
; 2DA/TLK/GFF PATCHER - MODIFICATIONS FILE (7/25/2005)
; ===================================================================
; This file is automatically generated and as such has no formatting
; to speak of. You can insert blank lines between sections and add
; comment lines starting with semicolon without breaking anything.
; -------------------------------------------------------------------
; Defender's Wrist Console > 1.1b > [url]http://jediarchives.ca/[/url]

[settings]
FileExists=1
WindowCaption=Defender's WristConsole 1.1
ConfirmMessage=Are you sure you want to install? Be sure if you have a spells.2da file, it is in your main override folder, NOT in a sub-folder.
LogLevel=3
InstallerMode=1
BackupFiles=1


[TLKList]


[2DAList]
Table0=spells.2da


[GFFList]
File0=wristconsole.uti


[installList]
install_folder0=override


; ===================================================================
[spells.2da]
AddRow0=WristConsole
[WristConsole]
label=WristConsole
forcepoints=0
goodevil=-
usertype=4
guardian=0
consular=0
sentinel=0
weapmstr=0
jedimaster=0
watchman=0
marauder=0
sithlord=0
assassin=0
inate=1
maxcr=3
category=0x1808
range=T
impactscript=wristconsole
conjtime=170
conjanim=hand
castanim=self
casttime=1330
catchtime=0
proj=0
itemimmunity=0
exclusion=0x00
requireitemmask=0x0000
forbiditemmask=0x0000
itemtargeting=1
hostilesetting=0
formmask=0x00
[color=yellow]2DAMEMORY1=RowLabel[/color]
[wristconsole.uti]
PropertiesList\0\Subtype=2DAMEMORY1
[install_folder0]
Replace0=itemscustom.2da
Replace1=itemsdroids.2da
Replace2=itemsgame.2da
Replace3=itemsmedical.2da
Replace4=itemsupgrade.2da
Replace5=WristConsole.dlg
Replace6=defmod_bench.ncs
Replace7=defmod_giveitem.ncs
Replace8=defmod_givepower.ncs
Replace9=defmod_startduel.ncs
Replace10=defmod_training.ncs
Replace11=wristconsole.ncs
Replace12=duelist_atton.utc
Replace13=duelist_briana.utc
Replace14=dcc.uti
Replace15=duelsaber.uti
Replace16=-seperator1-.uti
Replace17=-seperator2-.uti
Replace18=-seperator3-.uti
Replace19=-seperator4-.uti

I re-packaged your mod with the modifications I made mrdefender. I can PM you a download link if you wish? I'd rather not post it "publicly" because:

 

1) I think you'd be better off so you can look it over and see how I did it.. and

 

2) I'd rather people download the mod from you rather than grabbing it from me here ;)

 

I'll PM you the download link so you can look it over :)

 

I did however take out your custom spells.2da. With this installer, people won't need it and it may cause more confusion than anything. I've found alot of PCGM'ers don't like reading instructions before installing something, then blame you for a faulty mod... when it could've been easily avoided had they actually read the readme :rolleyes: hehehe...

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Originally posted by ChAiNz.2da

Hmm.. I think I may have found the problem...

 

I noticed when making a changes.ini for your mod that if I put the entry:

 

2DAMEMORY1=RowLabel

 

As the very first entry, I would get an error message when installing...

 

Yes, that's another "interesting" quirk with how the TSLPatcher works. The line isn't added until one of its columns has a value assigned/modified. So you can't assign the RowIndex or RowLabel to a memory token until you've assigned at least one column a value, since the row doesn't exist before that (and as such as no RowIndex).

 

You should probably use RowIndex instead of RowLabel when dealing with spells.2da to be safe, since it is indexed by line number. As long as the row label is identical to the line number it doesn't really matter, but just in case. :)

 

RowLabel = The column to the far left in KotorTool's 2DA-editor, whose values you can edit. It usually mirrors the line number of the row, but must not necessarily do so in all files.

 

RowIndex = Perhaps confusingly named, this is the line number in the 2DA file. This starts at 0 and counts up one for each line in the file. This obviously can't be edited (unless indirectly by deleting lines, which never should be done in line number indexed 2DA's).

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This might sound like a stupid question but....

 

If I remove wristconsole.uti, how does patcher know what my file is supposed to be?

 

Does TSL Patcher know its an armband that can be activated? does it know that it should be called "<LastName> Wrist Console" ?

 

:confused:

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Originally posted by mrdefender

This might sound like a stupid question but....

 

If I remove wristconsole.uti, how does patcher know what my file is supposed to be?

 

Does TSL Patcher know its an armband that can be activated? does it know that it should be called "<LastName> Wrist Console" ?

stoffe means remove "wristconsole.uti" from the "Install Files" section (within changeedit.exe).

 

You'll still list the .uti in the "GFF Section" along with the PropertiesList\0\Subtype" value (set to 2DAMEMORY1)

 

The patcher will automatically add any files listed in the TLK Entries / 2DA Files / GFF Files Sections, so there's no need to "double-up" on them by including them in the "Install Files" section

 

The Patcher loads the files in sequence as to how it's placed in the changeedit.exe...

 

1) TLK Entries (if any)

2) 2DA Files

3) GFF Files

4) Install Files

 

if you put edited items in "Install Files" it will basically overwrite the ones that it had adjusted previously in the sequence...causing your item to be "Un-Patcher-ed" ;)

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Originally posted by mrdefender

This might sound like a stupid question but....

 

If I remove wristconsole.uti, how does patcher know what my file is supposed to be?

 

Does TSL Patcher know its an armband that can be activated? does it know that it should be called "<LastName> Wrist Console" ?

 

You should not remove the wristconsole.uti file entirely, you should just remove it from the Install Files list.

 

Why? Because you have already added it to the GFF List, which will copy the file to override and modify the item property in the file.

 

If you add it to the Install files list as well, you will copy the file a second time, this time the unmodified file, which will overwrite the file the installer just copied and modified a second earlier.

 

A file should only ever be on one of the lists (2DA, GFF, Install). The Install files list should only contain files that the installer doesn't modify in some way.

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IT WORKS!!!!!

 

and so does tsl patcher... I think...

 

I added 5 "blank" lines to my spells.2da file, Installed using patcher and the uti lists the same line as the spell!!!

 

:)

 

I still have a little problem though, for some reason tsl patcher doesn't replace the 2 text files, even though its listed as 'replace' :-/

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  • 2 weeks later...

Odd. You're the first person who says its easy lol.

 

I used the party member's respective .utc file and changed their class, skills, attributes, powers, feats, levels and inventory... The duelists have a challenge rating of 8 and a character level of 15... Not sure what the 8 one really does though...

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Not sure what the 8 one really does though...

Makes them a bad ass ;)

 

When I was making the Nightsister Witch for the Darksword... I started playing with that value (challenge rating)... needless to say... it took many reloads before I got her down to a "reasonable" level...

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@Defender: great mod. suggestion/request: When you close one of the workbenches, have it go back to the console interface instead of back out to the game. That way if you are trying to make three or four things and they are all in different workbenches you don't have to click the (or scroll click) to bring the console interface back up. It might save what, 3 seconds? but I think it might be a nice addition. Feel free to ignore me though, hehe.

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