I have no idea how to do the COPY_EXISTING to amend certain files, so I'm just using COPY. I plan to install them first so that other mods just write on top of them. I'm getting an error, however: Install Component [Joe]?
nstall, or [N]ot Install or [Q]uit?
Installing [Joe]
Copying 3 files ...
ERROR: error loading [Joe/clabfi03b.2da]
Stopping installation because of error.
ERROR Installing [Joe], rolling back to previous state
[Joe\Backup/0/UNSETSTR.0] SET_STRING uninstall info not found
Will uninstall 0 files for [SETUP-JOE.TP2] component 0.
Uninstalled 0 files for [SETUP-JOE.TP2] component 0.
SETUP-TUTUFIX.TP2 0 3 Installed
SETUP-TUTUFIX.TP2 0 4 Installed
SETUP-TUTUFIX.TP2 0 5 Installed
ERROR: Unix.Unix_error(20, "stat", "Joe/clabfi03b.2da")
PLEASE email the file SETUP-JOE.DEBUG to Joe
My .tp2:
BACKUP ~Joe\Backup~
AUTHOR ~Joe~
BEGIN ~Joe~
COPY ~Joe/clabfi03b.2da~ ~override~
~Joe/spcl131.spl~ ~override~
~Joe/tws.spl~ ~override~
COPY_EXISTING
~belt10.itm~ ~override~ // Belt of Inertial Barrier
~clck05.itm~ ~override~ // Cloak of Balduran
~clck30.itm~ ~override~ // Cloak of Bravery
~clck03.itm~ ~override~ // Cloak of Displacement
~clck26.itm~ ~override~ // Cloak of Mirroring
~clck01.itm~ ~override~ // Cloak of Protection+1
~clck02.itm~ ~override~ // Cloak of Protection+2
~clck24.itm~ ~override~ // Cloak of Reflection
~clck25.itm~ ~override~ // Cloak of the Stars
~clck28.itm~ ~override~ // Shadow Thief Cloak
~CLCK08.itm~ ~override~
~CLCK31.itm~ ~override~
~BRAC06.itm~ ~override~
~BRAC07.itm~ ~override~
~BRAC09.itm~ ~override~
~BRAC10.itm~ ~override~
~BRAC21.itm~ ~override~
~BELT02.itm~ ~override~
~BELT03.itm~ ~override~
~BELT04.itm~ ~override~
~BELT06.itm~ ~override~
~BELT07.itm~ ~override~
~BELT08.itm~ ~override~
~BELT11.itm~ ~override~
~RING02.itm~ ~override~
~RING05.itm~ ~override~
~RING06.itm~ ~override~
~RING07.itm~ ~override~
~RING09.itm~ ~override~
~RING25.itm~ ~override~
~RING27.itm~ ~override~
~RING28.itm~ ~override~
~RING29.itm~ ~override~
~RING31.itm~ ~override~
~RING33.itm~ ~override~
~RING34.itm~ ~override~
~RING39.itm~ ~override~
~RING41.itm~ ~override~
~RING42.itm~ ~override~
~RING46.itm~ ~override~
~BOOT01.itm~ ~override~
~BOOT03.itm~ ~override~
~BOOT05.itm~ ~override~
~BOOT11.itm~ ~override~
~BOOT12.itm~ ~override~
~AMUL14.itm~ ~override~
~AMUL17.itm~ ~override~
~AMUL18.itm~ ~override~
~AMUL19.itm~ ~override~
~AMUL20.itm~ ~override~
~AMUL23.itm~ ~override~
~AMUL25.itm~ ~override~
~AMUL26.itm~ ~override~
~HELM03.itm~ ~override~
~HELM04.itm~ ~override~
~HELM06.itm~ ~override~
~HELM07.itm~ ~override~
~HELM14.itm~ ~override~
~HELM16.itm~ ~override~
~HELM17.itm~ ~override~
~HELM21.itm~ ~override~
~HELM31.itm~ ~override~
~HELM32.itm~ ~override~
~MISC3H.itm~ ~override~
~POTN02.itm~ ~override~
~POTN03.itm~ ~override~
~POTN04.itm~ ~override~
~POTN05.itm~ ~override~
~POTN06.itm~ ~override~
~POTN07.itm~ ~override~
~POTN08.itm~ ~override~
~POTN09.itm~ ~override~
~POTN10.itm~ ~override~
~POTN11.itm~ ~override~
~POTN12.itm~ ~override~
~POTN13.itm~ ~override~
~POTN14.itm~ ~override~
~POTN17.itm~ ~override~
~POTN20.itm~ ~override~
~POTN21.itm~ ~override~
~POTN26.itm~ ~override~
~POTN27.itm~ ~override~
~POTN31.itm~ ~override~
~POTN33.itm~ ~override~
~POTN34.itm~ ~override~
~POTN35.itm~ ~override~
~POTN38.itm~ ~override~
~POTN40.itm~ ~override~
~POTN41.itm~ ~override~
~POTN42.itm~ ~override~
~POTN47.itm~ ~override~
~POTN55.itm~ ~override~
~sw2h10.itm~ ~override~
~sw2h19.itm~ ~override~
READ_BYTE "0x2f" "usab2"
WRITE_BYTE "0x2f" ("%usab2%" BAND "0b11111101")
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING ~sw2h10.itm~ ~override~
SAY NAME1 ~Two-Handed Sword~ // unidentified name for items OR spell name
SAY NAME2 ~Carsomyr +5~ // identified name for items; not used for spells
SAY UNIDENTIFIED_DESC ~A derivative of the long sword, the two-handed sword is significantly longer, both in blade and hilt. Its primary function is cleaving mounted knights and breaking up pike formations.~
SAY DESC ~Carsomyr +5
The Holy Avenger: Carsomyr
Carsomyr is a weapon of legend, perhaps one of the most powerful blades
ever forged on Faerun, though its origin and history is thought
purposefully forgotten, such that the sword itself never overshadow the
importance of the struggles that must be fought today. It is infused
with the very essence of virtue, and requires as much from any warrior
that would hope to wield it. The evils of the Realms must truly stand
aside when this weapon is brought to bear, their magic dispelled with a
word, steadfastly resisted with ease. Carsomyr also harbors a special
distaste for the forces of evil and chaos, and such creatures must fear
additional damage from its touch in battle.
STATISTICS
Equipped Abilities:
+15% Magic Resistance
Dispel Magic 3 times per day
Combat Abilities:
+5 damage to chaotic evil opponents in addition to other bonuses.
Dispels magic whenever the sword strikes an opponent
THAC0: +5 bonus
Damage: 1D12 +5
Damage type: slashing
Weight: 7
Speed Factor: 5
Proficiency Type: Two handed sword
Type: 2-handed
Requires: 14 Strength
Usable By:
Wizard Slayers
Paladins~
COPY_EXISTING ~sw2h19.itm~ ~override~
SAY NAME1 ~Two-Handed Sword~ // unidentified name for items OR spell name
SAY NAME2 ~Carsomyr +6~ // identified name for items; not used for spells
SAY UNIDENTIFIED_DESC ~A derivative of the long sword, the two-handed sword is significantly longer, both in blade and hilt. Its primary function is cleaving mounted knights and breaking up pike formations.~
SAY DESC ~Carsomyr +6
The Holy Avenger: Carsomyr
Even a Holy Relic as powerful as Carsomyr is made even greater when combined
with the Eye of Tyr.
STATISTICS
Equipped Abilities:
+15% Magic Resistance
Dispel Magic 3 times per day
Combat Abilities:
+6 damage to chaotic evil opponents in addition to other bonuses.
Dispels magic whenever the sword strikes an opponent
THAC0: +6 bonus
Damage: 1D12 +6
Damage type: slashing
Weight: 7
Speed Factor: 5
Proficiency Type: Two handed sword
Type: 2-handed
Requires: 14 Strength
Usable By:
Wizard Slayers
Paladins~
// change carsomyr to add 15 MR instead of setting 50
COPY_EXISTING ~sw2h10.itm~ ~override~ // carsomyr +5
~sw2h19.itm~ ~override~ // carsomyr +6
READ_LONG 0x6a "fx_off"
READ_SHORT 0x70 "fx_num"
FOR (index = 0; index < fx_num; index = index + 1) BEGIN
READ_SHORT ("%fx_off%" + ("%index%" * 0x30)) "opcode"
PATCH_IF ("%opcode%" = 166) BEGIN
WRITE_LONG ("%fx_off%" + 0x04 + ("%index%" * 0x30)) 15 // 15% MR
WRITE_LONG ("%fx_off%" + 0x08 + ("%index%" * 0x30)) 0 // increase/decrease
END
END
BUT_ONLY_IF_IT_CHANGES
STRING_SET ~25203~ ~WIZARD SLAYER: Common is the misconception that all wizard slayers hate and/or distrust all that make use of the Art. While many wizard slayers are indeed fanatically opposed to magic and its users, many others simply feel that the balance of power on Toril has for too long been tipped toward wizards and sorcerers.
Advantages:
- For each successful hit on an opponent, 10% cumulative spell failure penalty is applied.
- 5% magic resistance per level
- 10% base magic resistance (a level 3 Wizard Slayer will have 20% MR)
- May cast Breach every four levels, starting at level 12
Disadvantages:
- May not use any magic items except for armor, weapons, and those which aid in the defeat of spellcasters~