Author Topic: EDIT_SAV_FILE  (Read 9807 times)

Offline Miloch

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EDIT_SAV_FILE
« on: March 17, 2010, 10:39:20 PM »
Could you provide at least some crude syntax for this? It's listed under Undocumented Features, and a grep of BWP shows no tp2 files where it's used. I was going to take a stab at some arcane loop of GET_DIRECTORY_ARRAY (also undocumented, but used in SConrad's wmp patching code) and DECOMPRESS/COMPRESS commands to achieve this but EDIT_SAV_FILE might be easier, if it works.

Speaking of undocumented features, didn't someone (GeN1e perhaps) offer to document these?

Offline the bigg

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Re: EDIT_SAV_FILE
« Reply #1 on: March 18, 2010, 03:03:39 AM »
EDIT_SAV_FILE (test) BEGIN patch_list END

will iterate through the files in the SAV file, setting SAV_FILE to the file name and then apply patch_list only if 'test' is true.
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
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Offline Miloch

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Re: EDIT_SAV_FILE
« Reply #2 on: March 18, 2010, 03:30:03 AM »
Ok... does it include DECOMPRESS/COMPRESS or would I have to stack those in there somewhere to be able to sensibly edit any of the files?

Offline the bigg

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Re: EDIT_SAV_FILE
« Reply #3 on: March 18, 2010, 03:32:48 AM »
Files are decompressed by EDIT_SAV_FILE.
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

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Offline Miloch

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Re: EDIT_SAV_FILE
« Reply #4 on: March 30, 2010, 02:57:55 AM »
Well, clearly I'm not doing something right with this command, or it's a bit hosed, or both.
Code: [Select]
GET_DIRECTORY_ARRAY save save ~~

ACTION_PHP_EACH save AS from => to BEGIN
  ACTION_IF FILE_EXISTS ~%to%/baldur.sav~ BEGIN
    PRINT ~Updating saved game %to% ...~
    COPY ~%to%/baldur.sav~ ~%to%/baldur.sav~
      EDIT_SAV_FILE (~%SAV_FILE%~ STRING_EQUAL_CASE ~ar0602.are~ = 1) BEGIN
        PATCH_PRINT ~Editing %SAV_FILE% ...~
//        WRITE_ASCII 0x94 ~none~ #8 //Area script (was ar0602)
      END
    BUT_ONLY
  END
END
I'm using an auto-save from the beginning of SoA for the test (I've moved others out of the save folder so it doesn't go through every bloody one). With the WRITE commented out, the code will execute, *but* it says it goes through not just ar0602.are, but default.toh and default.tot as well (the only files in the .sav).

With the WRITE uncommented, it fails on default.toh because it's smaller than my WRITE offset, but I don't want to patch that anyway, obviously.

Does SAV_FILE only get set after the EDIT_SAV_FILE ... BEGIN? From the way you described it, it happens before applying the patch_list, or should anyhow. I don't know what other "test" you'd want to use, other than files matching a certain pattern.

Also, I think it should DECOMPRESS the .sav only if it actually writes a change to the file, and COMPRESS again if it does. Otherwise, I'd have to keep track manually of whether it actually made a change, and reCOMPRESS everything if so. Unlike BAMs, SAVs don't indicate whether or not they're compressed (I'm guessing the game assumes they're always compressed).

Offline the bigg

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Re: EDIT_SAV_FILE
« Reply #5 on: March 30, 2010, 07:04:40 AM »
*sound of me banging head against desk*

You need an explicit PATCH_IF to choose which files to patch (this allows you to patch multiple files in a single ESF). The parameter after EDIT_SAV_FILE is the (re)compression level - use 1 (BGII default) to make sure that BUT_ONLY does its job.

This is what happens when I read the grammar specification but not the actual implementation when answering questions.
« Last Edit: March 30, 2010, 07:08:35 AM by the bigg »
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
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Offline Miloch

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Re: EDIT_SAV_FILE
« Reply #6 on: March 31, 2010, 11:35:54 PM »
There seems to be an extra trailing character (a null perhaps) in SAV_FILE making an INNER_PATCH such as the following necessary to trim it:
Code: [Select]
GET_DIRECTORY_ARRAY save save ~~

ACTION_PHP_EACH save AS from => to BEGIN
  ACTION_IF FILE_EXISTS ~%to%/baldur.sav~ BEGIN
    PRINT ~Updating saved game %to% ...~
    COPY ~%to%/baldur.sav~ ~%to%/baldur.sav~
      EDIT_SAV_FILE 1 BEGIN
        SPRINT t-bs ~%SAV_FILE%~
        TO_LOWER t-bs
        ln = STRING_LENGTH ~%t-bs%~
        INNER_PATCH ~%t-bs%~ BEGIN
          READ_ASCII 0 t-sav (ln - 1) //Trim rightmost character
        END
        PATCH_IF (~%t-sav%~ STRING_EQUAL ~ar0602.are~ = 1) BEGIN
          PATCH_PRINT ~Editing *%t-sav%* ...~
          WRITE_ASCII 0x94 ~none~ #8 //Area script (was ar0602)
          LPF REPLACE_AREA_ITEM
            STR_VAR
            old_item = ~bow05~ //Short Bow
            new_item = ~bow03~ //Long Bow
          END
        END
      END
    BUT_ONLY
  END
END

Offline the bigg

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Re: EDIT_SAV_FILE
« Reply #7 on: April 01, 2010, 05:49:22 AM »
Fixed.
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

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Offline Miloch

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Re: EDIT_SAV_FILE
« Reply #8 on: May 01, 2010, 01:39:17 PM »
Fixed.
Eh, not really. In v216, EDIT_SAV_FILE now cuts off the last non-null character of every file within the .sav whether you edit the subfile or not, so you now get a .sav containing files like default.to and ar0602.ar etc. This is worse than the previous bug because I can't think of a workaround offhand.

Yeah I guess it's partially my fault since I should've tested the beta after the "fix" but I can't release the new components of Infinity Animations without forcing a regression to v215, which I don't think is even possible given the way WeiDU auto-updates.

Offline the bigg

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Re: EDIT_SAV_FILE
« Reply #9 on: May 01, 2010, 01:49:41 PM »
Returns AR0602.ARE or whatnot for me.
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

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Offline Miloch

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Re: EDIT_SAV_FILE
« Reply #10 on: May 01, 2010, 02:15:03 PM »
SAV_FILE returns the full subfile names, but look at the resulting edited .sav file in NI and you'll see the two-character extensions.

Offline the bigg

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Re: EDIT_SAV_FILE
« Reply #11 on: May 01, 2010, 02:32:42 PM »
Oh. Will fix.
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline the bigg

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Re: EDIT_SAV_FILE
« Reply #12 on: May 02, 2010, 06:34:39 PM »
Up.
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline Miloch

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Re: EDIT_SAV_FILE
« Reply #13 on: May 03, 2010, 02:20:18 AM »
Ok - tested, seems to work now.

Don't suppose I could talk you into a maintenance release just for this? It's either that or try to invent some nasty hackaround to make it work, and I'm not even sure that'd be possible.

Offline the bigg

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Re: EDIT_SAV_FILE
« Reply #14 on: May 03, 2010, 02:59:56 AM »
Sure. The Win/Lin build will be up in half an hour or so from the date of this post, the Mac will have to wait for devSin's compile.
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

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Offline devSin

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Re: EDIT_SAV_FILE
« Reply #15 on: May 03, 2010, 12:53:31 PM »
No. Let's fix ADD_CRE_ITEM first.

Icewind 2 is targeting half-slot of what it should (e.g., INV16 is actually writing to +40, not +80).
Planescape fails (Invalid_argument("String.blit")) outright (is get_item_number in cre returning the right counts for non 1.0?).

Offline cmorgan

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Re: EDIT_SAV_FILE
« Reply #16 on: May 03, 2010, 01:09:47 PM »
If you have a build up within about 3 hours, I can test for about two hours running out individual mods.

Offline the bigg

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Re: EDIT_SAV_FILE
« Reply #17 on: May 03, 2010, 02:40:52 PM »
IWD2: in git (I don't have IWD2 installed so you'll have to test it).

PST: AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARGH
IESDP contains incorrect data - the BG2 section counts the magical weapon as a slot, the PST section doesn't. Fixed, in git (I tested it on a random creature, if you have more extensive tests please run them too).
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

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Offline devSin

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Re: EDIT_SAV_FILE
« Reply #18 on: May 03, 2010, 03:14:00 PM »
Looks fine. I'm not sure what you're talking about IESDP, though.

If you want to update the PST fallback to INV19 (instead of pick-a-slot-and-just-say-it's-15), then push the final source zip to FTP, I'll do the Mac build.

Offline the bigg

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Re: EDIT_SAV_FILE
« Reply #19 on: May 03, 2010, 03:34:36 PM »
It's 15 because it's 15 in bg2 and it didn't feel significant enough to warrant yet another match..with. Do you still want it?
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline devSin

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Re: EDIT_SAV_FILE
« Reply #20 on: May 03, 2010, 04:37:29 PM »
It says 15 but it's not actually 15, duh. It would be 15 if it were V1.0 CRE, but it's not. :-)

It's 15 in BG2 only because that's max-1.

Offline the bigg

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Re: EDIT_SAV_FILE
« Reply #21 on: May 03, 2010, 05:48:01 PM »
Now I get what you're saying. Done, and reuploaded as 217 (no version bump versus this morning's version).
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline devSin

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Re: EDIT_SAV_FILE
« Reply #22 on: May 03, 2010, 06:23:43 PM »
Mac build uploaded; thanks.

Offline devSin

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Re: EDIT_SAV_FILE
« Reply #23 on: May 12, 2010, 04:17:56 PM »
Oops, the list is jumbled. For ID2, it's Quiver1 thru Quiver4 then Cloak (not Cloak then Quiver). And add the final quiver slot in (but you can leave 2E shield slot out), and for PST too. They're no less valid in these than in BG2. cre.ml

Hey, Jason, is there someplace on the server somewhere to put precompiled binaries of Near Infinity? There are like five billion versions floating around in various stages of decay; I always have the latest, but I never like linking to my personal site, so nobody else has access to them. (I don't think we need a page or anything, just something to link to in forum replies for people who say "Where do I get NI to test out the latest file corruption features?" or "My NI says it was last modified in 2004, is it the latest?")
« Last Edit: May 12, 2010, 04:22:00 PM by devSin »

Offline the bigg

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Re: EDIT_SAV_FILE
« Reply #24 on: May 13, 2010, 11:50:07 AM »
My hate for the IESDP is unbounded.

What is Quiver4/Quiver6 for? They're not accessible by GUI AFAIK (I'd rather comment it out in BG2 too).
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

 

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