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a7-golemconstruction's Introduction

My projects on GitHub

Tools


An Infinity Engine Browser and Editor.

A graphical front end for WeiDU Mods.
Converter for MOS and TIS files supported by Infinity Engine games (such as Baldur's Gate, Icewind Dale or Planescape Torment). Advanced tiled image compressor and decompressor for MOS and TIS files supported by Infinity Engine games (like Baldur's Gate, Icewind Dale or Planescape Torment).
Command line tool for converting tileset overlays between classic BG2 and Enhanced Edition games. Provides syntax highlighting and auto-completion for TP2, BAF, D and TRA file types.

Utility Mods & Libraries

This mod merges DLCs, such as "Siege of Dragonspear", with the main game to make it moddable. Allows you to create independent DLC archives out of a modded Infinity Engine Enhanced Edition game.
A mod that automates PVRZ texture conversion to various compression types used by the mobile game variants. A WeiDU function that aims at unifying WeiDU's built-in ADD_KIT and COPY_KIT as well as the complementary function fl#add_kit_ee.

Mods

A mod for all EE games that makes Steam Achievements available as regular journal entries for everyone. A mod for BG2, BG2EE and IWD:EE that introduces a djinni as your faithful companion.
A mod for PST:EE that adds a number of container items to the game. A mod for EE games that can be used to modify the party banter behavior.
A mod for BG:EE, BG2:EE and IWD:EE that introduces the new kit Chaos Sorcerer. A mod for BG:EE and BG2:EE that allows you to tweak the new Beamdog NPCs.
This mod makes the PST:EE combat log window resizeable in both directions. A mod for BG:EE and BG2:EE that allows spellcasters to build their own golems.
Restores high quality sound files for extended BG2EE content which were lost since game patch v1.3. Improved Archer Kit and related marksman kits for BG2, BG:EE, BG2:EE and IWD:EE.
A mod for BG:EE, BG2:EE and EET to make the Shaman class more useful. A tweak mod for PST:EE that allows more control over the display of level up icons.
A mod that introduces a magical artifact which allows access to stores from all over the world. Install your own pregenerated or exported characters as regular NPCs.
A mod that makes Qwinn's original "PS:T Unfinished Business" available for PST:EE. A (not so serious) mod that gets rid of the protagonist, so that Imoen can take her rightful place in the game.
A small GUI tweak for BG:EE and BG2:EE that recolors the icons on the toolbar. A mod that makes a number of useful options and an improved debug console directly accessible within Enhanced Edition games.
A visual enhancement mod for BG:EE, BG2:EE and IWD:EE. A mod for BG2, BG2:EE and EET that allows you to skip the opening dungeon without losing potential equipment and items.
A mod that introduces the fighter kit "Spellsword". A mod for BG2:EE and EET that provides you with a unique dungeon crawling experience.
The Icewind Dale expansion "Trials of the Luremaster" made available to BG2:EE and EET. A mod for BG:EE, SoD, BG2:EE and EET that imports a large number of items from the Planescape universe to the Baldur's Gate series.

a7-golemconstruction's People

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a7-golemconstruction's Issues

[Documentation] Any known incompatibilities? Could this be mentioned in the main README?

Any known incompatibilities? Could this be mentioned in the main README?

Reason I ask is because I have had a few difficulties in the past with some mods
that changed things. The romance-specific mods for instance led to buggy NPC
behaviour where they would not only not talk anymore but also the side quests
no longer progressing. This is why I ask. Thanks!

A7!EQMA.ITM value of extended header offset

Hi @Argent77
I tried installing a mod called "klatu fixes and tweaks" (http://www.shsforums.net/topic/57873-mod-klatu-tweaks-and-fixes/) over GolemConstruction.
This mod has some components that batch edit items/spells/creatures, and before doing so, uses a process it calls "sanitizing".
I didn't llok in the detail what it does exactly (I'm not a modder and as a developer, I find the weidu language... kind of baroque), but it is described as

	/*	f10
		Sanitizes the current SPL or ITM resource. If the resource is corrupt, 
		this function will attempt to repair it. This can entail resolving
		overlapping ability effects and removal of junk data.
		It ensures that abilities precede effects and that global effects 
		precede ability effects. 
		This function does not perform any type checks. The user must
		take care to only run it on appropriate resources with appropriate
		arguments.
		Arguments: 
			- abilLen	the length in bytes of the resource's abilities. 
						ITM resources have an ability length of 0x38 (56)
						SPL resources have an ability length of 0x28 (40)
		Return values:
			- ok		A value of 1 signifies that the resource can be 
						safely edited. A value of 0 means that the resource
						is not in a recoverable format and should not be
						edited. 
	*/
	DEFINE_PATCH_FUNCTION SANITIZE_ITM_OR_SPL

Whatever it is, when I install only Golems and this mod (for example the component "2060 Standardize Poison Immunity", it fails like this

Installing [Standardize Poison Immunity] [1.7]
Copying and patching 1845 files ...
Copying and patching 2966 files ...
DELETE_BYTES out of bounds - file is long 1314, point given is 1986, bytes were 0
ERROR: [A7!EQMA.ITM] -> [override/A7!EQMA.ITM] Patching Failed (COPY) (Failure("DELETE_BYTES out of bounds"))
Stopping installation because of error.
Stopping installation because of error.

ERROR Installing [Standardize Poison Immunity], rolling back to previous state
Will uninstall  20 files for [klatu/setup-klatu.tp2] component 2060.
Uninstalled     20 files for [klatu/setup-klatu.tp2] component 2060.
ERROR: Failure("DELETE_BYTES out of bounds")

In a bigger (dozen mods) EET install, I only have 2 items with the same failure (A7!EQMA.ITM was the easiest one to identify the provenance of ;) )
Now, I checked the item in NI and the value "Abilities offset" (had to read from ITM description for 0x64=100 in IESDP) has the value 0x7c2 = 1986. It also show "# abilities" = 0 so I guess there are none?

Is the bug in Golem or klatu? (as klatu's author seems inactive, I came here first)
Other items with no abilities (for ex. A7!EQIC.ITM) have the 0x72 value.
Could 0x7c2 be a typo ?

Golem Construction Guide

Hey, can't contact you anywhere else. The SHS forum registration is bugged, so here goes.

I'm building a Mod Documentation Project, I just finished the Golum Contruction Mod with what I found. Maybe you want to look at it (I have it in odt and pdf form), that could be a nice addition.

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