Author Topic: Trouble installing a subrace system into a module.  (Read 690 times)

Legacy_Lazarus Magni

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Trouble installing a subrace system into a module.
« on: June 19, 2011, 10:53:52 am »


               Disclaimer: I am not sure where the best place to post this is since there is no Dev forum, but seeing as a bunch of scripts are involved I thought I would try here.

I am attempting to install Shayans subrace system 3.069 (starry nights build) into a module. http://nwvault.ign.c...=159845&id=3577
When I load the demo mod it works fine, however when I import the erf into the module I am working on I can't seem to get it to work, even after following the installation instructions. The one caveat is that the module is already highly customized so when I imported I did not allow the erf to overwrite any existing resources. I am guessing the problem is there, and perhaps I may be able to include them using a different name (attaching the execute script function of the new name to the end of the existing resource) however I  don't know specifically exactly which ones are needed.

Does anyone have experience with this, and can point me to a list of ones that the subrace erf typically overwrite that need to be included (so I can rename them, and import separately, and then include in the existing scripts), or have any other ideas on what the problem might be?
               
               

               


                     Modifié par Lazarus Magni, 19 juin 2011 - 10:44 .
                     
                  


            

Legacy_Karvon

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Trouble installing a subrace system into a module.
« Reply #1 on: June 19, 2011, 11:13:20 am »


               Without all the scripts imported with their proper names, the subrace system will definitely not work properly, if at all.

What you could do is import the erf and make a list of those scripts it asks to overwrite. DON'T actually overwrite at this stage.  Then I'd temporarily rename each of those existing scripts and import the erf.  Next, you'd need to open and examine each pair of scripts and merge them manually to incorporate the subrace scripts with the original renamed ones. This could be rather tricky if you're dealing already highly customized scripts, particularly if they aren't very well documented nor easy to understand. Finally, you'd want to save the merged scripts with the proper name.  

Hopefully, everything plays nice and it works as expected.  However, it often doesn't, sometimes for no readily apparent reason.  That's when you can bring your non-functioning work here for the scrutiny of the local experts '<img'>

Karvon
               
               

               
            

Legacy_Lazarus Magni

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Trouble installing a subrace system into a module.
« Reply #2 on: June 19, 2011, 11:43:23 am »


               I did as you said and I have the list of all the ones it tries to overwrite (although I am still not sure which ones are absolutely essential). I also don't  know how to merge scripts other than renaming the new one, importing, and then placing the line ExecuteScript("script xyz", OBJECT_SELF); at the end of the original. Is this what you mean by merging, or did you have something else in mind?
               
               

               


                     Modifié par Lazarus Magni, 19 juin 2011 - 10:47 .
                     
                  


            

Legacy_Taino

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Trouble installing a subrace system into a module.
« Reply #3 on: June 19, 2011, 05:19:43 pm »


               Or you using the LETO version or are your using the Non-LETO version?
Make sure that in the sha_config you have the correct NeverwinterNight/NWN/ Location and also you have selected the correct setup for your module.

Oh, and one last thing your are surely using CEP2 or higher?
               
               

               
            

Legacy_Lazarus Magni

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Trouble installing a subrace system into a module.
« Reply #4 on: June 19, 2011, 09:13:55 pm »


               The 3.069 version I believe included both LETO and non-LETO. I could try the 3.0 version, and just use one of them, but as I said the 3.069 demo works fine for me, just having trouble intergrating the erf into the module I am working on. The Sha_Config does have the correct path set. And yes currently CEP 2.3 is installed.
               
               

               
            

Legacy_Taino

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Trouble installing a subrace system into a module.
« Reply #5 on: June 20, 2011, 03:01:11 am »


               Yes, all of SSE versions has both LETO and Non LETO in them. Just wanted to make sure your have it setup in your sha_conf script correctly. Also are you logging in the module as "Test Module" or are you shutting it down and firing the module online to test it? If your testing the module in "Test Module" and have the LETO version up and running your going to get errors.
               
               

               
            

Legacy_cmwise

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Trouble installing a subrace system into a module.
« Reply #6 on: June 20, 2011, 04:31:11 am »


               I installed Shayans in a custom mod made a backup and then installed the files..overwriting all files as requested. Had to adjust a few of my custom files, on death and on spawn mainly.

The hang up was selecting leto vs non leto...with leto version installed cannot select legal characters as in wont run or work.  This was for running it on a server. Its been a while since i installed so memory fails me. But it was a stinker to get to work and I had to modify things a bit to get it to work...like the NPC/conversation/portal stuff etc. I left out much of the fluff and just made it very basic.

Still needed to use DMFI to give languages to players. via a DM

The directions that came with it were somewhat helpful but not for a beginner like me.  The website is mostly unattended for much help.  
It's a big system and affects many aspects of your game..in order to operate correctly. That's why i did a back up and played around with my mod until i got it right.
Good Luck
               
               

               
            

Legacy_Taino

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Trouble installing a subrace system into a module.
« Reply #7 on: June 20, 2011, 06:29:45 am »


               cmwise
Their is a quick solution that you don't have to hand out the language widgets via DM. You can either add the specific widget through the subrace script or script it per subrace; which would release the work for your DM on handing out them.
               
               

               
            

Legacy_Lazarus Magni

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Trouble installing a subrace system into a module.
« Reply #8 on: June 20, 2011, 09:31:15 am »


               Tanio,
I am not sure if I do have the sha_config script set up correctly, and that could be part of the problem. I am still thinking it is related to the fact that I didn't allow the erf to override a number of the scripts. I am currently trying to merge them so to speak, and will report back as to what happens.

Also when testing, I have tried both testing locally, and testing using my pc as a local server (using nwnx on my machine). In both cases it has not worked thus far. There is the word Test in the module name, not sure how that would be relevant though. Or did you mean using the "test module" function in the toolset?

Cmwise,
I am not that interested in the languages personally, in fact I don't really understand how all that works, but assume it is a RP componet, which (although is allowed on the server) is not what the server is foccused around. I am mainly interested in the different character sheet and appearance modification utalized by the subrace system, unless the player base requests otherwise.

I could just try letting it override everything, however I fear a bunch of the prior customizations will be lost in the process, and perhaps some critical scripts for how the mod functions, so I am trying the merge approach first. I also do not have enforced legal characters selected, so I am pretty sure that is not the problem.

I appreciate you all's input though, and would welcome any more.
Cheers

Edit:

P.S. Ok so my merged test did not work. I did get a few errors saying some of the scripts didn't complie, but I thought I would try it anyways. Except for the aps2 one all seemed to be related to one of the sha constants. I could post the exact message if that would be helpfull.

Aside from that though, perhaps it is a problem with the sha_config script? There are a number of functions in that, and I really have no clue what to do with them. Beyond that I am kinda out of ideas currently, but getting that configured correctly would seem like a good start, if someone could help me with that.
               
               

               


                     Modifié par Lazarus Magni, 20 juin 2011 - 08:48 .
                     
                  


            

Legacy_Taino

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Trouble installing a subrace system into a module.
« Reply #9 on: June 20, 2011, 01:55:06 pm »


               

Lazarus Magni wrote...

Tanio,
I am not sure if I do have the sha_config script set up correctly, and that could be part of the problem. I am still thinking it is related to the fact that I didn't allow the erf to override a number of the scripts. I am currently trying to merge them so to speak, and will report back as to what happens.

Also when testing, I have tried both testing locally, and testing using my pc as a local server (using nwnx on my machine). In both cases it has not worked thus far. There is the word Test in the module name, not sure how that would be relevant though. Or did you mean using the "test module" function in the toolset?

Yes you need to make sure that your script: sha_subr_consts is setup correctly. I'm sorry I didn't mean sha_config script. Its bee awhile since I've looked into SSE scripts. I meant the "Test Module" in the toolset.
These function start at 341.
Like where it says: const int ENABLE_LETO = FALSE; make sure its TRUE
and also make sure where:
const string NWNPATH = "C:/NeverwinterNights/NWN/"; has the correct path
and also:
const string LETO_PORTAL_IP_ADDRESS = "10.1.1.2:5121"; has your correct IP.

I could just try letting it override everything, however I fear a bunch of the prior customizations will be lost in the process, and perhaps some critical scripts for how the mod functions, so I am trying the merge approach first. I also do not have enforced legal characters selected, so I am pretty sure that is not the problem.

Yes you need to have them override whatever its asking or what you need to do since you don't want to lose your custom script. It will and might be a pain but it need to probably be is to merge the two.

P.S. Ok so my merged test did not work. I did get a few errors saying some of the scripts didn't complie, but I thought I would try it anyways. Except for the aps2 one all seemed to be related to one of the sha constants. I could post the exact message if that would be helpfull.

Yes post the error and also most of these installing issues are on the forum. I do know that the SSE forum is like a ghost town, unfortunlly.

Aside from that though, perhaps it is a problem with the sha_config script? There are a number of functions in that, and I really have no clue what to do with them. Beyond that I am kinda out of ideas currently, but getting that configured correctly would seem like a good start, if someone could help me with that.

Those function are pretty easy and self explanitory but if you need assistance I will do my best to help.

Oh yeah the most important thing to do is make sure after you do any changes to these script. You do a "Build Module".
               
               

               


                     Modifié par Taino, 20 juin 2011 - 12:57 .
                     
                  


            

Legacy_cmwise

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Trouble installing a subrace system into a module.
« Reply #10 on: June 20, 2011, 11:48:31 pm »


               This may not be so helpful, but what I did was install according to instructions. Went in and checked any custom scripts i had for conflicts.  Without doing everything according to the install, you wont get correct functions. And Taino is right, make sure the leto functions are set for what you need either true or false.  That was my biggest mistake.
If you have overwrites that changed scripts go to your back up and pull out the pieces that you need and manually insert back into your scripts.  
Frankly I dont remember that many conflicts and I have many custom off the vault scripts running in my MOD.
Taino, Yeah I suppose if I were a proficient scripter i could have put in the tokens/widgets for languages and have them dispensed on subrace acquisition. Good idea.
               
               

               
            

Legacy_Taino

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Trouble installing a subrace system into a module.
« Reply #11 on: June 21, 2011, 12:39:12 am »


               cmwise
If you got the SSE subrace working you can simply add the item [widget] to that subrace line. Like let's take the Drow, they receive a item at first level. their you can add that widget. No need to a proficient scripter doing it that way. I'm no expert scripter but I kinda get the idea of it.
               
               

               
            

Legacy_Lazarus Magni

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Trouble installing a subrace system into a module.
« Reply #12 on: June 21, 2011, 04:20:31 am »


               Sorry for the delay in the response, I have been dealing with other issues related to getting the server set up, and the database accessable. I very much appreciate your help though guys, thank you!
               
               

               
            

Legacy_Lazarus Magni

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Trouble installing a subrace system into a module.
« Reply #13 on: June 21, 2011, 05:30:26 am »


               Taino and cmwise,
Ok so I was not using the test module function from the toolset.

Line 342 is set to true.

346 is set to the correct path.

356: My ip addy is not constant, however the dedicated server's is. While I am testing this I am doing it locally so I will have to change that value every time I get a new IP, but once it is functioning and uploaded to the server I can set it permantently thankfully. This was set wrong for me testing locally (I had it set to the ip of the server that has the database), and I have corrected it now.

My solution to overwriting my existing custom scripts was to creat alternate copies of Shayan's, giving them a new name, and then including the line
ExecuteScript("whatever the newly shayans script is called", OBJECT_SELF);
to the end of the existing script. This is where I got a few compile errors, and I am not sure if this is really a good method of merging scripts? But I dont really know how else to do it. If it would be helpfull I can post the compile errors on the ones that gave them...

I have also heard conflicting reports on the need for building the module. Before I take items out (into a hak) it has 24K+ resources... needless to say building takes for ever, and I generally shy away from it except for occasionally after a big change (in which case I will start it, and then go to bed, and hopefully it is done in the morning when I get up)

Edit:
P.S. I just made the change to the sha_subr_const script and compiled and got this error:
6/20/2011 11:31:52 PM: Error. 'sha_subr_consts' did not compile.
sha_subr_consts.nss(42): ERROR:  INVALID VALUE ASSIGNED TO CONSTANT.

Line 42 currently reads as:
const int ENABLE_NWNX_DATABASE = True;
               
               

               


                     Modifié par Lazarus Magni, 21 juin 2011 - 04:35 .
                     
                  


            

Legacy_Axe_Murderer

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Trouble installing a subrace system into a module.
« Reply #14 on: June 21, 2011, 10:20:23 am »


               capitalize TRUE