I am using VSCode with BGForge extension. I have used what I think might be called "tokens" like ITM_price or ITM_type in place of offsets. Unfortunately, when I tried to install, I got fatal errors regarding those tokens. Although I am new at coding, I realize I may need to include the "definitions" of the tokens some how.
Now, I am guessing that is IElib, but I not sure. I found the instructions here, but I can't make heads or tails of the "Init submodule" instructions. Any help is appreciated.
IElib installation questions
Re: BGForge Extension Coding Issues
Yes, these symbols are defined in IElib.
Do you use git at all? Where's your code?
Do you use git at all? Where's your code?
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Re: BGForge Extension Coding Issues
Okay, can you please give me some clarification on how to install IElib? I have BGforge MLS on VSCode, and I found the instructions for IElib, but I do not know where to type following:
I have no idea where to put this text. I understand how to enable it afterwards, its just this part (and the Update part) I cannot make sense of. Further, I am not sure what "mymod" a place holder for. Is the name of my mod? Or is it a symbol?
FYI, you can find my code on Github. The name of the mod is Eldritch Magic Reborn.
Code: Select all
cd mymod
git submodule add -b master https://github.com/BGforgeNet/BGforge-MLS-IElib.git lib/bgforge
git commit -m "added BGforge IElib"
FYI, you can find my code on Github. The name of the mod is Eldritch Magic Reborn.
Re: BGForge Extension Coding Issues
In console (terminal). If you don't use console, then probably you have some GUI app? Github Desktop or something? It should probably have a way to add submodules too.
Yes, "mymod" is just a placeholder for your mod's directory name. In your case, that would be "emreborn"
You can use https://github.com/BGforgeNet/bg2-wildmage as a reference.
Essentially, the commands just create and commit this file https://github.com/BGforgeNet/bg2-wildm ... gitmodules, then checkout ielib repo under the specified path with the specified commit. That can be done manually, too.
If all else fails, you can download IElib's code and put it under lib directory, check it into your repo in full. That's suboptimal (you will need to update it manually if the need arises), but will also work.
Yes, "mymod" is just a placeholder for your mod's directory name. In your case, that would be "emreborn"
You can use https://github.com/BGforgeNet/bg2-wildmage as a reference.
Essentially, the commands just create and commit this file https://github.com/BGforgeNet/bg2-wildm ... gitmodules, then checkout ielib repo under the specified path with the specified commit. That can be done manually, too.
If all else fails, you can download IElib's code and put it under lib directory, check it into your repo in full. That's suboptimal (you will need to update it manually if the need arises), but will also work.
Please do not PM or email me about my mods and projects. Use forums. Also, see our talk channels.
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Re: IElib installation questions
Thank you! I think I figured it out for now!
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Re: IElib installation questions
Shoot... it still didn't work. It says "//ERROR: cannot convert ITM_price or %ITM_price% to an integer" for the Eldritch Armor component and "//ERROR: cannot convert ITM_type or %ITM_type% to an integer" for the Bladesinger component. What am I doing wrong?
Re: IElib installation questions
I guess you figured that out too, yes? https://github.com/mentaltyranny/Eldrit ... dd96e2df87
Please do not PM or email me about my mods and projects. Use forums. Also, see our talk channels.
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Re: IElib installation questions
No, every time I make a release candidate the BGforge folder is empty. Same error trying to install
Re: IElib installation questions
You're making tags. They won't contain submodule code, that's normal. Same here https://github.com/BGforgeNet/bg2-wildm ... s/tag/v2.3, if you download Source code zip, you'll see that ielib is not included.
Release assets, however: .zip and .iemod, do contain it.
I use AL|EN's mod packager to create releases and add assets. See https://github.com/BGforgeNet/bg2-wildm ... elease.yml for details.
Release assets, however: .zip and .iemod, do contain it.
I use AL|EN's mod packager to create releases and add assets. See https://github.com/BGforgeNet/bg2-wildm ... elease.yml for details.
Please do not PM or email me about my mods and projects. Use forums. Also, see our talk channels.
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Re: IElib installation questions
I'm sorry, this just shot over my head. Is the mod packager another submodule? I see your release.yml file. I understand that the goal is probably to have a similar file in my repository, but I do not know how to get there. And all of this still doesn't explain why I am get this err during my install trials.