Can't get FFX2 to work. Fixed the shortcut already

Started by splunge, March 21, 2009, 02:20:28 AM

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splunge

Please help.  I DL'd and installed (twice) FFX2 v2.6, installed it to the freedom force folder, followed the install instructions with -log attached to the Play FF shortcut and renamed it FFX (as per the screenshot from the fundamentzero website FAQ) and  I still can't seem to get the new attributes to work. 

In case I messed up the shortcut, I installed Strangers mod which depends on FFX.  I tried it and the powers I assume rely on FFX don't so anything.

Any thoughts?

GogglesPizanno

Just making sure which game you are playing. Is this for FF or FFvTR?
FFX 2.6 is only for the first game. It wont work with FFvTR. For that you need FFX 3.x

If you are trying to install to the first game, it might help to post your 'script.log' file (it should be in the games root folder)

splunge

Thanks for responding GogglesPizanno!
It is for the original FF game. 
I'm not sure if this is the correct file.  It's a text document named "script" in the FF folder:

>>> system/init.py executed
>>> system\tredir.py executed
importing missionobjvar.py
using standard voice ID traits list
>>> c:\Program Files\Irrational Games\Freedom Force\Strangers\temp\mission.py executed
Welcome to the test mission script
initialising FFX: skirmish=0
storing biffbateman: id_1,23
changing to costume:funnelweb
same boring old clothes, eh, marla?
no new costumes! - cant delete
no new costumes! - cant recreate
cshelper: Cutscene [Intro] submitted for playing
cshelper: Now playing cutscene [Intro]
Step 1 of 14
_impobj_bank
_impobj_236
_impobj_342
_impobj_41
_impobj_32
_impobj_30
_impobj_269
_impobj_179
_impobj_156
_impobj_70
_impobj_113
_impobj_216
_impobj_442
_impobj_114
_impobj_180
_impobj_147
_impobj_173
_impobj_159
_impobj_234
_impobj_348
_impobj_358
_impobj_1
_impobj_31
_impobj_214
_impobj_185
_impobj_239
_impobj_440
_impobj_468
_impobj_225
_impobj_454
_impobj_281
_impobj_184
_impobj_235
_impobj_445
_impobj_296
_impobj_231
_impobj_186
_impobj_69
_impobj_81
_impobj_313
_impobj_272
_impobj_2
_impobj_64
_impobj_55
_impobj_289
_impobj_178
_impobj_330
_impobj_108
_impobj_95
_impobj_155
_impobj_312
_impobj_266
_impobj_28
_impobj_37
_impobj_299
_impobj_201
_impobj_104
_impobj_92
_impobj_158
_impobj_347
_impobj_267
_impobj_320
_impobj_218
_impobj_333
_impobj_29
_impobj_223
_impobj_233
_impobj_461
_impobj_307
_impobj_232
Traceback (innermost last):
  File ".\Data\Missions\Scripts\ffx.py", line 11296, in FFQ_initialiseExtras
    FFQ_toConsole(text)
  File ".\Data\Missions\Scripts\ffx.py", line 15412, in FFQ_toConsole
    if FFQ_VERBOSE:
NameError: FFQ_VERBOSE
Step 2 of 14
speakInternal
initCarriers on civ_10(civilian_male)
civilian_male
determining gender civ_10 (team=0)
initCarriers on thug6(thug_with_bat)
thug_with_bat
determining gender thug6 (team=0)
initCarriers on thug1(thug_with_gun)
thug_with_gun
determining gender thug1 (team=0)
initCarriers on fciv_11(civilian_female)
civilian_female
determining gender fciv_11 (team=0)
initCarriers on civ_11(civilian_male)
civilian_male
determining gender civ_11 (team=0)
initCarriers on civ_3(civilian_male)
civilian_male
determining gender civ_3 (team=0)
initCarriers on civ_8(civilian_male)
civilian_male
determining gender civ_8 (team=0)
initCarriers on civ_12(civilian_male)
civilian_male
determining gender civ_12 (team=0)
initCarriers on fciv_10(civilian_female)
civilian_female
determining gender fciv_10 (team=0)
initCarriers on thug5(thug_with_gun)
thug_with_gun
determining gender thug5 (team=0)
initCarriers on opening_thug2(thug_with_bat)
thug_with_bat
determining gender opening_thug2 (team=0)
initCarriers on civ_7(civilian_male)
civilian_male
determining gender civ_7 (team=0)
initCarriers on civ_2(civilian_male)
civilian_male
determining gender civ_2 (team=0)
initCarriers on fciv_1(civilian_female)
civilian_female
determining gender fciv_1 (team=0)
initCarriers on cop1(cop)
cop
determining gender cop1 (team=0)
initCarriers on fciv_2(civilian_female)
civilian_female
determining gender fciv_2 (team=0)
initCarriers on fciv_4(civilian_female)
civilian_female
determining gender fciv_4 (team=0)
initCarriers on fciv_3(civilian_female)
civilian_female
determining gender fciv_3 (team=0)
initCarriers on thug9(thug_with_gun)
thug_with_gun
determining gender thug9 (team=0)
initCarriers on thug4(thug_with_bat)
thug_with_bat
determining gender thug4 (team=0)
initCarriers on fciv_5(civilian_female)
civilian_female
determining gender fciv_5 (team=0)
initCarriers on civ_6(civilian_male)
civilian_male
determining gender civ_6 (team=0)
initCarriers on opening_thug1(thug_with_gun)
thug_with_gun
determining gender opening_thug1 (team=0)
initCarriers on fciv_6(civilian_female)
civilian_female
determining gender fciv_6 (team=0)
initCarriers on civ_1(civilian_male)
civilian_male
determining gender civ_1 (team=0)
initCarriers on fciv_7(civilian_female)
civilian_female
determining gender fciv_7 (team=0)
initCarriers on fciv_8(civilian_female)
civilian_female
determining gender fciv_8 (team=0)
initCarriers on fciv_9(civilian_female)
civilian_female
determining gender fciv_9 (team=0)
initCarriers on thug10(thug_with_bat)
thug_with_bat
determining gender thug10 (team=0)
initCarriers on biffbateman(biffbateman)
biffbateman
determining gender biffbateman (team=0)
initCarriers on thug8(thug_with_bat)
thug_with_bat
determining gender thug8 (team=0)
initCarriers on civ_5(civilian_male)
civilian_male
determining gender civ_5 (team=0)
initCarriers on thug2(thug_with_bat)
thug_with_bat
determining gender thug2 (team=0)
initCarriers on thug7(thug_with_gun)
thug_with_gun
determining gender thug7 (team=0)
initCarriers on civ_9(civilian_male)
civilian_male
determining gender civ_9 (team=0)
initCarriers on civ_4(civilian_male)
civilian_male
determining gender civ_4 (team=0)
initCarriers on fciv_12(civilian_female)
civilian_female
determining gender fciv_12 (team=0)
initCarriers on devil_doll(devil_doll)
devil_doll
determining gender devil_doll (team=0)
initCarriers on thug3(thug_with_gun)
thug_with_gun
determining gender thug3 (team=0)
initCarriers on cop2(cop)
cop
determining gender cop2 (team=0)
setting:biffbateman biffbateman scientist
biffbateman
devil_doll
Step 3 of 14
speakInternal
Step 4 of 14
speakInternal
Step 5 of 14
speakInternal
Step 6 of 14
speakInternal
Step 7 of 14
speakInternal
Step 8 of 14
speakInternal
Step 9 of 14
Step 10 of 14
speakInternal
Step 11 of 14
Step 12 of 14
speakInternal
Step 13 of 14
speakInternal
Step 14 of 14
secondary 1 1
secondary 1 3
cshelper: Cutscene [Intro] has ended
unlock all
unlock all


Hope it means something to you...

stumpy

According to this thread, it looks like at least one error is due to an undefined variable in \Data\Missions\Scripts\ffx.py. You can open that file in Notepad and add the line
FFQ_VERBOSE = 1
near the top (with no indent) where several other global variables are defined (it doesn't really matter where).

That should take care of the error that's apparent in your script.log. If that's all there is wrong, you should be set.
Courage is knowing it might hurt, and doing it anyway. Stupidity is the same. And that's why life is hard. - Jeremy Goldberg

splunge

Stumpy you're my hero!
I'll try the change when I get home.

splunge

Crud-still doesn't seem to be working.  I stuck the FFQ_VERBOSE=1 first a line under FFX_SAVEGAME=1 with no luck, then as the first line in Initialisation and Systems.  I tried a custom charactor in the rumble room with FFX properties and it doesn't seem to function.  I'm also unsure I've got FFX3 working either!  My script log appears unchanged with last modified 4 days ago. 

Any thoughts!  Thanks in advance!

stumpy

Putting that line under the FFX_SAVEGAME line is fine, but if the error is still in your logs, then there are crossed wires on which file is being changed. In what folder (the full path) is the ffx.py file that you changed? And which mod are you trying to run?
Courage is knowing it might hurt, and doing it anyway. Stupidity is the same. And that's why life is hard. - Jeremy Goldberg

splunge

Stumpy, thanks for helping me out.  This si frustrating.

I got this in my scripts log:
Traceback (innermost last):
  File ".\Data\Missions\Scripts\ffx.py", line 11296, in FFQ_initialiseExtras
    FFQ_toConsole(text)
  File ".\Data\Missions\Scripts\ffx.py", line 15412, in FFQ_toConsole
    if FFQ_VERBOSE:
NameError: FFQ_VERBOSE


FFX.py is in Program Files>Irrational Games>Freedom Force>Data>Missions>Scripts>ffx.py.bak

I tried some of the heroes that came with ffx and the demo rumble room mission from ffx.  I'm not sure which mods are ffx dependant, I believe Spiderman and the MArvel Knights is.

With FFVTR, I'm not sure if FFX3 works.  I was futzing with it and got TV view which I suppose is FFX dependant, but can't figure how to get the added properties to operate.  The Reformed doesn't seem to work for me-see my psot on this forum

GogglesPizanno

#8
Couple of things.
You seem to be jumping around between games and FFX versions in your posts.
Do you have both games installed? I'm getting a little confused.

As for the FFQ error still there.
If im reading your post correctly you indicate that you made the changes to "ffx.py.bak" --  If you made the changes to this file it wont work. When people put the .bak extension on a file its usually to indicate that the file is a backup copy, so the game itself isn't using this file. There should be a file called ffx.py in that directory that is the actual file being used. If you have file extensions turned off in windows, this might account for what some of the confusion, but that's just a guess.

Regarding the reformed. There was some bugs in the code that caused errors for some people. I dont know if C4 uploaded the fixed stuff, but the thread about it is here: http://freedomreborn.net/forums/index.php?topic=49382.msg673535#msg673535

splunge

Thanks for your patience, GogglePizanno.  Sorry for the jumping.  I hate to start a new post for similar issues but it would be clearer.
I have both games installed and after playing both "vanilla", I am trying out mods. ( I played morrowind with 100+ mods running and Civilisation3 with several mods and conversions, so I'm not wholly clueless despite how I may come across here :rolleyes:

I think part of the problem might be when I opened the ffx.py.ini, it changed to a .bak file. 
I renamed it back to ini but am still getting:
Traceback (innermost last):
  File ".\Data\Missions\Scripts\ffx.py", line 11296, in FFQ_initialiseExtras
    FFQ_toConsole(text)
  File ".\Data\Missions\Scripts\ffx.py", line 15412, in FFQ_toConsole
    if FFQ_VERBOSE:
NameError: FFQ_VERBOSE


and it seems ffx is still not working.

GogglesPizanno

Thats bizarre, are you running Vista?

In any case, it shouldn't be an ini file either.
.py is the extension it needs to be as its a python file.
If it has any other extension at the end other than .py, get rid of it....


splunge

I tried that earlier and was told there's already a file named ffx.py.  Here's what my scripts folder looks like:

By the way, Windows XP SP2

stumpy

The file you want to modify is the fifth file in the top row in that pic, ffx.py. You don't want to change any other file and then rename it. You want to open the file already called ffx.py and change it and then save it (keeping the same name).
Courage is knowing it might hurt, and doing it anyway. Stupidity is the same. And that's why life is hard. - Jeremy Goldberg

splunge

OK, back to the start. 
I reinstalled FFX2.6 gold, deleted the .bak I turned into an ini and the backup.bak I made.  I modified the correct ffx.py with FFQ_VERBOSE=1. 

Unfortunately, now the shortcut to run FFX won't modify when I add the -log to the target.  I get the error message, "The name "C:\Program Files....\ff.exe"-log' specified in the target box is not valid..."

Aggravating.

GogglesPizanno

the -log part should not be within the quotes and there needs to be a space.
You also need to make sure that the path to the executable is correct (in case you installed it to a non standard location).

"C:\Program Files\...\fforce.exe" -log

splunge

Ah, a space... :banghead:
When I get home I'll try it.  Thanks for everyone's patience.

As an aside, I found my Spyware real time blocker was preventing an exe for FFX3 so now I got it running!

stumpy

Keep in mind Goggles' note on the quotation marks as well.

There is more info on setting up mod shortcuts in the Game FAQ.
Courage is knowing it might hurt, and doing it anyway. Stupidity is the same. And that's why life is hard. - Jeremy Goldberg

splunge

Hallelujah!  It's up and running!  Thanks for the hand holding Goggles and Stumpy.

Now to get my DL'd mods to work..