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#141 Chevalier

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Posted 17 February 2005 - 03:03 PM

It should be NeJ1 or NeJ2

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#142 Ascension64

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Posted 17 February 2005 - 04:58 PM

It should be NeJ1 or NeJ2

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NeJ2v21b includes NeJ1 as well. So, yes, Chev is right. Sorry for any confusion. I recommend you get NeJ2v21b instead of the older NeJ1 package, because there is no support for the older NeJ1 anymore.

Edited by Ascension64, 17 February 2005 - 04:59 PM.

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#143 mavere

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Posted 17 February 2005 - 06:12 PM

If I have a save game from a BP-BGT-NEJ install, will there be any problems it in an all weidu install?

#144 horred the plague

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Posted 17 February 2005 - 06:54 PM

If I have a save game from a BP-BGT-NEJ install, will there be any problems it in an all weidu install?

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Highly probable, 99.95% definitely.

#145 Stone Wolf

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Posted 17 February 2005 - 08:33 PM

I'm thinking your computer might reach out and slap you if you tried. ;)

#146 mr2131

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Posted 18 February 2005 - 09:03 AM

I'm thinking your computer might reach out and slap you if you tried. ;)

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Whoa! Definitely a sign there. Then again, it might take a time or two for some to figure what hit 'em and then why. Probably think it was some bad drugs or some rye flower gone a bit off, or maybe just some too much rye? :D

Mark

Edited by mr2131, 18 February 2005 - 09:07 AM.

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#147 Ascension64

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Posted 18 February 2005 - 06:44 PM

Is anyone willing to write an auto-biffer for NeJ2?

BGT-WeiDU backups the override directory and WeiDU fails this because the .tis files are way too large for them to handle.

For a progress report, I had to redo almost all of the compatibility for the BP mods because of the way Vlad has named his stateLabels in his dialogues. First I tried to incorporate the TS and NeJ files being replaced by BGT-WeiDU after overwriting the original, but now I have to go through each file of BGT-WeiDU dialogue that will overwrite another mod's file and look for all the changes that have been made. Very time consuming.

[UPDATE] OK, this compatibility thing is really making me :bash: :bash: :bash:
Currently, I am tyring to compile a D file that appends EDWINJ. I have given the stateNumbers numbers greater than the existing NeJ2 patched EDWINJ (which has 211 states). However, upon appending, WeiDU replaces all the NeJ2 appends with the ones I just want to add to the file. WeiDU bug?

Edited by Ascension64, 18 February 2005 - 07:58 PM.

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Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#148 hlidskialf

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Posted 19 February 2005 - 12:42 AM

Is anyone willing to write an auto-biffer for NeJ2?

BGT-WeiDU backups the override directory and WeiDU fails this because the .tis files are way too large for them to handle.

For a progress report, I had to redo almost all of the compatibility for the BP mods because of the way Vlad has named his stateLabels in his dialogues.  First I tried to incorporate the TS and NeJ files being replaced by BGT-WeiDU after overwriting the original, but now I have to go through each file of BGT-WeiDU dialogue that will overwrite another mod's file and look for all the changes that have been made.  Very time consuming.

[UPDATE] OK, this compatibility thing is really making me :bash:  :bash:  :bash:
Currently, I am tyring to compile a D file that appends EDWINJ.  I have given the stateNumbers numbers greater than the existing NeJ2 patched EDWINJ (which has 211 states).  However, upon appending, WeiDU replaces all the NeJ2 appends with the ones I just want to add to the file.  WeiDU bug?

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Sounds like you're using a BEGIN instead of extending or appending the existing file.

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#149 Ascension64

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Posted 19 February 2005 - 05:29 AM

Sounds like you're using a BEGIN instead of extending or appending the existing file.

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Unfortunately, no, it wasn't that easy.

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Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#150 Sir BillyBob

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Posted 19 February 2005 - 06:35 AM

BEGIN ~BH#25SPELL~

REPLACE ~25SPELL~

IF WEIGHT #4 ~
AreaCheck("AR5011")
~ THEN BEGIN 0 // from:
SAY ~Lazarus Librarus at your service. Welcome to the Arcana Archives.~
IF ~Global("lazarus","GLOBAL",3)~ THEN GOTO 1
IF ~Global("lazarus","GLOBAL",0)~ THEN REPLY ~Lazarus? That sounds familiar...hmm.~ GOTO 8
END

IF ~~ THEN BEGIN 8 // from: 0.1
SAY ~Yes, I used to have a shop in Restenford. But my brother-in-law sold me this shop and so I moved down here to run it. Typical of him to sell it to me right before this siege began. Anyway, I would normally invite you to look at my magical wares, but alas my shelves are completely bare. I have not even a single parchment left for you to purchase.~ /* #73378 */
IF ~~ THEN DO ~SetGlobal("lazarus","GLOBAL",1)~ GOTO 13
END

END

APPEND ~25SPELL~


This is the top part of the D file for Lazarus that I use in BoneHill. This appends label 0 (the first dialog you have with him in Saradush). The rest of my D file appends new dialogs for the current area in BH. This method modifies his original and adds new dialogs to his file.

Does this help you any?

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#151 Ascension64

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Posted 19 February 2005 - 07:13 AM

BEGIN ~BH#25SPELL~

Possibly. What does the above line do exactly? I notice that you are modifying 25SPELL.DLG.

For everyone, BGT-WeiDU 0.9 is delayed due to this problem.

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Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#152 CamDawg

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Posted 19 February 2005 - 09:00 AM

A BEGIN statement in a d file creates a new dialogue file, in this case BH#25SPELL. Incidentally, this would also be an invalid name for a dialogue.

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#153 weigo

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Posted 19 February 2005 - 10:34 AM

Is anyone willing to write an auto-biffer for NeJ2?

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I made an auto-biffer for nej2. I added it to the nejareasounds.bat.
I tested it a little bit and it worked fine. It was my first auto-biffer i made myself, so i can't give a 100% guaranty.
I also changed the NeJUninstaller.bat to erase the bif files.

Edited by weigo, 19 February 2005 - 01:20 PM.

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#154 King Diamond

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Posted 19 February 2005 - 12:18 PM

For everyone, BGT-WeiDU 0.9 is delayed due to this problem.

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I can tell you about another problem wich will slow you down...very heavily.

You just copy most of .cre files believing that they use StrRefs that already exist (just being left from bg1) in dialog.tlk and that they match bg1 ones. That's true, BUT with one 'small' note. Those 'old' strings from BG2 dialog.tlk don't contain SOUND tags anymore on 98%!!!!!!! So all of your creatures will be SILENT!

All strings that bg1 .cre files use must be newly validated in .tp2.

P.S> Maybe I'll try to write an automatic .tp2-CRE-section creator that will scan both .tlk from bg1 & 2 and extract corresponding strings for .cre validation to save them in .tp2-stylish text file 'coz I'm not sure that someone is in the mood here to track and write all that stuff manually (as Horred did for BP ;) ). Then we could extract all .cre's from bg1 package as well as areas. So you'll rid off ~1500 files in your WeiDU package.

Edited by King Diamond, 19 February 2005 - 12:20 PM.

(last update: 02-12-2008)
----------------------------------------------
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CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#155 Vlad

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Posted 19 February 2005 - 12:28 PM

Is anyone willing to write an auto-biffer for NeJ2?

BGT-WeiDU backups the override directory and WeiDU fails this because the .tis files are way too large for them to handle.

For a progress report, I had to redo almost all of the compatibility for the BP mods because of the way Vlad has named his stateLabels in his dialogues. First I tried to incorporate the TS and NeJ files being replaced by BGT-WeiDU after...


I made an auto-biffer for nej2. I added it to the nejareasounds.bat.
I tested it a little bit and it worked fine. It was my first auto-biffer i made myself, so i can't give a 100% guaranty.
I also changed the NeJUninstaller.bat to erase the bif files.


Ascension64, weigo and others, I ask you kindly to communicate with me before doing anything to NeJ2 BETA! It's obvious that you should ask me before doing anything with the downloaded NeJ2v21b package. I have already made it clear to Horred that neither me nor my co-author are willing to make NeJ2 hard-wired to any other mod. We prefer it as a stand-alone add-on. If someone wants to install it with any other mod including BP it is really his/her own problem. You may do any modifications to NeJ2 files, you may make it compatible and hard-wired to anything you like but only within your own computer. Otherwise I ask you kindly to discuss all the planned modifications which are going to be public with me only. It's needless to mention that the mod is still in a public beta testing and lacks many additional quests and features which will be implemented in future releases. Also there are several major bugs which must be fixed before the final version of the mod is released.

Edited by Vlad, 19 February 2005 - 12:31 PM.


#156 weigo

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Posted 19 February 2005 - 01:25 PM

Is anyone willing to write an auto-biffer for NeJ2?

BGT-WeiDU backups the override directory and WeiDU fails this because the .tis files are way too large for them to handle.

For a progress report, I had to redo almost all of the compatibility for the BP mods because of the way Vlad has named his stateLabels in his dialogues. First I tried to incorporate the TS and NeJ files being replaced by BGT-WeiDU after...


I made an auto-biffer for nej2. I added it to the nejareasounds.bat.
I tested it a little bit and it worked fine. It was my first auto-biffer i made myself, so i can't give a 100% guaranty.
I also changed the NeJUninstaller.bat to erase the bif files.


Ascension64, weigo and others, I ask you kindly to communicate with me before doing anything to NeJ2 BETA! It's obvious that you should ask me before doing anything with the downloaded NeJ2v21b package. I have already made it clear to Horred that neither me nor my co-author are willing to make NeJ2 hard-wired to any other mod. We prefer it as a stand-alone add-on. If someone wants to install it with any other mod including BP it is really his/her own problem. You may do any modifications to NeJ2 files, you may make it compatible and hard-wired to anything you like but only within your own computer. Otherwise I ask you kindly to discuss all the planned modifications which are going to be public with me only. It's needless to mention that the mod is still in a public beta testing and lacks many additional quests and features which will be implemented in future releases. Also there are several major bugs which must be fixed before the final version of the mod is released.

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Sorry Vlad! :blush:
Such was not my intention to cross your plans.

Modification:

BP-BGT-Worldmap-v6.6 (Download)


#157 Ascension64

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Posted 20 February 2005 - 03:14 AM

:thumb:

For everyone, BGT-WeiDU 0.9 is delayed due to this problem.

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I can tell you about another problem wich will slow you down...very heavily.

You just copy most of .cre files believing that they use StrRefs that already exist (just being left from bg1) in dialog.tlk and that they match bg1 ones. That's true, BUT with one 'small' note. Those 'old' strings from BG2 dialog.tlk don't contain SOUND tags anymore on 98%!!!!!!! So all of your creatures will be SILENT!

All strings that bg1 .cre files use must be newly validated in .tp2.

P.S> Maybe I'll try to write an automatic .tp2-CRE-section creator that will scan both .tlk from bg1 & 2 and extract corresponding strings for .cre validation to save them in .tp2-stylish text file 'coz I'm not sure that someone is in the mood here to track and write all that stuff manually (as Horred did for BP ;) ). Then we could extract all .cre's from bg1 package as well as areas. So you'll rid off ~1500 files in your WeiDU package.

View Post

Thanks, KD. I noticed that many of the joinable NPCs sounds were missing and fixed those, but it probably applies to others as well.

Ascension64, weigo and others, I ask you kindly to communicate with me before doing anything to NeJ2 BETA! It's obvious that you should ask me before doing anything with the downloaded NeJ2v21b package. I have already made it clear to Horred that neither me nor my co-author are willing to make NeJ2 hard-wired to any other mod. We prefer it as a stand-alone add-on. If someone wants to install it with any other mod including BP it is really his/her own problem. You may do any modifications to NeJ2 files, you may make it compatible and hard-wired to anything you like but only within your own computer. Otherwise I ask you kindly to discuss all the planned modifications which are going to be public with me only. It's needless to mention that the mod is still in a public beta testing and lacks many additional quests and features which will be implemented in future releases. Also there are several major bugs which must be fixed before the final version of the mod is released.

OK, Vlad. I'll keep that in mind. I still wish to make a point with the override from NeJ2, whether or not BGT-WeiDU can backup it up or not, it is still 1.11 GB! Does weigo have permission to release a little batch file that will just clean up the override?

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Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#158 Sir BillyBob

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Posted 20 February 2005 - 05:57 AM

A BEGIN statement in a d file creates a new dialogue file, in this case BH#25SPELL. Incidentally, this would also be an invalid name for a dialogue.

Correct, but the game doesn't use that BH# file anyway, it just needs it as a placeholder to append the 25SPELL files. I actually got this idea from the BG1NPC mod which modiifes several dialogs this way.

Ascension, Weidu takes the BH# files, reads it and realizes that all it is doing is appending another file. So it appends the 25SPELL dialog (Lazarus's dialog). It will make a BH#25SPELL.DLG file but you can't open it in DLTCEP because it is empty. You could probably even delete it once the install is finished.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#159 Andyr

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Posted 20 February 2005 - 06:04 AM

You don't actually need to BEGIN at all then, you can start your .D with APPEND or something.

If you're looking at the real BG1 NPC mod then we probably did it like that because Domi and I were learning to code at that point.

If you're looking at the BGT version of BG1 NPC then either Hlid left it or added it himself. BEGINning an empty .D won't break anything but it is not necessary either.
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#160 Ascension64

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Posted 20 February 2005 - 11:27 PM

You don't actually need to BEGIN at all then, you can start your .D with APPEND or something.

If you're looking at the real BG1 NPC mod then we probably did it like that because Domi and I were learning to code at that point.

If you're looking at the BGT version of BG1 NPC then either Hlid left it or added it himself. BEGINning an empty .D won't break anything but it is not necessary either.

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Hmm...very weird then. I have e-mailed weimer about it -- hasn't got back to me yet. I might experiment a bit when I have some more free time.

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Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)