BGT-WeiDU
#161
Posted 21 February 2005 - 03:23 AM
#162
Posted 21 February 2005 - 04:03 AM
I noticed that many of the joinable NPCs sounds were missing and fixed those, but it probably applies to others as well.
I'm investigating .cre's right now. Got a question to anybody who may know more on that: E31-E36.cre seems to be an absolutely unused in either bg1 or bg2 but their different versions exist in both. Can we drop them completely?
(last update: 02-12-2008)
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SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
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BP Animations Scheme
#163
Posted 21 February 2005 - 04:53 AM
OK, thanks Sim. I'll give it a try.From what I'm told, e-mailing Weimer is pretty tricky business. You're more likely to get a response on the WeiDU forum (the real one, not the random one on this site), I suspect.
But...an idea has popped up. I haven't had much time to try it yet, but a compile two different D files that modify EDWINJ.DLG - one is aEDWINJ.D that has the APPEND function, and the other one is Replace.D that has REPLACE_TRIGGER_TEXT. In the .tp2 file, BOTH files are instructed to be compiled with a single function (i.e. compile a directory). Could this be the problem?
I have devised a not-so-quick method of fixing this up. I have made a .txt file (basically .tra file format) that contains EVERY StrRef in the BG1 dialog.tlk that has a sound entry. All that needs to be done with this file is to line-by-line compare (there are 3252 strings to check - just as a speed check, I did approximately 25 strings/minute, so that means 2 hours 10 minutes 4.8 seconds to complete) to the BG2 dialog.tlk by making sure the StrRef text is the same and that the sound is missing from the BG2 dialog.tlk. Then, with the remaining lines that require sounds, all you need to do is notepad replace "@" with "STRING_SET ~" and " = " with "~ " (the spaces are intentionally there), then cut and paste the lines into the .tp2 file. The strings that don't exist will need to be tracked down and created, but that shouldn't be difficult since the sound reference gives a clue as to the creature name. I haven't started this at the moment, but do you have a better method KD?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!
Edited by Ascension64, 21 February 2005 - 05:48 AM.
--------------
Retired Modder
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)
#164
Posted 21 February 2005 - 06:23 AM
I haven't started this at the moment, but do you have a better method KD?
Plz focus on other important things, m8...
I'm almost done with all that 'strings-update' mess. And soon I'll post several .tp2 sections with all necessary .cre updates/copying/overwriting + .bat section for CREs extraction, renaming and removing of unnecessary files, BUT without any NPCs, 'coz it should be checked VERY carefully... If you wish you can help me with them and compose their .cre's update script (I think everything could be taken from BP-BGT but with following extra check....).
Right now I should only check and decide what to do with 190 .cre that existing both in bg1 and bg2. Some of them are just a modified copy and not in use in bg2, but some of them are in USE (f.e. CALAHA.CRE) and that situation must be resolved (renaming or something...)
Edited by King Diamond, 21 February 2005 - 06:27 AM.
(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme
#165
Posted 21 February 2005 - 12:01 PM
I haven't started this at the moment, but do you have a better method KD?
Plz focus on other important things, m8...
I'm almost done with all that 'strings-update' mess. And soon I'll post several .tp2 sections with all necessary .cre updates/copying/overwriting + .bat section for CREs extraction, renaming and removing of unnecessary files, BUT without any NPCs, 'coz it should be checked VERY carefully... If you wish you can help me with them and compose their .cre's update script (I think everything could be taken from BP-BGT but with following extra check....).
Right now I should only check and decide what to do with 190 .cre that existing both in bg1 and bg2. Some of them are just a modified copy and not in use in bg2, but some of them are in USE (f.e. CALAHA.CRE) and that situation must be resolved (renaming or something...)
Bardez used a BGCALAHA-style setup in BGT, for many of them already (with the BG1 counterparts). I suggest doing that, for cre's, dlg's, etc.
#166
Posted 22 February 2005 - 02:27 AM
1) During the installation it's necessary to extract all .cre's from bg1 to some folder (BG1CRE for example).
2) Then goes 1st part - "copy from bg1.txt". It contains all bg1-unique .cre's registration. Source folder (##path1##) - BG1CRE. Destination folder (##path2##) - something like BGTCRE or any other....
3) 2nd part - "bg1-tob.txt". Contains a mix from bg1-side .cre's registration and bg2-side .cre's modification. Source folder (##path1##) - BG1CRE. Destination folder (##path2##) - something like BGTCRE or any other...
4) 3rd part - "copy from BGT package.txt". It refers to .cre files that should be taken from existing BGT package. Source folder (##path1##) - separate from BG1CRE folder withing installation package. Only mentioned files should be there. Destination folder (##path2##) - something like BGTCRE or any other...
5) Then we can biff BGTCRE and delete BG1CRE.
6) There's NO NPCs' handling included....
7) AR7704 corrected. There was wrong creature reference (was - WILLIAM.CRE that is BG2 creature, now - WILLIAM1.CRE that is bg1 counterpart with the same name; it's being renamed during .cre registration).
P.S> Any other .cre's that are not in the provided texts - NOT IN ANY USE in game or exist in BG2 package untouched (including DRIZZT.CRE).
P.S.S. Included only BG1-side creatures... BGT contains several additions to BG2 that I would removed from the installation, 'coz they are absolutely unbalanced (as VESPA store), unnecessary and have not any tie to BG1 part, but this is only my oppinion....
{EDIT}Atachment removed - was broken.... See an update below....
Edited by King Diamond, 22 February 2005 - 09:17 AM.
(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme
#167
Posted 22 February 2005 - 03:15 AM
Um...no. The reference should be BGWILLIA.CRE. Is that the only thing that you changed?7) AR7704 corrected. There was wrong creature reference (was - WILLIAM.CRE that is BG2 creature, now - WILLIAM1.CRE that is bg1 counterpart with the same name; it's being renamed during .cre registration).
Otherwise, thanks. I'll take a look and try to incorporate it.
--------------
Retired Modder
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)
#168
Posted 22 February 2005 - 03:17 AM
Um...no. The reference should be BGWILLIA.CRE. Is that the only thing that you changed?
Otherwise, thanks. I'll take a look and try to incorporate it.
There're WILLIA.CRE that is BGWILLIA.CRE in BGT and WILLIAM.CRE that is WILLIAM1.CRE. They are different!
Edited by King Diamond, 22 February 2005 - 03:19 AM.
(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme
#169
Posted 22 February 2005 - 03:31 AM
OK, I'll trust you on that one. I am, however, a bit reluctant to force people to run a .bat file BEFORE the WeiDU installation, but I will see what I can do.Um...no. The reference should be BGWILLIA.CRE. Is that the only thing that you changed?
Otherwise, thanks. I'll take a look and try to incorporate it.
There're WILLIA.CRE that is BGWILLIA.CRE in BGT and WILLIAM.CRE that is WILLIAM1.CRE. They are different!
Why are the BG2 .cre modifications necessary?
Edited by Ascension64, 22 February 2005 - 03:39 AM.
--------------
Retired Modder
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)
#170
Posted 22 February 2005 - 03:46 AM
Why are the BG2 .cre modifications necessary?
It's not BG2 cre's, it's bg1 cre's existing in BG2
They have broken strrefs sometime so we need to fix that. And sometimes they have several right corrections from their bg1 counterparts that should be kept, so that's why COPY_EXISTING is there.....
I am, however, a bit reluctant to force people to run a .bat file BEFORE the WeiDU installation
How about areas extraction? Forget?
Just place several weidu --biff-get a.*cre (bcdefjh.....) at the end....
It could be old style BGT install mechanism that runs completely from a single .bat, not weidu.exe...
Edited by King Diamond, 22 February 2005 - 03:50 AM.
(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme
#171
Posted 22 February 2005 - 09:15 AM
So this is a FIXED files.
(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme
#172
Posted 22 February 2005 - 01:53 PM
Area extraction occurs in the .bat file AFTER the WeiDU install, but since WeiDU needs to COPY files from the BG1 installation, then I would have to make them run the .bat file BEFORE the WeiDU install. This is because there is no way to make WeiDU open up another game from the .tp2 file.How about areas extraction? Forget?
Just place several weidu --biff-get a.*cre (bcdefjh.....) at the end....
It could be old style BGT install mechanism that runs completely from a single .bat, not weidu.exe...
--------------
Retired Modder
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)
#173
Posted 22 February 2005 - 02:02 PM
1 thread has spanned 9 pages, with multiple attached files, and links to other sites/threads/files.
Wait till it's all done. And tested. And finished. In 1 place. With a readme.
*Then* release it.
And dont post random .tp2's or "replace this line with this one" instructions.
Other than that, yeah.
:-)
Visit the IESDP
#174
Posted 22 February 2005 - 03:24 PM
#175
Posted 22 February 2005 - 08:34 PM
I'm pretty sure the majority if not all of the attached files are intended specifically for other people working on BGT-WeiDU, rather than the general public.
Indeed, i must agree. It was much easier in the days of plaguezone.com to get files back & forth. But, we do what we must, to get the job done, bt_igi.
#176
Posted 23 February 2005 - 01:24 AM
This thread represents all that's wrong with BP and it's companion mods, in my opinion.
1 thread has spanned 9 pages, with multiple attached files, and links to other sites/threads/files.
Wait till it's all done. And tested. And finished. In 1 place. With a readme.
*Then* release it.
And dont post random .tp2's or "replace this line with this one" instructions.
Other than that, yeah.
:-)
This is a public forum and this is a topic where ppl can discuss the development of BGT-WeiDU mod with all related problems, tasks etc.
I could sent all of my little 'donations' to Ascension personally, BUT I'm posting it here with one simple reason: to have a possible extra chance to be checked by ppl who are interesting in this topic and who have definitely more experience in modding.
So, bt_igi, I suggest you to take a break and not to read this topic at all until you receive a PM with "RELEASED+readme" in a title written in bold Arial....
Edited by King Diamond, 23 February 2005 - 01:25 AM.
(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme
#177
Posted 23 February 2005 - 04:46 AM
Ok, Wes actually got back to me (is that a surprise?) but couldn't recreate the problem. I can't seem to recreate the problem using a test double dialogue modification either. So, I have no idea what is wrong and this problem will go in the back burner for a bit.From what I'm told, e-mailing Weimer is pretty tricky business. You're more likely to get a response on the WeiDU forum (the real one, not the random one on this site), I suspect.
Don't update anymore...am incorporating. The only typo I found was BGBGMTOWN5.CRE in the package to BGT.txt file.Sorry... I forgot that BGCALAHA-type creatures have all dialog references modified. That CREs should be taken from BGT package as well.
So this is a FIXED files.
--------------
Retired Modder
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)
#178
Posted 23 February 2005 - 05:02 AM
Don't update anymore...am incorporating. The only typo I found was BGBGMTOWN5.CRE in the package to BGT.txt file.
Oki
Another small fixes (in "copy from bg1.txt" part):
was
COPY ~##path1##/MTOB6.CRE~ ~##path2##/MTOB6.CRE~ SAY NAME1 ~Commoner~ ***~Peasant~ SAY NAME2 ~Commoner~ ***~Peasant~ COPY ~##path1##/MTOB7.CRE~ ~##path2##/MTOB7.CRE~ SAY NAME1 ~Commoner~ ***~Peasant~ SAY NAME2 ~Commoner~ ***~Peasant~ COPY ~##path1##/PROSBA.CRE~ ~##path2##/PROSBA.CRE~ SAY NAME2 ~Courtesan~ ***~Ginia~ COPY ~##path1##/HALFG5.CRE~ ~##path2##/HALFG5.CRE~ SAY NAME1 ~Halfling Man~ SAY NAME2 ~Halfling Man
must be
COPY ~##path1##/MTOB6.CRE~ ~##path2##/MTOB6.CRE~ SAY NAME1 ~Commoner~ SAY NAME2 ~Commoner~ COPY ~##path1##/MTOB7.CRE~ ~##path2##/MTOB7.CRE~ SAY NAME1 ~Commoner~ SAY NAME2 ~Commoner~ COPY ~##path1##/PROSBA.CRE~ ~##path2##/PROSBA.CRE~ SAY NAME2 ~Courtesan~ COPY ~##path1##/HALFG5.CRE~ ~##path2##/HALFG5.CRE~ SAY NAME1 ~Halfling Man~ SAY NAME2 ~Halfling Man~
(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme
#179
Posted 23 February 2005 - 05:20 AM
Argh! Damn you...thanks!Don't update anymore...am incorporating. The only typo I found was BGBGMTOWN5.CRE in the package to BGT.txt file.
Oki
Another small fixes (in "copy from bg1.txt" part):
I have fully incorporated, so any syntax errors will show up on WeiDU. Cannot try tonight though, it's getting very late for me. Will let you know how it goes tomorrow or the next (depending on how much free time I have).
--------------
Retired Modder
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)
#180
Posted 23 February 2005 - 07:44 AM
There's a fair possibility that your message stood out above the millions of people who are having trouble installing Ease of Use over Unreal Tournament. Or he's answering everybody these days.Ok, Wes actually got back to me (is that a surprise?) but couldn't recreate the problem. I can't seem to recreate the problem using a test double dialogue modification either. So, I have no idea what is wrong and this problem will go in the back burner for a bit.