that was just my safe alternative...@Ascension64: "Wait for someone, I suppose" was a big help!
Preparing to install
#21
Posted 16 July 2005 - 07:28 PM
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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)
#22
Posted 18 July 2005 - 01:12 AM
TDD trashing the classes will make other mods not compatible either. The only reported problem I have seen here about DSotSC is that it adds items to a store that doesn't exists anymore. I haven't been able to start a new install yet to try it all out myself.Fine by me.PS: SirBillyBob I know that you are the creator of DSotSC and if you have any problems with the fix I put on here so DSotSC can install on BGT-WeiDU let me know and I will remove the file.
So basically, the DSotSC isn't compatible because TDD trashes the classes and DSotSC adds to a store that doesn't exist anymore. Correct?
#23
Posted 18 July 2005 - 09:27 AM
...hopefully. I changed these two lines of code in the tp2. Not sure how I screwed it in the first place. If I recall, it was a very long day of modding...Trash any classes
The real goal is to reverse the two lines in CLASS.IDS, not replace the one. The new version reads:
REPLACE_TEXTUALLY ~202 LONG_BOW 202 MAGE_ALL~ ~202 MAGE_ALL 202 LONG_BOW~
Which should accomplish my goal. I'll use this same command in the BP package, to accomplish this for ppl without TDD-weidu in their version. All the BP AI uses MAGE_ALL, not LONG_BOW (except perhaps I few I missed).
#24
Posted 18 July 2005 - 10:06 AM
REPLACE_TEXTUALLY ~202 LONG_BOW 202 MAGE_ALL~ ~202 MAGE_ALL 202 LONG_BOW~
...and what will be the result of THAT?
Edited by horred the plague, 18 July 2005 - 09:17 PM.
(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme
#25
Posted 18 July 2005 - 09:18 PM
REPLACE_TEXTUALLY ~202 LONG_BOW 202 MAGE_ALL~ ~202 MAGE_ALL 202 LONG_BOW~
...and what will be the result of THAT?
I'll let you know when I have the guts to test the alpha BPv170 installer.
You might be right, I never claimed to be a weidu expert.
BTW--just looked through yours and ascension's coding in bgt-weidu. Nice work, maybe you can help me clean up my mess, or improve on it at least.
I already hijacked your spawngrp.2da coding!
P.S: Glad you made it NeJ2-compatible. The new BP (and TDD, and SoS) will hopefully be as well. Currently, none of them are--despite what your ReadMe file says.
P.P.S Sorry, I accidentally editted (and uneditted) your post. It's been a long modding day...
#26
Posted 19 July 2005 - 03:55 AM
P.S: Glad you made it NeJ2-compatible. The new BP (and TDD, and SoS) will hopefully be as well. Currently, none of them are--despite what your ReadMe file says.
I hope you are looking at SoS-WeiDUv1.2 of mine in your BP workaround - I've cleaned it much...and don't remember any BGT-specific compat issues left there.... May be when you are adding everything in one bowl.....The you should know better what's wrong there....
(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme
#27
Posted 19 July 2005 - 09:06 AM
P.S: Glad you made it NeJ2-compatible. The new BP (and TDD, and SoS) will hopefully be as well. Currently, none of them are--despite what your ReadMe file says.
I hope you are looking at SoS-WeiDUv1.2 of mine in your BP workaround - I've cleaned it much...and don't remember any BGT-specific compat issues left there.... May be when you are adding everything in one bowl.....The you should know better what's wrong there....
Just discovered their existence (I don't always read the fine print at the bottom of these posts). Downloading, I'll see what you've got when I get the chance.
QUICK EDIT: I also made the following change to CHARLOTJ.D:
IF ~~ THEN BEGIN 121 // from: 120.0 SAY ~Since the Time of Troubles? It's definately time for a new look.~ /* #81037 */ IF ~Gender(Protagonist,MALE) !InParty("jaheira")~ THEN GOTO 122 IF ~Gender(Protagonist,MALE) InParty("jaheira")~ THEN GOTO 124 IF ~!Gender(Protagonist,MALE) !InParty("jaheira")~ THEN GOTO 125 IF ~!Gender(Protagonist,MALE) InParty("jaheira")~ THEN GOTO 127 END
The former was checking if [PC] was male, which would trigger on whomever was standing closest to Charlotte (heh, it could even be Jaheira in this case!).
Could you give me an idea of what you changed in your SoS-Weiduv2, so I don't have to comb through every file? Or is it documented (my download is not complete yet)?
P.S: I just ended up taking the code out, for Class.IDS. I'm an obsessive "neat-freak" when it comes to my IDS files, if you were wondering why I'd try such a thing in the first place.
EDIT: Took a quick look at your package; nice work! I had to move the yeti animation over to MLER, on my PC--I used this because NeJ2 also used MLER for yeti. I'm pretty sure the rest of your fixes will come in handy, though. Your attention to detail is commendable. I may have to veto the FENCE PC kit; 1) it won't fit with the TDD kits, and 2) it was meant to be a unique NPC class (similar to Imoen and the Charming Rogue).
ANOTHER EDIT: Less painful than I thought. I put my recent fixes on top of your package, and I'll test it out as soon as I reinstall for the BPv170 test.
Edited by horred the plague, 19 July 2005 - 09:36 AM.
#28
Posted 19 July 2005 - 11:41 AM
Could you give me an idea of what you changed in your SoS-Weiduv2, so I don't have to comb through every file? Or is it documented (my download is not complete yet)?
BTW Horred, that program I sent you can compare and show differences in files. Such as comparing two .tp2 or even .D and .baf files. Handy that.
The great wolf Fenrir gapes ever at the dwelling of the gods.
#29
Posted 19 July 2005 - 02:36 PM
BTW Horred, that program I sent you can compare and show differences in files. Such as comparing two .tp2 or even .D and .baf files. Handy that.
Indeed, that is handy. Guess I better get my a$$ installing it then, hehe.
#30
Posted 19 July 2005 - 11:58 PM
Could you give me an idea of what you changed in your SoS-Weiduv2, so I don't have to comb through every file? Or is it documented (my download is not complete yet)?
Readme says:
****************** Changes from v 101 ------------------ 1) Unused files removed. Download archive size reduced from 95.9M to 69M. 2) All AREs revised with DLTCEP, their file structure rearranged and fixed. Many missed infotriggers and automap pointers text patching added, Beregost taverns ambients removed to reflect Soubar environments. 3) Missed ambient sounds added (OGG3 directory); some missed scripts and BAMs reincluded. 4) Solved all possible area compatibility issues. AR4300 -> AR4370 with all corresponding resources, script/dialogues links, TIS and WED fixed (there was a real MESS with it!) 5) All ITMs revised; numerous bugs fixed: 0 weapon proficiences, invalid or absent icons/BAMs, wrong stats, incomplete descriptions; total upgarde of usability settings. Now all items match their descriptions. In a combination with BDash-WeiDU text fix all descriptions will be 99%-complete. 6) STOres revised and many incorrect rumors dialogues links fixed, strings patches added. 7) All dialogues revised: empty blocks removed, several invalid external references fixed. The whole bunch of dialogues is getting compiled by one COMPILE command now as it should be to produce valid crossreferences. 8) Scripts revised: several missed patches for journal entries added. 9) Patching of all BG2 original resources converted to "WeiDU-only" that makes it 100% compatible with any other mod around. 10) Journal system revised and rearranged for a single .TRA using (both scripts and dialogues) to unify the journal strings for correct entries' adding/removing. 11) Several BG1-side strings fixed because of many SoS creatures use them in their soundsets. Patch is taken from BGT-WeiDU. 12) Great main screen logo for SoS taken from Yovaneth's fixpack as well as some fixes checked and implemented (except "G3 Identify All" one). For more info visit: http://www.final-exodus.net/~dai/yovaneth/baldursgate_index.html 13) Installation script (TP2 and BATs) optimized, some errors fixed (f.e. it biffed everything, including AR0072.tis that should remain in \override\). 14) Unused WAVs removed from ALORA, KIVAN and ELDOTH soundsets. The creatures that use them are not joinable NPCs, so they won't use any sound beside 01,03,07,11,17-19,38,39. 15) Missed FLAMN and several other (for creatures soundsets) WAVs added.
So there's nothing special...
PLz note that I stripped out all old-Baldurdash files that were there (a lot of them).
It's absolutely not necessary to have them all around (TDD,CtB) as soon as a standalone BD-WeiDU exist.
Edited by King Diamond, 20 July 2005 - 12:03 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
#31
Posted 21 July 2005 - 05:25 AM
you said ts_v6.02 will not work so i started with it and continued with sos , tdd , nej1.3i+patch weidu? seems to install.
now i will play and see how far i can go or
do you think it will not work / so i can safe my time.
greets glx
#32
Posted 21 July 2005 - 08:13 AM
a question for installing:
you said ts_v6.02 will not work so i started with it and continued with sos , tdd , nej1.3i+patch weidu? seems to install.
now i will play and see how far i can go or
do you think it will not work / so i can safe my time.
greets glx
No, SoS and TDD -weidu are not currently compatible with NeJ2--outside of my PC, perhaps. I have a lot more refining of these two packages, the TS-biffer version, and BP-weidu before we can test NeJ2 compatability.
#33
Posted 21 July 2005 - 09:55 AM
[right] [/right]
[/quote]
no, no , i am not using nej2 it is nej_v1. i've seen that ts tries to keep a yoshimo script in the override folder but that file is biffed by sos. but so far i could start a new game -> now iam fighting to yosh & kachiko.
btw: do you recommend to install additional BaldurdashWeidu?