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Baldurdash-Weidu-1.4


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#21 Ascension64

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Posted 11 August 2005 - 07:44 AM

BD-WeiDU should work when installed before BGT-WeiDU.

Which means that you guys used BD as your base for building BGT-Weidu right? When I finally get to the BG1 banter pack, I need to make sure that either I make the banter pack with the assumption that the player has already installed BD or I have to make sure that the banter pack doesn't break something if you install BD later.

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Supposedly, but I have never used BD-WeiDU before BGT-WeiDU, only after. KD may be able to give a better answer. I would suppose the important aspects of this issue are the IDS/2DA parts?

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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)


#22 weigo

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Posted 11 August 2005 - 09:28 AM

It was my mistake. KD said a few posts before, that its not working with TS, when we install BD-WeiDu before TS and we should install BD-WeiDu at last..

Edited by weigo, 11 August 2005 - 09:29 AM.

Modification:

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


#23 Sir BillyBob

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Posted 11 August 2005 - 02:20 PM

Well I wasn't planning on adding all the SoA mods. They should not matter for testing the BG1 banters. Sounds clear enough, thanks gang.

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


#24 Salk

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Posted 25 September 2005 - 12:49 AM

Hello!

What are, if any, the actual differences between the WeiDu and non-WeiDu versions ?

Once Idobek's Fixpacks (both BG1 and BG2) will be released, will they become a required component and will make Baldurdash's Fixpacks (BG1 and BG2) obsolete, no matter their packaging system ?

Thanks a lot!

#25 King Diamond

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Posted 26 September 2005 - 12:45 AM

What are, if any, the actual differences between the WeiDu and non-WeiDu versions ?


Non-WeiDU version OVERWRITES every single file (including dialog.tlk) that it patches. That produces a very strong incompatibility with any previously installed mods and can ruin your game completely.

WeiDU version is absolutely safe, doesn't provide any incompatibility (let's say - with 99.9% mods) and can be installed at any point.

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#26 Derkoth the Disgruntled

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Posted 26 September 2005 - 08:50 AM

Non-WeiDU version OVERWRITES every single file (including dialog.tlk) that it patches. That produces a very strong incompatibility with any previously installed mods and can ruin your game completely.


So what I'm seeing is that to play TS and NEJ2 with all the other WeiDU mods, you'll have to install the non-WeiDU BD fixes first, right after the ToB patch. Would I be correct in this assumption?

It seems that BD-WeiDU is a matter of convenience more than an absolute requirement, eh? Still, for those who don't want to uninstall all their mods and start a new game it's a beautiful convenience...

#27 NiGHTMARE

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Posted 26 September 2005 - 09:24 AM

I'd still suggest that Baldurdash-WeiDU / the upcoming fixpack be install before other mods, since even with patching, there's the chance it could interfere with changes made by other mods.

As an example, a mod might change certain existing items to be more like their pnp counterparts, while some of same item properties (which could be weight, price, etc) are corrected to be more consistent with similar items by the fixpack.

#28 Ascension64

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Posted 26 September 2005 - 04:12 PM

Non-WeiDU version OVERWRITES every single file (including dialog.tlk) that it patches. That produces a very strong incompatibility with any previously installed mods and can ruin your game completely.


So what I'm seeing is that to play TS and NEJ2 with all the other WeiDU mods, you'll have to install the non-WeiDU BD fixes first, right after the ToB patch. Would I be correct in this assumption?

It seems that BD-WeiDU is a matter of convenience more than an absolute requirement, eh? Still, for those who don't want to uninstall all their mods and start a new game it's a beautiful convenience...

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No, use one or the other only. BD-WeiDU is recommended for compatibility reasons, and I think that some kind of Baldurdash is actually required for NeJ2 to install at all.

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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)


#29 seanas

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Posted 27 September 2005 - 01:12 AM

No, use one or the other only.  BD-WeiDU is recommended for compatibility reasons, and I think that some kind of Baldurdash is actually required for NeJ2 to install at all.


without manually editing the NEJ 2 .tp2 file, only the original, non-weidu baldurdash will work. check here and here for further info: the executive summary is the NEJ2 .tp2 searches for CLASS.IDS in the override folder; if it ain't there, then the install chokes.

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#30 Derkoth the Disgruntled

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Posted 27 September 2005 - 04:07 AM

... without manually editing the NEJ 2 .tp2 file, only the original, non-weidu baldurdash will work.


Yah, I went ahead and did that, but Vlad didn't take too kindly to it when I asked why my install still choked. He questioned my English literacy, IIRC. Maybe a bad day...

Anyway, I shall await the day when TS and NEJ2 really will work with BP-BGT WeiDU. Till then, the Multiple Install Tool is my friend... :coolthumb:

#31 Sir BillyBob

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Posted 27 September 2005 - 07:28 PM

Vlad always has a bad day when he responds! Must be a translation problem. If the CLASS.IDS file is the only problem, you can place it into the override yourself. Just open the file in NI and save it again, don't change anything. It should update the file and place it into the override folder.

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


#32 ronin

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Posted 27 September 2005 - 09:35 PM

I had to install the BD-Weidu first. If I wait and install it right before the Worldmap then I get errors fixing Valgyr's spells for valyg.cre 8,9, 11 and 12. I had to edit the tp2 to comment out the fixes for his spells or the install would die.

ronin

#33 -Guest-

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Posted 11 October 2005 - 03:42 AM

Nobody mentions so I congratulate King Diamond for his new version (1.5) of WeiDu-BD! :clap: Good job, man...Keep it up! :cheers:

#34 Salk

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Posted 11 October 2005 - 03:43 AM

Oops...I had forgot to log in. The message above is mine! ;)

Edited by Salk, 11 October 2005 - 03:43 AM.


#35 Salk

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Posted 11 October 2005 - 08:11 AM

Oh and one thing:

after I installed BD-WeiDU v1.5 I wanted to check with Near Infinity if there had been important changes.

Unfortunately when I selected the option for checking corrupted files, I got 5 corrupted files among ITMs (there was only one before installation), 10 corrupted files among DLAs (zero before) and 5 corrupted files among CREs (zero before)...

I am no expert about NI but having more corrupted files compared to the game with only the official patch doesn't seem a good thing...

If you want KingDiamond, I can report exactly what files are supposedly corrupted...

Edited by Salk, 11 October 2005 - 08:45 AM.


#36 King Diamond

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Posted 11 October 2005 - 08:27 AM

If you want KingDiamond, I can report exactly what files are supposedly corrupted...

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Yes, it would be nice... :)

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SoS, v1.13
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CtB, v1.11
RoT, v2.1
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#37 Salk

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Posted 11 October 2005 - 08:49 AM

Thanks for your attention, King Diamond!
Here is the LOG of Near Infinity:

File corruption search
Number of errors: 20

File: DWSW1H01.ITM Offset: 13ah Error message: 48 unused bytes after Unknown(136h)

File: IDRYAD1.DLG Offset: 84eh Error message: Text(84eh) overlaps Text(84eh) by 106 bytes

File: IDRYAD1.DLG Offset: 84eh Error message: 106 unused bytes between Text(84eh) and Text(8b8h)

File: IMP.ITM Offset: aah Error message: 48 unused bytes after Is missile?(a8h)

File: IMPQUA.ITM Offset: aah Error message: 48 unused bytes after Is missile?(a8h)

File: KALAH2.DLG Offset: 5f6h Error message: Text(5f6h) overlaps Text(5f6h) by 33 bytes

File: KALAH2.DLG Offset: 5f6h Error message: 33 unused bytes between Text(5f6h) and Text(617h)

File: MINSCJ.DLG Offset: 4aefh Error message: Text(4aefh) overlaps Text(4aefh) by 36 bytes

File: MINSCJ.DLG Offset: 4aefh Error message: 36 unused bytes between Text(4aefh) and Text(4b13h)

File: NALIA13.CRE Offset: 556h Error message: 12 unused bytes between Unknown(556h) and Spell(564h)

File: NALIA13.CRE Offset: 592h Error message: 12 unused bytes between Unknown(592h) and Spell(5a0h)

File: NALIA13.CRE Offset: 5ceh Error message: 12 unused bytes between Unknown(5ceh) and Spell(5dch)

File: NALIA13.CRE Offset: 60ah Error message: 12 unused bytes between Unknown(60ah) and Spell(618h)

File: NALIA13.CRE Offset: 652h Error message: 12 unused bytes between Unknown(652h) and Signature(660h)

File: NEBDAG.ITM Offset: 13ah Error message: 144 unused bytes after Unknown(136h)

File: SARMEL01.DLG Offset: 1cbah Error message: Text(1cbah) overlaps Text(1cbah) by 31 bytes

File: SARMEL01.DLG Offset: 1cbah Error message: 31 unused bytes between Text(1cbah) and Text(1cd9h)

File: SW1H57.ITM Offset: 16ah Error message: 48 unused bytes after Unknown(166h)

File: YOSHJ.DLG Offset: 2b67h Error message: Text(2b67h) overlaps Text(2b67h) by 36 bytes

File: YOSHJ.DLG Offset: 2b67h Error message: 36 unused bytes between Text(2b67h) and Text(2b8bh)

If I can help you in some other way, please do not hesitate asking! Thanks again for your important job and I am looking forward to your next releases! :cheers:

#38 King Diamond

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Posted 11 October 2005 - 09:05 AM

Just ignore that - everything will work... :)

For the dialogues - it's something wrong with WeiDU. It make some strange "additions" at the end of the compiled dialogues.

As for CREs and ITMs - that is a way I "designed" it :P when I didn't know how to make some stuff... I'll eliminate that in time, but that won't cause any troubles in any case....

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#39 Salk

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Posted 13 October 2005 - 09:22 AM

Thank you very much for the insight, King Diamond!

May I give you a small advice about your BD-WeiDu ? So far it has, according to me, a very limited visibility and way less than what it deserves. Wouldn't it be better if there was a specific section and perhaps a small space at Spellhollds homepage ? Suffice to say I found out about it, exactly like it happened for Yacomo's excellent cloth map, for pure luck... :new_thumbs:

Edited by Salk, 13 October 2005 - 09:24 AM.


#40 ronin

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Posted 13 October 2005 - 10:03 AM

How about putting something in your install to put a certain file in a certain place so that when we try to install NEJ and it checks for a certain file, that certain file is there and will install?

just an idea of how to fool NEJ to thinking the original BD is installed


ronin