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The biggest running Mega-WeiDU Install of all


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#81 Chevalier

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Posted 04 March 2007 - 02:19 AM

"Boo - Minsc?s Familiar" works for me, but "Boo - Minsc's Familiar Fixes" does not. Something is more wrong with the fix than what it was to fix. I don't think "Boo - Minsc?s Familiar" should be installed with ~SETUP-UB.TP2~ #3 #0 // Boo's Entführung von Cliffette or you could install both and test to see if they both work. :whistling:

Does anyone know whether"BG1 Adventure Pack" and "BG1 CoM Forge/Item Upgrade Mod" are compatible with this the mega-install?


No. or not yet they are still a BG1 mods not BGT or Tutu. :(

What's about Improved Anvil?

No.

Same question for CoM Encounters.

It can. It has worked for me, I think it overwrites some areas not extends, so you might want to install early. :unsure:

What's about Tactics?

Some of it, it mostly already is in BP. Read This.

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#82 Leonardo Watson

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Posted 04 March 2007 - 07:41 AM

Thank you for your reply. May I ask a silly question? What kind are the problems, to make a BG1 mod compatible with BGT?

#83 Azazello

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Posted 04 March 2007 - 08:37 AM

I use BPv176, but I did some tests long time ago with BPv177 and CoM Encounters. If installed (CoM Encounters -then- BP), BP had many errors and would stop installation. From what I remember, it was taking too much effort to modify BP's TP2 to get rid of the errors. So I tried (BP -then- CoM Encounters). Trouble is, I don't remember what the results were. :mellow:

I would suggest BP first, then CoM Encounters some where after BP -- just to keep things simple, no TP2 editing. If you do test this, please let us know the results.

Just looked, CoM Encounters extends scripts, does not overwrite them, and doesn't touch Areas.

#84 Chevalier

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Posted 04 March 2007 - 03:09 PM

Thank you for your reply. May I ask a silly question? What kind are the problems, to make a BG1 mod compatible with BGT?

I think Miloch is already working on it.

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a.k.a. Chev


#85 Leonardo Watson

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Posted 10 March 2007 - 02:35 PM

I have a incompatibility with D0QuestPack v2.3 and LuvNaliaWeidu106:
If D0QuestPack v2.3 is installed after LuvNalia, I get the following warnings:

WARNING: cannot find block matching [questpack/helltest/data/d2a_1.baf]
WARNING: cannot find block matching [questpack/helltest/data/d4a_1.baf]
WARNING: cannot find block matching [questpack/helltest/data/d6a_1.baf]

If LuvNalia is installed after D0QuestPack v2.3, I get these following warnings:
WARNING: cannot find block matching [LuvNalia\BAF\BCS\AR2904A.BCS]
WARNING: cannot find block matching [LuvNalia\BAF\BCS\AR2904C.BCS]
WARNING: cannot find block matching [LuvNalia\BAF\BCS\AR2904E.BCS]


Has anyone a solution for this?



You'll need to hack the bafs being referenced by these 2 mods for them to install properly. BG2 Fixpack closes some exploits in Hell and modifies ar2904.bcs in doing so. Questpack adds a neutral path to the helltests witI wanted to do the changes as erebusant told me and I have looked into the files, but I don't know what to do. Can anyone give me an example?h the following lines of code in it's .tp2:

COPY_EXISTING ~ar2904.bcs~ ~override/ar2904.bcs~ 

REPLACE_BCS_BLOCK ~questpack/helltest/data/d2a_1.baf~ ~questpack/helltest/data/d2a_2.baf~

REPLACE_BCS_BLOCK ~questpack/helltest/data/d2b_1.baf~ ~questpack/helltest/data/d2b_2.baf~

REPLACE_BCS_BLOCK ~questpack/helltest/data/d4a_1.baf~ ~questpack/helltest/data/d4a_2.baf~

REPLACE_BCS_BLOCK ~questpack/helltest/data/d4b_1.baf~ ~questpack/helltest/data/d4b_2.baf~

REPLACE_BCS_BLOCK ~questpack/helltest/data/d6a_1.baf~ ~questpack/helltest/data/d6a_2.baf~

REPLACE_BCS_BLOCK ~questpack/helltest/data/d6b_1.baf~ ~questpack/helltest/data/d6b_2.baf~

Your warnings are from Questpack not finding the script block in ar2904.bcs that the _1.baf files are looking for so they can't be replaced by the _2.baf script blocks. If you open ar2904.bcs with NI and copy the script block that has previously been modified by Fixpack and overwrite the script block in the _1.baf file and save it before installing the "Revised Hell Trials" component of Questpack, the ar2904.bcs will be updated properly by Questpack when you install it. You would then need to follow the same process of comparing the script blocks in your questpack modified ar2904.bcs to the LuvNalia bafs that are giving you errors and change the LuvNalia bafs on the search side of the code to match what is now the sought after script block in your ar2904.bcs.

Of course you may run into other issues if you have different mods that are attempting to modify the same script block. You would then replace a modified script block with a different one, breaking the original modification, and/or that whole section of the game itself.


I wanted to do the changes as erebusant told me and I have looked into the files with Near Infinity, but I don't know what exactly I shall change. Can anyone give me an example? I am unfortunately still completely inexperienced herein.


Edit:
Thanks, I understand it now! Ignore my post before.

Edited by Leonardo Watson, 10 March 2007 - 10:51 PM.


#86 ronin

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Posted 11 March 2007 - 01:49 AM

Use a text editor to make changes before you install the mod.

To get this component to install correctly (only if you have "other scripting fixes" of the fixpack installed) you have to edit the 4 .baf's that have the warnings and add:

Global("OpenedDoor4","AR2904",1) to the d6a_1.baf and d6b_1.baf
Global("OpenedDoor2","AR2904",1) to the d4a_1.baf and d4b_1.baf

making the block look like this for the d4a_1 and d4b_1 .baf's:

IF
	OpenState("DOOR04",TRUE)
	Global("OpenedDoor2","AR2904",1)   //this is the line you need to add
	Global("OpenedDoor4","AR2904",0)
	Global("OpenedDoor5","AR2904",0)
	Global("OpenedDoor6","AR2904",0)

and for the d6a_1 and d6b_1 .baf's:

IF
	OpenState("DOOR06",TRUE)
	Global("OpenedDoor4","AR2904",1)  //this is the line you need to add
	Global("OpenedDoor5","AR2904",0)
	Global("OpenedDoor6","AR2904",0)

then install the mod

#87 -Stormbringer-

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Posted 15 March 2007 - 01:34 PM

Hi

Just thought I would stop in and see how things are going with the Mega.

thanks

#88 Leonardo Watson

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Posted 17 March 2007 - 02:05 PM

Now some further testers are testing the mega-install. Until now no serious problems are found. Currently an update is in progress, but it will take about one month, before a beta will be released.

In the last three weeks the english PDF file was downloaded more than 100 times, but until now there was no feedback. Meant that, you have found no error or meant that, you are not interested in my work?

#89 Dan-Erik

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Posted 17 March 2007 - 04:43 PM

Isn't there an easier way to get all the files. Bittorrent for example? Would make the installation process much easier, because you would then be sure that you have all the neccesary files.

#90 Azazello

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Posted 17 March 2007 - 04:58 PM

Now some further testers are testing the mega-install. Until now no serious problems are found. Currently an update is in progress, but it will take about one month, before a beta will be released.

In the last three weeks the english PDF file was downloaded more than 100 times, but until now there was no feedback. Meant that, you have found no error or meant that, you are not interested in my work?

L.W. our comments are feedbck on your PDF, or better your installation list. If you got more questions, post them, bitte. I am intrigued and will contine to comment as I can.

Now, what you really want are people to try the installation. That I will humbly avoid, thank you.

#91 Leonardo Watson

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Posted 18 March 2007 - 12:34 AM

Thanks for the answer, you defined my post correctly. I should have formulated the question differently.

Two members develop at present a program, in order to be able to install all mods automatically. The troubles with Weigo's End_biff.bat and Lokadamus' BGT-NPCSound are solved now.

By the way:

I have installed NEJ-(Luvnalia)-BG2Fixpack with all components first and then all the big mods in recommended order and used your patches from here http://www.shsforums...showtopic=24104. The changed order of the cutscenes looks much better for me.

I read about troubles with Ctb-Chores is crash-to-desktop which occurs just after Gorion's speech in CandlekeepDing0's
To my experience it's caused by the component Quest XP Reduction from Ding0 Experience Fixer.

#92 Leonardo Watson

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Posted 24 March 2007 - 03:19 AM

As I told you recently, I am working on a revision of my megainstall. Although many players are testing the install intensely, no serious bug ist found until now. Some minor errors are fixed, some more mods are added.

But two things cause me a lot of headache:

first:
To be able to install the BG2 NPCs with songlist entries, I have deleted all lines after line 100 in the songlist. That means, the music of the concerning mods is missing. Is there any other, better solution?

second:
Installing Redemption or The Longer Road together with BP-Ascension causes warnings like this:
Warning: cannot find block matching [redemption/bcs/ AR6200asc.bcs]
Warning: cannot find block matching [redemption/bcs/ AR6200asc_bot.bcs]
Warning: cannot find block matching [redemption/bcs/ finiren_jon.bcs]
Installing these mods together with Ascension v1.4.21 didn?t cause these warnings. Obviously BP-Ascension had changed some files, so that Redemption and Longer Road can't read them.
So a patch is needed to make these mods compatible with BP-Ascension.
Can someone help?

#93 Leonardo Watson

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Posted 09 April 2007 - 08:32 PM

There are some errors in the guidance, which however were not noticeable disturbing, because mod does not start. For example JZ starts not, because it was overwritten by another one mod. How can I determine before whether mod overwrites or appends data?

#94 erebusant

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Posted 09 April 2007 - 09:41 PM

There are some errors in the guidance, which however were not noticeable disturbing, because mod does not start. For example JZ starts not, because it was overwritten by another one mod. How can I determine before whether mod overwrites or appends data?

Overwriters say COPY a whole lot, and Appenders say COPY_EXISTING followed by PATCH or APPEND a whole lot. Any time you have a COPY command and it is copying a file from a directory that is not a uniquely named file, you've overwritten a portion of your game.

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#95 Azazello

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Posted 10 April 2007 - 12:00 AM

COPYs also do it with folders, so you will also have to look at the contents of the folder, then search the entire main-game-folder structure to find which other mods have the same file(s), THEN decide how to resolve the conflict.

I have several instances in my installation where I prevent overwriting by overwriting the file of the "bad" mod! For example, overwriting the Ascension stat.ids file with the current version before installing Ascension, otherwise Ascension's version will overwrite the current one.

Did that all make sense???

#96 Tabris

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Posted 14 April 2007 - 07:29 PM

Following the instructions here, everything is working fine, the only thing i really fear is that i installed Divine Remix, Song and Silence and Sword and Fist before BGT because i wanted to use the kits. Hope it doens't ruins my mega-installation

#97 Leonardo Watson

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Posted 15 April 2007 - 03:49 AM

You can install all the kits you want after BGT 1.04. The former restriction was only for BGT 1.02.

#98 Tabris

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Posted 15 April 2007 - 08:30 AM

Ops... too late now, i'm already installing npc mods and don't want to install everything again x.x

#99 Leonardo Watson

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Posted 18 April 2007 - 02:07 AM

There are some errors in the guidance, which however were not noticeable disturbing, because mod does not start. For example JZ starts not, because it was overwritten by another one mod. How can I determine before whether mod overwrites or appends data?

Overwriters say COPY a whole lot, and Appenders say COPY_EXISTING followed by PATCH or APPEND a whole lot. Any time you have a COPY command and it is copying a file from a directory that is not a uniquely named file, you've overwritten a portion of your game.



Which mods are known to be overwriters?

#100 maximus2001

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Posted 26 April 2007 - 08:22 PM

I use BPv176, but I did some tests long time ago with BPv177 and CoM Encounters. If installed (CoM Encounters -then- BP), BP had many errors and would stop installation. From what I remember, it was taking too much effort to modify BP's TP2 to get rid of the errors. So I tried (BP -then- CoM Encounters). Trouble is, I don't remember what the results were. :mellow:

I would suggest BP first, then CoM Encounters some where after BP -- just to keep things simple, no TP2 editing. If you do test this, please let us know the results.

Just looked, CoM Encounters extends scripts, does not overwrite them, and doesn't touch Areas.



A year ago I had COM Encounters installed and strange things happened in Windspear Hills quests - missing creatures,npcs,etc.
At the time Seanas also said it was definitely the culprit, or at least one of them, due to overwriting. In my install it went before BP176. Now if it works ok I'd install it because among other things that "Green Dragon Plate" was a keeper. Would install it just for that, heh.