Jump to content


Photo

The BiG World Project


  • Please log in to reply
951 replies to this topic

#221 Altomar

Altomar

    Seraph

  • Member
  • 163 posts

Posted 07 December 2007 - 05:56 PM

oops :blush: I didn't knew who was the creator. i got this modified version from BiG World Patches :whistling:

Edited by Altomar, 07 December 2007 - 05:58 PM.


#222 Azazello

Azazello

    The Anti-Spammer

  • Staff
  • 1912 posts

Posted 07 December 2007 - 08:54 PM

No biggy.

If you're willing, give the 'unmodified Tactics trumps BP'-install a try and tell us the results.

#223 Kamui2040

Kamui2040
  • Member
  • 113 posts

Posted 08 December 2007 - 01:02 AM

First of all thank you very much Leonard for starting this project and to all the people that are trying to help in this thread.
But i got a question that is also a suggestion wouldn't it be better to make the instructions as a wiki? that way corrections that appear before a new official pdf is released could be incorporated much faster. Just a small thought, since a wiki can be changed by many people.
Anyway keep up the great work everyone and fight to see this dream come true one day.

#224 Altomar

Altomar

    Seraph

  • Member
  • 163 posts

Posted 08 December 2007 - 08:33 AM

No biggy.

If you're willing, give the 'unmodified Tactics trumps BP'-install a try and tell us the results.


unmodified Tactics installed after big picture without any errors or warnings.
it will take some time to see if there is any problem inside the game.

#225 Leonardo Watson

Leonardo Watson
  • Modder
  • 531 posts

Posted 08 December 2007 - 10:09 AM

But i got a question that is also a suggestion wouldn't it be better to make the instructions as a wiki?

I like this idea very well. Feel free to do so!

Let's think about the right approach for a wiki:
1. Add a new entry: that could be an overview, a walkthrough, report about incompatibility and so on.
2. Report of a problem or a bug, when does it occur and so on...
3. If someone can confirm this problem, searching for a fix.
4. If the fix works and it can be confirmed by another player, it can be added to a cumulative fixpack. I have already created one and it can be used in every configuration within or without a megamod.

Adding new fixes to this fixpack would be a help for every player.

But don't expect I can do the work for you! There are a lot of good ideas from people here around who seem to know exactly how to do something. I do my best, but I am no coder and I neither have time nor ability to do so.

#226 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 08 December 2007 - 04:26 PM

1. Add a new entry: that could be an overview, a walkthrough, report about incompatibility and so on.
2. Report of a problem or a bug, when does it occur and so on...

Every time this happens, a WeiDU.log would need to accompany it. I'm not sure how you would handle bad installs though (people who have put things in the wrong order, used mods like BP S&H patch).

3. If someone can confirm this problem, searching for a fix.

4. If the fix works and it can be confirmed by another player, it can be added to a cumulative fixpack. I have already created one and it can be used in every configuration within or without a megamod.

If two mods are incompatible, you'll need to have checks to see whether they have installed the mod before patching. I'm not exactly sure how you would deal with 'order' of install, in the case that a bug only occurs if you install A on B, but not B on A.

--------------
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)


#227 Kamui2040

Kamui2040
  • Member
  • 113 posts

Posted 09 December 2007 - 04:41 AM

Actually i was thinking about a wiki that more or less mirrors your instructions of how to install, this megamod and can be updated faster with solutions like those that have been posted here.
Since i hardly play the game myself and since i got zero skills in moding i can't do this project.
What i was thinking about is that you Leonardo would stop giving the instructions in a pdf form and go to wiki form instead. That was the original thought about it. And since i'm seeing several people making suggestions on the install order and conflict solving here, they could instead update the wiki then. This way we would have a more updated version of the istructions all the time.
Edit: I think you should get your own forum.

Edited by Kamui2040, 09 December 2007 - 04:42 AM.


#228 Ranadiel

Ranadiel
  • Member
  • 174 posts

Posted 09 December 2007 - 05:12 AM

Hi I just felt that I should stop in and say hi and thanks. I recently started playing Baldur's Gate II again and decided to try for as close to a maximum install as possible. Without these instructions I'm sure I would have had to spend a long time trying to get a workable version with all of the mods I would have downloaded. I figured that I should post all the "problems" that I have encountered so far.

-Drizzt Saga and Dynaheir's quest from BG1NPC are not completely compatible(you have to use CLUA Console to get Dynaheir's quest started)
-occasional freezes(nothing too consistent, so I can generally advance)
-I had a save become corrupted once, but I think I recall reading that that occasionally happens when in a certain city with one of the mods

So once again, great work. I'll be sure to post if I find any more bugs.

#229 Leonardo Watson

Leonardo Watson
  • Modder
  • 531 posts

Posted 09 December 2007 - 06:00 AM

I have a tough time with SCSII and NEJ because of the NEJ files spwi524.spl, spwi696.spl, spwi724.spl that are preventing installation of the SCSII component "Detectable spells and effects", that however is required for most other components. Has anyone any idea how to handle this?

I'm not sure how you would handle bad installs though (people who have put things in the wrong order, used mods like BP S&H patch).

You are right. Perhaps it would be the best, only people that are known for they know exactly what they are doing may be allowed to do any changes. (protected forum?)

I'm not exactly sure how you would deal with 'order' of install, in the case that a bug only occurs if you install A on B, but not B on A.

That's the reason why it is necessary to have a standardized correct order of install.

#230 10th

10th
  • Member
  • 621 posts

Posted 09 December 2007 - 06:14 AM

The quick and dirty solution would be to simply copy the original files from NEJ back into your override folder.

And just so that everyone knows: SCSII is probably THE most compatible AI mod in regard to other AI mods. "Unfortunately" it also corrects errors in other AI mods.

IOGREMAGE for example (appears in Chateau Irenicus random encounters and pocket plane):
Normal: Level 5 creature with 41 base HP and level 3 spells, quickly dispatched.
BP: Level 5 creature with 83 base HP and level 6 spells, very annoying due to BPMAGE3 script.
SCSII after BP: Level 13 creature with 83 base HP and level 6 spells, quite deadly as it knows how to use its spells.
You get something along the lines of this:

Stoneskin, Mirror Image, Protection from Normal Missiles and Magic Weapons, Shield, Phantom Blade and Improved Haste as an instant precast.

After that Shadow Door, shortly followed by Chaos and 1-2 Skull Traps and for the icing on the cake he casts Mislead.

10th

Edited by 10th, 09 December 2007 - 06:15 AM.

Avast! You cannot defeat our titan-mounted submarine staffed by cannibal vikings! - Nodwick

"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board

#231 cmorgan

cmorgan
  • Modder
  • 2301 posts

Posted 09 December 2007 - 08:28 AM

I also think (take a look at G3 at the thread in the SCSII forum) that CamDawg posted a list of what precisely was corrupted in those spells that was causing other programs to fail when trying to repatch them, and I think fixes as well -

but the simplest solution is to just revert to the NEJ versions of the spells, as it can be done without actually fixing the corrupted spells, just a straight copy/paste.

I will take a look at the BG1NPC v14 and Drizzt Saga stuff - we thought we had avoided the whole thing in v14 by setting the variable from most pathways using I_C_T, so that the only way this could be messed with wa if someone was actually blowing away the related states instead of expanding them/patching into them. If you get a chance, please shoot me a PM with relevant stuff, and in January I should be able to help out with a fix of some sort (like a siple added block in Dynaheir's script that detects a Drizzt mod variable, and activates the darbned thing.

Of course, if you have Drizzt in the party, it could be very strange to have Drizzt meet Drizzt - the .cre, etc spawn as independets now, just to help out players who want both...

#232 Ranadiel

Ranadiel
  • Member
  • 174 posts

Posted 09 December 2007 - 01:13 PM

If you get a chance, please shoot me a PM with relevant stuff, and in January I should be able to help out with a fix of some sort (like a siple added block in Dynaheir's script that detects a Drizzt mod variable, and activates the darbned thing.

Of course, if you have Drizzt in the party, it could be very strange to have Drizzt meet Drizzt - the .cre, etc spawn as independets now, just to help out players who want both...

Sure I can send you a PM, but what would be considered "relevent stuff"? I'm assuming the weidu log and a slight description of what I did. Anything else that you will want?

And yeah I had Drizzt in my party when I forced it to work, so it was a little entertaining to see.

#233 Jack Nader

Jack Nader
  • Member
  • 26 posts

Posted 10 December 2007 - 03:47 PM

ROT arena seems to be incompatible with BP.

#234 Ranadiel

Ranadiel
  • Member
  • 174 posts

Posted 10 December 2007 - 05:26 PM

Well I seem to have hit a slight wall. I was having minimal problems up until recently when I tried to enter Gullykin. It always seems to crash whenever I enter the place. Based off of what I've read it seems this has to do with me having left a BG cd in when I was installing BGT(well I realized that it was in there a little bit in so I did remove it before it finished). For starters are there any other things that could possibly be causing this problem(weidu log is attatched)? And are there any work arounds that I could do which would solve the problem without having to reinstall anything?

Additionally, is there anything in Gullykin(assuming there are no other areas that have this problem) that is actually worth reinstalling for?

Attached Files



#235 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 10 December 2007 - 05:35 PM

Additionally, is there anything in Gullykin(assuming there are no other areas that have this problem) that is actually worth reinstalling for?

Halflings. And a winery - I'd reinstall for that alone.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#236 Ranadiel

Ranadiel
  • Member
  • 174 posts

Posted 10 December 2007 - 05:59 PM

The winery connects to the temple there right? I can get there through hidden passageway in the Firewire dungeon just fine. I just can't get into the town area of Gullykin. Hmmm would reinstalling up to BGT and then just copying the area file for Gullykin and placing it into my override file for my current install work? I don't believe that I have added anything to Gullykin, so I don't think it was affected by any mods.

In case my thoughts above were hard to follow, would this work?
Backup current install->restore to last pre BGT backup->install BGT->make a backup of the BGT files->restore my current backup->copy the area file for Gullykin into my override folder

#237 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 10 December 2007 - 06:08 PM

Well, as long as you do a backup, it's worth a try I guess. This whole ultra-mega-giga-mod setup is a bit hard to troubleshoot, as it involves so many components and not everyone does the same thing. And even with a theoretical standard "Big World" install, just doing one thing different, like leaving a CD in, can throw the whole thing apparently.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#238 cmorgan

cmorgan
  • Modder
  • 2301 posts

Posted 11 December 2007 - 08:29 AM

In BWP install order the BG1NPC goes after The Drizzt Saga mod. In this thread flysoup say that the correct order is BGT, BG1 NPC and last Drizzt Saga, becouse of minor conflict with BG1 NPC. Quick question to cmorgan :) Are the bug will still occur in new BG1NPC v14 so we should install it before Drizzt Saga?
Thanks!



I am not sure, but will doulbecheck and answer soon!

We avoid all sorts of problems with Drizzt in v14+; basically, we run everything out of Dynaheir's script, and clone in our own Drizzt copy to complete the quest.

The question is, can the quest kick off at all, as we set the quest as "available" with an I_C_T into some of the states in Drizzt's dialogue.

If FlySoup replaces all Drizzt's dialogue, his needs to go first. If he doesn't mess with the original joining dialogue, and the player still gets to go through the sequence (to state 10, I think; there are very few pathways that mean that Drizzt likes you enough to have the encounter in the first place. Hard to get him to care enough to interrupt his travels ) then everything is pretty good.

I should be able to give you a better reply this afternoon.

#239 Valena

Valena
  • Member
  • 6 posts

Posted 11 December 2007 - 11:43 AM

Hi,

After several install attempts I have finally gotten my game working flawlessly, as near as I can tell *happy dance.* However, I noticed that Pocketplane's "One Pixel Productions" is mentioned nowhere. Is this incompatible with the game? If so, that's a damn shame, because I personally *hate* the the BG2 paper dolls.

#240 Chevalier

Chevalier

    Knight of the Realms

  • Modder
  • 2405 posts

Posted 11 December 2007 - 03:04 PM

I use 1pp-v2.exe all the time, and it is very compatible.

I Ride for the King!


a.k.a. Chev