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#841 Marvin

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Posted 09 October 2008 - 08:56 AM

I'd suggest you to just download all the mods you want and to copy them into your mainfolder. Then run the BWP-Fixpack and then the Install.bat.
Mods which are NOT in the folder will automatically be skipped. I think the installer asks for basic mods like BGT though, so I advise you to install BGT anyway and just start a new BG2 game.
If you don't have BG1, then you should open the install.bat with the texteditor and cancel the line which checks for BGT to be in the folder.

I'm not sure about the kits, but I think you can install them at the very end. You should, however, run the kit-remover first, to delete kits that you don't want. Furtehr information in the intruction PDF.

Marvin

#842 Jarno Mikkola

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Posted 09 October 2008 - 10:02 AM

I'm not sure about the kits, but I think you can install them at the very end. You should, however, run the kit-remover first, to delete kits that you don't want. Furtehr information in the intruction PDF.

You don't need to run the Kit-remover, as the TDD's kits(component number 1, as the 0 is the main) weren't ever installed, so there should be still room left for the other kits. You can install total of 6 kit's per class etc.

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#843 Hoppy

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Posted 09 October 2008 - 01:07 PM

Kits should go before Refinements in my opinion because Refinements duplicates the kits for HLA's. Maybe they can go after the END-BIFFs but I can't be sure there will be positive results.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
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#844 Gelrof

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Posted 10 October 2008 - 05:36 AM

The thing is; I want to add the Wild Mage Additions to my installation, but it is stated as being part of the "expert" install. That is not really a problem, but it only installs the spell part of the mod, and not the spellweaver kit. So I would need to insert the installation of the kit somewhere else in the bat file. In theory that is not a problem, but since there are no other kit mods being installed, I am wondering where would be best.

Since it shouldn't mess with Refinements, I guess that more to the end of the installation would be good? That way, Refinements won't mess with the kit and let it be as it was intended, no?
Same with the Geomantic Sorcerer, although that only consists of the kit and not of a spell part if I recall correctly.

Is there a reason Wild Mage Additions are stated as being "expert" besides that the encounter in BG1 is quite the challenge? (I have already had the encounter in BG1 and managed to beat him because he turned himself into a cute little Squirrel. Which I bashed to death once my party recovered from fear. Guess the squirrel was scary. It even tried to attack me.)

#845 Jarno Mikkola

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Posted 10 October 2008 - 06:06 AM

and not the spellweaver kit. So I would need to insert the installation of the kit somewhere else in the bat file.

Or manually install the kit, as in start the Setup-WildMage.exe and skip the first component, so you won't make a mess with the WeiDU and start uninstalling all the other mods.

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#846 Gelrof

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Posted 10 October 2008 - 08:55 AM

That's a thought. :)
Completely at the end then.

#847 -Neelie-

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Posted 10 October 2008 - 07:24 PM

Hio,GUYS!!
I just have a quick question!

Is the file BiG World v5.4 beta, english.pdf - up to date`?
Thanks!

I really appreciate all the work you are doing on BG1/2 - everyone of you crazies!! ;)

#848 Leomar

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Posted 10 October 2008 - 07:53 PM

Is there a reason Wild Mage Additions are stated as being "expert" besides that the encounter in BG1 is quite the challenge?

No, it is only the challange, which most gamers don't like. So you will have no problems with the mod.

Is the file BiG World v5.4 beta, english.pdf - up to date`?

Yes, it is the recent version, but not up-to-date since SCS v9 was released. With SCS v9 there are changes in the componentnumbers and additional components, which we have not inserted yet. With our Installer you can't install SCS v9 at the moment, so you must make the changes in the Install.bat to get SCS v9 correct installed. If you don't use the Installer, so you can use SCS v9 normally.



[EDIT]

Fastshare.org is offline from 04 July until 08 July 2009. Therefore I uploaded the mods "Tales of Anegh (Beta)" and "Ascalons Breagar v4.3" here until Fastshare.org is online again.


Greetings Leomar

Attached Files


Edited by Leomar, 03 June 2009 - 07:16 PM.

A Megamod does not mean that you can play all of the mods or all of their content,
but you have more choices or paths through the game.
- Chevalier

BiG World Project - Big Baldur's Gate World

#849 -Neelie-

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Posted 11 October 2008 - 07:50 AM

Oki, thank you, i've completed most of the downloads noted in your download list at http://www.kerzenbur...ead.php?t=34931.

This download link seems broken(or is unreachable for me) though.

24.01. Unique Containers (Beta) v2
Homepage: http://forums.gibber....0
Link: http://www.farseek.c...iners-beta2.rar
Filename: containers-beta2.rar

Going to try to install now =)

#850 -Neelie-

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Posted 11 October 2008 - 10:04 AM

Wondering something..
When unpacking mods - is the the way they are packaged taken into consideration with the installer?

Say for example 1pp_v2.6_windows. When I extracted it 1 time, setup-1pp.exe is loacted inside a folder called 1pp_v2.6_windows. Will the installer recognize that the Weidu install file is located inside that folder after I have moved it into my BG2 folder? Or do I have to take them out of the original folder and make sure the exe is my bgII - soa folder?

Think i explained it bad.. hmm :)

#851 -Neelie-

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Posted 11 October 2008 - 10:11 AM

Sorry!! It says I have to do that in the download list link, sorry, just delete my post!

#852 -123popo-

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Posted 12 October 2008 - 11:46 AM

is there anywhere for us to download the unique containers mod instead, i'm just about to start a new game of bg.

thanks in advance

#853 Jarno Mikkola

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Posted 12 October 2008 - 01:55 PM

is there anywhere for us to download the unique containers mod instead, i'm just about to start a new game of bg.

No. Do you have any idea how hard that would be to upkeep? <_< 300+ mods in one pack. :wacko: Not to mention the space required for downloading that s$$$.

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#854 Uri

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Posted 12 October 2008 - 02:28 PM

in fact, i do :)

but U should live on my students campus in krakow :) I share about 16giga huge instal of BGT (BWP excatly) we play multi, so we need the same version
Here we have good local network :)


PS. i have a little question, sometimes my game is lagging, some locations like Gnol's Keep and after quest in nord citadel (stronghold) from NTotSC.

I have extended version of BWP (my own) i ask because maybe somebody has the same problem. Besides this i can't leave location with a girl changed in Banschee from DSotSC.

Till, about half of BG2, apart from these errors, everything was OK.

thanks for good job U doing guys!! :coolthumb:

Edited by Uri, 12 October 2008 - 02:40 PM.


#855 Jarno Mikkola

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Posted 12 October 2008 - 03:46 PM

PS. i have a little question, sometimes my game is lagging

Install the game the right way...

0) Always patch the game, start a new game and exit after the game has auto-saves itself(so you have to make a char or choose a pre-made one), before you do any moding, and you might as well make a safe backup from the important files: data and override folders, baldur.exe, BGMain.exe, dialog.tlk and CHITIN.key .
1. Put the ambient sounds off from the BGConfic.exe, as some of the areas might have no ambient sounds and so the game tries to start them many time continuously, and so looses processing power.
2. Don't mess with the game configurations so the speed adjustment percentages stay on "normal" ratings even if you have very high end machine, as the game has own it's internal fps counter, it sometimes tries to correct the fps on it's own by lowering graphs etc. Also the games frame rate should be set to about 30, as that's the default.
3. I wouldn't recommend to install any of the speaking item mods, as they run their scripts and fire their comments everywhere, and that's bad for the fps(frames/second count).
4. Delete the old files from the Cache folder time to time.
5. Inventory management(no stacks that have more than about 200 items, in a bag, arrows etc.), -might help.
6. Trying to avoid too many effects on a character(about 20 is fine, 200 is too many, and 20 000 is way way too many...)
7. De-fragmenting your hard drive might also help... as you don't have to go find the data in the pieces. (hmm, there is a joke in there, hih)
8. Install the mods in correct order, and make sure you started from a clean install, so there is no leftovers from old mods, by deleting the old mod files, the data and override folders(don't go and overwrite them), helpful links for for Tutu and BGT(the .pdf files) -based Megamods.
9. It might be a good idea to biff your override folder, but do that knowing that you generally can't change the game much after. Or use the End_biff from here.


in fact, i do

And you re-edit it every time a new mod/version of an old mod comes out? :wacko: :P
Besides that, the net in a campus can be a 100 and more times faster than normal internet connection, plus it would take huge server etc...

Edited by Jarno Mikkola, 12 October 2008 - 03:54 PM.

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#856 Uri

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Posted 13 October 2008 - 07:40 AM

thanks :)

PS.

And you re-edit it every time a new mod/version of an old mod comes out? :wacko: :P
Besides that, the net in a campus can be a 100 and more times faster than normal internet connection, plus it would take huge server etc...



plus/minus one time a year, my comp is going 24hours a day, seven days at weak etc.... it's not so huge ... ;)

#857 RPGJunkie

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Posted 26 October 2008 - 11:46 PM

Hi everyone...

The BWP looks like a great way to install mods easily, especially for a newbie like me. My compliments to the author (Leonardo) and the other contributors!

I did have a quick question before I get started, though.

I'm planning on setting up a BWP install for a new BG2 install and noticed that the "de'Arnise Romance" mod is not listed in the current BWP PDF file.

I was just wondering where would be the best place to include it in my install? I'd certainly like to include it in my megamod, but I don't want to mess up the rest of my install in the process.

Any help would be greatly appreciated.


Thanks!
Steve

#858 Leomar

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Posted 27 October 2008 - 03:08 AM

Welcome to the SHS Forum. :cheers:

We will include the de'Arnise Romance in one of our next BWP versions and so we have not tested it, yet. Normally it should be compatible with the BWP, so you can install it after the Viconia Romance. But if you want to be safe, install it last. Should there be a problem you can easily uninstall the mod.

Greetings Leomar

Attached Files


Edited by Leomar, 18 June 2009 - 10:22 AM.

A Megamod does not mean that you can play all of the mods or all of their content,
but you have more choices or paths through the game.
- Chevalier

BiG World Project - Big Baldur's Gate World

#859 RPGJunkie

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Posted 27 October 2008 - 08:14 AM

Welcome to the SHS Forum. :cheers:

We will include the de'Arnise Romance in one of our next BWP versions and so we have not tested it, yet. Normally it should be compatible with the BWP, so you can install it after the Viconia Romance. But if you want to be safe, install it last. Should there be a problem you can easily uninstall the mod.

Greetings Leomar


Thanks Leomar!

I will do as you suggested and I'll definitely post back if I run into any problems playing it.

I appreciate everyone's hard work making mega mod installs easy for rookies like me! :Bow:


Steve

#860 Marvin

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Posted 27 October 2008 - 11:17 AM

I think this mod had a problem in earlier days. At a certain point it jsut didn't continue. I think it stopped during a cutscene.
But this was long ago and I don't know anything about new versions of this mod.

Marvin