The BiG World Project
#261
Posted 13 December 2007 - 07:28 PM
This is the first time I have noticed this occur in all my testing. The only things I have installed differently with this installation is CTB prior to TDD .ie (CTB, TDD, SOS, ROT) and installed SelunAmoury_v1.
#262
Posted 13 December 2007 - 09:42 PM
When you come across something like this, do a search of your game folder and all mods for files that reference the buggered resource (AR702 in this case). It'll help people troubleshoot it a lot better.Came across another bug. Something appears to have buggered up AR702
See here for a probable fix to the buggered NEJ2 spells. You'll need to know at least the fundamentals of mod packaging to get it to run on your install.
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
#263
Posted 13 December 2007 - 11:28 PM
AR0702.are @ \bg\OVER_END
AR0702.bcs @ \bg\OVER_END
AR0702.baf @ \bg\Bg2_tweaks\baf
AR0702.are @ \bg\ctb\over.bak
BAR0702.baf @ \bg\sos\snip
AR0702.baf @ \bg\teleport\area-baf
AR0700.are @ \bg\ctb\over.bak
SAR0700.baf @ \bg\DSOA\ShadeLord\snip
AR0700.bcs @ \BG\EBG2\BACKUP
AR0700.BAF @ \BG\EBG2\BAF
AR0700.are @ \bg\OVER_END
AR0700.bcs @ \bg\OVER_END
AR0700.bcs @ \BG\QUESTPACK\BACKUP\12
AR0700.baf @ \BG\QUESTPACK\GALOOMP
TAR0700.BAF @ \BG\ROTERROR\SNIP\BAF
TAR0700.BAF @ \BG\SOS\SNIP
AR0700.BAF @ \BG\TELPORT\AREA-BAF
AR0700.BCS @ \BG\TELEPORT\BACKUP
AR0700.BCS @ \BG\UB\BACKUP\2
AR0700.BCS @ \BG\VIC\BACKUP\4
The evil teleport spell again I wonder? If this is indeed the case it should probably be removed off the mega-mod install .pdf as it takes a great deal of modding to get it to work correctly.
Edited by Jack Nader, 13 December 2007 - 11:36 PM.
#264
Posted 13 December 2007 - 11:41 PM
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
#265
Posted 14 December 2007 - 01:29 AM
#266
Posted 14 December 2007 - 02:03 AM
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
#267
Posted 14 December 2007 - 06:37 AM
I tested the game for all the known bugs i've found and all seem to have been resolved.
Resolved bugs:=
ROT blue ring arena bug := fixed via editing RA4300.bcs and removing all lines of code pertaining to the search phrase "unselectable."
Cromwell smithy/Arlax smithy CTD := Fixed by extracting all the relevent area BMP and WED files to the override directory.
Paranoid Salesmen not spawning := Fixed by extracting all area BCS files that Teleport_v11 spell overrides into the teleport\area-bcs\ directory prior to installation of the mod...
Diedre and waukeen prominade salesman corruption := Fixed by installing CTB after TDD and SOS.
#268
Posted 14 December 2007 - 03:15 PM
is it necessary to fill two entries for the same mus file??80 Vb Vb.mus
81 ThemeT THEMET.mus
82 Cred Cred.mus
83 NPC NPC.mus
84 MxLeina MxLeina.mus
85 MxLeina MxLeina.mus
86 AR3540 84.MUS
87 AR3545 85.MUS
88 AR3550 86.MUS
i think nej2 patch add the second entry.
#269
Posted 14 December 2007 - 10:40 PM
--------------
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)
#270
Posted 14 December 2007 - 11:27 PM
Oops! It seems I have accidently deleted the wrong file! The setup-ub.tp2 in my demo folder is the original one, the modified is... gone.I was just wondering, does your modified setup-ub.tp2 fix some of the compatibility issues with the BG2Fixpack, like for example the unkillable trolls?
With this fixpack I want to collect all fixes files related to the megamod that I can get from you. So they will be available to the community at once and we don't need to collect them arduously in different threads or have to wait for an update from a mod.
Edited by Leonardo Watson, 14 December 2007 - 11:27 PM.
#271
Posted 15 December 2007 - 01:49 AM
Check with Vlad on that.
I thought that nej2v42b isn't supported by vlad
#272
Posted 15 December 2007 - 02:50 AM
Ah, I had though you were may have been using the latest version. Nevertheless, it looks like something might have installed correctly. I wouldn't change it, though, because both may be in use.Check with Vlad on that.
I thought that nej2v42b isn't supported by vlad
--------------
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)
#273
Posted 15 December 2007 - 03:10 AM
Or
You could install the latest version of NeJ2 on a different install and see if they are there still both songs on the current version.
I Ride for the King!
a.k.a. Chev
#274
Posted 15 December 2007 - 04:23 AM
I think if you ask Vlad a simple question, not asking him to fix a bug, he would be willing to answer it. Something like, Is there a need for both versions of the song?
Or
You could install the latest version of NeJ2 on a different install and see if they are there still both songs on the current version.
With Nej2v691+patch there is only one entry at songlist.2da
80 Vb Vb.mus
81 ThemeT THEMET.mus
82 Cred Cred.mus
83 NPC NPC.mus
84 MxLeina MxLeina.mus
#275
Posted 15 December 2007 - 04:58 AM
I Ride for the King!
a.k.a. Chev
#276
Posted 15 December 2007 - 04:38 PM
#277
Posted 16 December 2007 - 03:30 AM
I agree to disagree, I believe that NEJ should be a part of the TBWP.Well, I think NEJ should not be left out.
I do also think, that trying to make recent versions of NEJ compatible with the megamod, using fixes like these Leonardo is collecting,
will be a goal that we have to achive in the future.
Anyway, if you don't like to install NEJ because of compatibility issues, you should just leave it out. No Problem.
But just the fact, that it would work for those who want it, NEJ shouldn't miss in the BiGWP
Marvin
But I also believe that at this point of the install NEJ should be left out. After having a more or less stable core install, you could always try to incorporate NEJ into it.
But this is only my humble opinion.
#278
Posted 16 December 2007 - 09:16 AM
@Kai Hohiro
Oops! It seems I have accidently deleted the wrong file! The setup-ub.tp2 in my demo folder is the original one, the modified is... gone.I was just wondering, does your modified setup-ub.tp2 fix some of the compatibility issues with the BG2Fixpack, like for example the unkillable trolls?
Ahh shucks. And I was already wondering that they had the exact same file size!
I hope you'll get around to uploading a fix pack with your modified .tp2!
#279
Posted 16 December 2007 - 09:55 PM
Could you list up the "relevant BCS files" and where did you extract them out? Or better: please send me the files. I want to add them to the BiG World Fixpack.I took your advice about how the Teleport_v11 uses its own BCS files if they are not present in the override directory. All the big mods self Bif after installing meaning that the BCS files are always replaced by Teleport_V11. To resolve this I used NearInfinity editor to extract out all the relevant BCS files then copied them to the \Teleport\area-bcs directory. I tested the mod and it works perfectly now
#280
Posted 16 December 2007 - 11:46 PM
I am not sure if this is something that can be added to a global fix patch. I haven't installed half the mods listed in your PDF and any mod further changing the BCS files prior to the install of the Teleportv_11 will be different to mine. The best approach will be to provide detailed instructions on how to self patch the Teleport_V11 in accordance with your current installation.
Open Near Infinity Editor and click the BCS file extension tab to view all BCS files installed.
Extract Teleport_v11 to your BG directory then navigate to the \Teleport\area-bcs\ directory.
Every BCS file listed in \Teleport\area-bcs\ needs to be crosschecked against the BCS files listed in Near Infinity Editor. Every entry that exists in both the directory and Near Infinity needs to be patched.
To patch simply extract the Near Infinity version of the BCS by right clicking on the file and selecting "extract." Extract it to \Teleport\area-bcs\
once all files have been crosschecked you can run Setup-Teleport.exe
Edited by Jack Nader, 16 December 2007 - 11:48 PM.