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#681 dragonian

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Posted 13 June 2008 - 06:01 AM

At the end of install even after GUI.

#682 Leomar

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Posted 13 June 2008 - 03:24 PM

I'm not so sure because of the HLA and weapon styles and other mods that make changes to the characters.

Can someone confirm, that ones imported naked save char could be messed up, because of DeusEx reasons?

Greetings Leomar
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

#683 Taimon

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Posted 14 June 2008 - 12:05 AM

The CHR file has an embedded CRE file that contains references to all the spells, HLAs, etc.
So it is possible, that the character can have different abilities in two different installations.

#684 j..

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Posted 14 June 2008 - 12:14 PM

i haven't read all of the thread so maybe you guys already have it covered but if you need a convenient installer, feel free to use (and modify) my script from this thread http://www.shsforums...topic=33635&hl= it might be convenient, as it automates the process and the config part then is a detailed spec of what to install and in what order.. it'll let you define download URLs etc for the mods, install order, what to install, manually patch stuff, you can have it run weidu in "interactive mode" but you supply the answers before hand etc etc..

j

#685 DeusEx

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Posted 14 June 2008 - 01:17 PM

Well I have installed everything again and I have some important news

It seems if I install TDD kits I can't install refinements anymore because it won't recognize them, I have no idea why this happens or what could be the cause.

NtotSC and BP-Balancer also seem to have a problem, you can't choose what you want to do with items (NTELKA or something is the name of the file, parsing error or something)

But I have some good news, I managed to install NEJ so it could work with BWP (still testing). It seems like NEJ and SCS2 really have some problems. Here are the comp. i skipped (except those i always skip):

- smarter general AI
- improved fiends
- smarter genies
- smarter celestials
- smarter mages (cop. that need this get skipped)
- smarter priests (cop. that need this get skipped)

#686 Azazello

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Posted 14 June 2008 - 03:43 PM

It seems if I install TDD kits I can't install refinements anymore because it won't recognize them, I have no idea why this happens or what could be the cause.

Never heard of this before. Details: weidu.log, error(s) reported, etc.

#687 Hoppy

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Posted 14 June 2008 - 03:58 PM

It seems if I install TDD kits I can't install refinements anymore because it won't recognize them, I have no idea why this happens or what could be the cause.



Mine are OK with both as I had no issues with installing both.
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#688 DeusEx

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Posted 14 June 2008 - 10:24 PM

Mine were also ok until this came out of nowhere and I also never heard of such thing happening. As for error it just says unrecognized kit and breaks of. I will post my weidu but mods before refinements are always the same except npckit but this happens without it as well.

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#689 Himself

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Posted 14 June 2008 - 11:43 PM

Done, reading through most of this topic has left me quite tired ^_^

Anyway, I just sent you a PM Leomar, hopefully you're familiar with the PM system of the forum by now?

btw this topic deals with a lot of old issues, it had be better to keep BWP going in the new thread started by Leomar or maybe a complete new thread, for the sake of organization.
...to be isn't important, we're no longer than we're :)

#690 Leomar

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Posted 15 June 2008 - 02:36 AM

The CHR file has an embedded CRE file that contains references to all the spells, HLAs, etc.
So it is possible, that the character can have different abilities in two different installations.

If that happens, do you think it could made problems/bugs if you use them in the new installation while playing?
For me it sounds like with the save games: You can't use them in a new installation.

Greetings Leomar
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

#691 Leomar

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Posted 15 June 2008 - 02:38 AM

i haven't read all of the thread so maybe you guys already have it covered but if you need a convenient installer, feel free to use (and modify) my script from this thread http://www.shsforums...topic=33635&hl= it might be convenient, as it automates the process and the config part then is a detailed spec of what to install and in what order.. it'll let you define download URLs etc for the mods, install order, what to install, manually patch stuff, you can have it run weidu in "interactive mode" but you supply the answers before hand etc etc..

j

Thanks, but we are working on an own new installation tool.

Greetings Leomar
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

#692 Leomar

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Posted 15 June 2008 - 02:46 AM

It seems if I install TDD kits I can't install refinements anymore because it won't recognize them, I have no idea why this happens or what could be the cause.

Sorry, I can't help you in this case. But I've seen the others are responding for that.

NtotSC and BP-Balancer also seem to have a problem, you can't choose what you want to do with items (NTELKA or something is the name of the file, parsing error or something)


Can you tell me exactly, which BP-Balancer component you use where the problem occurs?

But I have some good news, I managed to install NEJ so it could work with BWP (still testing). It seems like NEJ and SCS2 really have some problems. Here are the comp. i skipped (except those i always skip):

Which NEJ Version you mean? The BGT compatible older version or the new one of BWL? Because the older shsforum NEJ was tested in our BWP and should normally working. But we don't support this NEJ version anymore and want to try to include the new NEJ version of BWL in the future.

Greetings Leomar
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

#693 Leomar

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Posted 15 June 2008 - 02:51 AM

Done, reading through most of this topic has left me quite tired ^_^

Anyway, I just sent you a PM Leomar, hopefully you're familiar with the PM system of the forum by now?

btw this topic deals with a lot of old issues, it had be better to keep BWP going in the new thread started by Leomar or maybe a complete new thread, for the sake of organization.

I've answered your PM.

You're completly right with this thread. It contains all informations and bug reports since the beginning and made it hard to understand it or get the informations out here you really needed. We will change that with a new thread with the new upcoming BWP version.

Greetings Leomar

Edited by Leomar, 15 June 2008 - 02:52 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

#694 DeusEx

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Posted 15 June 2008 - 03:30 AM

The problem with kits is not that much important to me (I can always skip refinements).

The part where you get to choose if you want to keep the custom items from NtotSC or to remove them (you have 3 options).

I'm using NEJ v2v42b (now it works fine).

#695 Taimon

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Posted 15 June 2008 - 03:56 AM

The CHR file has an embedded CRE file that contains references to all the spells, HLAs, etc.
So it is possible, that the character can have different abilities in two different installations.

If that happens, do you think it could made problems/bugs if you use them in the new installation while playing?
For me it sounds like with the save games: You can't use them in a new installation.

It's not as risky as with savegames (which do contain compressed area files, etc.).
As already said, you may end up having different abilities or (worst case) invalid references to spells.
(If you don't strip the items from the char, the item references may also be invalid.)

/Edit:
Since I just read it below: This applies to kits as well. (So if you have different kits installed in both installs and the exported char uses a non-standard kit, it will probably mess things up a bit.)

Edited by Taimon, 15 June 2008 - 05:05 AM.


#696 Himself

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Posted 15 June 2008 - 04:11 AM

Never did it myself, but apparently you can assign or change a kit to yourself using Shadowkeeper or Near Infinity.

I've also heard to never use Shadowkeeper as it can potentially mess things up, someone can confirm?

Not that Near Infinity is all that hard to use, but you would need directions to do that using NI :)
...to be isn't important, we're no longer than we're :)

#697 Jarno Mikkola

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Posted 15 June 2008 - 08:08 AM

I've also heard to never use Shadowkeeper as it can potentially mess things up, someone can confirm?

Well, the newest Shadowkeeper usually does give you a warning that this may happen! As in, if it doesn't know and can't read the reference, it gives you a lot of warnings.

Edited by Jarno Mikkola, 15 June 2008 - 08:09 AM.

Deactivated account. The user today is known as The Imp.


#698 Himself

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Posted 15 June 2008 - 08:16 AM

Thanks, I like your signature Jarno :P

You guys could try Shadowkeeper then to resolve these kit issues, since its probably reliable as long as it don't give warnings.
...to be isn't important, we're no longer than we're :)

#699 Miloch

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Posted 15 June 2008 - 08:21 PM

I don't know if it's addressed anywhere in the previous 34 pages or elsewhere (I don't think so from what I searched), but could someone please explain what the difference/necessity is for multiple NEJ2 versions? In other words: 4.2b, 1.0b, 6.02, etc. Also why the latest version (6.9.1+6.9.4?) doesn't seem to be included? I couldn't find any acceptable answers for this on any of the forums.

Also, have you considered making the install guide an HTML document instead of a PDF? Might be easier to read and maintain.

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
================================================================
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#700 Himself

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Posted 15 June 2008 - 08:42 PM

It seems that at different points in time, certain versions of NEJ were improved for compatibility.

Right now, and I don't know this for certain, it appears (my impression after reading stuff around) that vlad (or whoever is responsible for NEJ at this time) has, to some extent, agreed on doing a little tunning in the newer version of the mod for it to better accept inclusion at BWP.

About the install guide, should someone code the page, that had be great, one of the main problems with BWP is that there are a lot more german contributores than others.

I'm actually writing an install guide to help upcoming versions, I've no skill at creating pages though.

Edited by Himself, 15 June 2008 - 08:45 PM.

...to be isn't important, we're no longer than we're :)