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#701 Hoppy

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Posted 15 June 2008 - 08:48 PM

@Miloch
Nej went through different versions but ceased to be compatible with other G3 fixpack related mods after 4.2b and BigPicture. The 6.9.1 version is the most complete and best (it is the same with Tortured Souls as well, older version 610 is the one that can be installed in a mega install- SHS style).

From my findings and playing with BGT 105, the 6.9.1 had very unstable issues and I guess works better with BGT 101. It installs fine with BGT 105 which is something the BWP crew should be aware of. Be prepared for crashes and CLUA AREA code hunts.
?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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There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#702 Leomar

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Posted 15 June 2008 - 11:04 PM

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'll report it to the modauthor. He must test his mod anyhow, because of the new versions of DSotSC and NTotSC.

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

#703 Leomar

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Posted 15 June 2008 - 11:06 PM

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.)

Thanks for your answer, Taimon.

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

#704 Leomar

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Posted 15 June 2008 - 11:15 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.

Hoppy has answered your question. For BGT users the only compatible versions are NeJ v2 v42b with the patch v602 and for TS v6.10. Vlad has build up his mods with more content and bugfixing but there was none interest in making his both mods NeJ and TS BGT compatible anymore. That's bad for us, because we want to use his great mods in a megamod. TS v6.10 is well used, but the interest of the older NeJ v2 v42b is gone. The gamers want the new versions...

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

No, not for our next BWP release, but we will think about it in the future. Thanks for the idea.

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

#705 Leomar

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Posted 15 June 2008 - 11:18 PM

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.

Sorry, but I don't understand you. My english.. :whistling:
What do you mean with code the page?

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

#706 Himself

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Posted 15 June 2008 - 11:40 PM

What do you mean with code the page?

Most of the time, the HTML code for the page..

Normally you can click every page with the right mouse button and have the option show font-code or something similar (my browser ain't in enslish..)

BTW I'll attach here a basic .txt for the next Install guide, just started it and I'm not sure about some points, and I may be wrong in others, so the content may change a little, but if anyone likes a LOT OF READING, be my guest.

Corrections / Suggestions are welcome :)

Attached Files

  • Attached File  BWP.txt   11.18K   267 downloads

Edited by Himself, 16 June 2008 - 11:13 PM.

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

#707 Leomar

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Posted 18 June 2008 - 08:17 PM

@ DeusEx

I've copied your questions from the other thread in this thread to answer your questions here.

Well I'm doing a new BWP install again (without NEJ, to many things that need fixing ) and I need some questions answered (if you would be so kind please!!).
1. What are the changes in Revised Battles V6 mod? (except bugfixing), does anyone knows if it will work with BWP? ( or do I have to be the first to test everything )

Here are the changes of Revised Battles erebusant mentioned:

The Revised Battles mod is a revamp of the old "Improved Battles" mod. Wherever possible, the content of the mod remains unchanged. The new package is re-coded to patch your game files instead of overwriting them, includes the latest version of Detectable Spells, and has been updated to WeiDU v207. Enjoy!!

Each new modversion you try in our BWP, you try of your own, because we do the testing at the same time. So we can give you no detailed information about it yet, sorry. But with the great revamp of the mod, it is easier to integrate, as the older version and should have lesser incompatibilities.

2. Does the new BP-balancer work with NTotSC 1.60/1.61? (Support für NTotSC 1.60/1.61: Test war nicht erfolgreich. Die Komponente wurde auf die neue Version angepasst. Der Balancer wird mit einer älteren Version von NTotSC NICHT mehr funktionieren! --- explain this please!?)

Yes, the new version of the BP-Balancer v0.33 works with DSotSC v2.00 and NTotSC v1.60 and v1.61. The german text mentions only, that the newest version doesn't work with the older versions of the mods anymore.

3. Do I need Zeela fix for DsotSc 2.00?

Yes, you need it.

4. I read something about problems with revised travel times in BP-BGT-Worldmap-v6.6.1 so I need an explanation because I haven't noticed anything and what does this do: WM6_Consolidated_Patch

Here is the Thread of the patch. More is none done with the patch, so the problems with revised travel times exists. But the problems are not big.

5. I also read about some problems with improved north forest from tactics so I need that explained as well (to install or not to to install)

I don't know really, but if you want be sure to get no problems, then don't install this.

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

#708 Taimon

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Posted 18 June 2008 - 10:56 PM

If the tactics area's are still copied to override (instead of patching) it will cause trouble with the BG2 Fixpack.
(Fixpack adds an entrance to Small Teeth Pass, North Forest, Tethyr Forest and the Underdark exit. It also adjust the worldmap. The tactics area don't have that entrance and the game will crash after clicking on them on the worldmap.)

#709 --j..--

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Posted 19 June 2008 - 09:43 AM

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

Greetings Leomar


ok :) can I make a suggestion? make it open source and preferably in the form of a script as performance won't be an issue.. it makes tweaking and bug fixing so much easier (the reason i had to write it as smm didn't seem to work for me and there was no way for me to find out why).. can i propose Perl :) ?

j

#710 Jarno Mikkola

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Posted 19 June 2008 - 10:35 AM

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

Greetings Leomar

ok :) can I make a suggestion? make it open source and preferably in the form of a script as performance won't be an issue.. it makes tweaking and bug fixing so much easier (the reason i had to write it as smm didn't seem to work for me and there was no way for me to find out why).. can i propose Perl :) ?

No, the WeiDU is as open as we prefer(my opinion)... Did you read this? It helps immensely. There is also a guide for all mods and their numbers here, so you know what they mean.

Edited by Jarno Mikkola, 19 June 2008 - 10:41 AM.

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#711 j..

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Posted 19 June 2008 - 03:35 PM

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

Greetings Leomar

ok :) can I make a suggestion? make it open source and preferably in the form of a script as performance won't be an issue.. it makes tweaking and bug fixing so much easier (the reason i had to write it as smm didn't seem to work for me and there was no way for me to find out why).. can i propose Perl :) ?

No, the WeiDU is as open as we prefer(my opinion)... Did you read this? It helps immensely. There is also a guide for all mods and their numbers here, so you know what they mean.


your call, you guys are the ones coding :)

just to make sure i express myself coherently:
my suggestion was based on my experiences from the smm gui installer (well apart from general programming experience).. i downloaded the SMM gui installer and followed the directions for how to use it, it aborted somewhere in the middle, and as i'm on a old and slow computer it aborts after an hour or two.. so i thought that instead of blindly trying again (stupidity is redoing the same thing over and over expecting a different result) i'd try to figure what was messed up.. however that didn't really work out as the smm wasn't open source (and to me it seemed to restarted the whole process of installing instead of continuing where it left off meaning that debugging by poking packages meant waiting for an hour to see if it worked).. admittedly i may have fscked up in the usage, i know nothing of mods and weidu etc, but i DO know programming.. so i followed the manual installation guide, scripting my actions in a generic way as i went along the result being smmp.pl.. which by no means is a great feat, it's a few hours worth of perl hack for gods sake..

now my point was just this, if you make an installer that isn't open source figuring out what went wrong (something always does) can be tricky and you're making sure it won't be very useful to anyone else.. if it's open source or better yet a script figuring out where it went wrong, or modifying it to tomorrows needs (which without fail tend to be things we didn't even think of today) is a lot easier..

example:
if someone wants to use my script and finds a bug in it (as there will undoubtedly be) it will be a lot easier for him to identify and correct it than in a compiled environment (because obviously if i'd written it in c i'd done it in a mingw-gcc/msys environment and he usually works in m$ vc++ or whatever forcing him to either port makefiles and what nots or installing and learning another environment, just to change the if(i < 42) to if(i <= 42) or whatever the case may be) and if it's not open source.. well..
or he wants to use it for his own mega installation thingy but finds that the script lacks a feature like, i don't know, download a mod from a password protected ftp server or announce "yet another install of super duper" on #spellhold when it's finished, he only has to poke the script a little..

but that's just my opinion, by all means if you'd like you could distribute virtual machine images with the complete install only, but it wouldn't be very flexible and not very useful to anyone with different needs and probably not adaptable to whatever tomorrow brings. :)

j

#712 Jarno Mikkola

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Posted 19 June 2008 - 04:26 PM

i'd try to figure what was messed up..

A good approach, but as the SMM is using another program to do it's job, you need to know where to look the problem from. The first is WeiDU.log(txt file), and then you know what was the last installed mod, you can then look at the next mods setup-modname.debug file(also txt file) to see what was S/(%&% the whole thing. And then you can fix it.

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#713 Leomar

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Posted 19 June 2008 - 10:23 PM

@ Taimon

If the tactics area's are still copied to override (instead of patching) it will cause trouble with the BG2 Fixpack.
(Fixpack adds an entrance to Small Teeth Pass, North Forest, Tethyr Forest and the Underdark exit. It also adjust the worldmap. The tactics area don't have that entrance and the game will crash after clicking on them on the worldmap.)

Thank you for the information, Taimon.



@ j..

ok can I make a suggestion? make it open source and preferably in the form of a script as performance won't be an issue.. it makes tweaking and bug fixing so much easier (the reason i had to write it as smm didn't seem to work for me and there was no way for me to find out why).. can i propose Perl ?

We are working on a GUI Installation-Tool and you can't compare it with the smm installer. Our new tool "BiG World Setup" is a stand-alone program, easy to use for all: useful for beginners and for experts. We include an editor, so you can make your own changes and therefore you must not be a programmer.

Greetings Leomar

Edited by Leomar, 19 June 2008 - 10:26 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

#714 Azazello

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Posted 20 June 2008 - 07:05 PM

@ Taimon

If the tactics area's are still copied to override (instead of patching) it will cause trouble with the BG2 Fixpack.
(Fixpack adds an entrance to Small Teeth Pass, North Forest, Tethyr Forest and the Underdark exit. It also adjust the worldmap. The tactics area don't have that entrance and the game will crash after clicking on them on the worldmap.)

Thank you for the information, Taimon.

Actually, the information is not clear. We Need Confirmation: if Tactics version24 or earlier is installed before g3Fixpack, is the problem fixed, or still exists?

#715 Taimon

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Posted 21 June 2008 - 12:17 AM

Fixpack patches the areas, so this is "fixed" when you install tactics before fixpack. (Don't know much about Tactics to actually recommend any installation order.)

#716 Hoppy

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Posted 21 June 2008 - 07:04 AM

@ Taimon

If the tactics area's are still copied to override (instead of patching) it will cause trouble with the BG2 Fixpack.
(Fixpack adds an entrance to Small Teeth Pass, North Forest, Tethyr Forest and the Underdark exit. It also adjust the worldmap. The tactics area don't have that entrance and the game will crash after clicking on them on the worldmap.)

Thank you for the information, Taimon.

Actually, the information is not clear. We Need Confirmation: if Tactics version24 or earlier is installed before g3Fixpack, is the problem fixed, or still exists?



Either the Tactics TP2 can be rewritten to patch those areas in question to solve the problem if it is installed after Fixpack. Most of the Tactics content (except for the North Forest in question) will probably get overridden by BP and enhanced.

Edited by Hoppy, 21 June 2008 - 07:06 AM.

?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."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#717 Candor

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Posted 21 June 2008 - 07:25 AM

Sorry wrong place

Edited by Candor, 21 June 2008 - 07:36 AM.


#718 DeusEx

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Posted 21 June 2008 - 08:29 AM

@ Taimon

If the tactics area's are still copied to override (instead of patching) it will cause trouble with the BG2 Fixpack.
(Fixpack adds an entrance to Small Teeth Pass, North Forest, Tethyr Forest and the Underdark exit. It also adjust the worldmap. The tactics area don't have that entrance and the game will crash after clicking on them on the worldmap.)

Thank you for the information, Taimon.

Actually, the information is not clear. We Need Confirmation: if Tactics version24 or earlier is installed before g3Fixpack, is the problem fixed, or still exists?


I have installed entire tactics mod before bg2 fixpack (megamod without BP177a) with revised travel times worldmap and so far I can confirm that Improved Ilyich work great, also you can enter and exit Small Teeth Pass, North Forest without any problems. Hope this helps somewhat.

#719 Azazello

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Posted 21 June 2008 - 08:29 AM

Either the Tactics TP2 can be rewritten to patch those areas in question to solve the problem if it is installed after Fixpack. Most of the Tactics content (except for the North Forest in question) will probably get overridden by BP and enhanced.

True. In BWP there are some mods where some components are installed in one section of the list and then others are in another section. I'm not sure how that's possible without WeiDU uninstalling/re-installing everything in-between (actually I do know how it's possible, but I'm fascinated about BWP implements this via coding), BUT this method could, perhaps, be used with Tactics (and Ascension) components -- i.e. those components that are overwriting vital parts can be installed before g3Fixpack and the others after it.

Is this an option?

#720 Miloch

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Posted 21 June 2008 - 09:13 AM

In BWP there are some mods where some components are installed in one section of the list and then others are in another section. I'm not sure how that's possible without WeiDU uninstalling/re-installing everything in-between (actually I do know how it's possible, but I'm fascinated about BWP implements this via coding)

You can install some components from Mod A, install some from Mod B, C and D, and then install other components from Mod A you didn't install at first without uninstalling anything in between. Standard WeiDU functionality, and the BWP just does this in the batch file as you would manually. Sometimes it's necessary or optimal due to prerequisites, overwriting, etc.

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