Jump to content


Photo

The BiG World Project


  • Please log in to reply
951 replies to this topic

#721 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 21 June 2008 - 09:31 AM

I'm not sure how that's possible without WeiDU uninstalling/re-installing everything in-between...

Isn't it done by first starting the setup-modX.exe, the skipping the unwanted parts, then installing the wanted parts(can be done component by component) and then installing the whole lot of other mods until you restart the setup-modX.exe again, skip the already installed parts, and then installing the not yet installed parts(which doesn't restart the reinstallation rumble cause there is no such need), and then go as usual...

The auto-installer can do this easily cause it just needs few more these lines:
setup-modX.exe --language 0 --force-install-list 0 1 2 3 4 7 8 10
setup-modZ.exe --language 0 --force-install-list 0 1 2 3 4 5 6 7 8 9 10 11
setup-modX.exe --language 0 --force-install-list 5 6 9 11

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


#722 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 21 June 2008 - 12:15 PM

Isn't it done by first starting the setup-modX.exe, the skipping the unwanted parts, then installing the wanted parts(can be done component by component) and then installing the whole lot of other mods until you restart the setup-modX.exe again, skip the already installed parts, and then installing the not yet installed parts(which doesn't restart the reinstallation rumble cause there is no such need), and then go as usual...

You have an uncanny knack for repeating what I say with more words...

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.

(Now I'm wondering if you do it on purpose... <_<)

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


#723 Azazello

Azazello

    The Anti-Spammer

  • Staff
  • 1912 posts

Posted 21 June 2008 - 01:44 PM

This is isn't "Standard WeiDU functionality", it's special functionality -- thus the use of the "force-install-list" command switch -- as 'standard' would be the good ole uninstall/re-install functionality.

Both of you are "learning me" what I thought I already knew. I did not know that "force-install-list" in fact, er, forced install of components bypassing 'standard' functionality.

#724 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 21 June 2008 - 01:56 PM

This is isn't "Standard WeiDU functionality", it's special functionality -- thus the use of the "force-install-list" command switch -- as 'standard' would be the good ole uninstall/re-install functionality.

But it is standard... "installs component number X Y..., skips the others" says the WeiDU doc. It's the equivalent of going through and installing manually, picking certain components and skipping others.

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


#725 Leomar

Leomar
  • Member
  • 1720 posts

Posted 21 June 2008 - 04:15 PM

This is isn't "Standard WeiDU functionality", it's special functionality -- thus the use of the "force-install-list" command switch -- as 'standard' would be the good ole uninstall/re-install functionality.

But it is standard... "installs component number X Y..., skips the others" says the WeiDU doc. It's the equivalent of going through and installing manually, picking certain components and skipping others.

If you want to install other components as it mentioned in the batch-file, you can easily delete the corresponded number or edit the component-number you want. All component-numbers of the mods you get here. In addition we include the component-numbers for each mod/component into our next guide.

Greetings Leomar

Edited by Leomar, 21 June 2008 - 10:28 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

#726 Azazello

Azazello

    The Anti-Spammer

  • Staff
  • 1912 posts

Posted 21 June 2008 - 04:25 PM

This is isn't "Standard WeiDU functionality", it's special functionality -- thus the use of the "force-install-list" command switch -- as 'standard' would be the good ole uninstall/re-install functionality.

But it is standard... "installs component number X Y..., skips the others" says the WeiDU doc. It's the equivalent of going through and installing manually, picking certain components and skipping others.

No, it's not. Do this the manual, standard way: Try installing/removing a component into an existing install list, for any mod that's not the last mod in weidu.log, then come back and tell us what weidu does as standard functionality.

#727 Hoppy

Hoppy

    Mage Hunter

  • Member
  • 2107 posts

Posted 21 June 2008 - 10:01 PM

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?


Or just install the Mike Barnes' Imp. North Forest before G3FixP (and maybe the Imp. Small Teeth Pass and Marching Mountains while we are at it) just to be super sure that the travel triggers get patched right for WMM. Then use your modified TP2 to install tactics over BP and install Improved Bodhi over the BP one for those who don't comment C6Bodhi out or use Taimon's edit (speaking of Taimon's edit, I just tried in another install so I will see how BP's Bodhi works now) and then get a Tactics based Bodhi which BP was based on.

The Imp. North Forest doesn't add a lot of content to the area or BCS, just changes some existing creatures to more, shall we say, nuclear improved. The ones that add more stuff are DoS, Xan, Tsujatha, and Ding0's encounters I believe.

Edited by Hoppy, 21 June 2008 - 10:06 PM.

?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

#728 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 21 June 2008 - 11:10 PM

No, it's not. Do this the manual, standard way: Try installing/removing a component into an existing install list, for any mod that's not the last mod in weidu.log, then come back and tell us what weidu does as standard functionality.

Just did.

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~EASYTUTUDEGREENIFIER.TP2~ #0 #0 // EasyTutu Degreenifier
~SETUP-P5TWEAKS.TP2~ #0 #0 // Drop items on frozen death: v1.3 Beta
~SETUP-HAMMERS.TP2~ #0 #0 // Thrown Hammers: v2
~SETUP-P5TWEAKS.TP2~ #0 #4 // Increased spear range & damage: v1.3 Beta

It didn't uninstall anything or throw a fuss when I installed something else between p5tweaks' component #0 and #4.

Now if I use --force-uninstall-list to try to remove p5tweaks #0, it'll remove p5 #4, hammers and p5 #0 then reinstall hammers and p5 #4. Also standard. So I'm not quite sure what you're talking about it doing that is nonstandard...

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


#729 dragonian

dragonian
  • Validating
  • 503 posts

Posted 22 June 2008 - 03:13 AM

This is isn't "Standard WeiDU functionality", it's special functionality -- thus the use of the "force-install-list" command switch -- as 'standard' would be the good ole uninstall/re-install functionality.

But it is standard... "installs component number X Y..., skips the others" says the WeiDU doc. It's the equivalent of going through and installing manually, picking certain components and skipping others.

No, it's not. Do this the manual, standard way: Try installing/removing a component into an existing install list, for any mod that's not the last mod in weidu.log, then come back and tell us what weidu does as standard functionality.

I did it few times when installing Big World manually it didn`t uninstall anything unless you want to uninstall/change component that was already installed.
Adding aother component is just adding another component

Edited by dragonian, 22 June 2008 - 03:17 AM.


#730 Leonardo Watson

Leonardo Watson
  • Modder
  • 531 posts

Posted 23 June 2008 - 02:04 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?


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.

What Tactics components do you suppose to install before fixpack?

#731 DeusEx

DeusEx

    Disappearing Member

  • Member
  • 757 posts

Posted 23 June 2008 - 02:53 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.

What Tactics components do you suppose to install before fixpack?


I installed everything, so far so good (no ctd, weird stuff), as i said i don't have BPv177 installed so you will have to test that one yourself (or if I find time to install everything again).

#732 DeusEx

DeusEx

    Disappearing Member

  • Member
  • 757 posts

Posted 24 June 2008 - 10:35 PM

@Leomar

I'm having trouble installing BP after revised battles, an error appears and main BP part cannot be installed, however if you install BP first and then revised battles all is well.

Edit: just remembered

SpellPackB4 cannot be installed before bg2fixpack because it causes a critical error when installing bg2fixpack core component, same goes for ADpack ( some spl something file )

Edited by DeusEx, 24 June 2008 - 10:49 PM.


#733 Leomar

Leomar
  • Member
  • 1720 posts

Posted 24 June 2008 - 10:53 PM

@Leomar

I'm having trouble installing BP after revised battles, an error appears and main BP part cannot be installed, however if you install BP first and then revised battles all is well.

Edit: just remembered

SpellPackB4 cannot be installed before bg2fixpack because it causes a critical error when installing bg2fixpack core component, same goes for ADpack ( some spl something file )

Thank you very much for your informations.

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

#734 Hoppy

Hoppy

    Mage Hunter

  • Member
  • 2107 posts

Posted 25 June 2008 - 12:35 AM

@Leomar

I'm having trouble installing BP after revised battles, an error appears and main BP part cannot be installed, however if you install BP first and then revised battles all is well.

Edit: just remembered

SpellPackB4 cannot be installed before bg2fixpack because it causes a critical error when installing bg2fixpack core component, same goes for ADpack ( some spl something file )



Take out Jael01 and Rengaa .CRE (s) from the override folder before BP. BP will just add its own of those anyway, I think... and then you can replace the previously cut files and overwrite. Or switch the order, whichever.



SpellPackB4 cannot be installed before bg2fixpack because it causes a critical error when installing bg2fixpack core component, same goes for ADpack.

This may be due to BG2fixpack including scriptable spells in it now. Maybe?

Edited by Hoppy, 25 June 2008 - 12:40 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

#735 DeusEx

DeusEx

    Disappearing Member

  • Member
  • 757 posts

Posted 25 June 2008 - 04:29 AM

I just found out that if you install ascension before bg2fixpack and then try to install turnabout it will be skipped saying that the ascension is not installed.

#736 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 25 June 2008 - 05:28 AM

I'm having trouble installing BP after revised battles, an error appears and main BP part cannot be installed, however if you install BP first and then revised battles all is well.

You can also use the Resource Fixer mentioned here before BP. I'm not sure deleting files from the override is an optimal method.

SpellPackB4 cannot be installed before bg2fixpack because it causes a critical error when installing bg2fixpack core component, same goes for ADpack ( some spl something file )

It is possible, and here's how.

It's probably high time we closed this hard-to-follow 37-page thread and used subtopics, instead:
BWP Improvements (maybe this should be Bug Reports and Fixes)
BWP Mod Results maybe this should be Installation Order or something, to distinguish it from:
BWP Mods and Components including suggestions to add/drop mods

And maybe it's time to look into getting a subforum here too. There are plenty of "mega mod" topics here that do not follow the BWP methodology (which is fine, but not really related).

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


#737 TinCow

TinCow
  • Member
  • 10 posts

Posted 25 June 2008 - 05:33 AM

After many years of lurking, I've registered just to reply to this topic. I've been a huge BG fan from the time the first game was released. To this day I still install from that horribly designed 5 CD paper folder thing. I've played with mods before, but never really bothered with any of the megamods due to the notorious compatibility problems that I read about. When I saw the original plans for this project posted a year (two years?) ago, it caught my attention and I've been checking back in every few months to see how it's progressed. I was very pleased to see the current release with the auto-installer, so I decided it was time to bite the bullet and give it a shot. The purpose of this post is two-fold. First, to say thanks for your work on this, since I'm exactly the kind of person who will benefit greatly from such a project. Second, I'd like to report a problem in the hopes that my experience will somehow help the project improve.

I've installed using the 5.2 version, with the extra guidance provided by this thread. I installed ONLY the "BiG World version" mods, with the exception of Oversight and Ascension. Ascension is critical to any game IMO and I liked Oversight a great deal when I used it in previous games. I figured that since they had worked relatively well in previous versions, they would work for me too. I finished the installation last night and everything seemed to go properly. However, on starting up the game I encountered the exact same problem as described in these older posts:

Hello, I've a problem\question.
I'm far from an experienced modder but an experienced mod user (though new to BG mods), anyhow I figure I'm comfortable enough with computers to follow well written directions, and so I've decided to try BiG World, despite the disclaimers.

Now my problem is this: I've followed the .pdf directions (skipping NeJ and RoT, since NeJ seemed like it'd be difficult to track down and Drizzt oriented stuff isn't my cup of tea,) and gotten up to the BGT install without a hitch. The BGT install, too, worked perfectly. Then I backed up my game and before proceeding decided to try it to see if everything was in order.

Well, BG1 won't start. I create a char, hit accept, and it crashes on the loading screen.
My vanilla BG:TotSC works, SoA works after BGT, so does ToB, just not BG1.
Also, the child sequence for CtB starts as a flashback while caged in SoA. Is this normal? (I've not played the mod before to know.)

So my question is, are there further steps I need to take before it becomes playable? I don't want to proceed since it doesn't seem to work now, but I do not know what I could've done to make it so. Perhaps RoT is necessary?

Sorry if it seems I am in over my head and thread polluting. (I don't think I am, but I've read warnings about how only advanced users should bother so... :unsure: )

Well, BG1 won't start. I create a char, hit accept, and it crashes on the loading screen.

That's absolute new. I never heard this before. From testers' report BG1 (except Bonehill) works very well.
What kit have you used. Maybe the fence? That's not playable. Or any mod kit?
Have you copied anything into the BG1 folder?

Also, the child sequence for CtB starts as a flashback while caged in SoA. Is this normal?

That's intendend by the modder.

No kit, default imported characters, tried to create a fighter of my own too in case something was buggy with the imports. Nothing copied into BG1 except the 5512 patch applied, assuming BGT only copies and doesn't cut\paste files, the size of my BG1 is approx 2.5g which seems right (879 files, 50 folders). I feel it is something wrong with the movies, but my Movie5 was\is there so I don't know.

Regarding CtB, I had thought that the child stuff happened at beginning of BG1, not 2 but, I've never played, and ok, that's normal.

Actually, perhaps it is because I did not install the Text-A patch dreamer mentions above? But I don't recall it in your beta v5 instructions, don't know what it is, and that link seems to be dead :( . Also I take it by your response that this is far from normal and I should be able to start it at step 5.2. Is there a way to generate an error log to look at? I can post my WeiDu log if it helps but everything seems in order there...
Thanks for not brushing me off, by the way, and I compliment your effort on compiling this monstrosity!


Unlike that fellow, I installed the entire thing in one go and tested it only at the very end. One possibility is that I may not have done the pre-install preparations correctly. As recommended, after the basic installs of BG1 & BG2 were done, I started up the game one time. However, I just did the general settings and never bothered creating a character and starting a new game. I don't know if that makes a difference, but it's worth mentioning.

I have a feeling it's probably an unpacking error. I did mass unpacking of the .zip and .rar files to save time, and perhaps I missed an important mod that unpacked into a subfolder. I did check the 'will not be installed' list at the beginning of the installation and fixed several unpacking errors this way. I'm positive that nothing important was on the 'will not be installed' list when I finally started the installation, but perhaps there was some other kind of screw-up through unpacking.

In any case, the solution the previous fellow came up with:

Hurrah! And thank you Mr. Watson!
Just got done with my mega install and it boots up fine, which I believe is thanks to you. I'm guessing my earlier problem was freak error, but now I'm running much more mods, and actually running. The install.bat is such a pleasure over doing it by hand, but I must say I have to confirm dreamer2007's problem.

However, if this problem occurs do as I did and you should be fine:
Check Big World DeBug to see last thing installed, edit the install.bat to delete it's entry and everything prior to it that installed, along with whatever you were apparently missing (or get it!) and restart it. Otherwise if you restart it will re-install everything on the list, but if you delete everything between point of departure and the "Let the madness begin!" it'll resume from where it should with no problem as far as I noticed.

Ok! Now off to play(*test*) and hopefully have nothing more to say but compliments! :cheers:


won't work for me since his problem was a mid-install one, and mind is at the end. Plus, I don't quite understand what he's talking about anyway. :lol: My current plan is to simply do the whole install over again from scratch and decompress each mod one at a time to make sure it's done properly.

Edited by TinCow, 25 June 2008 - 05:37 AM.


#738 Taimon

Taimon
  • Member
  • 387 posts

Posted 25 June 2008 - 06:01 AM

Can you enable the error log?
Open up the baldur.ini in your game directory, find [Program Options] and add
Logging On=1
underneath it.
Then, replicate the crash and see if the baldur.err in the game directory contains any information.

#739 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 25 June 2008 - 06:14 AM

One possibility is that I may not have done the pre-install preparations correctly. As recommended, after the basic installs of BG1 & BG2 were done, I started up the game one time. However, I just did the general settings and never bothered creating a character and starting a new game. I don't know if that makes a difference, but it's worth mentioning.

I believe it does make a difference.

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


#740 TinCow

TinCow
  • Member
  • 10 posts

Posted 25 June 2008 - 06:33 AM

I'll post the requested error log and the BWP debug file this evening when I get home (don't have access to it at my current location). I'll keep the current install for testing purposes and do the reinstall in a separate directory.