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#821 Jarno Mikkola

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Posted 15 August 2008 - 07:34 AM

That time would it happen to be +1 hour on ½ year old computer?

No, your best hope is to make a new topic, put your WeiDU.log's content on it, and report all the other problems you have in there too... we'll see...

I checked... and the problem start before the BGT asks the BG I's path, hmm, you might have to stop your Antivirus Software and disable the User Account Control if it is still on, but for that, be sure to disconnect from the Internet, as you don't want to have somebody else to play around your computer.

Another edit: As it seems the BWP hangs on that point when it doesn't find the first Baldur's Gate directory, and there is no reply because it's has been disabled, but you can see the hint for the problem on few lines before the stop.

Edited by Jarno Mikkola, 18 August 2008 - 02:40 AM.

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#822 Marvin

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Posted 16 August 2008 - 08:37 AM

I had the same problem once. It is not a mod problem, since it hangs at random mods... but very often it is BGT!

Do you have encripted your boot drive?
Or do you have Service Pack 3 installed?

Those 2 could be the reason. I had to re-install windows and then it worked --> But I wanted to fo this anyway!

Marvin

#823 Leonardo Watson

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Posted 30 August 2008 - 09:38 PM

I have updated my guide once more to BWP v5.4

#824 Kal

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Posted 31 August 2008 - 05:02 AM

Ugh, I'm an idiot. What an awesome first post! :D

Edited by Kal, 31 August 2008 - 05:39 AM.


#825 aVENGER

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Posted 31 August 2008 - 10:09 PM

I have updated my guide once more to BWP v5.4


Install Component 8 [Chosen of Cyric Encounter]? [N]ot Install
Certain revised spells from the Spell Revisions mod like Glitterdust may cause serious AI problems
with this component. Unfortunately there is no compatibility patch available.


There's no need to skip the Chosen of Cyric and Shadow Thief Improvements components of Rogue Rebalancing merely due to the aforementioned issue. The AI problems are quite severe, but they only manifest if you use the revised Glitterdust spell against the opponents. Note that this won't break your game or anything, the opponents will simply act a lot dumber. BTW, this issue also affects the AI in SCSII as well as any other AI mod which deals with Thieves (Quest Pack, Big Picture...) and even some instances of the Thief AI in the vanilla game.

OTOH, the Abi-Dalzim Horrid Wilting issue caused by the SpellPack is much more severe and will affect not only Rogue Rebalancing but also SCSII, any other AI mod and even the mage scripts in the unmodded game. See here for details. Since you'd have to remove basically any AI mod which uses ADHW from your guide in order to avoid compatibility problems, I'd suggest simply skipping the SpellPack component which changes the Abi-Dalzim's Horrid Wilting spell instead (Component 19 [Abi-Dalzim's Horrid Wilting, Incendiary Cloud]).

Edited by aVENGER, 31 August 2008 - 10:19 PM.


#826 Leonardo Watson

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Posted 02 September 2008 - 03:24 AM

Thank you for your informations. I will change the instructions accordingly.

#827 Kal

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Posted 03 September 2008 - 03:51 AM

Just a little note; I know it's not part of the standard edition but as the entry exists for both versions....

W_GUI - it uses language 0 as Polish and language 1 as English. The batch file goes with the usual default of 0 for English, so of course you get Polish instead.

Like I said, a very small note!

Cheers,

Kal

#828 Paareth

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Posted 06 September 2008 - 09:52 AM

I often direct people here but i've never said this before:

This is a fantastic piece of work you've done for the community, modders and players alike.

Thank you for all the work and effort in creating and maintaining it, you've saved me and countless others many hours of headaches.

Edited by Paareth, 06 September 2008 - 09:52 AM.


#829 Chevalier

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Posted 08 September 2008 - 04:20 AM

The BiG World v5.4 beta pdf talks about NSC portraits v1.1, but says nothing about BG2CPM or the older (out of date) NPNPC Portrait mod. Both the NSC portraits and BG2CPM should work together, but might conflict over the same NPC (different portraits) or use the same portrait for different NPCs.

Edited by Chevalier, 08 September 2008 - 05:20 AM.

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#830 dreamer2007

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Posted 08 September 2008 - 06:09 AM

Hi again. I was just curios about a approximate date when version 6.0 will appear because I am anxious to start a new game which I plan to play starting with BG1 until the very end of TOB using a non-expert BWP install :D . Thank you for everything!

#831 Marvin

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Posted 08 September 2008 - 11:20 AM

The BiG World v5.4 beta pdf talks about NSC portraits v1.1, but says nothing about BG2CPM or the older (out of date) NPNPC Portrait mod. Both the NSC portraits and BG2CPM should work together, but might conflict over the same NPC (different portraits) or use the same portrait for different NPCs.



Well I don't know, but since NSC portraits v1.1 contains not only portraits for characters of the original game, but also for those of some mods like DSOTSC, this mod is preferred over the others. But it could also be like this, because the author of this mod is an active member of our German forum and therefore it's easy to keep contact with him. I also know that he is working hard on this mod, looking at the actual characters and then searching and deciding which portrait fits best.

But I have no idea how the other 2 mods are designed... But what we certainly don't want are different portraits for the same character.
Maybe Leonardo has some further information for you.

Marvin

#832 Chevalier

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Posted 08 September 2008 - 07:10 PM

Question for myself and others.
I know that with an updated mod, it might not yet been tested and could cause problems. Mods keep getting updated, how does your BWP Fixpack deal with updated mods? If the fixes that the fixpack fixes are already fixed in the updated version does the fixpack 'see' that and not update the mod or does it add the fixes anyway?

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#833 Taimon

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Posted 08 September 2008 - 10:40 PM

Depends on the fix. If `patch' can not find the block in the file it will skip it. (Hunk FAILED)

There are some files which simply get copied (or renamed/deleted) and this will be done without looking at the input.

#834 -Nei-

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Posted 22 September 2008 - 04:03 AM

I recently installed the 5.4 version and it seems to be working well so far apart from one problem. Viconia is nowhere to be found, nor the flaming fist chasing her. I can add Vic in with the console but she will not join me until I take care of the flaming fist. Does anyone know the code to insert the right flaming fist guy or another way to get around or fix this?

Thankyou

#835 Jarno Mikkola

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Posted 22 September 2008 - 04:22 AM

I recently installed the 5.4 version and it seems to be working well so far apart from one problem. Viconia is nowhere to be found, nor the flaming fist chasing her. I can add Vic in with the console but she will not join me until I take care of the flaming fist. Does anyone know the code to insert the right flaming fist guy or another way to get around or fix this?

You sure she isn't in the upper left corner in either Peldvale(the original location) or in the ar3800(South of Beregost) as one of the mods move the encounter there.
Now, I'll edit this post when I find the FF's guys code in home, in few hours.

Edit, yes the Creatures name was FLAM2 in the original game and so... :whistling:

Edited by Jarno Mikkola, 22 September 2008 - 09:46 AM.

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#836 10th

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Posted 22 September 2008 - 09:44 AM

Just to save you some work :D, it's FLAM2.

BUT he's created automatically by Viconia's dialogue. He will be created at the following xy-coordinates: 1400.310, and will then move to 1440.270.

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#837 dreamer2007

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Posted 07 October 2008 - 07:24 AM

Just for curiosity... is there a long wait until BWP 6.0 will appear? I am really anxios. Lucky I have the fallouts to keep me busy while I wait.

#838 Leomar

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Posted 07 October 2008 - 08:29 PM

Sorry, that I can't answer your question, but I think you will wait longer for v6 as for a next v5.x release. There are so much things what the new installation-tool must do and we are not finished with the work, yet. A megamod is a complex thing and this new tool must easily handle all things, to get a smoothly 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

#839 dreamer2007

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Posted 08 October 2008 - 12:46 AM

Thank you for the answer Leomar. No problem that it will take a while, I will just sit back and wait and in the meantime I will ocupy my time with other things.

#840 Gelrof

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Posted 09 October 2008 - 05:17 AM

If I want to play a BG2-only version of the Big World Project (Which I know is not your focus, but I would like to know anyway), should I just use the core installation and make it skip all BG1 and BGT related mods?
Also, are there "Expert" mods which are considered as being part of the "Expert" install because they have conflicts with BGT or BG1 and can be installed without any problem on a pure BG2 version of BWP?

And a final question: If i want to add a kit to the game (which don't seem to be present in the guide because of the kits installed by TDD?) should I first use the remove kits for TDD mod and then install the kit I want? At what point would this be best? (The kits I would like are the one from the Wild Mage Additions -can I install this mod completely where it installs only the spells in your guide?- and the Geomantic Sorcerer kit -maybe others too, haven't decided yet...)

I understand that these are some simple questions with most probably difficult answers, but I haven't found a definitive answer by searching these forums and looking in the BWP documentation yet)

Edited by Gelrof, 09 October 2008 - 05:17 AM.