Oh, I wasn't disrespecting your hard work. By no means; I hope you continue with it. But I would agree with the part about this being a venture "nearly impossible to achieve" vis-a-vis a bug-free install with all these mods. But the nearly is the key - that means it's not completely impossible .I would several months of hard work with several times of a rude awakening not call a pipe dream.
The BiG World Project
#161
Posted 19 November 2007 - 02:47 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
#162 -Guest-
Posted 19 November 2007 - 04:38 PM
[quoted]2. You say that "Creature XP Reduction" component from DEFJAM is not compatible with BP, becouse BP has it's own rule system. It means that xp reduction will not work if BP is installed? In my own mega installation I haven't got problems with creature xp reduction. Can anyone confirm this?[/quoted]
Sorry for my immpatience...
#163 --Marvin--
Posted 19 November 2007 - 04:49 PM
I myself would not like to see xp reduction on creatures anyway.
I don't think you'll need it.
If you want xp reduction you do have many options with the spells and traps.
getting absolutely no xp for learning spells and getting only a few xp for the traps should be enough.
For the higher spells to learn you got sometimes more than 4000 XP. So 0 XP for each spell that you will learn.
Think about it.
Marvin
#165
Posted 20 November 2007 - 12:16 AM
1. Faulty files from other mods, whose bugs will show up in other mods, for example spells and items with wrong entries. (DEITM049.ITM from FR/RV causes an error, when SCS2 is trying to patch this file). Bugs like this will appear in every other megamod, not only within this project, so it would be in every player's and modder's interest, to repair them.
I thought, someone started a fixpack like this here in the forum, but I cannot find it anymore. I think this is an urgent thing, because a fixpack like this could be installed with every installation.
You all know so many detailed solutions, but they are useless, as long as they are hidden here and there in the depths of the forum. Let us collect them all here or in separate thread, together with informations about which file should be copied where to.
Currently I am working on an installer for all needed fixes and use this command:
In this way, all your fixed files wold be placed into the predestinated folder.copy /Y ".\BiG World fixes\modname\subfolder\*.*" ".\modname\folder\subfolder"
2. Contradictory tweaks: some components of a mod may make an encounter harder, other make it easier. Such inconsistence should be listed up to give advice to the player which settings to use. I suggest an option to install either a harder or alternatively an easier way for all settings (by .bat file) instead of dozens of single variables.
3. Conceptional conflicts. Some of them can be solved by the right install order as aVENGER had shown before.
Some other may need some corrections. For instance TDD and ROT: In these both mods are Jarlaxle and Entreri. Apparently one can take up both of them into the party instead of Drizzt. Could meet both characters themselves, if ROT and TDD are played together and they were already taken up into the group? Does anyone know the answer? If so, a patch should somehow avoid, that they spawn if they are already in the party.
Such possible conflicts should be checked and reported like this:
An installation of ROT and the german Drizzt DoŽUrden-Mod (soon available in english) seems technically possible, thereby Octavian's Drizzt is repressed. Drizzt DoŽUrden-Mod is compatible also with the Artemis component of UB, because the UB-Artemis spawns not if Drizzt is already in the party and it is also compatible with Weimer's Solaufein and with Flysoup's Drizzt Saga.
Of course not all plots can be played at the same time. As in the original game you must make decisions: what plot you want to follow, which fellow you want to have in your party and so on. But the alternatives have been enlarged enormously.
In an collaborative effort this all can be figured out. All this cognitions are helpful for all gamers and all modders also, if only two or three mods are played together, because it stabilizes the functionality with each other.
@ "Guest"
Because of "Creature XP Reduction" component from DEFJAM and BP from the readme:
It was reported in the forum, not too use this component together with BP. But this refered on v3. The actual version is v5 and I don't know, whether this statement is still valid. If it works - fine. I will change my instructions, if this is confirmed by anyone."the reduced CRE rewards might double with some of BP's XP-altered overwrite files."
#166
Posted 20 November 2007 - 12:51 AM
3. Conceptional conflicts. Some of them can be solved by the right install order as aVENGER had shown before.
For clarity, I was primarily referring to the technical compatibility between mods which are not conceptually opposed to each other (even though they may change the same things) and can thus be made to be compatible with very little effort. Sometimes, only minor things are required to achieve compatibility in those cases, such as simply using a proper install order (i.e. as is the case with Song and Silence, Rogue Rebalancing and Refinements).
Some other may need some corrections. For instance TDD and ROT: In these both mods are Jarlaxle and Entreri. Apparently one can take up both of them into the party instead of Drizzt. Could meet both characters themselves, if ROT and TDD are played together and they were already taken up into the group? Does anyone know the answer? If so, a patch should somehow avoid, that they spawn if they are already in the party.
IMO, it would be best to simply list such mods as conceptually incompatible with each other rather than brute force a compatibility where none was intended. It would also make very little sense to do so RP wise. For example, if some mod re-introduces Thalantyr (the High Hedge wizard from BG1) as a joinable NPC (party member) in BG2 and another mod makes Thalantyr into a villain who has recently joined the Cowled Wizards and now opposes the party, then it would make very little sense to achieve any kind of compatibility between them.
#167
Posted 20 November 2007 - 12:59 AM
1. Faulty files from other mods, whose bugs will show up in other mods, for example spells and items with wrong entries. (DEITM049.ITM from FR/RV causes an error, when SCS2 is trying to patch this file).
there are many files like deithm049.itm that give this error.
http://www.shsforums...mp;#entry360199
http://forums.gibber...s...=12212&st=0
ERROR: illegal 2-byte read from offset 466 of 466-byte file DEITM049.ITM
ERROR: [DEITM049.ITM] -> [override/DEITM049.ITM] Patching Failed (COPY) (Failure("DEITM049.ITM: read out of bounds"))
Stopping installation because of error.
if you save all these files that give error in your overide folder without making any change to them scs2 seems to continue installation without any problem except "more consistent breach spell" component and "smarter mindflayer". it looks like scs2 cannot patch these files if they are biffed. can you confirm that?
Edited by Altomar, 20 November 2007 - 01:26 AM.
#169
Posted 20 November 2007 - 04:48 AM
I will do so with my upcoming install.bat-file. But is this not only a temporary solution? Can these files not cause bugs with other mods? Now as we know these files, wouldn't it be safer to repair them?if you save all these files that give error in your overide folder without making any change to them scs2 seems to continue installation without any problem
Do you know such mods or components? I want to list them up all. With an installer one should be able only to choose either one or other mod.it would be best to simply list such mods as conceptually incompatible with each other
#170
Posted 20 November 2007 - 05:03 AM
Do you know such mods or components? I want to list them up all. With an installer one should be able only to choose either one or other mod.
Not really, I was just speaking theoretically.
However, I'm still looking into the CtB vs. STI issue but I can't say for sure whether they are 100% conceptually incompatible until I play through the CtB quest in-game and see the implications for myself. The mods certainly can't work together in their current state, but perhaps that could be fixed in the future after all. Basically, I need more time to test things out and find out for certain whether the issue can be resolved or not.
#171
Posted 20 November 2007 - 08:25 AM
I will do so with my upcoming install.bat-file. But is this not only a temporary solution? Can these files not cause bugs with other mods? Now as we know these files, wouldn't it be safer to repair them?
Then we need to fix all these files in order to install Sword Coast Stratagem 2.
--------------------------------ITEMS---------------------------------------
Cittern.itm (The Chittern of War) -----> from NEJ
??????
Dagseb.itm (Sebastian's Dagger) -----> from NEJ
Use location high byte flags set:6
Deitm049.itm (Molytyr) -----> from FR&ROV
No duration set in Extended header #2/1
Dering3.itm (Ring of Might) -----> from NEJ
No duration set in Extended header #3/1
No duration set in Extended header #4/3
No duration set in Extended header #5/1
Dering5.itm (Ring of Might) -----> from NEJ
No duration set in Extended header #1/1
No duration set in Extended header #2/3
No duration set in Extended header #3/1
No duration set in Extended header #5/1
No duration set in Extended header #6/1
Elfwine.itm (Elven Healing Wine) -----> from NEJ
??????
Invcloak.itm (The Rawun's Cloak) -----> from TDD
??????
Misc73N.itm (The horn of Kazgaroth) -----> from NEJ
Limited duration effects on ability #0 have mismatching durations
Serpsca.itm (Oil of the Serpent's Scales) -----> from NEJ
??????
Staff15.itm (Staff of Air +2) -----> from NEJ
Limited duration effects on ability #1 have mismatching durations
No duration set in Extended header #2/1
No duration set in Extended header #2/2
No duration set in Extended header #2/3
No duration set in Extended header #2/4
No duration set in Extended header #2/5
No duration set in Extended header #2/6
No duration set in Extended header #2/7
No duration set in Extended header #2/8
No duration set in Extended header #2/9
No duration set in Extended header #2/10
No duration set in Extended header #3/1
Tupotnd1.itm (Potion of Form Reversal) -----> from NEJ
Limited duration effects on ability #0 have mismatching durations
Lore to ID was set more than 100
Wcwight.itm (<not available>) -----> from NEJ
Global Effect #0 (opcode 12) has an incorrect target
Global Effect #0 (opcode 12) has an incorrect timing mode
Global Effect #0 (opcode 12) can be dispelled
Zza7ch.itm (Conlan's Hammer) -----> from NEJ
??????
-------------------------------SPELLS--------------------------------------
Spin506.spl (Mass Charm) ------> from NEJ
??????
Spwi524.spl (Antimagic Shell) ------> from NEJ
Ability #0 has a permanent effect with non-zero duration (effect #0, opcode 58)
Ability #1 has a permanent effect with non-zero duration (effect #0, opcode 58)
Ability #2 has a permanent effect with non-zero duration (effect #0, opcode 58)
Ability #3 has a permanent effect with non-zero duration (effect #0, opcode 58)
Ability #4 has a permanent effect with non-zero duration (effect #0, opcode 58)
Ability #5 has a permanent effect with non-zero duration (effect #0, opcode 58)
Ability #6 has a permanent effect with non-zero duration (effect #0, opcode 58)
Ability #7 has a permanent effect with non-zero duration (effect #0, opcode 58)
Ability #8 has a permanent effect with non-zero duration (effect #0, opcode 58)
Ability #9 has a permanent effect with non-zero duration (effect #0, opcode 58)
Ability #10 has a permanent effect with non-zero duration (effect #0, opcode 58)
Ability #11 has a permanent effect with non-zero duration (effect #0, opcode 58)
Ability #12 has a permanent effect with non-zero duration (effect #0, opcode 58)
Ability #13 has a permanent effect with non-zero duration (effect #0, opcode 58)
Ability #14 has a permanent effect with non-zero duration (effect #0, opcode 58)
Ability #15 has a permanent effect with non-zero duration (effect #0, opcode 58)
Spwi696.spl (Mordecai's Insect Swarm) ------> from NEJ
??????
Spwi724.spl (Mass Charm) ------> from NEJ
??????
-----------------------------------------------------------------------------
I'm still curious why scs2 cannot patch them when they are biffed and give "read out of bounds" error but when i save them to override folder with DLTCEP everything went fine.
Edited by Altomar, 20 November 2007 - 11:51 AM.
#172
Posted 20 November 2007 - 02:15 PM
What exactly has to be fixed on the items, if the installation went fine just you copied them into the override?
Marvin
#173
Posted 20 November 2007 - 02:36 PM
Because once the files are biffed other mods can't patch them anymore.
What exactly has to be fixed on the items, if the installation went fine just you copied them into the override?
Marvin
We got errors only by these items & spells. Why not from others?? If you try to run G3 Debugging Suite every time you reach one of these files you will get this "read out of bounds" error the same as the one from scs2 and then the process stop. There are so many items and spell biffed that give no "read out of bounds" errors except the ones i mentioned above. In SCS2 forum at G3 they don't believe that scs2 has something to do with these errors. So the only place left to look is all these files from the other mods. i was able to find a way to install it but the question remain the same. Why we got errors only by these files when they are biffed and not from the others??the scs2 patches thousands of files.
Edited by Altomar, 20 November 2007 - 02:50 PM.
#174
Posted 21 November 2007 - 02:10 AM
http://www.shsforums...&...st&p=361435
Edited by Altomar, 21 November 2007 - 02:22 AM.
#175
Posted 21 November 2007 - 02:51 AM
Some days ago I had replaced some of the files above with those from the new NEJ mod and they work perfectly. I will try the other ones this weekend.
#176
Posted 21 November 2007 - 05:56 AM
You can try the attached version of the file. Replace the existing file before the installation.
Attached Files
Edited by ScuD, 21 November 2007 - 08:52 AM.
#177
Posted 21 November 2007 - 06:02 AM
Checked SPIN506.SPL from BGTNeJ more thoroughly with DLTCEP - it appears the duration for effects 4 and 5 were set to 0. Hopefully this was the cause for the read out of bounds. You can try the attached version of the file. Replace the existing file before the installation.
i will try again today the whole installation. i will place every fixed files before installing each of these mods. I am curious after they biffed will scs2 work or i will have to put them again to override.
ps: can someone upload the above files from the newer version of NEJ??
Edited by Altomar, 21 November 2007 - 08:11 AM.
#178
Posted 21 November 2007 - 06:38 AM
Edited by ScuD, 21 November 2007 - 08:56 AM.
#179
Posted 21 November 2007 - 01:16 PM
10th
"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board
#180
Posted 22 November 2007 - 01:26 AM
Some days ago I had replaced some of the files above with those from the new NEJ mod and they work perfectly. I will try the other ones this weekend.
i confirm for most of the files except spwi524.spl spwi696.spl spwi724.spl
SPIN506.SPL fixed by Scud seems to work fine.
Edited by Altomar, 22 November 2007 - 05:35 AM.