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BGT installation order question


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#61 Lemernis

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Posted 09 August 2008 - 03:10 AM

Jarno, I notice that you place Xan's and Coran's Friendship Paths before BG1 NPC Project, and Ajantis Expansion after it. Just curious why.

If you notice, I just erased the spaces on the first one on your list, and put Ajantis Ex... as the last NPC mod... :whistling: :P
Although if you think it's better to...


Yeah, I had installed Ajantis Expansion initially in the same cluster with all the BG1 NPC mods. But I had a problem with Ajantis Expansion. So uninstalled Ajantis Expansion then reinstalled it. That's why it was so late in the mod order.

So the real question I'm asking is: Where should BG1 NPC Project be installed in relation to Xan Friendship Path, Coran Friendship, and Ajantis Expansion? Before? After? I'm thinking that those mods were developed after BG1 NPC Project was completed. And as such all three of those NPC mods should probably overwrite BG1 NPC Project content, no?

Edited by Lemernis, 09 August 2008 - 03:11 AM.


#62 Lemernis

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Posted 09 August 2008 - 03:15 AM

Exactly! Except, that you need to patch the ToB to v26498, but I would assume you know that...

The 3) is done so, so you don't have the old half broken/unuseable mod files there anymore.


Thanks!

Okay, which obviously means also that I will need to move all the mod .rar files to a separate folder outside of SoA to avoid having to download them all again.

#63 Jarno Mikkola

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Posted 09 August 2008 - 03:23 AM

So the real question I'm asking is: Where should BG1 NPC Project be installed in relation

To quote the BWP; :whistling:

BG1 NPC MODS........................................................page 35
9.1. BG1NPC Project v16 ..........................................BG1......NPC
9.2. BG1NPC Music Pack v5 .......................................BG1......NPC
9.3. Indira _v10.4_BGT..............................................BG1......NPC
9.4. Mur'Neth v7........................................................BG1......NPC
9.5. Mulgore & Xavia NPC v5.0 for BGT and TuTu.........BG1......NPC
9.7. Xan's friendship path for BG1 v4 ..........................BG1......NPC
9.8. Coran's BG Extended Friendship Talks for Tutu and BGT v1 Beta..BG1......NPC
9.9. Ajantis BG1 Expansion Beta 0.4............................BG1......NPC
...
14. BG2 NPC MODS...................................................page 57
14.1. Amber v2.5 .....................................................NPC
14.2. Edwin Romance SoA + ToB v1.07.......................NPC...

The versions might be a bit old but you get the idea.

Okay, which obviously means also that I will need to move all the mod .rar files to a separate folder outside of SoA to avoid having to download them all again.

Yes, although I would recommend to store them to somewhere else entirely.

Edited by Jarno Mikkola, 09 August 2008 - 03:25 AM.

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#64 Lemernis

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Posted 09 August 2008 - 12:30 PM

I can't tell you how much I appreciate your help on this, Jarno.

I see that the recommened installation for Gavin falls amidst a cluster of BG2 NPC mods. But that appears to only apply when also using Edwin and Tsujatha--neither of which are included in my installation. So I reckon Gavin probably can stay where he is in the installation order...

Likewise, Berserker Minsc only makes some simple kit changes, and that mod probably can stay where it is in the order...

One more thing--since I won't be installing Secret of Bone Hill after all, do you think I really need the Worldmap? It's kind of neat. But if there's any buggy behavior associated with it, it's more important to me to have as stable a gaming platform as possible.

#65 Jarno Mikkola

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Posted 10 August 2008 - 06:26 AM

I can't tell you how much I appreciate your help on this, Jarno.

So don't, just build me a statue, I can reincarnate from. :devil:

One more thing--since I won't be installing Secret of Bone Hill after all, do you think I really need the Worldmap?

You still probably need it, as you have BGT and UB and BG2 Unfinished Business and Quest Pack. Possibly some of the other (NPC)mods need it too...
Just load the latest mod versions and keep checking their forums; a good advice for any mod user.

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#66 Lemernis

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Posted 12 August 2008 - 07:13 AM

Hmm, I don't see Tutu's Restored BG1 Casting Sounds on the compatability list for BGT. I did install it in my last game and it seemed to work okay. But I'm kind of gunshy at this stage about risking anything buggy. Anyone know if these BG1 sounds work okay with BGT? If they're okay to use I'd uninstall them to the BG2 folder, I assume...

#67 Jarno Mikkola

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Posted 12 August 2008 - 08:47 AM

Hmm, I don't see Tutu's Restored BG1 Casting Sounds on the compatibility list for BGT. I did install it in my last game and it seemed to work okay. But I'm kind of gunshy at this stage about risking anything buggy. Anyone know if these BG1 sounds work okay with BGT?

Well, if you look at it's read me, it says: "While designed for installation over Tutu, this mod will actually work with any version of BG2." That includes BGT.

If they're okay to use I'd uninstall them to the BG2 folder, I assume...

:blink: :wacko: What?

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#68 Lemernis

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Posted 12 August 2008 - 09:03 AM

Oops, I meant 'install' obviously.

Okay, thanks. I'm in the middle of installing BG2 NPCs. Does it matter when I install Restored BG1 Casting Sounds, really?

***

Edit: Will it be alright if I install it at the very end? I have everything else installed now.

Edited by Lemernis, 12 August 2008 - 11:17 AM.


#69 Jarno Mikkola

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Posted 12 August 2008 - 03:02 PM

Edit: Will it be alright if I install it at the very end? I have everything else installed now.

Well, I am technically the wrong person to answer this, and you might already know the answer, but I would say that the worse case could be that the enemy AI and you might do a few errors as the mod might need to overwrite the changed spells; These change spells:
PnP Celestials
BG2 Tweak Pack
:unsure: Sword Coast Stratagems :unsure:
Sword Coast Stratagems II

But I don't know, thus cannot say. But my guess is that it doesn't overwrite them, and if it does, it's not a game killer, and you'll be alright.

If they're okay to use I'd install them to the BG2 folder, I assume...

Yes, the very same that you installed all the other mods too, the BGT versions, if you found one for them.

Ups, now just please tell me you used the Unofficial bugfix for the SCS's setup thing from here, as you might have problems with the NPC management etc. if you didn't. :(

Edited by Jarno Mikkola, 12 August 2008 - 03:12 PM.

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#70 Lemernis

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Posted 12 August 2008 - 06:10 PM

Ups, now just please tell me you used the Unofficial bugfix for the SCS's setup thing from here, as you might have problems with the NPC management etc. if you didn't. :(


Eh, no, I didn't... but fortunately I did not use the Better NPC Management component from SCS this time around.

However, I have found an interesting bug?--or unintended consequence?--happens when you use the SCS component "Allow player to choose NPC proficiencies and skills." Only one member of a NPC pair joins. You level up that NPC up and assign profs. But after you do so, the other NPC will not join!

The way around this is to then remove that NPC who just joined from your party. Then ask that NPC to rejoin. Both members of the pair will then join and you can level up the second NPC and assign his or her profs.

Edited by Lemernis, 12 August 2008 - 06:14 PM.


#71 Lemernis

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Posted 12 August 2008 - 06:12 PM

Edit: Will it be alright if I install it at the very end? I have everything else installed now.

Well, I am technically the wrong person to answer this, and you might already know the answer, but I would say that the worse case could be that the enemy AI and you might do a few errors as the mod might need to overwrite the changed spells; These change spells:
PnP Celestials
BG2 Tweak Pack
:unsure: Sword Coast Stratagems :unsure:
Sword Coast Stratagems II

But I don't know, thus cannot say. But my guess is that it doesn't overwrite them, and if it does, it's not a game killer, and you'll be alright.


Thanks. I'll just leave it out, it's not that big a deal. Not worth the risk of any bugs down the road.

#72 Lemernis

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Posted 13 August 2008 - 03:13 AM

Darn, I just got the Beregost bug after having followed the bugfix protocol:

1) made archived game (as a backup) prior to enetering Beregost

2) entered Beregost; then traveled from Beregost to an adjacent map, the SotM temple

3) made archived save in different save game slot at SotM

4) reentered Beregost (made a save here too just in case)

5) reloaded the SotM save from step (3) above and reentered Beregost

and continued on my way. But now when I just traveled south on the Trade Way towards Nashkel the game crashed.

I recall with Tutu that I had the greatest success using the Beregost bugfix when I traveled to the High Hedge map, rather than the SotM. (Here I went to add Gavin.) So I'll go back to my pre-Beregost save and try that instead.


***


Edit: Okay, I messed up at step 4, I see that now. I think I got it right this time. Nevermind.

Edited by Lemernis, 13 August 2008 - 03:30 AM.


#73 Lemernis

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Posted 19 August 2008 - 10:13 AM

The "Faded Cloak" that's the property of the Harpell family (Noober son of Noober) found with the easter egg ankheg armor on the Nashkel farm... which mod does this belong to? Is it part of a quest? FYI, here's my modlist:

BG2 Fixpack
BGT
BG Mini-Quests and Encounters
BG1 Unfinished Business
Dark Side of the Sword Coast
The Grey Clan: In Candlelight
BG2 Unfinished Business
Quest Pack
One Pixel Productions
1PP Flaming Swords
Berserker Minsc
Gavin NPC
Ariena NPC
Kido NPC
Kelsey NPC
Alora NPC
Tiax BG2 NPC
Viconia Friendship
deArnise Romance
BG1 NPC Project
Romantic Encounters
IEP Extended Banters
Banter Pack
Xan's Friendship Path
Coran's Friendship
Ajantis Expansion
PnP Celestials
BG2 Tweak Pack
Sword Coast Stratagems
Sword Coast Stratagems II
BP-BGT Worldmap
Setup-GUI.exe
Level 1 NPCs

Edited by Lemernis, 19 August 2008 - 10:14 AM.


#74 Chevalier

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Posted 19 August 2008 - 03:48 PM

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#75 Lemernis

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Posted 19 August 2008 - 05:10 PM

Does it have a quest assoociated with it? Or is it an Easter egg?

#76 Miloch

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Posted 19 August 2008 - 05:12 PM

Darn, I just got the Beregost bug after having followed the bugfix protocol:

Um, you know there's a Beregost Crash Fixer, yeah?

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
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Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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#77 Lemernis

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Posted 20 August 2008 - 12:53 AM

Darn, I just got the Beregost bug after having followed the bugfix protocol:

Um, you know there's a Beregost Crash Fixer, yeah?


I did see that, but because I hadn't gotten very far into the game I decided to start fresh with a proper installation. I was having some general bugginess also from having installed the Flag component of the Worldmap. I had leapfrogged Cloakwood maps to get Coran and complete his wyvern quest. I felt better to start over than continue with a game that might have gotten corrupted from something other than the Beregost bug. I.e., I couldn't be sure which was the problem.

I'm tempted to I sell the cloak (2000 gp). Or will I later find a member of the Harpell family who'll appreciate getting the cloak back?

Edited by Lemernis, 20 August 2008 - 01:00 AM.


#78 cmorgan

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Posted 20 August 2008 - 05:50 AM

So the real question I'm asking is: Where should BG1 NPC Project be installed in relation to Xan Friendship Path, Coran Friendship, and Ajantis Expansion? Before? After? I'm thinking that those mods were developed after BG1 NPC Project was completed. And as such all three of those NPC mods should probably overwrite BG1 NPC Project content, no?


Best order for BG1NPC and Xan/Coran/Ajantis extended stuff is BG1NPC Music pack (anywhere, order doesn't matter at all) but BG1NPC, then the others. They won't overwrite content, but will plug in seamlessly with BG1NPC extending the talks, rather than setting up a second set of talks. Great for BGT Mega games, where BG is a much longer experience.

Because of Ascension64's hard work and willingness to collaborate (teach me) code, BG2 Fixpack and BGT 1.06 and BG1NPC work even better together. You should see some content that was blocked with previous versions now operating freely (several restored interjections in Watcher's Keep, and some of the pathways on several of the stndard BG > BG2 NPCs.

The L1NPCs thing about pairs not joining is because the distributed version is Beta7 - buried in the forum posts is a trye v1 which I am trying to get set up for distribution. (too many things, too little time. Expect it soon.)

Those BWP docs and that community's hard work tracking down code conflicts has paid off for modders immensely - not only do players get an idea of install order from a test in the most harsh and demanding setting, they get bugs never brought out before, and folks willing to report them. Stress-testing the product results in a better product.

Edited by cmorgan, 20 August 2008 - 06:04 AM.