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BiG World Project (BWP) v5.5.2


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#241 Jarno Mikkola

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Posted 14 December 2008 - 03:27 PM

How do I know if I have too many? And where do I get the GUI installer?

The GUI installer comes with/from the BGT, as should the BGTMusic installer, and they are installed as one of the last mods, but before the Widescreen mod!!!(or the GUI looks really bad)

You have 'too many' NPC mods that install music files, if you install one after the BGTMusic, as it's adjusts the music files to some kind of a default. The Chloe mod needs to be installed after the BGT->BGII transition as you probably know, meaning that if it comes with music files, the BGTMusic needs to be uninstalled after the transition and reinstalled after the Chloe mod has been installed. :)

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#242 enderandrew

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Posted 14 December 2008 - 03:39 PM

I downloaded BGT107-WIP-08-09-28-Install.rar but it doesn't include any files named setup-gui.
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#243 enderandrew

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Posted 14 December 2008 - 06:35 PM

One thing I would like to see in the next version: The installer will tell you that you are *missing* mods that are incompatible with your current mods. Perhaps this should be changed? Also, it will tell you that you are *missing* mods that aren't available for your language. It would also be nice if the missing mods section was split into NPC mods, and then others.

Edited by enderandrew, 14 December 2008 - 06:35 PM.

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#244 Leomar

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Posted 15 December 2008 - 04:38 AM

@ Dirty Uncle Bertie

I've only just discovered the fixpack so apologise if I've missed something here, but I was looking through the folders and noticed that for Bigg Tweaks, you have a file called tb_tweaks.tp2, but I believe it should be tb#tweaks.tp2.

You're right, we'll fix it with the next version.



@ enderandrew

In the installer, it said I didn't have the NTotSC patch, which I did, so I changed all the references in the installer to: NTotSCv163. I also changed CoMUndying to TheUndying.

That's right, the new mod-versions cames out after the Installpack release. So you must change that, if you want to use the new modversions.

How do I know if I have too many NPCs?

Don't think about it. If you use the BGT-GUI or better the post-install.bat after the transition all is fine.

I downloaded BGT107-WIP-08-09-28-Install.rar but it doesn't include any files named setup-gui.

BGT-Music and BGT-GUI will be installed if you install BGT. That means, after the BGT installation you have both mods in your BG2 directory.

One thing I would like to see in the next version: The installer will tell you that you are *missing* mods that are incompatible with your current mods. Perhaps this should be changed? Also, it will tell you that you are *missing* mods that aren't available for your language. It would also be nice if the missing mods section was split into NPC mods, and then others.

We don't want to do that with the batch-files, because the new upcoming installation-tool include all this.

Greetings Leomar

Edited by Leomar, 15 December 2008 - 04:40 AM.

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

#245 lac

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Posted 15 December 2008 - 12:39 PM

Please add a line:

By no means install P&P Free Action if you are using Spell Revisions.

1. Spell Revisions already fixes this problem, so there is no need.
2. P&P Free Action is incompatible with P&P Free Action. If you install both, the cleric spell 'remove paralysis' will stop working on characters who are held or stunned.

(edit oops, I meant P&P Free Action is incompatible with SR Divine component 1 -- sorry about that.)

see:
http://forums.gibber...showtopic=16224

Laura

Edited by lac, 16 December 2008 - 02:56 PM.


#246 Leomar

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Posted 16 December 2008 - 09:44 AM

2. P&P Free Action is incompatible with P&P Free Action.

Thanks, lac and I think you mean PnP Free Action is incompatible with Divine Remix. :)

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

#247 Ranadiel

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Posted 16 December 2008 - 11:57 AM

@ Ranadiel
If you will help, report your errors and missing informations of the NPCs in the given thread. The moderator of this forum will be happy for your help. :)
Greetings Leomar

Hmm I'll consider it, but the format for the information feels extremely off to me. I really think I'd just be happier doing it myself. *shrugs* Besides there are a few additional pieces of information that I would like to be included when I do my list(such as presence of flirts, friendship paths, banters, etc).

#248 lac

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Posted 16 December 2008 - 12:29 PM

2. P&P Free Action is incompatible with P&P Free Action.

Thanks, lac and I think you mean PnP Free Action is incompatible with Divine Remix. :)

Greetings Leomar


No I do not. It is _fine_ with Divine Remix (as far as I know, and I tested it a lot). It's component 1 of Spell Revisions, Divine Spells that it is not compatible with. see: http://forums.gibber...showtopic=16224 It is also Spell Revisions that has its own version of PnP Free Action, so you didn't need PnP Free Action in the first place, but installing both doesn't mean that you were redundant. It means your cleric spell remove paralysis will no longer remove paralysis, hence the big warning is badly needed. But maybe it should say:
By no means install PnP free action when you have component 1 Divine Spells of Spell Revision installed.

By the way, if for all instances you changed 'By all means do not install' to 'By no means install' it would
read properly for English speaking people. :) though we are most likely to say 'Never install' instead
But that is a nit. :) It is perfectly comprehensible, if oddly worded, as it stands.

Thanks again for BWP. Making it a tiny bit better is the least I can do.

Laura

Edited by lac, 16 December 2008 - 12:49 PM.


#249 lac

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Posted 16 December 2008 - 04:08 PM

Just wanted to add here:

Item revisions needs to be installed in 2 parts -- the core before Rogue Rebalancing and the rest after. This is in the RR compatibility guide, but from reading what Leomar asked here http://www.shsforums...showtopic=27171 I think that Leomar is unaware of this fact and wants to find one place to install IR.

I explained what I have that works in the thread above. Just wanted to make a note of it here, too.

#250 Jarno Mikkola

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Posted 16 December 2008 - 09:58 PM

I think that Leomar is unaware of this fact and wants to find one place to install IR.

What Leomar is suggesting in one of the posts is actually adding a 3th component to the IR to make the BG1 items more easy to install... so there would be 3 places not two. :huh: ^_^

Edited by Jarno Mikkola, 16 December 2008 - 09:58 PM.

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#251 lac

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Posted 16 December 2008 - 10:15 PM

I think that Leomar is unaware of this fact and wants to find one place to install IR.

What Leomar is suggesting in one of the posts is actually adding a 3th component to the IR to make the BG1 items more easy to install... so there would be 3 places not two. :huh: ^_^


I interpreted it as wanting to make 2 and not 1, but it could be me that is misunderstanding this.

#252 Leomar

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Posted 17 December 2008 - 11:38 AM

@ Ranadiel

Hmm I'll consider it, but the format for the information feels extremely off to me. I really think I'd just be happier doing it myself. *shrugs* Besides there are a few additional pieces of information that I would like to be included when I do my list(such as presence of flirts, friendship paths, banters, etc).

No problem. If you have done your list and you want to do it, you can post it elsewhere, so we all can use it, too. :)



@ lac

No I do not. It is _fine_ with Divine Remix (as far as I know, and I tested it a lot). It's component 1 of Spell Revisions, Divine Spells that it is not compatible with.

Thanks for your additional explanation. Now, I've understand it correctly. :)

I interpreted it as wanting to make 2 and not 1, but it could be me that is misunderstanding this.

We try this install order:

- BG2 Fixpack
- Item Revisions (main component)
- Spell Revisions (main components)
- big BG2 mods
- BGT
After SCSII
- Spell Revisions (SCSII fiends hot fix)
After BG2 Tweaks
- Item Revisions (global changes)

But with this install order we have no chance to use the revised BG1 items for BGT, that is the reason why we asked for a "Item Revisions (BG1 items)" component, which we can install after BGT is installed. We don't want to install the recent Item Revisions version after BGT, because we follow the BGT compatibility guide in this case, that we install the big BG2 mods before BGT. We want to avoid problems with the big BG2 mods and Item Revisions.



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

#253 Ranadiel

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Posted 17 December 2008 - 02:06 PM

No problem. If you have done your list and you want to do it, you can post it elsewhere, so we all can use it, too. :)

Greetings Leomar

Don't worry, once I finish the list I will be sure to post it someplace. Now I just need to figure out how I'm going to format it. :wacko:

#254 Leomar

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Posted 18 December 2008 - 11:59 AM

Thanx. :)

Here I've found additional informations:
http://www.shsforums...showtopic=38098

Greetings Leomar

Edited by Leomar, 18 December 2008 - 12:01 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

#255 Ranadiel

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Posted 18 December 2008 - 12:05 PM

Actually finished up the BG1 NPC list. It was honestly a bit easier than the BG2 one will probably be. Would it be alright with you if I attached it in this thread just to get some feedback on it while I am working on the BG2 part?

#256 Leomar

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Posted 18 December 2008 - 11:17 PM

Before your nice list goes under in this long thread, open a new one in this forum. So with your new topic-title we can find your list easily and can give you feedback. :)

Greetings Leomar

Edited by Leomar, 18 December 2008 - 11:18 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

#257 Ranadiel

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Posted 19 December 2008 - 03:30 AM

Before your nice list goes under in this long thread, open a new one in this forum. So with your new topic-title we can find your list easily and can give you feedback. :)

Greetings Leomar

Okay, I'll just wait until I finish it then. Gah there are way too many NPCs in these games. Did you know that when Mods are included there are 48 NPCs for BG1? And I haven't done any of the big mods yet for BG2 and I'm already up to 45 there. Today is going to be another long day.

-=Edit: Whoo I'm done for the most part. Now I just need to post it somewhere and eventually do some formatting to make it look pretty. Anyone got any ideas on which forum I should put it in? I want to put it in Mega-Mod Help since it does involve NPCs from pretty much all Mega Mods, but the other threads on this subject have been in a different area....

As a side note, I ended up with 105 NPCs(106 if you count CHARNAME) for BGII in case anyone was curious. And I am sure I missed a few here and there.=-

Edited by Ranadiel, 19 December 2008 - 03:46 PM.


#258 Leomar

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Posted 20 December 2008 - 12:11 AM

Yes, you missed some. We count 145 NPCs in BG1 and BG2 and this with BioWare and Mod NPCs.
In German, but here you get the NPC names and if you click on a name you can see under "Interne Links" the mods which introduces or expands them. :)

I don't know the right forum for your task, but the "Mega Mod Help" forum and the "Miscellaneous Released Mods" forum looks good for that. I recommend to use the "Miscellaneous Released Mods" forum, because there is another topic with this content.

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

#259 azgarth

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Posted 20 December 2008 - 04:03 AM

i'm now at the point where bodhi should turn (in my case) jaheira into stone.
unfortunately (heh), she does not such thing, i beat bodhi, with a little useless help from drizzt, stake her, and can exit without problem.

what might be related, the jaheira romance seems stuck around 27, but no bandits arrive, ever, nor does anyone from the harpers.
romance is active, jaheriabanditplot variable is 1, jaheiracursed is 10.
i've slept outside, used advancerealtime, set jaheiraromance to 1, nothing works.
and yes, romanceactive is set to 1.

i just want to have her turn to stone so i can continue, any ideas?

oh, and tethyr, where you're supposed to meet the company of eight (i think CtB), crashes on load.

#260 Ranadiel

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Posted 20 December 2008 - 06:24 AM

Yes, you missed some. We count 145 NPCs in BG1 and BG2 and this with BioWare and Mod NPCs.
In German, but here you get the NPC names and if you click on a name you can see under "Interne Links" the mods which introduces or expands them. :)

I don't know the right forum for your task, but the "Mega Mod Help" forum and the "Miscellaneous Released Mods" forum looks good for that. I recommend to use the "Miscellaneous Released Mods" forum, because there is another topic with this content.

Greetings Leomar

:blink: Why are showing that wiki to me now? That would have been useful to have while I was working on my list. :crying: And I wasn't missing that many, only five that were mot intentional on my part. My 105 number was only including BGII NPCs. There were 48 NPCs in the BGI list.

Oh well the wiki was useful for double checking my stuff and adding in some info I couldn't find. There are still a few incomplete NPCs, but it is good enough to release for public viewing now. I'll post a link here as soon as I am done.

Edit: The list is now up! It still needs some polishing, but it is a good start.

Edited by Ranadiel, 20 December 2008 - 06:51 AM.