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BiG World Project (BWP) v7.0


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#281 -Telephasic-

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Posted 12 July 2009 - 09:48 PM

After several days of trying, I finally got the megamod to install correctly (I kept getting frozen on one of the NPC mods. I just did a custom install eventually to omit it and virtually all other NPC mods).

That said, the game seems really unusually tough. I'm playing as a Swashbuckler right now, with what I thought were decent stats. However, with a constitution of only 14, I only have six hit points, and have yet to level up even though I've already gone through Beregost I've still not quite leveled up.

The first time I rested, this weird wild mage attacked me. I figured out from googling it was an encounter meant for BG2, and after 12 tries using everything in my inventory, figured I couldn't kill him. So I just rested near the edge of the map and beat a hasty retreat. When I came back he was still not hostile, and just followed me around without talking. I guess I can return and kill him for the XP when I'm a little stronger.

The real odd thing in the game is magic arrows do not seem to work correctly. Arrows of biting seem to cause cloudkill, and arrows of ice cause ice storms. This is a PITA, as a fair amount of upgraded, even level one enemies seem to use arrows of biting, meaning they instantly kill my party, over and over. And I've found while I can insta-kill anything with an arrow of biting that fails the save, I don't get any XP at all for the kill. Which is annoying, because somewhat often, enemies manage to kill themselves with the cloudkills as well, meaning I have to reload regardless.

Anyone have any ideas what could be causing this?

#282 dabus

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Posted 12 July 2009 - 10:15 PM

1.: The Wildmage is made for BGT. Just retreat when you can't beat them.
2.: The mods are updated since the BW version 7 was released. Konlans Tweaks have changed their component numbers and so the mod installs this "changed arrows"-stuff.
3.: That's why Leomar said you should read the changes and edit the batch-installer. I know that there were some more problems then expected and they wanted to include an upcoming new release of another mod, but I do not know when it's going to be out.
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#283 -korail-

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Posted 13 July 2009 - 02:39 AM

Also take note that sometimes, given on what is installed, Rhialto doesn't cast the squirrel spell as he is supposed to, and you have to either struggle to kill him with your lvl 1 character, or to ctrl-y him

http://www.shsforums...showtopic=40907

It will probably be fixed in the next BWP version (looks like everyone has high hopes in you Leomar :cheers: ).

#284 -Telephasic-

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Posted 13 July 2009 - 07:02 AM

I went back and looked at the PDF, and I can find no reference to a "Konlan's Tweaks." There is a Conlan merchant which sells IWD2 stuff in BG2, but that's about it. Until I know better which mod is causing this I'm kind of at a loss.

I already biffed and cleaned my directory, so I'm guessing I have to do an entirely new install (my sixth time!) to fix the issue?

Oh, and out of curiosity, do arrows of fire now cause fireballs too? I'm guessing they do, so I really don't want to see what fighting Kobold commandos is like. What an odd modification - I can understand why you'd want higher powered arrows for ToB or something, but not giving you XP on the area effect spells is just...odd. I'm guessing a conflict with another mod is causing the area affect spell to not be noted as a party kill

Sounds like this will be the first of many bugs I'll deal with in the game though. Is it going to be too long before an updated?

#285 Jarno Mikkola

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Posted 13 July 2009 - 07:14 AM

I went back and looked at the PDF, and I can find no reference to a "Konlan's Tweaks." There is a Conlan merchant which sells IWD2 stuff in BG2, but that's about it. Until I know better which mod is causing this I'm kind of at a loss.

This mod. So you can either not install that mod at all by deleting the setup-KonTwk.exe and KonTwk directory from the game dir before running the Install.bat, or open the BiG World Install.bat and tweak its lines, these:
%IFS%KonTwk%IFNIF%aTweaks%S%KonTwk%L%0%SK% 9 | %M%
%IFS%KonTwk%S%KonTwk%L%0%SK% 10 11 12 13 --logapp | %M%
To something more appropriate... for v2... of the mod.

Edited by Jarno Mikkola, 13 July 2009 - 07:22 AM.

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#286 -Telephasic-

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Posted 13 July 2009 - 07:32 AM

Shizz! Looks like the default install was only meant to put in three items - one of which was only available as a cheat. Certainly don't need it, but I'll be kind of pissed to wipe it and spend yet another evening re-installing my game.

#287 sakh

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Posted 14 July 2009 - 01:57 AM

Great job guys, thanks a lot.

Are you planning to make NeJ2 compatible and what is an approximate ETA if you do?

#288 j..

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Posted 14 July 2009 - 02:10 AM

We are glad about every suggestion and every criticism which serves to improve the BiG World Project.


Something that would be cool would be to make the mod-config/order/compatibility/etc in a format not specific to BWS or install.bat.. Preferably in human readable format; something like xml for example (this is just off the top of my head, I don't know how you've implemented this stuff currently, also I am probably missing hundreds of pieces of info that are neccessary):
<mod name="unique mod name, not the file name, no version number in name">
  <version major="1" minor="2" revision="3" prefix="beta"> // acceptable version numbers
  <version major="1" minor="2" revision="2">  // acceptable version numbers
  <download>http://first.url</download>
  <download>http://second.url</download>
  <homepage>http://home.page</homepage>
  <config name="recommended">
	<option name="some install choice">2</option>
	<option name="some install choice">1</option>
	<conflict name="some other mod name">
	  <option name="some install choice">other mod choice</option>
	  <option name="some install choice">other mod choice</option>
	</conflict>
  <src>file name to write on disk locally</src>
  <patch>patch file<patch>
</mod>

Then BWS, or any other install script could just download the latest config and patches the first thing it does making sure that you get the latest files and patches. You could also keep a stable and a current version of the file to allow the user to have bleeding edge or not..

Anyways, it's probably way to late to integrate that as I'm guessing to implement something like that would mean rewriting too much; esp when the main benefit is for people who want to use your hard work on patches, compatibility checks and install order for their own.. I'm just going to suggest it anyway if you ever feel bored and want something to do :)

Thanks
j

#289 dabus

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Posted 14 July 2009 - 05:21 AM

You mean CVS and that stuff? Well... if you got a few dozen hours a month and want to do it... :P

Hands down, we do not have that much time for that stuff, but if you look at the sourcecode of the BWS, you can see that the code for components, choices, preselections, conflicts, dependencies and all that stuff are there. We just have to have the time to test it and build a way to use it.
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#290 j..

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Posted 14 July 2009 - 06:11 AM

You mean CVS and that stuff? Well... if you got a few dozen hours a month and want to do it... :P

Hands down, we do not have that much time for that stuff, but if you look at the sourcecode of the BWS, you can see that the code for components, choices, preselections, conflicts, dependencies and all that stuff are there. We just have to have the time to test it and build a way to use it.


Nah, I didn't mean the full blown CVS bit; the stable would just be what's mod.ini as it is in the latest (rigtht now 7.0) full release and current would be what's in BWS_Linkupdates-xxx.. First thing GUI does is ask "stable or current", then downloads the appropriate file and then proceeds with those version numbers, patches, URL's etc.. I imagine that the current would more or less just be the latest version mods not really tested if still compatible with all the other mods, patches etc (much as I asume that the BWS_Linkupdates-xxx is right now)..

Conceptually (from the little I know and I might be completely wrong here, it's your project, not mine :)) BWP is an install order of specific mods and options as well as patches whereas BWS is a GUI to installing BWP. BWP then, conceptually, is a data base and patches. The data base could be stored in one file in a human readable format (such as XML or whatever) and the patches, well they're in whatever format they're in.. That way BWP is easily accessible to everyone, even if they're not using BWS but wanting to script it or whatever.. Again I'd like to repeat that this is only from how I understand it and I'm probably far off the mark; I am in no way telling YOU what YOUR project is :)

Like I said, I know it's a fair ammount of work; esp since from at a glance the implementation right now relies rather heavily on autoit; there's no/little separation between GUI and actual "engine/db".. I might be wrong though, I just glanced at it..

Anyways, it was just an idea :)
j

Edited by j.., 14 July 2009 - 06:26 AM.


#291 dabus

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Posted 14 July 2009 - 07:22 AM

Well, I had the idea of creating weidu-install-stings with the BWS far ago and asked if I could build the BWS as a GUI-Wrapper/frontend for BWP. Since things are not so easy and wanted to be able to download and extract the files first, the testing before and all that stuff, it took so much longer than I expected and while I did my thing, the BiG World-batch-files (the backend) was modified and now we have to put it all together. :D

Currently, I'm not sure wheater it should be a script to parse the batch-files or if all the stuff should be put into a cvs-file (which is more like an array that the BWS will use in the end) or put it into ini-format (the poor mans database)...

The good thing about cvs would be that you can edit it by hand, with a script or an editor like Excel, OOorg, and so on. It could also be used by batch-installers and such.

AutoIt3 can also handle sqlite, but I really think that this would be overkill. ;)
And I only know AutoIt3, so that's the reason I choose it.

If you like the xml-idea, have a look at this. But it is not that up to date from what I've heared.

At last, the core of the BWP consits of 4-5 people and the work that comes with it is a little too much to create stable and current releases and all that stuff. I do most of the BWS-coding, although the others help out as much as they can, but you see, building all that stuff is quite a time-consuming hobby since it's not a fixed but an ongoing "process". You have to do a lot of testing, debugging and so on, so it's not really that much fun all the time, so you push it back sometimes (and you have to do some work in real life, too).

Edited by dabus, 14 July 2009 - 07:23 AM.

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#292 -tresca-

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Posted 15 July 2009 - 06:57 PM

Hey quick question does anyone know what mods in the BWP make fighter/druids not use metal armor an shields as well as unable to wear helms? I know lvl1 npcs an the items revision mod are two such mods but am having trouble tracking down any other ones but it seems there is still one more such mod amongst the selection. It would seem to be the case anyway since i installed the mentioned mods after everything an didnt install the fighter/druid restrictions but they are still present even when i start a new game. Any help would be appreciated thanks an glad this projects work so hope you keep it up.

Sincerely
Tresca

#293 dabus

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Posted 15 July 2009 - 09:26 PM

P&P Style Protection Items form bg2tweakpack?
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#294 -Guest-

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Posted 16 July 2009 - 01:00 AM

Many mods upgrade,when do the next vision of BWP come out?

#295 Resurrection

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Posted 16 July 2009 - 01:40 AM

2Tresca: ItemsRevision v2. This same mods add movement and dex penalty to armours and other similar stuff. While being according to PP mostly the movement penalty is rather annoying for me due to unsynchronised party movement. But the feature you are looking for is from this mod also.

#296 Mike1072

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Posted 16 July 2009 - 02:18 AM

Hey quick question does anyone know what mods in the BWP make fighter/druids not use metal armor an shields as well as unable to wear helms? I know lvl1 npcs an the items revision mod are two such mods but am having trouble tracking down any other ones but it seems there is still one more such mod amongst the selection. It would seem to be the case anyway since i installed the mentioned mods after everything an didnt install the fighter/druid restrictions but they are still present even when i start a new game. Any help would be appreciated thanks an glad this projects work so hope you keep it up.

Sincerely
Tresca

2Tresca: ItemsRevision v2. This same mods add movement and dex penalty to armours and other similar stuff. While being according to PP mostly the movement penalty is rather annoying for me due to unsynchronised party movement. But the feature you are looking for is from this mod also.


Movement and dexterity penalties in armours are a completely optional component of Item Revisions. Restricting druids from wearing helmets and fighter/druids from using armor druids can't use is part of IR's main component, however (in addition to being available separately to affect mod-added items). As some players want to keep the other parts of the main component but dislike this change, I made a mini-mod to reverse the druid armour changes that you can find here.

Edited by Mike1072, 16 July 2009 - 02:20 AM.


#297 Resurrection

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Posted 16 July 2009 - 08:52 AM

I know it's optional, but the default BWP installation have it. Therefore you need to remove it from batch file and I was referring to it only because it is most likely in the same line as the druid armour component :-)

#298 Jarno Mikkola

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Posted 16 July 2009 - 08:55 AM

Movement and dexterity penalties in armours are a completely optional component of Item Revisions.

Yes, unfortunately the BWP installs them both in the current composition(v7), but it will be set to just Dex penalty in the next version...

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#299 Kyjan

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Posted 18 July 2009 - 12:44 AM

Well, as I remember, I had only movement penalty (no dex. pen.) with my tactic instalation.

But there's something else that troubles me. Because of the choppy gameplay I had with my latest BWP install (v6 I guess, nearly all mods) I tried to strip the v7 tactic instalation as much as possible. I went through NPC mods and installed only those I would have in party, no unnecessary romance mods, no quest mods for evil characters, etc. I turned off ambient sound wherever I found that option (ini, ingame). Then when I played I've tried to follow the tips for a smooth play (by Jarno Mikkola as I remember), I haven't used nor carried a single item container(that was pain), I did every given quest as soon as possible, no character scripts.

Still, when I got to the Cloakwood forest the game went choppy a little. It was getting worse and worse and at the Cloakwood mine it was really annoying. When I found the Ogre mage there, I was nearly convinced to stop playing BUT as I killed him the game went completely smooth again.

Could anyone help me solve this mystery?

#300 Jarno Mikkola

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Posted 18 July 2009 - 03:01 AM

When I found the Ogre mage there, I was nearly convinced to stop playing BUT as I killed him the game went completely smooth again.
Could anyone help me solve this mystery?

Does the Ogre mage have a unique name?
If it does, or not doesn't really matter, but it's easier if it does, just search the file name in Near Infinity and then summon them with CLUAConsoleCreateCreature("x"), and then make a --change-log of the creatures .cre file and add it to a post in here(instructions, point 5), and well get to the answer eventually.

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