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BiG World Project (BWP) v7.0


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#181 Chevalier

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Posted 11 June 2009 - 08:01 PM

Another Bug

I get a ChVidImage.cpp at line number 1921 .BAM is corrupted (GetFrame() failed) when I use cmdaq01.itm.
Here is the change log: Attached File  cmdaq01.itm.txt   6.01K   235 downloads

A Dark Horizons item?

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#182 Miloch

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Posted 12 June 2009 - 02:06 AM

I get a ChVidImage.cpp at line number 1921 .BAM is corrupted (GetFrame() failed) when I use cmdaq01.itm.

A Dark Horizons item?

Yes, but it just uses a standard BAM (idagg09) so I don't know what the problem is, unless Revised Battles makes it two-handed or something (which I doubt). It has a ranged attack marked as "sling" but I don't know if that's the problem. Why don't you try this first:

ChVidmod3d.cpp at line 889

Error retrieving frame information from a BAM in 3D mode. This is most likely bad data. Try clearing out your "cache", "temp", and "tempsave" directories. Failing that, try reinstalling.

If that doesn't work, you might want to attach the item here (see also this).

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#183 Chevalier

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Posted 12 June 2009 - 02:32 AM

"cache", "temp", and "tempsave"

All clear. The item is 'Yarash's Dagger - Dagger of Returning' and the error happens when thrown. 'Yarash's Dagger' (no sub name) works just fine. The item was brought over from BG1, does BG1 have different animation count or something? :unsure:

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#184 Quester

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Posted 12 June 2009 - 04:01 AM

Hi, I'm new here, just found out about BWP today. I have a few questions:

Hi, this is a great project.

1. If I install BWP, can I start a game where BG2 normally starts, or do I have to play through both BG1 and BG2? I'm a little confused on this point.

You can choose to make a "BG2 only install".
But, even if BGT is installed, you can start a game where BG2 normally start : choose "one player" and then "new BG2 game" (I'm not sure of the exact spelling of choice since I don't use english version).

2. Does BWP aim to include *everything* in terms of mods, no matter how it fits into the game? Because looking through the pdf, I kind of get that impression. Does everything in there really contribute to a good game experience? My personal opinion is that there are overall way more badly designed and/or lame mods than good, quality ones for the IE games. Also, does BWP install all the components of a mod it installs?

Well, i think that this is the aim of the project : it's call "Big World Project" after all :)
However, thanks to BiG World Setup (BWS), you have two choice :
- First, choose one of the "preselected" packages. You can read http://www.shsforums...showtopic=40337 to see those preselected packages,
- Second, you can remove or add mods you don't want/want in these preselected packages (just check the mods you like in the list and don't check others). BWS will manage most known incompatibility issues.

3. Let's say I install the standard version of BWP. With hundreds of mods that add items to the game, both through new stores, encounters, quests etc, won't the game be swimming with magical items? Personally, I much prefer magic to be somewhat scarce so that you really appreciate it when you do find a new magic weapon, instead of going "oh, another +3 longsword... *yawn*". I'm currently trying out an EasyTutu game with the Hard Times mod, and am loving it. I don't suppose there's anything like that in BWP?

I agree that some mods add too much magical items, but some others mods try to reduce them (for example, there are mods that change "+1 weapon" into "fine weapon", others mods decrease the power of overpowered weapons...). So, BWP/BWS can limit the number of magical weapons, but I don't know if it will be enough for you.


Thanks for the input. So does anyone here know if Hard Times could be installed together with BWP? In my humble opinion, it greatly improves the BG1 experience and should be included in BWP if at all possible.

Second, you can remove or add mods you don't want/want in these preselected packages (just check the mods you like in the list and don't check others). BWS will manage most known incompatibility issues.


Sounds good. Can you only remove/add complete mods or can you also remove/add components of mods?

Edited by Quester, 12 June 2009 - 04:02 AM.


#185 Jarno Mikkola

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Posted 12 June 2009 - 04:07 AM

Thanks for the input. So does anyone here know if Hard Times could be installed together with BWP? In my humble opinion, it greatly improves the BG1 experience and should be included in BWP if at all possible.

No, the Harder Times is Tutu mod, so that's no, for now...

Sounds good. Can you only remove/add complete mods or can you also remove/add components of mods?

Complete mods as of now, components if you can edit the .bat file, the right way... of course you can install any number of mods after the BWP, knowing that you can make bugs in the earlier mods, and listen to Miloch:

But you definitely do not want to install the biffing component (the last mod usually) until you have tested your game and are happy with it (apart from any lag) because you can't make changes after that, so it's several hours down the drain.

...that you shouldn't use the General Biffing in the BWP install, but to do it after...

Edited by Jarno Mikkola, 12 June 2009 - 04:25 AM.

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#186 Miloch

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Posted 12 June 2009 - 04:18 AM

The item was brought over from BG1, does BG1 have different animation count or something?

No, it was the sling bit alright. Try this one instead:
Attached File  cmdaq01.itm   418bytes   231 downloads

The projectile animations were messed up too, so I fixed those. Also, this was a really hasty conversion it looks like. They should've set a lot of things relevant to BG2 like proficiencies and kit usability as per this tutorial. Converting BG1 mods to BG2 isn't as easy as just renaming resources etc.

The item is 'Yarash's Dagger - Dagger of Returning' and the error happens when thrown. 'Yarash's Dagger' (no sub name) works just fine.

That second one without the subtitle is probably from Thrown Hammers (originally one of Lord Delekhan's items he gave us permission to use). Somehow they ended up in Solaufein's mod too, I guess. Looks like I'll have to rename those for the next Thrown Hammers release.

@Quester: Between SCS1's "Replace +1 Weapons with Fine Ones" component and GeN1e's Store Prices mod, you can probably get about everything you would in Hard Times. GeN1e and I have a revised version of Store Prices that also lets you reduce gem/jewelry values and creature gold - let me know if you want to beta test it.

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


#187 Rabbi Satan

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Posted 12 June 2009 - 04:28 AM

Heya again folks :)

Thanks to Jarno for his(her?) tip and guidance of restoring the XP bonuses on spells, locks, and traps.

But now I come beseeching more aid - the cut scene from RoT upon exiting Irenicus's Dungeon causes the game to hang - My char is seen standing in the "throne" room alone, and nothing happens. What can I do to make the game go forward?

Thanks again for helping this clueless n00b.

#188 Chevalier

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Posted 12 June 2009 - 05:06 AM

The item was brought over from BG1, does BG1 have different animation count or something?

No, it was the sling bit alright. Try this one instead:
Attached File  cmdaq01.itm   418bytes   231 downloads

That Worked Great!!!!! :new_thumbs:

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#189 Quester

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Posted 12 June 2009 - 05:28 AM

@Quester: Between SCS1's "Replace +1 Weapons with Fine Ones" component and GeN1e's Store Prices mod, you can probably get about everything you would in Hard Times. GeN1e and I have a revised version of Store Prices that also lets you reduce gem/jewelry values and creature gold - let me know if you want to beta test it.


Actually, Hard Times does much more than that, but if that's not an option for a BWP game, I guess these other mods will do. Yes, I would probably be interested in beta testing the revised Store Prices mod. I'm a little surprised that such a mod seems to have so little interest for it (its thread had one reply only).

#190 Miloch

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Posted 12 June 2009 - 06:24 AM

I'm a little surprised that such a mod seems to have so little interest for it (its thread had one reply only).

The mini-mods don't get a lot of exposure since they don't have their own forums. So we're probably going to incorporate it in a larger mod currently in alpha testing.

In the meantime, you can try this version (beta 3). It should not have any real issues, but you probably don't want to install it with the old version. If you do, you'll just get multipliers applied (so a 50% increase in prices on top of another 50% increase, or whatever option you choose).

Hard Times would be pretty easy to convert to BGT... Ascension64's Platform Conversion Utility could probably do it automatically.

Edit: agprices_beta3 is deprecated - get the latest version from Aurora instead.

Quoting for posterity:

agprices_beta3.rar ( 472.89k ) Number of downloads: 25968

:blink: :huh:

Edited by Miloch, 05 October 2009 - 05:23 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


#191 Quester

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Posted 12 June 2009 - 06:54 AM

It should not have any real issues, but you probably don't want to install it with the old version. If you do, you'll just get multipliers applied (so a 50% increase in prices on top of another 50% increase, or whatever option you choose).


Thanks. I'm a little confused though - what do you mean when you say not to install it with the old version? The old version of the same mod? Or are you talking about the current version of BWP (7.0)? Sorry but I want to make sure I'm not misunderstanding anything, since I'm very new to all this.

Piecing together my own version of BWP the way I like it is quite an intimidating undertaking. :)

Hard Times would be pretty easy to convert to BGT... Ascension64's Platform Conversion Utility could probably do it automatically.


Well it may be easy for you, but I sure don't know the first thing about modding so it's not as easy for me. ;)

#192 Jarno Mikkola

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Posted 12 June 2009 - 07:16 AM

It should not have any real issues, but you probably don't want to install it with the old version. If you do, you'll just get multipliers applied (so a 50% increase in prices on top of another 50% increase, or whatever option you choose).

Thanks. I'm a little confused though - what do you mean when you say not to install it with the old version? The old version of the same mod? Or are you talking about the current version of BWP (7.0)? Sorry but I want to make sure I'm not misunderstanding anything, since I'm very new to all this.
Piecing together my own version of BWP the way I like it is quite an intimidating undertaking. :)

And then imagine how hard it would be without any instructions and try and errors...
You do not want to have many versions of the same mod installed as the uploaded agprices_beta3 mod.

Hard Times would be pretty easy to convert to BGT... Ascension64's Platform Conversion Utility could probably do it automatically.

Well it may be easy for you, but I sure don't know the first thing about modding so it's not as easy for me. ;)

Miloch is talking generally to the WeiDU coding ...masters.

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#193 Miloch

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Posted 12 June 2009 - 07:32 AM

Thanks. I'm a little confused though - what do you mean when you say not to install it with the old version? The old version of the same mod?

Yes, I think StorePrices (v1) is already in BWP so you would have to replace it with setup-agprices in the BWP batch files if you want to install it automatically.

Hard Times would be pretty easy to convert to BGT... Ascension64's Platform Conversion Utility could probably do it automatically.

Well it may be easy for you, but I sure don't know the first thing about modding so it's not as easy for me. ;)

I mean run it through this, but it probably wouldn't make a foolproof conversion so someone who knows something about code would have to look at it.

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


#194 Quester

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Posted 12 June 2009 - 08:01 AM

Yes, I think StorePrices (v1) is already in BWP so you would have to replace it with setup-agprices in the BWP batch files if you want to install it automatically.


I can't find it either here nor in the BWP pdf though. So it looks to me like it's not in?

#195 Quester

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Posted 12 June 2009 - 10:10 AM

So, is there a clear guide to follow somewhere on how to edit the .bat file so one can choose the components one wants?

#196 Jarno Mikkola

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Posted 12 June 2009 - 10:42 AM

I can't find it either here nor in the BWP pdf though. So it looks to me like it's not in?

No it's not, cause Miloch just gave you the latest update to the beta mod, so the mod is not even released yet.

So, is there a clear guide to follow somewhere on how to edit the .bat file so one can choose the components one wants?

Not use the .bat to install...

The normal installation way... as in you extract the mod files, then you move them to the game directory, and run the setup-agprices.exe and then install the components. All done after you have ran the BiG World Setup which then runs the BiG World Install, just remember to remove the Generalized Biffing, the Widescreen mod and the Haiass mod. Then you manually install the Generalized Biffing and then the Widescreen mod.

Edited by Jarno Mikkola, 12 June 2009 - 10:47 AM.

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#197 Rabbi Satan

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Posted 12 June 2009 - 08:23 PM

Ok, so I did a bit of searching on the message boards, downloaded Near Infinity, and fiddled with a couple of things, and now I can get pass the cutscene.

But now I have a new problem after playing the game for a while - the game crashes whenever I try to go to the 2nd floor of the Five Flagons Inn. I've searched the forums, but have found no clues or leads. I'm not sure which mod is causing the crash.

Anyone have this problem before?

Edit:

Nevermind, solved it. I checked Near Infinity, and AR0511.are was somehow Durlag's basement dungeon. Anyway, I installed a clean version of BG2, and exported the original AR0511.are from it, and put it into the override folder of the modded BG2 install, and it worked.

Just wanted to post this just in case anyone encounters the same problem.

Edited by Rabbi Satan, 12 June 2009 - 09:23 PM.


#198 Jarno Mikkola

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Posted 13 June 2009 - 12:55 AM

...

Well, it would be good if one could always --change-log those files, as the WeiDU.log with BWP-Megamod has way too much info on it, and you actually have much better chance of not braking anything needed in the file, as the logging gives you the old backup files as they are with every iteration.

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#199 Leomar

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Posted 13 June 2009 - 03:32 AM

@ Rabbi Satan

Nevermind, solved it. I checked Near Infinity, and AR0511.are was somehow Durlag's basement dungeon.

This is our fault and is caused through BG1 Adventure Pack. Here you get more informations about it:
http://www.shsforums...&...st&p=450632



@ Miloch

No, it was the sling bit alright. Try this one instead:
cmdaq01.itm ( 418bytes )

The projectile animations were messed up too, so I fixed those. Also, this was a really hasty conversion it looks like. They should've set a lot of things relevant to BG2 like proficiencies and kit usability as per this tutorial. Converting BG1 mods to BG2 isn't as easy as just renaming resources etc.

Do you think this is caused by Dark Horizons or Revised Battles? Because if this is caused by Revised Battles I want to report it in the Revised Battles thread and is it caused by Dark Horizons White Agnus could fix it.

In the meantime, you can try this version (beta 3). It should not have any real issues, but you probably don't want to install it with the old version. If you do, you'll just get multipliers applied (so a 50% increase in prices on top of another 50% increase, or whatever option you choose).
agprices_beta3.rar ( 472.89k )

We included Store Prices for the next BWP release, but now I see this beta-version and I think, it is better to include your revised version in the next release instead of the old one. What do you think?


Greetings Leomar
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but you have more choices or paths through the game.
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BiG World Project - Big Baldur's Gate World

#200 Miloch

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Posted 13 June 2009 - 03:53 AM

The projectile animations were messed up too, so I fixed those. Also, this was a really hasty conversion it looks like. They should've set a lot of things relevant to BG2 like proficiencies and kit usability as per this tutorial. Converting BG1 mods to BG2 isn't as easy as just renaming resources etc.

Do you think this is caused by Dark Horizons or Revised Battles?

Dark Horizons. And it is not just that item but all of them you'll need to fix if you want to make it BGT compatible, as described in that tutorial. I already fixed the proficiency in the item above, though I did not look at the kit usability flags.

We included Store Prices for the next BWP release, but now I see this beta-version and I think, it is better to include your revised version in the next release instead of the old one. What do you think?

It isn't really an official version, because we didn't bother updating the readme, and also it has been merged into the Aurora mod. Also GeN1e said he wanted to adjust it a bit to account for declining prices when you sell multiple items. If it were my install, I would not include either mod with BWP but tack on agprices at the end, after biffing, because it's not the sort of mod you'd want to biff unless you're certain of the adjustments. There are 4 different options (adjust store selling prices, buying prices, gem/jewelry prices and creature gold). And with a big megamod install it might require tweaking those settings, probably even higher than the "recommended" settings (which is for only a lightly-modded BG2).

just remember to remove the Generalized Biffing, the Widescreen mod and the Haiass mod.

Once again Jarno, there isn't an issue with Haiass - it's with the BWFixpack, and Leomar gave instructions on how to fix that here.

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