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BiG World Project (BWP) v8.0


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#321 Jarno Mikkola

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Posted 01 October 2009 - 05:06 AM

Another question: I have ran the BiG World Cleanup bat file, but I still have directories and .tp2 files around.
Which of those can be safely deleted? Which directories must be kept? I assume all mod-related stuff is in my override/data directories and those (for example) 1pp_thief_avatar directory can be safely deleted as well as remaining .tp2 files?

Safely... for what purpose?
If you have a backup, then you can safely delete the whole game directory and continue the game when you restore the backup... but if you wish to play the game and ahve a seperate backup, then game folder needs to have only the override and data, CD2, CD3, CD4, CD5(well actually they don't have to be there...), save, portraits and the_like_folder, few misc files like the dialog.tlk, chitin.key, baldur.ini, BGMain.exe...(like the original BG2 game had), so you can delete all mod folders, the setup-* files, even the 'BiG World -stuff', the WeiDU.log as long as you aren't going to edit the game anymore, so you'll just play the game... if you have them in a backup, and only if that and you'll be totally secure and safe.

Edited by Jarno Mikkola, 01 October 2009 - 05:11 AM.

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#322 Gelrof

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Posted 01 October 2009 - 05:24 AM

Well, since I'm done installing and have biffed everything, I want to save even more space and delete those left over mod folders. I just wanted to be sure they aren't used by the game anymore (which they shouldn't be, but you never know)

OK, then I can delete the mod folders and tp2 files, saves me (maybe) another 500MB or so. (netbook, every MB saved is handy)

#323 OneEyedPhoenix

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Posted 01 October 2009 - 07:11 AM

Well, since I'm done installing and have biffed everything, I want to save even more space and delete those left over mod folders. I just wanted to be sure they aren't used by the game anymore (which they shouldn't be, but you never know)

OK, then I can delete the mod folders and tp2 files, saves me (maybe) another 500MB or so. (netbook, every MB saved is handy)


You will be unable to debug properly if you delete the modfolders...

Edited by OneEyedPhoenix, 01 October 2009 - 07:21 AM.


#324 OneEyedPhoenix

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Posted 01 October 2009 - 02:13 PM

After playing through BG1 BWS8.0 up to the cloackwood mines I feel I must recommend that the "remove all custom items" option in the bp-balancer mod be made standard in BWS. So far almost all of the loot items I have encountered from Ntotsc and Dsotsc have been unbalanced and badly implemented.
It's a bit disheartening to see that this haven't changed much since I last played the game three years ago (I'm the OP of the linked thread).

#325 abbatik

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Posted 02 October 2009 - 06:55 AM

Hi all
Where it is possible to download Au service d'Oghma v1.3?
On http://www.baldursgateworld.fr it does not downloads and weighs all 1Kb
I am sorry for my bad English

Edited by abbatik, 02 October 2009 - 06:58 AM.


#326 Lollorian

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Posted 02 October 2009 - 09:44 AM

Hmmm ... you're right, I get a 1038 B file too. Failed upload ... or new version being uploaded?? :P

Cheers,
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#327 raphaelem

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Posted 03 October 2009 - 05:48 AM

Hello,
I'd like to say thank you people of the BigWorldProject, itīs very organized and coll this Mod Idea. But I ask you a question ... All the modders, do they tried to play the BGate II again, completely? Do you finish the TombofBhaal really? With SoS, Nej, TDD, CoB, TS, DSotSC, NTotSC "ALLTOGETHER"? If possible you to answer I thank you very much. Cya.

Edited by raphaelem, 05 October 2009 - 04:41 PM.


#328 Jarno Mikkola

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Posted 03 October 2009 - 06:25 AM

...

PM send.

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#329 Xicloing

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Posted 03 October 2009 - 12:12 PM

Hi all
Where it is possible to download Au service d'Oghma v1.3?
On http://www.baldursgateworld.fr it does not downloads and weighs all 1Kb
I am sorry for my bad English


Problem is being taken care of right now.

#330 Graoumf

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Posted 03 October 2009 - 02:25 PM

Yes, it's a problem with our ftp. We must re-upload our mods on a .fr domain (it was a .com before).

I guess it will be ok tomorrow. :)

#331 Graoumf

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Posted 04 October 2009 - 12:30 PM

Yes, it's a problem with our ftp. We must re-upload our mods on a .fr domain (it was a .com before).

I guess it will be ok tomorrow. :)

And it's ok.
If you have any download's problems, please send me a pm. :)

#332 Martin27

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Posted 06 October 2009 - 05:54 AM

im currently enjoying my first modified playthrough, most things is very entertaining &well written. But i got some notes. First what is the idea to let Kensai's wear bracers, better yet even some armors and helmets fits. I play as always a plain Kensai, and now i can wear bracers, this jyssev armor and most helmets. I just started the game, but my ac is -13. Surely he will be invincible. Of cause it would be easy to tell dont use it, but still...Other things that wonders me. Most shops keep have the same prices. Reputation and carisma dont, seems to have any effect on prices. I got 18 carisma with the ring of human influence, and my reputation is 18 heroic. When i just came out of Irenicus's dungeon prices was the same as now. What happend to that the trigger that put store prices down?

Further more, where do i start the huge main quest for CtB & TDD. As i read, SoS is started in tradmeet, correct?

At last, who can wield the cry blade?!?

Edited by Martin27, 06 October 2009 - 06:16 AM.


#333 OneEyedPhoenix

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Posted 06 October 2009 - 06:06 AM

im currently enjoying my first modified playthrough, most things is very entertaining well & written. But i got some notes. First what is the idea to let Kensai's wear bracers, better yet even some armors and helmets fits. I play as always a plain Kensai, and now i can wear bracers, this jyssev armor and most helmets. I just started the game, but my ac is -13. Surely he will be invincible.


You have the same problem that I had. My bet is that you are using "Item revisions" which for some reason makes bracers usable by Kensai. I manually made bracers of AC 8-3 unusable by Kensai to balance things out a bit.

The armors and helmets are another story. They are most likely just badly coded.

#334 Martin27

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Posted 06 October 2009 - 06:25 AM

im currently enjoying my first modified playthrough, most things is very entertaining well & written. But i got some notes. First what is the idea to let Kensai's wear bracers, better yet even some armors and helmets fits. I play as always a plain Kensai, and now i can wear bracers, this jyssev armor and most helmets. I just started the game, but my ac is -13. Surely he will be invincible.


You have the same problem that I had. My bet is that you are using "Item revisions" which for some reason makes bracers usable by Kensai. I manually made bracers of AC 8-3 unusable by Kensai to balance things out a bit.

The armors and helmets are another story. They are most likely just badly coded.


yes i use Item Revision, but its merely bec after played over and over again, its quite refreshing not to know what you get when you kill someone. But that said, many new items is imba. My lvl 9 group is all running around with +3 & +4 weapons

Edited by Martin27, 06 October 2009 - 06:27 AM.


#335 melkor_morgoth75

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Posted 06 October 2009 - 06:30 AM

It's a bit disheartening to see that this haven't changed much since I last played the game three years ago (I'm the OP of the linked thread).


Well,

u can be the one to do that (not everyone could have the same vision on the overpowering items). As i'm noticing u're particular interested in having a balanced game, u can try to create a mod to balance and change items for some Big BG1 mods (i'd really welcome the idea anyway). Unfortunately i don't have time to do it (my still first priority would we to change the encounter system of "U've been waylaid by enemies and must defend yourself"), but i'm willing to help possibly.

:cheers:

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#336 OneEyedPhoenix

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Posted 06 October 2009 - 06:43 AM

yes i use Item Revision, but its merely bec after played over and over again, its quite refreshing not to know what you get when you kill someone. But that said, many new items is imba. My lvl 9 group is all running around with +3 & +4 weapons


Let me guess... You have Dsotsc and Ntotsc as well?

Well,

u can be the one to do that (not everyone could have the same vision on the overpowering items). As i'm noticing u're particular interested in having a balanced game, u can try to create a mod to balance and change items for some Big BG1 mods (i'd really welcome the idea anyway). Unfortunately i don't have time to do it (my still first priority would we to change the encounter system of "U've been waylaid by enemies and must defend yourself"), but i'm willing to help possibly.

:cheers:

mm75


I have been toying with the idea but the problem is that I would have to learn weidu coding first and then commit a lot of time to the project.
Maybe if I get a lot of free time on my hands soon...

Edited by OneEyedPhoenix, 06 October 2009 - 06:45 AM.


#337 Martin27

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Posted 06 October 2009 - 06:49 AM

yes i use Item Revision, but its merely bec after played over and over again, its quite refreshing not to know what you get when you kill someone. But that said, many new items is imba. My lvl 9 group is all running around with +3 & +4 weapons


Let me guess... You have Dsotsc and Ntotsc as well?


Nope i start from bg2. Anomen starts with a +4 mace. Minsc carry +4 sword "the destroyer", Korgan found a axe very alike axe of the Unyielding. And i found a +5 longsword in a crypt :S wicked!

Edited by Martin27, 06 October 2009 - 06:53 AM.


#338 Martin27

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Posted 06 October 2009 - 06:53 AM

yes i use Item Revision, but its merely bec after played over and over again, its quite refreshing not to know what you get when you kill someone. But that said, many new items is imba. My lvl 9 group is all running around with +3 & +4 weapons


Let me guess... You have Dsotsc and Ntotsc as well?


Nope i start from bg2.



#339 melkor_morgoth75

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Posted 06 October 2009 - 06:55 AM

I have been toying with the idea but the problem is that I would have to learn weidu coding first and then commit a lot of time to the project.
Maybe if I get a lot of free time on my hands soon...


Yep, that's the main issue of the modders ... we're all here for fun and hobby, but it takes time to do a work ;)

Anyway it won't be that much difficult, but time-consuming (to do a nice work) is checking and knowing the mods VERY WELL so that u can patch the creatures and treasures in all the areas.

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#340 The Baboon

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Posted 06 October 2009 - 11:03 AM

Could anybody here tell me how to add mods to the BWP batch file?
I tried to do it by simply unpacking them as the Setup program usually does and then adding component installation lines (you know, like %IFTES%scs%S%scs%L%0%SK% 5021 5030 5040 --logapp | %M%) in the install.bat for the mods in question.

That resulted in crashes when the .bat did its job, which resulted in me copy-pasting together new batch files, and - totally unexpected -_- - now I have a buggy installation.


So, what did I do wrong?