OneEyedPhoenix's BWS 8.0 game
#21
Posted 12 September 2009 - 11:48 AM
These creatures are assigned level 4 random treasure (rndtre04.itm) which translates to lvl 8 magic scrolls or lower. (Could have made the Gnoll stronghold a bit challenging... If the gnolls had learned how to read that is.)
#22
Posted 12 September 2009 - 07:06 PM
Do a weidu --change-log on them (see here for instructions).Anybody know where these gnolls come from? (gnlcap01.cre, gneli.cre, gnlfli.01 and gnlwar01.cre)
They are standard CREs on my unmodded BG2 install, multiple rndtre04s and all (at least for the captain).
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#23
Posted 13 September 2009 - 12:12 AM
Do a weidu --change-log on them (see here for instructions).
They are standard CREs on my unmodded BG2 install, multiple rndtre04s and all (at least for the captain).
I would, except I get a fatal Error when I try. (sys_error<azenmod/backup/0/mapping.0: No such file or directory. "To be more precise")
Any idea how, and if, I can fix this?
I don't remember running into any gnoll captains in vanilla BG1. Perhaps they are vanilla BG2 creatures, where rndtre04 would be less out of place...?
I have checked the vanilla BG1 with Near infinity and found no such gnolls there. (There are however a lot of gnolls with rndtre04 there as well)
Edit: And a few more in BG2 (Gnoll01.cre and GnollHp1.cre), plus a few with rndtre08 (unused?).
Edited by OneEyedPhoenix, 13 September 2009 - 12:24 AM.
#24
Posted 13 September 2009 - 01:41 AM
Cheers,
Lol
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#25
Posted 13 September 2009 - 01:56 AM
Did you run the BiG World Cleanup.bat after the installation??
Cheers,
Lol
Yup. Does that ruin the possibility of running the changelog?
#26
Posted 13 September 2009 - 02:01 AM
Cheers,
Lol
"I am the smiley addict, yellow and round, this is my grin when I'm usually around .
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"
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#27
Posted 13 September 2009 - 11:35 AM
Anyway, you can still do some similar diagnosis without the change-log, and indeed, things that might be more useful. Right-click on the folder where BGT is installed and select Search. This is for XP, Vista might be different and in any case you might have to switch the display view to make it usable. Then in the first "Search for files or folders named" field, type *.baf. In the second field "Containing text" type gnlcap01. Make sure "Search Subfolders" is checked under Advanced Options.
Well on my BWP install, a whole bunch of scripts come back for BGSpawn with this CRE and a single one for Ding0's QuestPack random encounters.
You could also try putting *.tp* in the first field with gnlcap01 in the second, or just gnlcap01.cre in the first field and nothing in the second. This will tell you, roughly, which mods may have patched or overwritten the creature, and is similar to a change-log. But on my BWP install, both of these and the change-log itself only point to the BG2 Fixpack, BP and XPMod, none of which change it significantly. So it won't tell you which mods *add* the creature to places without necessarily changing it (like BGSpawn and QuestPack).
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
#28
Posted 13 September 2009 - 12:32 PM
I get nothing with the first two of these searches.
I do, however get something while searching for files or folders named gnlcap01. This search reveals that the following mods have made backups of the file: aTweaks, BPv177 and xpmod.
Checking these backups does not, however, reveal the culprit. (rnditm04 in all backups)
But didn't you say they had rndtre04 on the vanilla bg2 edition?
If so the problem should be that they were never meant to be imported from BG2 to BG1 in the first place...
Edited by OneEyedPhoenix, 13 September 2009 - 01:10 PM.
#29
Posted 13 September 2009 - 01:32 PM
Why does BWP wipe out all the backups? It might save some space, but pretty much ruins the possibility of any diagnosis or repair. And wiping the actual files in the backups is one thing, but the WeiDU extension files like mapping.0 rarely take up much space.
BWP did not wipe all the backups btw. The problematic mods were Azenmod, NSC Portraits... (will add more)
#30
Posted 13 September 2009 - 10:51 PM
The .tp2 and .baf files etc. are also removed by the Cleanup.bat, so the only real option is to search the .txt files that are made from the setup-*modname*.DEBUG files, but one could also do the same search on the BiG World Install.txt...You could also try putting *.tp* in the first field with gnlcap01 in the second, or just gnlcap01.cre in the first field and nothing in the second. This will tell you, roughly, which mods may have patched or overwritten the creature, and is similar to a change-log. But on my BWP install, both of these and the change-log itself only point to the BG2 Fixpack, BP and XPMod, none of which change it significantly. So it won't tell you which mods *add* the creature to places without necessarily changing it (like BGSpawn and QuestPack).
Deactivated account. The user today is known as The Imp.
#31
Posted 14 September 2009 - 02:24 AM
Well I did test it and tp? is definded as a doc-type-file and these are not removed by the batch.
These files are kept:
SET DOC_FILES=*.txt *.doc *.html *.htm *.pdf *.rtf *.tp? *.traSo the ? in tp? will keep all files if the extension begins with .tp, so tp2 is kept.
Edited by dabus, 14 September 2009 - 02:24 AM.
#32
Posted 14 September 2009 - 02:54 AM
I would love to have time and change the treasure system. Honestly that's a BG2 issue, as it seems some creatures could have "unbalanced or weird" treasures.
Anyway OneEyedPhoenix please let me know when u have a list of "unbalanced treasures" for some creatures. i will have a look and try to change all those cre files (and random treasure assigned) within BGSpawn mod (who adds bg2 creatures to bg1 game). Please report that in BGT forum, under BGSpawn pinned topic.
Will do.
#33
Posted 14 September 2009 - 03:36 AM
When I tried before I got this: sys_error<"azenmod/backup/0/mapping.0: No such file or directory">
In my install the problematic mods were AzenMOD and NSC Portraits, which had not retained their backup files.
By copying a mappings.0 file (and the necessary folder) from another mod into the needed "modname"/backup/"needed number" folder and renaming the mappings file as "mappings.(needed number)", the Weidu no longer gets a sys_error on checking the relevant file.
I had to create a whole lot of these folders manually, but it eventually worked.
Finally I had to manually create "results/log1.txt", after which I was able to get a changelog.
The conclusion is that the cleanup.bat does not screw all that much with the possibilities of running a changelog.
But for some reason I had two problematic mods in my setup, AzenMOD and NSC Portraits, which did not retain their backups.
Obviously I will get no relevant information from these mods, but I will from the rest.
#34
Posted 14 September 2009 - 03:41 AM
The changelog of gnlcap01.cre looks like this:
[codebox]
Mods affecting GNLCAP01.CRE:
00000: /* from game biffs */ ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 0 // BG2 Fixpack - Core Fixes
00001: /* from game biffs */ ~SETUP-SCS.TP2~ 0 5024 // Three quarters of the potions dropped by slain enemies break and are lost
00002: ~SETUP-BPV177.TP2~ 0 0 // Big Picture AI/Enhancement Mod, version 177 weidu (beta)
00003: ~ATWEAKS/SETUP-ATWEAKS.TP2~ 0 140 // Additional racial traits for Gnomes
00004: ~SETUP-XPMOD.TP2~ 0 1 // Reduce to 50%[/codebox]
Looking at this list I would still say that the unbalanced random treasure is a result of importing vanilla BG2 creatures into BG1. (BGSpawn Mod)
#35
Posted 14 September 2009 - 10:39 PM
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#36
Posted 14 September 2009 - 10:54 PM
I think it just goes through the tp2-files in the main directory and not through the tp2-files in the mods-folder. So if you have test\test.tp2, it may not be read.
If any wants to test it, feel free to create a dummy-dir and put the batch in there. I currently can't, running linux here.
#37
Posted 14 September 2009 - 11:42 PM
6. Quite a lot of the Gnolls (gnlcap01.cre, gneli.cre, gnlfli01.cre, gnlwar01.cre, and Gnoll01.cre), summoned by the BGSpawn mod (though not included with this mod), are carrying up to lvl 8 magic scrolls. These creatures are assigned level 4 random treasure (rndtre04.itm) which apparently is a bit much.
(The same kind of problem with Hobcap01.cre and aemerhob.cre)
Just to let u know that BGSpawn uses just gnlcap01.cre and Hobcap01.cre amongst the creatures u mentioned above,
mm75
Tired of the same boring spawned creatures u face in BG? Try BGSpawn
#38
Posted 14 September 2009 - 11:52 PM
Looking at this list I would still say that the unbalanced random treasure is a result of importing vanilla BG2 creatures into BG1. (BGSpawn Mod)
I still think it's a bad assignment of treasure in the BG2 game. Regardless of playing BG1 and/or BG2 a gnoll should not have such treasure anyway. Do u think that playing a BG2-only game (so higher levels) justifies 8 level scrolls or similar to be find in a Gnoll's pocket? I don't belive so ... anyway, regarding BGSpawn mod, i'll try to change the treausure's assignment to those cre files that need an "update"
mm75
Tired of the same boring spawned creatures u face in BG? Try BGSpawn
#39
Posted 15 September 2009 - 12:25 AM
I agree, but would you guys mind posting further discussion about treasure realism in this thread that was split? I expect OneEyedPhoenix will be posting other issues in this thread, so it might soon get lost and jumbled up. If you decide to change BGSpawn, you can mine that thread more easily too (though it may not be necessary - see my thoughts in the other thread).I still think it's a bad assignment of treasure in the BG2 game. Regardless of playing BG1 and/or BG2 a gnoll should not have such treasure anyway. Do u think that playing a BG2-only game (so higher levels) justifies 8 level scrolls or similar to be find in a Gnoll's pocket? I don't belive so ...
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
#40
Posted 15 September 2009 - 01:41 AM
6. Quite a lot of the Gnolls (gnlcap01.cre, gneli.cre, gnlfli01.cre, gnlwar01.cre, and Gnoll01.cre), summoned by the BGSpawn mod (though not included with this mod), are carrying up to lvl 8 magic scrolls. These creatures are assigned level 4 random treasure (rndtre04.itm) which apparently is a bit much.
(The same kind of problem with Hobcap01.cre and aemerhob.cre)
Just to let u know that BGSpawn uses just gnlcap01.cre and Hobcap01.cre amongst the creatures u mentioned above,
mm75
Not to my experience...
I frequently run into groups of gnolls that includes all of these.