Mod updates for BWP v8+
#101
Posted 18 November 2009 - 11:27 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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#102
Posted 18 November 2009 - 12:16 PM
Are you sure DR adds 2 sunscorches - there's not one from a big mod like TDD? DR should account for existing spells by removing them, though it might have trouble if there are other custom ones. I thought SR justThe conflict I tried to point out was between SR and DR
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"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
#103
Posted 22 November 2009 - 05:46 PM
Miloch, White Agnus gave me more information about the iiItems problem:Leonardo had a problem with installing iiItems (a lot of errors and warnings) and yes he tried it late in the install order. White Agnus wants to look at it, but I think, at first we found no time and then we forgot it. To much other things to do... I'll talk with Leonardo and White Agnus, so we try it again and reports the problems, perhaps we can find a solution together.The only issues apart from balance I know of with it is that it takes ages to install on BWP if you do it late in the install order. So you probably want to install it fairly early. The difference will be that it won't add random items to mod stores, CREs, etc. that are installed after it, but that isn't such a bad thing in my opinion.I know that there were some issues concerning the iiItem-installation.
Greetings Leomar
I've posted this in the TeamBG forum, too.The main problem with iiItems is, that the game freezes if we enter Waukeen's Promenade. Now, I know, this was caused through a container. iiItems patch the store of Selence of SoS (CBSLENCE.sto). After the store were patched, the game freezes in Waukeen's Promenade (AR0700).
http://www.teambg.eu...hp?topic=1546.0
Greetings Leomar
Edited by Leomar, 22 November 2009 - 06:28 PM.
but you have more choices or paths through the game.
- Chevalier
BiG World Project - Big Baldur's Gate World
#104
Posted 25 November 2009 - 03:10 AM
Sigil Birthday (Anniversary??) Mod (birthdaymod.rar) - Adds a new amulet that lets you call forth some guys (their forum admins/members etc) to grant you some bonuses. Currently available in English and Czech.
I tried this out and the bonuses are just simple buffs (don't highlight if ya don't wanna know the spells
Oh, btw you get the item in Chateau Irenicus itself (it's given to you as soon as the map loads )
(I know the opposition mods like this get, but since you already have one-day NPCs like Teddy and Roar might as well include this mod too)
Cheers,
Lol
Edited by Lollorian, 25 November 2009 - 03:19 AM.
"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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#105
Posted 25 November 2009 - 10:04 AM
EDIT.
Edited by Jarno Mikkola, 26 November 2009 - 03:10 AM.
Deactivated account. The user today is known as The Imp.
#106
Posted 25 November 2009 - 09:35 PM
Eh. I don't think one small mod like this is a reason not to use the new WeiDU, which should be rather quicker than the previous versions. Plus it fixes a major bug or two - one that would make all components of Aurora uninstallable if the BWP didn't account for it. If just that one Tethyr "fixpack" sort of thing needs to be updated then so be it. Anyway, I think the current BWFixpack overwrites all WeiDUs with v211 so I doubt it's a need for concern.Just a word of caution, as the v212 WeiDU package has been updated, the BiG World Fixpack needs to be updated, as the Tethyr Forest Patch(3a) will fail cause the function used in the mod has been updated... so do not use any v212 WeiDU.exe's until the BiG World Fixpack has been properly updated, White Agnus and Hoppy are on it...
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
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================================================================
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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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"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
#107
Posted 26 November 2009 - 04:58 PM
Suggested change: If I'm not wrong, the BWP set up should be changed to include a "true grand mastery" component if BGT is not possible.
Details: I entered a '-' in the bg1 directory path to specify a non-bgt installation and specified only mods English. I did not subtract or add mods to the recommended list except BP-Balancer v.33 beta. This was listed on the BWP setup conflict/dependencies page, needing BGT, so I excluded it. Installation was otherwise successful and resulted in a functional TOB installation.
It is my assumption that BWP intends continuity between the weapon proficiency tables in baldur's gate 1 and 2 and therefor installs rules closer to old school 2E than to the 'nerfed' bg2 rules. This change is probably handled by the BGT component, but I speculate that the installer lacks a contingency to include a grand mastery modification given that BGT won't be installed. Several mods listed in the BWP contain a "true grand mastery" component (g3 tweak pack, bg2 tweaks, mixmod, baldurdash 1.68, etc.) but the installation instruction pdf instructs the user/installation program to not install these components.
Help asked for: What is the best way to install new fighter proficiencies so I don't mess up my Big World Installation? Is there a weidu mod where I can select "no" to every option except true grand mastery, or should I do something like run bigworld fixpack on baldurdash 1.68 and then install it? I really don't know why or why not it would work.
#108
Posted 27 November 2009 - 02:51 AM
The problem is, there is no truly interdependent 'true grand mastery' mod, there is one in BG2_Tweaks, one in TDD, one in Mixmod, one in Ariena mod, and one could be in IR, and they might all work differently, some of them aren't probably even considered to be installed... but but, it's harder issue to resolve(with proper code) when you have 300 other mods to consider, and if you like, you can always install one of those components after the BWInstall...Problem: No "true grand mastery" modification was made in my 'recommended' Non-BGT Big World Project 8.2 installation. I believe that one of the second edition weapon proficiency table mods should have been installed. Basically: "waaah! where did all my attacks go?"
Suggested change: If I'm not wrong, the BWP set up should be changed to include a "true grand mastery" component if BGT is not possible.
As I said, you can install a mod after the BWInstall.bat has run it's course, just remember that you need to scrip any already installed components with S on your cmd.exe window.Help asked for: What is the best way to install new fighter proficiencies so I don't mess up my Big World Installation? Is there a weidu mod where I can select "no" to every option except true grand mastery, or should I do something like run bigworld fixpack on baldurdash 1.68 and then install it? I really don't know why or why not it would work.
Edited by Jarno Mikkola, 27 November 2009 - 02:56 AM.
Deactivated account. The user today is known as The Imp.
#109
Posted 27 November 2009 - 06:13 PM
#110
Posted 27 November 2009 - 08:44 PM
What Miloch said is true. We need to update the TethyrForestPatch and should use the recent WeiDU version. White Agnus is out of business until Sunday, so it will take a little bit longer to update the patch with Hoppy.Eh. I don't think one small mod like this is a reason not to use the new WeiDU, which should be rather quicker than the previous versions. Plus it fixes a major bug or two - one that would make all components of Aurora uninstallable if the BWP didn't account for it. If just that one Tethyr "fixpack" sort of thing needs to be updated then so be it.
The BW Fixpack contains no WeiDU.exe and overwrites none. The Installpack have one and the Install.bat does the overwriting, but that is not important if you use the BWS. The BWS gets the recent WeiDU (now, the v212) and overwrites the older one from BW Installpack. So the Install.bat uses the v212 to update alle setup-exe's.Anyway, I think the current BWFixpack overwrites all WeiDUs with v211 so I doubt it's a need for concern.
Greetings Leomar
but you have more choices or paths through the game.
- Chevalier
BiG World Project - Big Baldur's Gate World
#111
Posted 28 November 2009 - 06:22 PM
If you wish you can use the "Revised Grandmastery" from here.Thanks, that was sound advice. I picked up new tables from the ariena mod.
Greetings Leomar
but you have more choices or paths through the game.
- Chevalier
BiG World Project - Big Baldur's Gate World
#112
Posted 28 November 2009 - 07:08 PM
What Miloch said is true. We need to update the TethyrForestPatch and should use the recent WeiDU version. White Agnus is out of business until Sunday, so it will take a little bit longer to update the patch with Hoppy.Eh. I don't think one small mod like this is a reason not to use the new WeiDU, which should be rather quicker than the previous versions. Plus it fixes a major bug or two - one that would make all components of Aurora uninstallable if the BWP didn't account for it. If just that one Tethyr "fixpack" sort of thing needs to be updated then so be it.
Greetings Leomar
I have the updated WeiDU code to do it so I might be able to update it tomorrow.
EDIT: Nevermind, as it fails for the check to see if TS-BP is installed to add the script to the entrance. WeiDU doesn't recognize INNER_ACTION_BEGIN.
Edited by Hoppy, 28 November 2009 - 08:52 PM.
"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again." - King Diamond
The Definitive Guide to Trolls
"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant
#113
Posted 30 November 2009 - 12:06 PM
I looked into this. I think igi is right and the store was hosed to begin with. It definitely gets hosed if you install the MTS Crappack component #25 (Install All Items Identified in Selence's Store) which overwrites the store cbslence.sto with one that contains extra null items. Whether you have that or not, another problem is that some items have no quantities set. A third problem is that either version of the store has no valid item types for purchase or sale. Yet another problem, and this could be a big one, is that the store is linked to a potion case (cbslence.itm) which I really don't think is intended.Miloch, White Agnus gave me more information about the iiItems problem:
I've posted this in the TeamBG forum, too.The main problem with iiItems is, that the game freezes if we enter Waukeen's Promenade. Now, I know, this was caused through a container. iiItems patch the store of Selence of SoS (CBSLENCE.sto). After the store were patched, the game freezes in Waukeen's Promenade (AR0700).
http://www.teambg.eu...hp?topic=1546.0
I could try to fix this in Unique Containers, but it's such a problem I think the store should be rebuilt from scratch in Shadows Over Soubar, named something else to prevent the potion case bug, and the BWFixpack should reverse or disallow the MTS Crappack component, or just include it by default in the rebuilt store. I don't think a store having unidentified items was intended either. Given that Unique Containers should be installed fairly late, I could include it in there too I guess. It fixes enough other container and store-related bugs.
Edit: or we could just leave it like it is and rename the mod Shadows Over Fubar, heh heh heh.
You have an extra underscore there (it's INNER_ACTION BEGIN).WeiDU doesn't recognize INNER_ACTION_BEGIN.
Edited by Miloch, 30 November 2009 - 12:08 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
#114
Posted 30 November 2009 - 06:04 PM
Thanks for looking at it. White Agnus told me, that the MTS Crappack component #25 is not needed anymore, because the latest WeiDU version of SoS is fixed in this case. So, next time we don't install the MTS Crappack component #25 anymore.I looked into this. I think igi is right and the store was hosed to begin with. It definitely gets hosed if you install the MTS Crappack component #25 (Install All Items Identified in Selence's Store) which overwrites the store cbslence.sto with one that contains extra null items.
Next time we try to install iiItems in the BWP again and we'll see, what happens.
Greetings Leomar
Edited by Leomar, 30 November 2009 - 06:18 PM.
but you have more choices or paths through the game.
- Chevalier
BiG World Project - Big Baldur's Gate World
#115
Posted 30 November 2009 - 08:52 PM
Yet another problem, and this could be a big one, is that the store is linked to a potion case (cbslence.itm) which I really don't think is intended.
I could try to fix this in Unique Containers, but it's such a problem I think the store should be rebuilt from scratch in Shadows Over Soubar, named something else to prevent the potion case bug, and the BWFixpack should reverse or disallow the MTS Crappack component, or just include it by default in the rebuilt store. I don't think a store having unidentified items was intended either. Given that Unique Containers should be installed fairly late, I could include it in there too I guess. It fixes enough other container and store-related bugs.
It is intended to be attached to a container (napsack) but I am not sure if it should be flagged differently if that is what you meant. She can sell items from it when she is in the party. You can buy stuff from the store when she is not in the party yet. I am pretty sure it can't except items like a bag of holding.
"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again." - King Diamond
The Definitive Guide to Trolls
"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant
#116
Posted 30 November 2009 - 10:27 PM
Yeah, Unique Containers already gives it a "knapsack" icon (instead of a potion case). But it's flagged as a "store" instead of a "container." Maybe that's intentional so you can buy items from it. I guess if it works normally there's no need to change that.It is intended to be attached to a container (napsack) but I am not sure if it should be flagged differently if that is what you meant. She can sell items from it when she is in the party. You can buy stuff from the store when she is not in the party yet.
This is because there aren't any allowed item types associated with it, so it can only get rid of the existing items. Maybe that's intentional too - not sure. But anyhow, it's a good reason for mods like iiItem not to be forcing more loot into it. Still, that shouldn't cause a crash, since there's existing loot in it, but who knows. I think the crash is from MTS Crappack, because its version has invalid (blank) items in it. Anyway, I've updated Unique Containers so it will get rid of any iiItems or null items found in it, if present.I am pretty sure it can't except items like a bag of holding.
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
#117
Posted 02 December 2009 - 12:54 AM
I wonder why the NPCKitpack isn't used. The only possible conflict would be with the Imoen -> Adventurer transformation (since it'd conflict with Imoen -> Charming Rogue from NeJ ) The others are mostly cosmetic (except Anomen and Mazzy)
Speaking of kits, wouldn't it be a good idea to include those Divine Remix kits that can be given to NPCs?? (Branwen -> Battleguard of Tempus and Viconia -> Nightcloak of Shar)
And other than that, here's a small mod by Miloch that could give gnomes special kits (Tiax -> Strifeleader of Cyric and Quayle -> Hoodwinker of Baravar) ... if it's finished
Oh, and Totemic Cernd for Cernd -> Totemic Druid
At the moment, the only custom kits for BioWare NPCs come from NeJ:
- Imoen -> Charming Rogue
- Jaheira -> Priest of Sylvanus
- Shar-Teel -> Firewalker
- Xan -> Sorcerer
Cheers,
Lol
Edited by Lollorian, 02 December 2009 - 02:20 AM.
"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!!!"
BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST
GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod
#118
Posted 02 December 2009 - 01:33 AM
Actually, it doesn't do that yet - it just gives them more appropriate weapon choices and avatars IIRC. That other stuff was up for discussion and only half-coded, as was a Deneir kit for Finch and some druidic add-ons (amongst other things, all would involve more BAMs for custom spells ).here's a small mod by Miloch that gives gnomes special kits (Tiax -> Strifeleader of Cyric and Quayle -> Hoodwinker of Baravar)
You can of course give any custom kit created to any BioWare NPC with Level 1 NPCs (using it for mod NPCs is also in progress).
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
#119
Posted 02 December 2009 - 01:35 AM
The BWP tools don't install any kits cause we do not wish to make the player to have the need to manually change the k_x_x.2da files that determine what kit's are choose-able by which race, like you say on your kit guide.I wonder why the NPCKitpack isn't used. The only possible conflict would be with the Imoen -> Adventurer transformation (since it'd conflict with Imoen -> Charming Rogue from NeJ ) The others are mostly cosmetic (except Anomen and Mazzy)
Speaking of kits, wouldn't it be a good idea to include those Divine Remix kits that can be given to NPCs?? (Branwen -> Battleguard of Tempus and Viconia -> Nightcloak of Shar)
The DR's kits can be installed using the Level 1 NPCs, I would suggest to not use the Generalized Biffing before you manually first rerun the Divine Remix, skip the already installed components, and then rerun the Level 1 NPCs... and then the Gen_Bif...
The same goes for the NPCKitpack...
Yeah, let's make Minsc into a Diviner, Aerie to Kensai with automatic Level1NPC install routine... no thanks.Wanna make that list bigger?
Deactivated account. The user today is known as The Imp.
#120
Posted 02 December 2009 - 02:33 AM
Ok, but still I'm just talking about 2 DR kits ... and the NPCKits don't seem to be selectable by the player (ya see, if just occured to me that people playing the BWP would most probably use just ONE kit for their PC ... which can be chosen by themselves ... so the best way to use all those kits would be to give them to the NPCs )The BWP tools don't install any kits cause we do not wish to make the player to have the need to manually change the k_x_x.2da files that determine what kit's are choose-able by which race, like you say on your kit guide.I wonder why the NPCKitpack isn't used. The only possible conflict would be with the Imoen -> Adventurer transformation (since it'd conflict with Imoen -> Charming Rogue from NeJ ) The others are mostly cosmetic (except Anomen and Mazzy)
Speaking of kits, wouldn't it be a good idea to include those Divine Remix kits that can be given to NPCs?? (Branwen -> Battleguard of Tempus and Viconia -> Nightcloak of Shar)
The DR's kits can be installed using the Level 1 NPCs, I would suggest to not use the Generalized Biffing before you manually first rerun the Divine Remix, skip the already installed components, and then rerun the Level 1 NPCs... and then the Gen_Bif...
The same goes for the NPCKitpack...
Ok Jarno, let's see:Yeah, let's make Minsc into a Diviner, Aerie to Kensai with automatic Level1NPC install routine... no thanks.Wanna make that list bigger?
The L1NPC approach:
- Install Nightcloak kit from DR
- pause BWS/install.bat on reaching L1NPCs
- cycle through components until you reach Viconia
- Choose class
- choose kit
- assign proficiency points ... ONE BY ONE!!! (for clerics, I think you'll also need to assign the memorized spells)
- finish installation
- resume BWS/install.bat
OR the automatic BWP/S approach:
- Install Nightcloak kit from DR
- Let DR do the dirty work and assign the kit/proficiencies etc
Ya still think L1NPCs is a good idea?? (and I don't think the BWS is gonna allow us to automatically customize the NPCs ... you'll have to do it manually ... unless you use 'DA PAUSE BUTTON' ... which probably isn't gonna be implemented )
Cheers,
Lol
Edited by Lollorian, 02 December 2009 - 02:42 AM.
"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!!!"
BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST
GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod