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BiG World Project (BWP) v8.2


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#161 Dstone

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Posted 18 November 2009 - 06:31 PM

I had the same eroors too < see attached
@Dstone: I don't know what "patch.exe" is, but permission issues sound like either a Vista UAC thing or maybe you had a CD in during the install when it shouldn't've been, I dunno.


I think i've cracked it, turns out that just disabling the resident shield of avg wasnt enought, I uninstalled the whole AV and it worked. :)

so i'm off to play my tactical install... Tactics + Packing Steel modifications to armour is going to make it very, very hard for melee characters! we'll see how it turns out :)

#162 Killua

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Posted 18 November 2009 - 06:36 PM

@Miloch

here is my change log of stats.ids, the component's description is in chinese :rolleyes:

Mods affecting STATS.IDS:
00000: /* from game biffs */ ~GAVIN/GAVIN.TP2~ 0 0 // Gavin NPC for Tutu and BGT, 14April2008
00001: ~SETUP-VALEN.TP2~ 0 0 // Valen
00002: ~SETUP-D0QUESTPACK.TP2~ 0 1 // All Creature & Area Improvements
00003: ~SETUP-SCS.TP2~ 0 10 // 可侦测法术
00004: ~SETUP-SOLAUFEIN.TP2~ 0 0 // 索劳纷罗曼史(SOA & TOB
00005: ~SETUP-SHEENA.TP2~ 0 0 // 安装半龙人传奇-版本6.0
00006: ~KELSEY.TP2~ 0 0 // 凯尔西MOD v2.1: for BG2-SoA
00007: ~SETUP-REVISEDBATTLES.TP2~ 0 0 // 强化战斗 - "erebusant 补丁" v6版
00008: ~RR/SETUP-RR.TP2~ 0 7 // 新增盗贼和吟游诗人的装备
00009: ~SCSII/SETUP-SCSII.TP2~ 0 1000 // 可看穿的法术(需要巴尔王座) translated by barkingdog


The attachement is the --change-log-list output of line 513-578 in kelsey.tp2 and big world install log.

Attached Files



#163 Lollorian

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Posted 18 November 2009 - 07:18 PM

DStone: BiG_World_Debug.txt ( 5.37mb ) (and it's not even complete)
Killua: BiG_World_Debug.zip ( 963.72k )

... and that, folks, is why we ask you to compress the BiG World Debug.txt ;)

Btw, Miloch, the BWPFixpack changes the Sheena.tp2:
-  ACTION_IF NOT FILE_EXISTS ~override\Action.ids~ THEN BEGIN
-	COPY ~Sheena\IDS\ACTION.IDS~ ~override\ACTION.IDS~
-  END
-  ACTION_IF NOT FILE_EXISTS ~override/trigger.ids~ THEN BEGIN 
-	COPY ~Sheena/ids/trigger.ids~ ~override/trigger.ids~
-  END
-  ACTION_IF NOT FILE_EXISTS ~override/spell.ids~ THEN BEGIN 
-	COPY ~Sheena/ids/spell.ids~ ~override/spell.ids~
-  END
+//  ACTION_IF NOT FILE_EXISTS ~override\Action.ids~ THEN BEGIN
+//	COPY ~Sheena\IDS\ACTION.IDS~ ~override\ACTION.IDS~
+//  END
+//  ACTION_IF NOT FILE_EXISTS ~override/trigger.ids~ THEN BEGIN 
+//	COPY ~Sheena/ids/trigger.ids~ ~override/trigger.ids~
+//  END
+//  ACTION_IF NOT FILE_EXISTS ~override/spell.ids~ THEN BEGIN 
+//	COPY ~Sheena/ids/spell.ids~ ~override/spell.ids~
+//  END
+
+COPY_EXISTING_REGEXP GLOB ~^.+\.ids$~ ~override~
I guess the regex does the damage :P (wait a sec, won't THAT regex copy files from folders other than Sheena too?? :o)

Cheers,
Lol

Edited by Lollorian, 18 November 2009 - 07:20 PM.

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#164 Sanity

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Posted 19 November 2009 - 06:55 AM

I had the same eroors too < see attached for change log> any other files needed let me know

It looks like Sheena overwrote your stats.ids, even though it shouldn't really be doing that, but there's some dodgy code in there. Can you also attach your setup-sheena.tp2 and setup-sheena.debug files from your game folder.

Also there's several mods trying to install different (older) versions of detectable spells than SCS, so the whole thing is kind of a mess. You end up with a correct one (probably) due to SCS2, but any mods installed between SCS1 and 2 might have issues.

Here you go. Also, if you can give me an idea what mods might be effected and what to look for I'll be happy to test these areas later today.

Attached Files



#165 Miloch

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Posted 19 November 2009 - 10:35 AM

The attachement is the --change-log-list output of line 513-578 in kelsey.tp2 and big world install log.

Sorry - what I meant is that someone would need to either visually compare the original and/or Spell Revision spells with the Kelsey ones (with DLTCEP/NI) or use an automated compare tool to convert them to text files (like igi's icie.exe maybe) and then compare them with something like PSPad's TextDiff or similar diff tool. Then write a patch if necessary for the Kelsey changes. A lot of work, I know, but maybe they're changed for a reason. Or someone could just ask jcompton why he overwrote them I guess, assuming he did it and remembers why.

Btw, Miloch, the BWPFixpack changes the Sheena.tp2:

-  ACTION_IF NOT FILE_EXISTS ~override\Action.ids~ THEN BEGIN
-	COPY ~Sheena\IDS\ACTION.IDS~ ~override\ACTION.IDS~
-  END
-  ACTION_IF NOT FILE_EXISTS ~override/trigger.ids~ THEN BEGIN 
-	COPY ~Sheena/ids/trigger.ids~ ~override/trigger.ids~
-  END
-  ACTION_IF NOT FILE_EXISTS ~override/spell.ids~ THEN BEGIN 
-	COPY ~Sheena/ids/spell.ids~ ~override/spell.ids~
-  END
+//  ACTION_IF NOT FILE_EXISTS ~override\Action.ids~ THEN BEGIN
+//	COPY ~Sheena\IDS\ACTION.IDS~ ~override\ACTION.IDS~
+//  END
+//  ACTION_IF NOT FILE_EXISTS ~override/trigger.ids~ THEN BEGIN 
+//	COPY ~Sheena/ids/trigger.ids~ ~override/trigger.ids~
+//  END
+//  ACTION_IF NOT FILE_EXISTS ~override/spell.ids~ THEN BEGIN 
+//	COPY ~Sheena/ids/spell.ids~ ~override/spell.ids~
+//  END
+
+COPY_EXISTING_REGEXP GLOB ~^.+\.ids$~ ~override~

I know, which is why I wanted the tp2.

I guess the regex does the damage

That last added line doesn't do the damage, but it is wholly unnecessary and could cause issues. Would someone please tell the BWFixpack team not to do that sort of thing. There is no reason to copy existing IDS files in the override to the override. And they shouldn't be biffed, but if they are and are unreadable for some reason, that sounds like a WeiDU issue to me (which was probably fixed ages ago if it was ever a problem, or if not, needs to be fixed).

Edit: Incidentally, the BWFixpack puts this same thing (COPY_EXISTING_REGEXP GLOB ~^.+\.ids$~ ~override~) in Kiara-Zaiya and maybe a bunch of other mods, and it puts it in an ALWAYS statement, which means it gets executed for every mod component :crying:. This is one reason my install is taking a lot longer than it normally would (several days so far). The whole ALWAYS block here, including BWFixpack additions, is totally unneeded. IDS files like action, trigger and spell are always going to be present, whether on SoA or ToB.

However, this is the problem, which doesn't get changed by the BWFixpack:
//For those without TOB
ALWAYS

  ACTION_IF NOT FILE_EXISTS ~Data/25Dialog.bif~ THEN BEGIN
	COPY ~Sheena/ids~ ~override~
  END

END
At least three issues here:
  • No need to use ALWAYS for a mod that only has one component.
  • FILE_EXISTS is a horrible way of checking for ToB or anything else, and apparently it doesn't even work here, because all those IDS files got overwritten by Sheena's. Instead, it should use something like FILE_EXISTS_IN_GAME ~ar6111.are~ until GAME_IS is fixed (probably in the next WeiDU version)
  • Overwriting a bunch of IDS files is a bad idea, even if ToB isn't present. It should check for the ones that are known to be missing in SoA w/o ToB and copy only those. It should patch any others it needs to. And it should check whether detectable spells is already installed before trying to install it (hell, I don't think this mod even needs it).
In short, someone should probably just rewrite this tp2 and any others that do similar things. I guess the BWFixpack could try to patch it if it's smart enough, but it just causes another issue without fixing the main one in this case.

Also, if you can give me an idea what mods might be effected and what to look for I'll be happy to test these areas later today.

Cheers. Like I said, any mods that had parsing ERRORs between Sheena and SCS2 may be suspect, and you may need to fix those scripts manually (with DLTCEP, NI or WeiDU) if they didn't compile properly.

Edited by Miloch, 19 November 2009 - 11:17 AM.

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
================================================================
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#166 Sanity

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Posted 19 November 2009 - 02:48 PM

QUOTE(Sanity @ Nov 19 2009, 02:55 PM)
Also, if you can give me an idea what mods might be effected and what to look for I'll be happy to test these areas later today.
Cheers. Like I said, any mods that had parsing ERRORs between Sheena and SCS2 may be suspect, and you may need to fix those scripts manually (with DLTCEP, NI or WeiDU) if they didn't compile properly.


Well I CLUAed #jCeara, from the Kelsey Mod. I forced attacked her and this script kicked in

IF
  HPPercentLT(Myself,26)
  Global("J#Contingency","LOCALS",0)
THEN
  RESPONSE #100
    SetGlobal("J#Contingency","LOCALS",1)
    DisplayStringHead(Myself,34634)  // ~Chain Contingency~
    ApplySpell(Myself,WIZARD_MANTLE)
    ApplySpell(Myself,WIZARD_SUN_FIRE)
    ApplySpell(Myself,WIZARD_SPELL_TURNING)
    RunAwayFrom(NearestEnemyOf(Myself),6)
END


killing my entire bg1 party. She never turned hostile though or runaway.

Given the the errors on my BWP Debug specifically mention J#Ceara.BAF and Wizard spell turining, I can say that the error is not critical (ie no CTD). Im not familiar enough with mod to know if the behavior is as intended, ie not going holstile. But script is definetly firing for what ever that is worth.

Edited by Sanity, 19 November 2009 - 02:49 PM.


#167 Daelomin

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Posted 19 November 2009 - 03:45 PM

Quick question... my new install seems to have gone off without a hitch, but I'm wondering how to get the game going without a CD in the drive. i thought someone said at some point that the game didn't need a CD after this installation? As I said, everything seems to be working fine, but I definitely still get the CD check and have to have ToB in the drive.

#168 Jarno Mikkola

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Posted 19 November 2009 - 03:54 PM

Quick question... my new install seems to have gone off without a hitch, but I'm wondering how to get the game going without a CD in the drive. i thought someone said at some point that the game didn't need a CD after this installation? As I said, everything seems to be working fine, but I definitely still get the CD check and have to have ToB in the drive.

There is a no-CD hack(NoCD.exe) in one of the mods, so if you run that you can play the game without the CD in the drive, no I haven't used it... Though, it's in the NeJ2v42b.exe archive, now you should know that the mod itself is only present in the eXpert version, so my advice is to not install the actual mod, just the NoCD hack if even that, and you should expect that you might run into problems which we are not responsible.

Edited by Jarno Mikkola, 19 November 2009 - 04:06 PM.

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#169 Arkenor

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Posted 19 November 2009 - 09:29 PM

Is anyone else getting repeated "KORSCROO.CRE is corrupt: header misplaced." complaints during the install?

I may be imagining it, but I have a feeling korscroo.cre was up to something similar back in the dark days of bugtesting the Big Picture, though I can't remember what we ended up doing about it.

Edited by Arkenor, 19 November 2009 - 10:41 PM.

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#170 Sanity

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Posted 20 November 2009 - 07:09 AM

Is anyone else getting repeated "KORSCROO.CRE is corrupt: header misplaced." complaints during the install?

I may be imagining it, but I have a feeling korscroo.cre was up to something similar back in the dark days of bugtesting the Big Picture, though I can't remember what we ended up doing about it.

This post has been edited by Arkenor: Today, 12:41 AM


Yea I got it too. I had to pull the original CRE file from the COMencounters folder, fix the header and put it into the override folder to prevent CTD.

#171 Leomar

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Posted 20 November 2009 - 11:29 PM

We've updated the "BiG World Setup" - UpdatePackage twice and if you start the BWS it will gets the recent one automatically.

8.2.3 (Update Package) - 20 Nov. 2009
Updated: Some BWS descriptions (Translation-EN.ini, Translation-GE.ini, Translation-SP.ini)
Added: BWP-versions descriptions to the first help-text-window (Translation-EN.ini, Translation-GE.ini, Translation-SP.ini)
Deleted: Conflict beetween "PnP Free Action" and "Divine Remix" (Setup.ini)
Deleted: REN= commands (Mod.ini)
Added: "Tethyr Forest Patch" (Chapter.ini, Mod.ini,Setup.ini)

8.2.4 (Update Package) - 21 Nov. 2009
Added: REN= commands for "Ribald's Genie" and "Facing the Shade Lord again (submission-k?aeloree)" (Mod.ini)
Updated: Description of "remove mods from the installation" (Translation-EN.ini, Translation-GE.ini, Translation-SP.ini)

I've only time for the BWS news at the moment. I'll look through the threads/posts later.

Greetings Leomar
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but you have more choices or paths through the game.
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#172 quinlan

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Posted 21 November 2009 - 11:41 PM

When i clicked BWP, at the beginning of the mega installation, i had the option to chose which mods i wanted to be installed. I also had the option to see a few simple details about the mods by clicking their name. Now that i have started the game (am still in Irenicus at the beginning), i realize that with so many mods, i cannot remember what new things will i meet in the game. Is there a way, like a list or something else, to have info on the mods i have installed?

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#173 dabus

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Posted 22 November 2009 - 12:07 AM

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#174 Lollorian

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Posted 22 November 2009 - 03:03 AM

Is there a way, like a list or something else, to have info on the mods i have installed?

Do you mean like a dynamically generated walkthrough or something?? Someone around the BWP7 days did suggest that, but looking at the amount of mods, it's kinda really a humongous task to do that, non?? ;)

Btw, the BWP seems to be a lot more in-action nowadays, what with the Fixpack being updated kinda every fortnight and stuff being fixed like crazy :D WOW!!! :Bow: (the beta fixpack is a great idea :coolthumb:)

PS: The _BWP Fixes.txt still contains the Baldurdash 1.6.6 fixes :P (sorry for being annoying :D)

PS2: Giant in the Playground has started a Let's Play: Baldur's Gate Trilogy. With loads of mods ... using the BWP8.2 :coolthumb:
Cheers,
Lol

Edited by Lollorian, 22 November 2009 - 05:38 AM.

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GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#175 Leomar

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Posted 22 November 2009 - 05:32 AM

Btw, the BWP seems to be a lot more in-action nowadays, what with the Fixpack being updated kinda every fortnight and stuff being fixed like crazy WOW!!! (the beta fixpack is a great idea )

You're correct, Lollorian, we're trying to be more up-to-date. ;)


Here is the news about the uploaded BW Fixpack from yesterday:

BiG World Fixpack (Beta) v8.2.5
  • Added White Agnus' fixes for "Neh'taniel NPC" (Sound and Areas will be installed, now, sk#neht3.cre fixed)
  • Added Miloch's fixes for "Rupert the Dye Merchant"
  • Added White Agnus' fix for "Ding0's Experience Fixer" (the Kobolds 0XP problem is fixed, now)
  • Removed the fixes for "NPC Tweaks", because they are included in the mod
  • Updated _BWP fixes.txt

EDIT

PS: The _BWP Fixes.txt still contains the Baldurdash 1.6.6 fixes (sorry for being annoying )

Thanks we'll correct it.


Gruß Leomar

Edited by Leomar, 25 November 2009 - 12:37 AM.

A Megamod does not mean that you can play all of the mods or all of their content,
but you have more choices or paths through the game.
- Chevalier

BiG World Project - Big Baldur's Gate World

#176 10th

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Posted 24 November 2009 - 10:02 AM

I found a bug in ToB Revisited too, when used in combination with Longest Road it breaks the game. It also has problems with Wheels of Prophecy. The error is in the file wgellelr.d and wgellewp.d , APPEND WGELLE is used instead of APPEND "WGELLE" this stops the append working and hence prevents you leaving the Grove unless you manually set the IllaseraSpawn Global.


Just a guess, as it works for me, but did you get a reply from Ellesime along the lines of 'You didn't talk to all heads'? At first I too was stumped, because I thought I talked to all heads. But then I searched the whole grove for any remaining heads with flaming eyes and everything worked.

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#177 White Agnus

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Posted 29 November 2009 - 09:32 AM

We updated the BW Fixpack:

BiG World Fixpack v8.2.6

Removed Fixes:
- COPY_EXISTING_REGEXP GLOB ~^.+\.ids$~ ~override~ from several patches
- Holy Hendgrenade Fix
- RTT Item Pack Fix
- Kaoemeth fix (Neh'taniel)
- Nanstein Fix
- Mhoram Fix
- Reevor Fixer
- Rupert the Dye Merchant Fixes

New Fixes:
- TS_BP/Solaufein Fix by 10th/Lich
- Munchmod DeathVariable Fix
- Munchmod Compatibility Fixes for NeJ, CtB Chores, TS-BP, Saerileth, ToA, RoT
- Neh'taniel ToB Joining Dialogue Fix
- Sarah Hotfix by theacefes
- Com_Encounters KORSCROO.CRE Fix
- Spell Revisions Offical Hotfixes by Demivrgvs
- Tethyr Forest Patch 3b

#178 dreamer2007

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Posted 29 November 2009 - 01:22 PM

I just want to say what a great idea is the fact that there are all the time these small updates so we can do anytime we want an install. I was always waiting for the new BWP version to do a new install, and the wait for every new stable version seemed veery long :P . Now it's relaxing to know that I can do a new install anytime I want. Thank you! :cheers:

#179 Leomar

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Posted 29 November 2009 - 05:38 PM

Yesterday, we uploaded the BW Fixpack twice with the same version number.

The first time, because the new Solaufein patch caused problems. Now, it is fixed.
The second time, because of the hunk message by Baldurdash. It is fixed, too, now.



I just want to say what a great idea is the fact that there are all the time these small updates so we can do anytime we want an install.

Yepp, that is our goal. ;)



[EDIT]

We have uploaded a BWS-Update-Package, too. If you start the BWS it will get automatically the new update-package.

8.2.5 (Update Package)
Deleted: "Reevor Fixer", because it is not needed anymore (Chapter.ini, Mod.ini)



Greetings Leomar

Edited by Leomar, 29 November 2009 - 08:22 PM.

A Megamod does not mean that you can play all of the mods or all of their content,
but you have more choices or paths through the game.
- Chevalier

BiG World Project - Big Baldur's Gate World

#180 Arkenor

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Posted 29 November 2009 - 10:05 PM

Yesterday, we uploaded the BW Fixpack twice with the same version number.


I appreciate your efforts, but why not increment the version number if you're changing the files? Version control is our friend, and saves problems in the long run. I have no easy way to know whether the copy of the fixpack I downloaded yesterday for my overnight install was the right one or not.

Edit: In a perhaps related issue, reinstalling again just now, I notice that your latest ProgramUpdates is trying to download Weidu version 211. That is a step back from your previous version which was downloading 212, and 211 is no longer available for download from The Bigg's website, so the download fails.

Edited by Arkenor, 29 November 2009 - 10:27 PM.

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