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BWP - SCARY amount of errors during installation


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#41 Calliea

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Posted 24 February 2010 - 05:48 AM

Oh. I hope it wasn't some stuff I really wanted to see then :lol:

It didn't run automatically. I just thought it was its smart way of saying "first test this thing if it works, THEN biff it up", but I guess not :D
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#42 Jarno Mikkola

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Posted 24 February 2010 - 06:23 AM

It didn't run automatically. I just thought it was its smart way of saying "first test this thing if it works, THEN biff it up", but I guess not :D

Actually it is very smart that you don't biff automatically as you now can change things and use the Level1NPCs to select the character classes by installing the 1200+ components of the mod... just know that the starting does indeed take a while(up to 10 minutes) because the game is not biffed fully.

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#43 Calliea

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Posted 24 February 2010 - 06:30 AM

Up to 10 minutes? :o Were it taking that long I'd have given up and thought it's all wrong and game's not responding :o

Thanks for clarification. I guess I'm still a SK person when it comes to classes though, but at least now I know what installer meant at the end saying something about lvl1NPCs and some script that I didn't get :lol:

Edited by Calliea, 24 February 2010 - 07:51 AM.

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#44 Setharnas

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Posted 24 February 2010 - 07:53 AM

A secondary problem is I have not yet seen an automated BWP install that has the main component of Infinity Animations installed, so it's pretty clear the extraction routine isn't working, whatever it is.

I am in the process of preparing a new installation, just still adjusting the install.bat. After reading this, I took a peek at my IA\content / restore folders, which have 5486 and 212 files in them - and no subfolders. While this is not a finished and working installation yet, it seems BWS did the job alright for me.

#45 Jarno Mikkola

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Posted 24 February 2010 - 08:16 AM

Up to 10 minutes? :o

Well yes, that's if you don't make much of the prebiffing at all, as most of the Big mods do bif parts of themselves, but it makes them uninstallable in a stack(so you can't make random setup-*modname*.exe uninstall all previous mods, install one component in different setting and reinstall all the next mods as they were just before), or the uninstallation process destroys the game, and you have to restart from a fresh install. But if that biffing is avoided, the game can take a while before all the data has been indexed...
I have waited for ~5 minutes for the game to start, with a computer that had Win Vista as OS(ans thus a faster computer than a one from the 1990's).

Thanks for clarification. I guess I'm still a SK person when it comes to classes though...

But you'll not follow the games inner rule set, see the Level 1 NPCs do set the NPCs level to one and then gives you the exact choices as you would get from making a level 1 Player Character ... the script you have heard about will then adjust the NPCs XP so once it has joined, the NPC will gain nearly as much XP as the Player Character has when the joining happens.

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#46 Calliea

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Posted 24 February 2010 - 08:20 AM

I've had their experience lower to my char's level, but following the instructions from the readme didn't activate that one-time script for anyone in the party still...
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#47 dabus

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Posted 24 February 2010 - 12:32 PM

..\infinityanimations>tree
├───batch
├───content
├───documentation
│   └───images
├───ids
├───items
├───lib
├───patch
├───referencepicker
├───restore
└───wings

restore: 212  file(s)     21.500.797 Bytes
content: 5486 file(s)    821.809.161 Bytes

Worked for me.

@Calliea: Please look at your log for faults and the directory and tell us if the files / the directory-structure match the one I get with a tree and a dir command. If you had faults in your log for IA content, you should have received a msg-box about what failed.

@Miloch: Are you sure you had to use these filenames? I thought if those are ANSI-characters are unproblematic if using certain character-maps (like korean, chinese and those) since I had some crashes with the BWS using ANSI.
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#48 Calliea

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Posted 24 February 2010 - 02:53 PM

Oh actually as I said somewhere above, the IA mod installed fine and works okay now. Game doesn't crash or anything, but it's still unplayable. Level1NPCs I've mentioned here are just the top of the iceberg undelined with idle foes, it seems. I've described the problem in another topic not to clutter this one.

Thank you for your reply nonetheless :whereverthehugemotewent:

Edited by Calliea, 24 February 2010 - 02:54 PM.

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#49 Miloch

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Posted 25 February 2010 - 12:32 AM

@Miloch: Are you sure you had to use these filenames? I thought if those are ANSI-characters are unproblematic if using certain character-maps (like korean, chinese and those) since I had some crashes with the BWS using ANSI.

If you mean the odd initial characters, that was not my choice but Erephine's, and I already asked her about that here. There is also a manual workaround for non-Western language systems described in that topic and the readme (the code-based solution apparently doesn't work, according to some reports).

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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#50 dabus

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Posted 25 February 2010 - 02:07 AM

Yup, that "thing" at the beginning.
I'd just use Standard AscII and not extended. There are several problems if you switch from dos/cmd to windows or linux or whatever.
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#51 Miloch

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Posted 25 February 2010 - 03:19 AM

There are several problems if you switch from dos/cmd to windows or linux or whatever.

Yeah, I know, and I've said so. But it's a bit late now - Erephine would have to revise the entire .exe patch, not to mention all the filenames and then there's the tp2 code. Feel free to post in the IA forum your thoughts though, maybe you can prevail on Erephine to change it. Anyhow, it should work in any Western European languages, assuming it's installed correctly, and it'll work in other languages if you change your non-Unicode codepage while playing.

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


#52 flinx

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Posted 25 February 2010 - 03:14 PM

If you temporarily need to run a program with a different language setting than the OS, you can use applocale:

http://www.microsoft...ols/apploc.mspx

It works fine in Vista/Win7 as well as in XP. You can also use it to create a shortcut, so it always runs using the locale you've selected.