BiG World Setup Beta-Testing
#381
Posted 06 January 2011 - 03:42 AM
The save folder is moved to that Backup folder since you can't play with them once you install a new game.
#382 -bob-
Posted 10 January 2011 - 12:07 PM
#383
Posted 10 January 2011 - 02:50 PM
Using
BG2Only=2|3|4|5|6|7|8|BGT|BGTNEJ2|JONDALARFIX|TP|BGT-NPCSOUND|TXTMUSIC|BG1PatchSound|BG1TotSCSound|BG1TP|Abra|BGTNEJ|ACBre|gavin_bg2_bgt|rose|DrizztIsNotStupid|SCS|JA#BGT_Tweak|BP-BALANCER|NSCPortraits|lightmaps|bgtmusic|GUI|ktweaks|NTOTSCv171will remove most of the stuff.
If you want Gavin and NEJ2, you'll have to adjust a few lines in the [Connections]-section since Leomar added a few lines that install them with mods that need BGT, which is obviously not installed if you leave out BGT.
#384
Posted 11 January 2011 - 08:16 AM
Anyway, would it be possible to include the mod components that aren't installed by the BWP? (in a different colot like gray or something ) If there was already a way, I'm sorry (but I'd like to know though)
I'm looking at NeJ (and it has 10+ components) but the BWS-beta lists only 6 of them?
Also, a scenario, if you will
1) I replicate my current install order in the BWS and create an .ini
2) A new version of the BWP comes out which has added some new mods, moved some mods, some mods had new components and deprecated some mods (that were in my custom install)
3) The BWS-beta updates to use the new BWP's linklist
4) I import my (old) .ini
Now, does everything go KABOOM or will the BWS-beta be safely able to preserve the mod structure (moved, deprecated, new components)?
Sorry for being n00b!
"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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GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod
#385
Posted 11 January 2011 - 10:44 AM
If you were serious about that, maybe you'd have to do some inquiries why it has been skipped and decide if it's worth or not, look if you are adding problems if install it, then add some lines here, some conflicts there and the profit would be basically... zero?
And just to say it once again - I just never played most of the mods and I lag knowledge about that mod and modding in general, too. So I merely can create a GUI for some type of configuration, which I did by getting most components that are installed. In most cases I added options to select another component if the mod offers that. And I left out most stuff that's left out. Then Leomar did some work, someone told me this or that and what you see in front of you is the result.
If someone knows his stuff and I can copy and paste a few lines, I'm ok with it.
Read the FAQ to get to know about adding a component, conflicts and dependencies.
It does not matter if mods / components are moved. The ini is just used to save your selection.
The BWS tells you about new components if you load an "old" selection.
If your selected items are not found, you will not be informed.
#386
Posted 16 January 2011 - 07:46 AM
13: 528 - $FirstIconState=_AI_GetModState($p_First) 13: 529 - $g_CentralArray[$p_Num][9] = 0 13: 530 - __TristateTreeView_SetItemState($g_UI_Handle[0], $g_CentralArray[$p_Num][5], 1 +$g_CentralArray[$p_Num][14]) 13: 531 - $g_CentralArray[$p_First][9] -= 1 13: 326 - Func _AI_SetModStateIcon($p_Num, $p_First = '-'); $p_Num=TVitemID; $p_First=first state before 13: 330 - __TristateTreeView_SetItemState($g_UI_Handle[0], $g_CentralArray[$p_Num][5], 3+$g_CentralArray[$p_Num][14]) 13: 333 - EndIf 13: 334 - If $p_First == '-' Then Return 13: 41 - Func _AI_GetModState($p_Num); $a=ControlID of the treeviewitem 13: 532 - _AI_SetModStateIcon($p_First, $FirstIconState) 13: 303 - _AI_SetSTD_Disable($p_Num) 13: 306 - EndIf 13: 307 - EndIf 13: 308 - ;ConsoleWrite('-' & $g_CentralArray[_AI_GetStart($p_Num, '-')][9] & @CRLF) 13: 320 - EndIf 06: 877 - _AI_SetClicked($p_ControlID, $p_State) 06: 878 - ;ConsoleWrite(@ScriptLineNumber & ': '&$g_CentralArray[$p_ControlID][0] & ' - ' & $g_CentralArray[$p_ControlID][2] & ' - ' & $p_State & @CRLF) 06: 887 - EndIf 06: 35 - _Depend_SetModState($g_ActiveConnections[$a][2], $p_State) 06: 36 - ;ConsoleWrite($g_CentralArray[$g_ActiveConnections[$a][2]][0] & ' ' & $g_CentralArray[$g_ActiveConnections[$a][2]][2] & @CRLF) 06: 37 - $Return[0][0]+=1 I:\BGII - SoA\BiG World Setup\Includes_Traced\06_Depend.au3 (53) : ==> Array variable has incorrect number of subscripts or subscript dimension range exceeded.: $debug_pDimension=$debug_Line[$debug_l+1] $debug_pDimension=^ ERROR - 36 ---------- Variables: ----------I reloaded and it seem to work now. I hope this helps.
Also in the Setup.ini
BP179 And D0tweak needs MTSCrappack=D:BPV180(-)&D0tweak(-):MTS_CRAPPACK(30)But the BWS Beta has no selectable 30 component for MTS.
I Ride for the King!
a.k.a. Chev
#387
Posted 16 January 2011 - 08:09 AM
I think I'll have to write another check for those dependencies. Thought I'd get through without it but Murphy proved me wrong once again.
Edit: Removed that line with the latest update-package.
Edited by dabus, 16 January 2011 - 08:29 AM.
#388
Posted 21 January 2011 - 12:13 PM
#389
Posted 21 January 2011 - 02:09 PM
#390
Posted 21 January 2011 - 08:06 PM
What did you do / how did you insert the pause and what's in your user BiG World Setup\Config\User.ini?
I'm interested in pausing as well, I read the instructions on the beta website but am not 100% sure I know what I'm doing to start the whole install again and wait the 6 hours if I wasn't sure it was going to work. I'm trying to add the npc kitpack mod before refinements, I could do it in the batch file easily.
#391
Posted 21 January 2011 - 09:06 PM
#392
Posted 22 January 2011 - 05:29 AM
What's in your BiG World Setup\Config\User.ini?
This will not work:
[Pause] randomiser=1100 1200This will work:
[Pause] SpellPackB5= 0If you want the first example to work, edit BiG World Setup\Includes\09_Install.au3, line 267 and replace the first line with the second one:
Just tested it and the result was this:
If IniRead($g_UsrIni, 'Pause', $Setup[2], '') = $Setup[3] Or $g_Flags[11] = 1 Then _Process_Pause($Setup[7]); pause due to preselection or current decision
If StringRegExp(IniRead($g_UsrIni, 'Pause', $Setup[2], ''), '(\A|\s)'&$Setup[3]&'(\z|\s)') Or $g_Flags[11] = 1 Then _Process_Pause($Setup[7]); pause due to preselection or current decision
If the mod existed, the setup halted just fine. If not, it didn't.
If you want to, edit BiG World Setup\Includes\09_Install.au3, line 257 following and insert the red line so it looks like this:
@smeagolheart:Else
If StringRegExp(IniRead($g_UsrIni, 'Pause', $Setup[2], ''), '(\A|\s)'&$Setup[3]&'(\z|\s)') Then _Process_Pause($Setup[7]); pause due to preselection
_Process_SetConsoleLog(_GetTR($Message, 'L3')); => mod not found
ContinueLoop
EndIf
Go to refinements, right-click on the mod or the first component and add a pause. A [P] should be displayed after the line. Optionally check your BiG World Setup\Config\User.ini if it contains
[Pause] refinements=10You should be fine then.
Edited by dabus, 22 January 2011 - 05:30 AM.
#393
Posted 22 January 2011 - 11:59 AM
#394
Posted 22 January 2011 - 12:20 PM
Edited by dabus, 22 January 2011 - 12:20 PM.
#395
Posted 24 January 2011 - 06:15 PM
I got a request for a "feature" for the next version or if anyone has any suggestions now. I keep having to reinstall and each time it has to extract all the mods. Is there a way to get a screen where you can select with checkboxes "1 download phase 2. extract phase 3 install phase". So that I can do the first two the first time, make a backup copy, and then continue the install again next time with only step 3. I tried to make a backup before the regular install started but it had already made a couple basic updated to weidu.log and it didn't work so well.
#396
Posted 25 January 2011 - 12:37 AM
-replacing all the files that exist as a backup without removing new files
-removing new files in data-directory
will set things up, why not. I mean it should do the job. I'm not so sure about some setups though.
I think that some might delete stuff that would be used to install things like audio while you uninstall them. At least that's what I remind. Would be bad if you cannot install because there was such an issue.
#397
Posted 25 January 2011 - 04:23 PM
If someone can confirm that
-replacing all the files that exist as a backup without removing new files
-removing new files in data-directory
will set things up, why not. I mean it should do the job. I'm not so sure about some setups though.
I think that some might delete stuff that would be used to install things like audio while you uninstall them. At least that's what I remind. Would be bad if you cannot install because there was such an issue.
Yes I can see what you mean. I was thinking maybe because I have to reinstall because I can take out some mod that is causing problems or I don't like. I can just delete the setup file and folder and re-run the install almost the same but without the one component that did not work good. And would then be able to start from the install phase as opposed to extracting all the mods again.
What about this then. Why does it pause the installation to say "You have finished with the automated process and can go ahead" and have to push "continue", can there be a timer of like 5 seconds and it will go ahead automatically there?
#398
Posted 25 January 2011 - 06:26 PM
Edited by smeagolheart, 25 January 2011 - 07:14 PM.
#399 -Pacek-
Posted 27 January 2011 - 05:17 PM
#400
Posted 28 January 2011 - 05:07 AM