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Typos in BWP Install.bat and issues in my BGT game


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#1 Vlar

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Posted 06 May 2010 - 12:21 PM

A few issues I've met. They are probably related to an older installpack(?), now they could be fixed already

1. typos in BWP Install.bat (components that are handled differently than how it is stated in the pdf guide)

scsii: component 5030 present in install.bat, not in pdf.
Component 7020 and component 37 of tactics (streamlined trolls) are both installed, but marked as incompatible in pdf.

BG2Tweaks: in pdf components 60, 110, 130 are not marked, but present (correctly imo) in the install.bat.

Component 2200 isn't marked in pdf, but is installed if Refinements is not.
Component 2060: this isn't really a typo, but the pdf says a similar component is included in level1npc, but they actually do different thing (level1npc alters weapon profs, styles only for thieves, this component only weapon styles)

ItemRev: component 8 is marked as tactical in pdf, always installed in install.bat

Infinity Animations: in pdf 8030 (and CTD risk reported), in install.bat 8000; 9520 still marked in pdf.

tob_hacks: component 140 present in install.bat, not marked in pdf. (isn't this component a bit dangerous? Would it give f.e. 3,5 att/R to creatures which should have 1,5 att/R? relative post)


2. I think Kelsey and Kiara-Zayia mess up many Spell Revision spells

3. BP-Balancer, subtracting items from NPCs, can cause errors in scripts (i.e. Molkar, one of the assassins in BG1, turns red but doesn't attack, I suppose because his sabre was taken away by BP-Balancer. Molkar.CRE in BP-Balancer backup folder works normally if copied in the override folder). I have to check it better.

4. Grimuars components "Tougher X" ask for language selection again and pauses the installation. Same for Homeward Inbound (german version only)

5. Enhanced BG2 kits override some TDD kits, because they share the same .2da file (overridden by ebg2). You can still choose those TDD kits, but they behave like the correspondent Ebg2 kit, i.e. you choose Mage Hunter, you've got the Mage Hunter description, but what you actually got is the Gladiator kit from Ebg2

6. Xpmod and Aurora: the components specified in the pdf don't match always the ones installed

Spoiler


7. Kiara-Zayia component 7 is flagged in the guide as non-BP compatible, but it is installed regardless in a tactic setup. Component 5 have also a counterpart in BP (are they compatible or Kiara overrides BP?)

8. Aurora (component 0?) has quests, encounters and items, imho this component should be installed before SCSII/DEFJAM

9. The Undying: the pdf warns about file overwriting caused by components 1-2, it says it doesn't install them, but they are present in the install.bat (component 1 also for normal install, component 2 only for tactic install)

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OTHER PROBLEMS (I don't know if they depend on my particular installation)

1. Elka and Natalka (exit from Nashkel Mines) don't attack. It happened also in a previous installation with only SCS and no BP-AI. I solved assigning them the _WDARSGT.BCS (from SCS I think) as default script.
2. The Mage Hunter kit from TDD caused crash when resting (problem with innate spell turning in my install), solved copying SPIN146.SPL (from generalized biffing backup) in the override folder and renaming it to SPMH701.SPL.
3. In the first stages of BG1 there are a lot of abnormal and powerful Hobgoblins, Goblins and Kobolds with over 40-60HP each, that give only 15XP, and many of them have an invisibility effect added (I think SCSII did it, why I don't know)
4. Dark Horizon's encounter with Gorken Bloodaxe(Nashkel Mine): the two duergar clerics don't turn hostile.(solved merging DH script with SCSII script and setting it as override script)
5. Finch's glasses don't work (but normal glasses of identification do)
6. Imoen's soundset uses 2 different kinds of voice (a mix of BG1 and BG2 soundsets?)
7. Some creatures (kobold captains, hobgoblin archers..) don't use ranged and go melee. I changed their default script to _WDARSGT.BCS too (kobold captains are pretty dangerous with detonation arrows :))
8. Ichyard had a strange animation (an all-red giant)

24.05.10 In my game (did it also before) there's a bug in the bandit camp battle (crash) as soon as Venkt (a mage) appears. I found out that he has some darts of stunning in the quiver slot, removing them and putting them in a weapon slot solved the problem.

There's a BG1NPC quest involving a druid called Maretha. I went to save her but she didn't talk to me, apparently the variable X#MarethaResBeadAlive had to be =1 for the dialogue to start but the variable wasn't set.

---------------------------------------------------------------------------

Gameplay notes:
1. Dark Horizons should be ihmo better balanced: items are too powerful but with old prof system, encounters are too easy for the kind of treasure and experience they yield. I'm not against powerful items but I like to earn them somehow. Creatures have very inconsistent stats too.

If I find something else I'll update the post.

---------------------------------------------------------------------------

Helborn says:

several lines that I believe are wrong
Corrections to BigWorld Install.bat
line 1533 to 1541 should be
%IFS%AjocMod%MOD%Ajoc's Minimod
%IFNS%TDD%IFIF%AjocMod%MOD%.
%IFNS%TDD%IFIF%AjocMod%MODE%TDD is not present yet. TDD however is a prerequisite for
%IFNS%TDD%IFIF%AjocMod%MODE%AjocMod.
%IFNS%TDD%IFIF%AjocMod%MODG%TDD ist noch nicht vorhanden. TDD ist jedoch Voraussetzung f�r
%IFNS%TDD%IFIF%AjocMod%MODG%AjocMod.
%IFNS%TDD%IFIF%AjocMod%MODH%TDD no est presente. Sin embargo, TDD es un prerrequisito para
%IFNS%TDD%IFIF%AjocMod%MODH%AjocMod.
%IFNS%TDD%IFIF%AjocMod%MOD%.

and line 2150 should be %IFNS%AjocMod%MOD%Ajoc's Minimod
you currently have MODTP but the tp2 is inside the AjocMod Folder

line 1710 %IFS%ghost%MODTP%Ghost should be %IFS%ghost%MOD%Ghost
line 2281 %IFNS%ghost%MODTP%Ghost should be %IFNS%ghost%MOD%Ghost
for the same reasons - the ghost tp2 is inside the Ghost folder


Edited by Vlar, 30 May 2010 - 10:10 AM.


#2 Bercon

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Posted 06 May 2010 - 11:36 PM

Can someone confirm that Kelsey overrides all the spell revision changes? I'd hate to start a game only to notice mid way that the spells are wrong.

Is there some reason Kelsey is installed after Spell Revisions?

#3 Jarno Mikkola

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Posted 07 May 2010 - 12:25 AM

Kelsey overrides all the spell revision changes?
Is there some reason Kelsey is installed after Spell Revisions?

Kelsey overrides the spells -> spell revision changes.
Reason, Kelsey's AI.

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#4 Vlar

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Posted 07 May 2010 - 06:21 AM

maybe these lines at the end of Kelsey installation in the Install.bat would solve the problem

copy /Y ".\kelsey\backup\0\spwi*" ".\override"
copy /Y ".\kelsey\backup\0\sppr*" ".\override"



And I have to report again that the german version of Secret of Bone Hill 275a doesn't install. I tried this time installing only BH, Spell Revisions, Kelsey, Generalized Biffing, Widescreen Mod and nothing else.

Spoiler



My WeiDU log

Spoiler


A few errors in the BWP Debug.txt

Spoiler

Edited by Vlar, 30 May 2010 - 10:11 AM.


#5 Jarno Mikkola

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Posted 08 May 2010 - 12:42 PM

maybe these lines at the end of Kelsey installation in the Install.bat would solve the problem

copy /Y ".\kelsey\backup\0\spwi*" ".\override"
copy /Y ".\kelsey\backup\0\sppr*" ".\override"

Well, but that would defeat the purpose of the whole installation procedure... so it's better to remove the whole AI etc. change part completely from being installed at all... as the AI would then do nothing... instead of trying to cast the same spells over and over when it doesn't detect them being already at place, after the first casting.

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#6 Vlar

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Posted 09 May 2010 - 03:28 AM

maybe these lines at the end of Kelsey installation in the Install.bat would solve the problem

copy /Y ".\kelsey\backup\0\spwi*" ".\override"
copy /Y ".\kelsey\backup\0\sppr*" ".\override"

Well, but that would defeat the purpose of the whole installation procedure... so it's better to remove the whole AI etc. change part completely from being installed at all... as the AI would then do nothing... instead of trying to cast the same spells over and over when it doesn't detect them being already at place, after the first casting.


Is it important for Kelsey AI which version of the spell it's being casted? Personally anyway, if I had to choose between Kelsey AI and SR I'd prefer having SR spells.

#7 Jarno Mikkola

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Posted 09 May 2010 - 12:08 PM

Is it important for Kelsey AI which version of the spell it's being casted? Personally anyway, if I had to choose between Kelsey AI and SR I'd prefer having SR spells.

Yes, as the SR spells don't have the same markers that marks that "the spell has been casted"... yeah, and you can also choose to not install the Kelsey mod... yeah, we should put that to Kelsey= "incompatible with SR"...

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#8 Vlar

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Posted 09 May 2010 - 12:54 PM

Is it important for Kelsey AI which version of the spell it's being casted? Personally anyway, if I had to choose between Kelsey AI and SR I'd prefer having SR spells.

Yes, as the SR spells don't have the same markers that marks that "the spell has been casted"... yeah, and you can also choose to not install the Kelsey mod... yeah, we should put that to Kelsey= "incompatible with SR"...


Thanks for the answer, anyway I found out that's not only Kelsey the problem. I added those 2 lines in the install.bat and the files were copied, but in the end other mods reverted the original spells. I.e. a version of the mage spell "Shield" (spwi114.spl) is also in Kiara, and I found copies in the backup folders of Kiara, Revised battles, DingO's Questpack, Gavin, BP and SCS, and they're all installed after SR (but maybe this is not important). Some spells (Shield, Armor and others) are affected by these changes, of many other spells I still have the SR version.

Besides Kiara and DingO install a "detectable spells" component, I'd like to know if it's compatible with SCS/SCSII "detect spells" component or if it can cause other trouble. Thanks

Edited by Vlar, 09 May 2010 - 01:00 PM.


#9 Jarno Mikkola

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Posted 09 May 2010 - 03:12 PM

Thanks for the answer, anyway I found out that's not only Kelsey the problem. I added those 2 lines in the install.bat and the files were copied, but in the end other mods reverted the original spells. I.e. a version of the mage spell "Shield" (spwi114.spl) is also in Kiara, and I found copies in the backup folders of Kiara, Revised battles, DingO's Questpack, Gavin, BP and SCS, and they're all installed after SR (but maybe this is not important). Some spells (Shield, Armor and others) are affected by these changes, of many other spells I still have the SR version.

Yeah, that's called patching the files... not overwriting.

Besides Kiara and DingO install a "detectable spells" component, I'd like to know if it's compatible with SCS/SCSII "detect spells" component ...

Well it should be... as the SCSII actually updates the DingO's AI's... at least to my knowledge...

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#10 Vlar

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Posted 10 May 2010 - 05:42 AM

I installed the component 1 from Level1NPC (proficiency tweaks). But now there's no difference between proficient/non-proficient, everybody is considered proficient even without stars and there's no point in having only one star. Is this how it is supposed to be?

Edit: actually it concerns only normal bows

Edited by Vlar, 10 May 2010 - 07:24 AM.


#11 Fennek

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Posted 17 May 2010 - 12:41 AM

3. There are a lot of abnormal and powerful Hobgoblins, Goblins and Kobolds with over 40HP each, that give only 15XP


~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #3010 // Maximale Trefferpunkte für NPCs (the bigg) -> Fuer alle Wesen im Spiel: v9

No wonder... In IWD2 this means that mere goblins go from 4 HP to 10 HP. Guess, wont be much different in BG, especially if there are mod-hobgoblins. Might mean a doubling or more of the HP.

Well, did you use the BWS-beta for installing? Can you open your Big World Project debug and post all "warning" and "error" here in spoilers?
I guess this might explain some bugs.

The component 6005 of scs hasn't been included:

People complained that it would be too hard (well, not my opinion...) so it was taken out. Nevertheless, we might reinclude it.

7. Kiara-Zayia component 7 is flagged in the guide as non-BP compatible, but it is installed regardless in a tactic setup. Component 5 have also a counterpart in BP (are they compatible or Kiara overrides BP?)


Component 5 and BP are compatible, afair, Lollorian fixed that. Might be possible that the fix is not included yet.
Component 7: No idea what the pdf-text means... Guess this is about component 5. We have to find out the hard way if therere also problems between this component an SCSII / BP / whatever.
So much for now. And thank you, this thread is very helpful (and one doesn't get confused like in some others...).

Edited by Fennek, 17 May 2010 - 01:30 PM.


#12 Vlar

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Posted 17 May 2010 - 04:16 AM

3. There are a lot of abnormal and powerful Hobgoblins, Goblins and Kobolds with over 40HP each, that give only 15XP


~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #3010 // Maximale Trefferpunkte für NPCs (the bigg) -> Fuer alle Wesen im Spiel: v9

No wonder... In IWD2 this means that mere goblins go from 4 HP to 10 HP. Guess, wont be much different in BG, especially if there are mod-hobgoblins. Might mean a doubling or more of the HP.


Many of them are also invisible, archers use swords, there was something strange anyway. Normal BG-hobgoblins aren't so tough, but new Hobgoblin Warriors/Archers, Shamans and Generals are, and they spawn at level 1 as random encounters in my game. Maybe the strange thing is just that they spawn so early in the game (and they shouldn't have an invisibility effect imho).

Well, did you use the BWS-beta for installing? Can you open your Big World Project debug and post all "warning" and "error" here in spoilers?
I guess this might explain some bugs.


I will add it to the first post.

Edited by Vlar, 17 May 2010 - 05:07 AM.


#13 Fennek

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Posted 17 May 2010 - 01:28 PM

Many of them are also invisible, archers use swords, there was something strange anyway. Normal BG-hobgoblins aren't so tough, but new Hobgoblin Warriors/Archers, Shamans and Generals are, and they spawn at level 1 as random encounters in my game. Maybe the strange thing is just that they spawn so early in the game (and they shouldn't have an invisibility effect imho).


Get one into your party via strg-q, find out the cre and tell us where the guy comes from (use a (windows) search or make a change-log). Maybe BGT-Spawn system or a tactics-mod.

#14 Vlar

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Posted 18 May 2010 - 06:38 AM

Get one into your party via strg-q, find out the cre and tell us where the guy comes from (use a (windows) search or make a change-log). Maybe BGT-Spawn system or a tactics-mod.


The hobgoblins' spawn is controlled by BGSPAWN mod. The creatures spawned are HOBCAP01, HOBARC01, HOBWAR01, HOBELITE, HOBSHA01, and the files are modified by: BP, SCS (2 times), SCSII, MixMod, XPmod, Aurora.
The archers: in vanilla BG1 they have 8 HP, and give 15XP. BP makes them 24 HP, SCS gives them invisibility, XPMod 50% more HP. The main problem is invisibility. but the rest is ok for me, they spawn a bit too early, but BGSPAWN doesn't know BP made them stronger I suppose.

#15 Fennek

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Posted 18 May 2010 - 03:24 PM

HP-increase should actually come from that Bigg Tweak component, whereas XP mod reduces the XP to 50%. And SCS gives them potions, I guess, not an innate ability, or? Otherwise one (not me, tactics-installation is tactics-installation :D ) might adress this at SCS's forum. Anyway, no bugs, I'd say.

Edited by Fennek, 18 May 2010 - 03:24 PM.


#16 Miloch

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Posted 18 May 2010 - 11:54 PM

Not sure what this has to do with "typos in BWP install.bat" but yeah, it's the hobgoblin captains and shamans from BGSpawn that are going to be the tougher ones. Then you've probably got some mod on top of that giving them more HP maybe. Then maybe the likes of SCSx giving them the use of invisibility potions or such. It probably wouldn't be too imbalanced (even for BG1, because it's not like hobs are high-level CREs or anything) but for the extra HP, though you should always take out the shamans first if you can.

And oddly, I've just finished coding a "Harder random goblin spawns" component for Aurora :lol:. Well the net effect when used with BGSpawn is probably just giving a bit more variety rather than difficulty, because whereas there are hobgoblin shamans in the game, there are no goblin shamans, so we replace a few hobgoblin spawns with goblins.

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#17 Vlar

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Posted 19 May 2010 - 11:51 AM

HP-increase should actually come from that Bigg Tweak component, whereas XP mod reduces the XP to 50%. And SCS gives them potions, I guess, not an innate ability, or? Otherwise one (not me, tactics-installation is tactics-installation ) might adress this at SCS's forum. Anyway, no bugs, I'd say.


Not sure what this has to do with "typos in BWP install.bat" but yeah, it's the hobgoblin captains and shamans from BGSpawn that are going to be the tougher ones. Then you've probably got some mod on top of that giving them more HP maybe. Then maybe the likes of SCSx giving them the use of invisibility potions or such. It probably wouldn't be too imbalanced (even for BG1, because it's not like hobs are high-level CREs or anything) but for the extra HP, though you should always take out the shamans first if you can.

And oddly, I've just finished coding a "Harder random goblin spawns" component for Aurora :lol:. Well the net effect when used with BGSpawn is probably just giving a bit more variety rather than difficulty, because whereas there are hobgoblin shamans in the game, there are no goblin shamans, so we replace a few hobgoblin spawns with goblins.


The problem is that the invisibility effect is added directly to the creature, it's not from potion they drink. I see the text on the game window, things they're shouting before entering combat, but they are invisible. But if only I had this problem, it's not worth investigating. The creatures with more HP, well I wanted them :), only they spawn too soon in my game, because Big Picture make them stronger,and BGSpawn spawns them at level 1.

#18 Fennek

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Posted 19 May 2010 - 01:52 PM

Let's just consider it as a glitch when combining SCS and BP-AI... :whistling:

#19 Helborn

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Posted 19 May 2010 - 04:24 PM

several lines that I believe are wrong
Corrections to BigWorld Install.bat
line 1533 to 1541 should be
%IFS%AjocMod%MOD%Ajoc's Minimod
%IFNS%TDD%IFIF%AjocMod%MOD%.
%IFNS%TDD%IFIF%AjocMod%MODE%TDD is not present yet. TDD however is a prerequisite for
%IFNS%TDD%IFIF%AjocMod%MODE%AjocMod.
%IFNS%TDD%IFIF%AjocMod%MODG%TDD ist noch nicht vorhanden. TDD ist jedoch Voraussetzung fr
%IFNS%TDD%IFIF%AjocMod%MODG%AjocMod.
%IFNS%TDD%IFIF%AjocMod%MODH%TDD no est presente. Sin embargo, TDD es un prerrequisito para
%IFNS%TDD%IFIF%AjocMod%MODH%AjocMod.
%IFNS%TDD%IFIF%AjocMod%MOD%.

and line 2150 should be %IFNS%AjocMod%MOD%Ajoc's Minimod
you currently have MODTP but the tp2 is inside the AjocMod Folder

line 1710 %IFS%ghost%MODTP%Ghost should be %IFS%ghost%MOD%Ghost
line 2281 %IFNS%ghost%MODTP%Ghost should be %IFNS%ghost%MOD%Ghost
for the same reasons - the ghost tp2 is inside the Ghost folder

Edited by Helborn, 19 May 2010 - 04:24 PM.


#20 Vlar

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Posted 30 May 2010 - 10:05 AM

post edited