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BWP 9.2


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#1 Leonardo Watson

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Posted 28 June 2010 - 10:47 PM

I have just updated my BWP guide, fixpack, installpack and textpack to v9.2
Please post comments about this version here.

#2 Tonton Fred

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Posted 29 June 2010 - 06:04 PM

Thanks !

A few comments about ToBEx : According to [post='http://www.shsforums...39;]Ascension64[/post] :

If you use TobEx in the BWP, I recommend not using the A6XPPatch and A6CharmPatch 'es.


Also, the enlarge tooltip and scrollable spellbooks components are recommended as "not install" in ToB Hacks, and installed by ToBEx. However, the PDF also shows that ToBEx uses the "safe" INI file (component 200). If that is correct, that means that enlarge tooltip & scrollable spellbooks would actually not be installed because they are disabled by the INI file. Unless the new fixpack patches the INI file somehow ?

Cheers,
Fred

#3 prowler

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Posted 30 June 2010 - 01:04 AM

If it somebody need, some changes has made.
Cursed items revision now version 3.5. Update has include Russian Transaltions.

Please correct it here:
http://www.baldurs-g...75&postcount=13

Thanks :)

Edited by prowler, 30 June 2010 - 01:06 AM.

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#4 dabus

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Posted 30 June 2010 - 02:53 AM

Translations are only listed for available BWP-translations.
Since there is only English, German and Spanish at the moment, Russian is not included.
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#5 Jarno Mikkola

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Posted 30 June 2010 - 03:43 AM

Since there is only English, German and Spanish at the moment, Russian is not included.

Well, one can still go and modify the BiG World Install.bat to use the Russian .tra's when they like... now the bigger problem might actually be that Leomar's been missing for a while(at least in the English scene, but he is sure to come back at sometime).

Deactivated account. The user today is known as The Imp.


#6 dabus

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Posted 30 June 2010 - 08:32 AM

Leomar takes a general timeout for an undisclosed period.
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#7 Leonardo Watson

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Posted 30 June 2010 - 08:45 PM

Currently I'm reworking my install.bat to make it more userfriendly. Also I separate all messages into language folders. With the new install.bat it will be possible to use text code page 1251 (Cyrillic) and maybe others.

Russian textpack is available now.

#8 mikebusto

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Posted 03 July 2010 - 05:35 PM

deleting post, moving, altering to correct forum thread w/permissions.


-mike!

Edited by mikebusto, 04 July 2010 - 09:40 AM.


#9 Solaufein

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Posted 03 July 2010 - 10:24 PM

Kindly remove the download for Nikita since I removed it for a reason. Its broken which is why I removed it in the first place. I'll fix and release it for download when I have the chance.

Edited by Solaufein, 03 July 2010 - 10:29 PM.

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#10 dabus

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Posted 03 July 2010 - 10:28 PM

It is nice that you want to make those files available for a direct download.
But did you ask the mods author for permission or did (s)he said you're free to do so?

Most authors want to have their files under their control and don't like to have other sources lingering around beyond their reach when it comes to updates or removal of a mod. And some might get really angry. So if you want to help, ask if the author wants to use this site as a mirror (or whatever other host seems fitting).

There was a bundled download with the same permission-problem a few years ago which really caused some trouble, so I hope you understand that we don't want to be careless.
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#11 mikebusto

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Posted 04 July 2010 - 09:32 AM

It is nice that you want to make those files available for a direct download.


I went ahead and deleted this post (I meant to post it in the main 9.2 beta testing thread anyway). Thanks for the heads up on the permissions, I'll be sure to ask next time. I do plan on posting something similar in the future. I can't wait to try out that new build.

-Mike

#12 Tonton Fred

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Posted 17 July 2010 - 04:47 AM

I have found the following conflicts/dependencies/install order changes that should be considered for change :

Thrown Hammers install order :Thrown Hammers should be installed before IR's global tweaks, since it adds items to the game.

Unfinished Business for BG2 component 1 has an erroneous conflict with BGT : "Valygar/Suna Seni is fully compatible with this install (it was only ever TS it had conflicts with)"

Unfinished Business for BG2 component 24 should have a conflict with BP component 15 (Ascension) and Turnabout :
" the "sarevok's remorse" part of UB is not compatible with ascension (at least not in my game, both latest version). Conversations 2 and 3 with Sarevok [...] don't trigger."..."the Yoshimo part isn't compatible with Turnabout [...] the priest's additional dialogues won't fire"

Cheers,
Fred

#13 Leonardo Watson

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Posted 20 July 2010 - 10:34 PM

Most of it is already changed, at least with BWPv9.2. But how about that:

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

With BWPv8.1 this component was installed before SCSII. I don't know, why we changed that.

#14 Miloch

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Posted 21 July 2010 - 11:39 AM

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

With BWPv8.1 this component was installed before SCSII. I don't know, why we changed that.

Eh... not sure where that came from, but Aurora needs to go after mods that add creatures. Otherwise it can crash your game due to _LOW animations not getting fixed properly. This can be averted if you also install either Infinity Animations *or* the IA-Aurora Low Fixer toward the end of your install. The latter is not necessary if you've installed mods in the proper order.

SCSII surely adds new creatures. DEF-JAM probably doesn't and should be fine after Aurora. Aurora's creatures have their own scripts, so they're unlikely to be affected by SCSII. Unless someone knows of something it does to mod-added creatures/quests etc.?

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


#15 Tonton Fred

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Posted 21 July 2010 - 09:20 PM

Most of it is already changed, at least with BWPv9.2. 


Are you sure ? From what I can see in the 9.2 PDF & BAT :


Thrown Hammers is installed as a post-BP mod in section 24, whereas it should be installed in section 2, before IR. Both the PDF and BAT show that it is installed very late in the process.




UB Component 1 : you are right, the BGT conflict has been removed. It is still present in the beta BWS, which has not yet been updated.




UB Component 24 : this one is a mess. 

In the PDF : mentions a conflict with Ascension, but not Turnabout.

In the BAT : no conflict check for Ascension neither Turnabout. However, it checks for "Keeping Yoshimo", which as far as I can see is no longer even part of the BWP:blink:




Cheers,

Fred






#16 Miloch

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Posted 21 July 2010 - 10:05 PM

Thrown Hammers is installed as a post-BP mod in section 24, whereas it should be installed in section 2, before IR. Both the PDF and BAT show that it is installed very late in the process.

Hammers should definitely not go in early. If a mod order looks odd, sometimes reading the readme helps say why. In this case it says, "This mod should go after other mods that add or change hammers (including the Spiritual Hammer spell) and before final 'biffing' routines. It should also go after mods that overwrite rather than patch game resources." The latter includes IR and SR, last I checked. Now if IR has some component that actually patches instead of overwrites, and doesn't add items then I guess that should be ok after Thrown Hammers, but definitely the main component of IR should not be installed after Hammers, because it'll probably just overwrite everything that Hammers does. I think IR is installed in different sections anyway already.

Leomar and I had several PM exchanges over install order on my mods. Not saying it can't be changed, but usually there is a reason they are where they are.

Edit: also, the thrown hammers that Thrown Hammers adds are *not* war hammers in the polearm sense, so if IR was looking to change them to 1d8 damage, that seems excessive to me. As for other hammers, it should make no difference which mod is installed first if they both patch, because Thrown Hammers does not mess with damage as far as I recall.

Edited by Miloch, 21 July 2010 - 10:13 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


#17 Tonton Fred

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Posted 21 July 2010 - 11:25 PM

definitely the main component of IR should not be installed after Hammers, because it'll probably just overwrite everything that Hammers does. I think IR is installed in different sections anyway already.





Fair enough ! I was referring to Mike's post (see link above) that said "should be installed before IR's global tweaks, since it adds items to the game."  Oh well  :blink:





I still hold my ground regarding UB(24) !  :lol:



#18 Mike1072

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Posted 21 July 2010 - 11:46 PM

In v9.2 of the .pdf, IR's global tweaks are listed at 24.9c, and Thrown Hammers has been moved before them at 24.9a, so things look good here.

#19 Miloch

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Posted 22 July 2010 - 04:17 PM

In v9.2 of the .pdf, IR's global tweaks are listed at 24.9c, and Thrown Hammers has been moved before them at 24.9a, so things look good here.

But does that component patch all hammers to 1d8 just based on weapon type? If so, you might want to exclude projectile hammers such as ours, based on my comment above. The one warhammer we add (Essembra Hammer) already gets 1d8, like a Lucerne hammer (which was its former name but I reckoned it should be named after a place in the FR rather than Switzerland).

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


#20 Mike1072

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Posted 22 July 2010 - 06:02 PM

In v9.2 of the .pdf, IR's global tweaks are listed at 24.9c, and Thrown Hammers has been moved before them at 24.9a, so things look good here.

But does that component patch all hammers to 1d8 just based on weapon type? If so, you might want to exclude projectile hammers such as ours, based on my comment above. The one warhammer we add (Essembra Hammer) already gets 1d8, like a Lucerne hammer (which was its former name but I reckoned it should be named after a place in the FR rather than Switzerland).

I think we're removing any changes to hammer damage in v3.