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BWP v9.3 released


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#21 Jarno Mikkola

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Posted 16 September 2010 - 01:49 PM

If you know how to disable UAC and run stuff as an admin, I guess it's anywhere again.

You cannot "disable UAC and 'run stuff as an admin'", cause the admin account is the default setting with the UAC disabled... and you still need to install the game to NOT in language-translation-for_"Program Files"_nor_to_the_"(x86)" folder.

Thanks for the swift reply, dabus.
I'll install TotSC in "C:\Games\Black Isle\Baldur's Gate."
EDIT: The installation when fine, but at the end I was prompted three times:

1) Install Roger Wilco
2) Convert saved games to mission pack
3) Install DirectX 6.01

I answered NO to all three -- was I correct in doing so?

Well, the saves could have been converted, but if you are going to use the BGT(as it's played in the BG2 game), then they cannot really be used more than importing characters from, so it doesn't really matter. And you did well on the folder selection.

Also, in Jarno's FAQ for the Megamodes there is an image of the BWS dialog box showing the directory for BGII-SoA being "C:\BWP\BGII-SoA".

Nope, it's actually in "C:\BWP\BGII - SoA" which is a different thing, somewhat different and important difference on the mod compatibility(or so it's said).

Edited by Jarno Mikkola, 16 September 2010 - 01:52 PM.

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#22 Lollorian

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Posted 16 September 2010 - 05:35 PM

New conflict for the BWS to detect?? :unsure:

(damn sure this isn't the right thread for that though :P So many "official" BWP threads in the forum atm)

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#23 Solaufein

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Posted 16 September 2010 - 11:29 PM

No conflict. Taken care of.
Her lips were red, her looks were free
Her locks were as yellow as gold
Her skin was white as leprosy.
The Nightmare Life-in-Death was she,
Who thicks man's blood with cold.

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#24 Usurper

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Posted 17 September 2010 - 12:10 AM

Hey, i tried downloading and installing this Big World Project yesterday and today. I chose to use the Tactics level install, and didn't try to customize mods too closely or anything. I successfully set up a batch file, and the batch file was running through its install script for most of today. It eventually got to a place where it set something and said that I had to restart my computer before installation could continue. I never imagined a batch file asking me to do that, but I said yes anyway. My windows xp installation got hosed. It says IRQ_NOT_SET in a blue screen of boot-up death.

I managed to recover, and now I'm somewhere in the middle of an install and have no idea what to do. Am I going to have to reinstall BG2? That's probably the fastest way.

Edited by Usurper, 17 September 2010 - 12:23 AM.

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#25 dabus

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Posted 17 September 2010 - 01:10 AM

Click
THINK! - It's not illegal.

#26 Usurper

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Posted 17 September 2010 - 05:09 PM

Click


Remove lines 120 - 3822 ? That's a freakin huge amount of information to remove... is that going to cause any problems? Also, in my batch file the two lines that you indicated are on line 120 and 3808. I guess I'll remove 3688 lines from this batch file and run it.

Unless you mean run it the first time full, then delete those lines and run the smaller batch file the second time. That makes much more sense. I will do that instead.
The Monk is always out to keep a wild mage down. But the Weave, she speaks to me. Together we work our collective will on this brittle, cracking world.
Playing the Big World Project Let's Play both here and on the Something Awful forums.

#27 Psalm

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Posted 17 September 2010 - 08:31 PM

Also, in Jarno's FAQ for the Megamodes there is an image of the BWS dialog box showing the directory for BGII-SoA being "C:\BWP\BGII-SoA".

Nope, it's actually in "C:\BWP\BGII - SoA" which is a different thing, somewhat different and important difference on the mod compatibility(or so it's said).

I don't understand. Is that something I'll have to worry about or something just for the experts? I'm planning a Standard-Recommended install if that makes any difference.

#28 Turambar

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Posted 18 September 2010 - 12:12 AM

I'd suggest that you move Ascension64's BGT tweak pack to the POST-BP TWEAKS section: some of them have to do with creature scripts, and BP overwrites them, as it overwrites quite many creatures. (for example: enemy items shatter too)

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Before posting questions (even regarding posts written by myself), please look at Jarno Mikkola's FAQs for the Megamods!
(how to correctly report CTDs)

 


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#29 dabus

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Posted 18 September 2010 - 12:43 AM

@Usurper: The batch was created, ran and it asked for a reboot, correct?
So the batch already did run until infinityanimations installation was started. -- It's the only mod that has this kind of behavior and checks for code-pages since it has those funky prefixes with extended characters that are not present in your current code-page.
You can confirm that by checking if the mods until infinityanimations are present in the WeiDU.log.
Setup-infinityanimations.debug should also be present.

So if things are like the way you described first, you only have to run the rest of the batch and thus removing the lines until infinityanimations.
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#30 Usurper

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Posted 18 September 2010 - 05:15 AM

This is going to take the full ten hours I think.

Edited by Usurper, 18 September 2010 - 05:32 AM.

The Monk is always out to keep a wild mage down. But the Weave, she speaks to me. Together we work our collective will on this brittle, cracking world.
Playing the Big World Project Let's Play both here and on the Something Awful forums.