Brainstorming for the BWP
#121
Posted 08 October 2010 - 07:46 AM
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
#122
Posted 08 October 2010 - 07:48 AM
Italian users: help test the Stivan NPC!
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
#123
Posted 08 October 2010 - 08:16 AM
Didn't know that barbarians were jesters after all.
I could add the option to edit the npcs, but selection should be made by the user. The other stuff beyond that is just too complex.
@The Bigg:
It's not out of sync. The BWS has all components translations that are available.
I just did not add most stuff that has a [N]o in the PDF (is left out in the batch).
I don't know if that [N]o components are not installed due to some preferences, crash the game or have additional conflicts or dependencies. (My knowledge concerning that subject is close to null, so I don't want to add new problems.)
If you know that your mod does not have any conflicts, adding the disabled components so the user can choose to have them would be easy.
#124
Posted 08 October 2010 - 08:33 AM
I'm pretty sure they have no conflicts (in fact, Demi said that the 3rd edition stat components would integrate nicely with IR/SR). Even if they do, I think that it'd be easy to list the dependancies in the BWS beta and let users decide for themselves.It's not out of sync. The BWS has all components translations that are available.
I just did not add most stuff that has a [N]o in the PDF (is left out in the batch).
I don't know if that [N]o components are not installed due to some preferences, crash the game or have additional conflicts or dependencies. (My knowledge concerning that subject is close to null, so I don't want to add new problems.)
If you know that your mod does not have any conflicts, adding the disabled components so the user can choose to have them would be easy.
WeiDU has a --list-components feature, that (might) speed up the process of listing new components.
Italian users: help test the Stivan NPC!
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
#125
Posted 08 October 2010 - 10:22 AM
I'm pretty sure they have no conflicts (in fact, Demi said that the 3rd edition stat components would integrate nicely with IR/SR). Even if they do, I think that it'd be easy to list the dependancies in the BWS beta and let users decide for themselves.
Ok, so I'll add them but leave them disabled, since it was a 2nd edition game (well, a bit "enhanced").
So the user can add them and I'll add conflicts if there are any.
It's not like I dislike certain mods/components, I just don't want to make the installation error-prone because I added content that's left out for a reason.
WeiDU has a --list-components feature, that (might) speed up the process of listing new components.
Yes, I requested, know, like and use this a lot. In fact I doubt that I'd be able to create the BWS without it and the "--list-languages"-switch. So thanks for both of them.
(And to take the chance: Thanks for keeping WeiDU current.)
#126
Posted 20 October 2010 - 01:14 PM
I've made a demo of a new selection-screen. I've tried to put all mods into fitting groups/themes like quests, tweaks, npc and so on. Sorted by the ABC. Mods are splitted to fit into the groups. SCS can be found at tweaks, encounters and AI.
Here's a picture:
If you want to help me that the mods are put at the correct place, load the package and just continue on the folder-screen. An installation is not needed.
The checkboxes for the new trees don't have a function assigned
The splitted mods need some kind of link or note so people recognize that there is more
The install itself will not work
It's just a demo to see if things are ok or something is missing and basically to confirm if you would like to have that build into the BWS or not.
Please notice that I have not played most of the mods and so might have put them into the wrong group.
If you'd like to help with the sorting, edit the Config\Select.txt by using some copy & paste for the lines that need to be moved. After a restart of the BWS, you should see the effect.
Edited by dabus, 20 October 2010 - 01:14 PM.
#127
Posted 23 October 2010 - 11:45 AM
<<< %IFN% bwp_test %IFXS%NeJ2%IFIF%TS-BP.exe Call %INST% NeJ2v60 "2" >>> %IFN% bwp_test %IFXS%NeJ2%IFIF%TS-BP.exe Call %INST% NeJ2v602 "2"
Turambar_fixes_tweaks component 17 and 18 are missing
<<< Call %INST% Turambar_fixes_tweaks "11 12 13 14 15 16 2000 2003 2004 2005 2007 2010 2020 2023" >>> Call %INST% Turambar_fixes_tweaks "11 12 13 14 15 16 17 18 2000 2003 2004 2005 2007 2010 2020 2023"Since the bat is usually more current than the pdf, I guess it's ok though.
Edited by dabus, 23 October 2010 - 01:19 PM.
#128
Posted 30 October 2010 - 09:19 PM
So, opinions on the best archive format? I know this has been discussed before but not recently that I recall. I find .zip probably the most usable. It's not perhaps as *compact* as 7-Zip's .7z, but it seems a lot faster, and the extra space saving with .7z probably isn't worth the wasted time. Plus .zip is probably a bit more universal, and I already mentioned .rar's proprietary nature. The only problem with .zip seems to be when I used WinZip to archive the files on a non-standard algorithm's compression with some IA files (which I can avoid in the future).
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
#129
Posted 31 October 2010 - 02:16 AM
Well, what I find is that the .rar's are the fastest to unpack, with WinRAR... in the auto/manual_when_the_file_is_big, but it's not significant if the files are less than megabyte in size... but it begins to be seen in the 100MB's already. So for small to madium mods, use the .zip, in big one should use the .rarSo, opinions on the best archive format?
Deactivated account. The user today is known as The Imp.
#130
Posted 02 November 2010 - 10:55 AM
%IFA% Call %INST% ts25mini "0 1 2 3 4 5"
#131
Posted 04 November 2010 - 08:33 AM
I recommend standard installation. Der Zielort eines Untoten doesn't include any battles. Der Duft des Schwarzen Lotus includes some, but the difficult part can be done when one wants to and therefore people might wait if it's too difficult. Das Geheimnis der Trollhöhle is difficult, including a battle with a lich, but one is warned and can also wait as long as one wants. The lich AI is a bit better than the vanilla AI, but not as hard as SCSII mage AI. Nevertheless, tough (but fair) battle...
So, from (probably) Sunday and the next fixpack-update onwards:
%IFGS% Call %INST% ts25mini "0 1 2 3"
or
%IFGS%ts25mini%S%ts25mini%L%1%SK% 0 1 2 3 | %M%
or whatever...
(Language 0 is Japanese, language 1 is German...)
Component 5 can be installed in the expert version, bug is fixed (posted in the Fixpack-thread)
If you find the time, you might change (in the pdf) component 4 to Die Leiden eines Hexenmeisters and Die Bitten einer edlen Dame (she has quite a lot of them...).
Edited by Fennek, 04 November 2010 - 08:46 AM.
#132
Posted 05 November 2010 - 08:37 PM
(If anybody knows the specific components, he might add them; I guess the Refinements-component is
Refinements - Heal on shifting back to human (Default) ).
The alternative would be to automatically copy back wolfm.itm from the backup of refinements into the override folder, although I have no idea if the Refinements component still makes sense in the case.)
Yikari-NPC has a component that provides (better) compatibility with BP. This component should be included.
Small mod, which you might not yet have seen:
http://www.shsforums...trap-revisions/
Edited by Fennek, 06 November 2010 - 08:32 PM.
#133
Posted 15 November 2010 - 04:36 AM
Thread: http://www.shsforums...45
Mod: http://www.shsforums...ds&showfile=924
Edited by Fennek, 15 November 2010 - 04:37 AM.
#134
Posted 15 November 2010 - 04:56 AM
I instead suggest that EMAD be altered so that the creature casts Shapeshift to Wolf, rather than being created with wolfm.itm in its inventory. This also means that it'll get the proper abilities if any mod changed the way Shapeshift to Wolf works.I suggest that Every Mod and Dog and Refinements cannot be installed together. This shapeshifting-bug with wolfm.itm causes ctd, what should not happen at all anywhere except for the expert installation.
(If anybody knows the specific components, he might add them; I guess the Refinements-component is Refinements - Heal on shifting back to human (Default) ).
The alternative would be to automatically copy back wolfm.itm from the backup of refinements into the override folder, although I have no idea if the Refinements component still makes sense in the case.)
Italian users: help test the Stivan NPC!
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
#135
Posted 15 November 2010 - 05:25 AM
#136
Posted 15 November 2010 - 05:40 AM
Italian users: help test the Stivan NPC!
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
#137
Posted 06 December 2010 - 01:27 PM
#138
Posted 22 December 2010 - 06:59 AM
PS: No Elistraee's Song??
Edited by Lollorian, 22 December 2010 - 07:01 AM.
"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!!!"
BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST
GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod
#139
Posted 25 December 2010 - 09:09 AM
%IFS%d0tweak%IFIF%BPv180.exe Call %INST% MTS_Crappack "30"is removed because it's not needed any more, but there's still
%IFNS%MTS_Crappack%IFIF%d0tweak%IFIF%BPv180.exe %TXT%@103which shows
"The MTS Crappack" is not present yet. "The MTS Crappack" must be installed
for entire compatibility with Big Picture.
II) English ts25mini includes German description.
Edited by dabus, 25 December 2010 - 12:58 PM.
#140
Posted 15 January 2011 - 04:38 AM
Al ejecutar este conjuro, el sacerdote hace que todas las criaturas amistosas que estén dentro del área de efecto se ven afectadas por un conjuro de Protección contra el mal. Las criaturas que abandonen el área aún seguirán bajo los efectos del conjuro, mientras que aquéllas que entren después de que el conjuro haya sido completado no.~
Guys want no foreign languages per default: click.
Edited by dabus, 18 January 2011 - 01:05 PM.