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SOLVED - BP BGT WorldMap installation trouble


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#21 -George-

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Posted 10 December 2010 - 12:35 AM

Hmm, looks like Jenavee actually had it with that copying of lib. I just failed reading comprehension and didn't quite copy to the right place. Well, thank you all for your help! It's time to play some Baldur's Gate.

#22 Jenavee

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Posted 10 December 2010 - 04:09 AM

Hmm... I'm having similar issues. Just tried installing standard BiG World, and everything is awesome until I get the dreaded assertion failure upon looking at the world map. About to try Jenavee's procedure, I'll let people know how it works.


Careful about my idea if you're using Imoen Romance mod. It has several dream sequences and might possibly affect the World Map, according to what I've seen in this thread. In any case, not a single one of her dream sequences has occured, so I'm wondering if perhaps I broke something via my method. Chloe won't talk to me either, but I'm quite sure that's a separate issue. Other than those, I've completed a large amount of the vanilla + mod quests with no apparent issues from the World Map.

EDIT: Chloe wasn't talking to me due to an Infinity Engine bug, as it turned out. If you pause just before an animation sequence, you can bug the engine and not trigger the script properly, resulting in no animation....thus, her dialogues won't trigger.

Hmm, looks like Jenavee actually had it with that copying of lib. I just failed reading comprehension and didn't quite copy to the right place. Well, thank you all for your help! It's time to play some Baldur's Gate.


Heh, it took me a few tries too, as I kept reading the pathline wrong due to bad sight and exhaustion.

Edited by Jenavee, 11 December 2010 - 01:07 AM.

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#23 -Striko-

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Posted 11 December 2010 - 12:11 PM

I'm glad this fix has worked for you, but I'm having the same exact problem with no luck. When I try to get to the travel map the game kicks me out with the same error.

I've tried reinstalling about a dozen times. The latest try was with tips from this thread. Specifically I did the following
  • 1. Reverted to the backup via BiG world setup
  • 2. Ran the setup extraction
  • 3. Started the BiG install
  • 4. While the install was going (but after the fixpack ran) I deleted the BP-BGT Worldmap folder, application file, and TP2 file.
  • 5. Using 7-zip I re-extracted the worldmap folder and files (about 5 minutes into the install -- well before the installer got to them).

Am I missing something? I was so excited to learn of this modding community that I went out and re-purchased the game. However, not knowing how to fix this is getting very frustrating!

Thanks,
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#24 Jenavee

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Posted 11 December 2010 - 12:38 PM

Rather than install the WorldMap thing at the end like I did earlier, I now just copy the lib folder to %:\BGII - SoA\BP-BGT_Worldmap\original after running BiG World Setup, but BEFORE running BiG World Install, and that seems to work fine for me.

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#25 Mad Mate

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Posted 11 December 2010 - 01:01 PM

It looks like old "Setup-BP-BGT-Worldmap.tp2" from BiG World Borkpack v9.5 overwrites new one on the start of Bwsetup.
So just delete file from "BiG World Trimpack" folder after extraction and before starting setup.
Hopefully... :-)

#26 Jenavee

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Posted 11 December 2010 - 01:51 PM

It looks like old "Setup-BP-BGT-Worldmap.tp2" from BiG World Borkpack v9.5 overwrites new one on the start of Bwsetup.
So just delete file from "BiG World Trimpack" folder after extraction and before starting setup.
Hopefully... :-)


I don't claim to understand the scripting process of BWP / BG, but I'd venture to guess the fix is there to make Worldmap compatible with existing mods. As the filenames of v7 and v8 are the same, with only pathing changes, I don't see why the old tp2 can't be used to compatible-ize the v8 files for existing mods via my method.

PS. Feel free to inform me of any ignorance / stupidity in the above statement. <_<

Edited by Jenavee, 11 December 2010 - 01:52 PM.

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#27 Wisp

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Posted 11 December 2010 - 02:11 PM

It looks like old "Setup-BP-BGT-Worldmap.tp2" from BiG World Borkpack v9.5 overwrites new one on the start of Bwsetup.
So just delete file from "BiG World Trimpack" folder after extraction and before starting setup.
Hopefully... :-)

Thank you. You saved me from having to make a BWP installation.

I don't claim to understand the scripting process of BWP / BG, but I'd venture to guess the fix is there to make Worldmap compatible with existing mods. As the filenames of v7 and v8 are the same, with only pathing changes, I don't see why the old tp2 can't be used to compatible-ize the v8 files for existing mods via my method.

PS. Feel free to inform me of any ignorance / stupidity in the above statement. <_<

There are significant differences between v8 and v7, not just that some files are in different directories. The stuff the trimpack does is no longer necessary with version 8.

#28 Jenavee

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Posted 11 December 2010 - 04:08 PM

There are significant differences between v8 and v7, not just that some files are in different directories. The stuff the trimpack does is no longer necessary with version 8.


That I can believe; though that then begs the question of whether my method would break anything or not, as if it doesn't, then I might as well use it until it fails to work. I actually modified the RAR itself to reflect the modification I made (on my computer, not the available one for download).

Edited by Jenavee, 11 December 2010 - 04:09 PM.

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#29 hzon

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Posted 11 December 2010 - 05:22 PM

One more thing is breaking for me when I rm that file and do a full install. Skimming the code real quick, v7.1 appears to check if a link target is valid, where v8 doesn't handle link entries that point to non-existent areas.

Installing [Worldmap for Baldur's Gate - including colored Baldur's Gate map icons]

Copying 1 file ...



Which travel times do you want?



1. Original Travel Times and Area Visibility

2. Revised Travel Times and Area Visibility.



PLEASE ENTER  1 OR 2  



Original Area Visibility and Travel Times for BG1 & SoA/TOB+BP Family Mods

Copying and patching 1 file ...

Copying and patching 1 file ...

Copying and patching 1 file ...

Copying and patching 1 file ...

Copying and patching 1 file ...

Copying 1 file ...

Copying 1 file ...

Copying and patching 1 file ...

Copying and patching 1 file ...

Copying and patching 1 file ...

Copying and patching 1 file ...

Copying and patching 1 file ...

Copying and patching 1 file ...

Copying 1 file ...

Copying 1 file ...

Copying and patching 1 file ...

Copying and patching 1 file ...

ERROR: cannot convert index1_ar60pb or %index1_ar60pb% to an integer

ERROR: [worldmap.wmp] -> [override] Patching Failed (COPY) (Not_found)

Stopping installation because of error.

Stopping installation because of error.



ERROR Installing [Worldmap for Baldur's Gate - including colored Baldur's Gate map icons], rolling back to previous state


I was able to fix this by removing the two lines:

DSC002    E         AR60PB      EXIT9000    4         2          AR5301   AR4901   AR5300   AR4701   AR4801   10

and

DSC004    E         AR60PB      EXITC004    3         2          AR4801   AR5301   AR4901   AR5300   AR4701   10

from my BGII - SOA\Worldmap\map_mods_links.tbl


Anyway, a few of the install scripts try to modify the map v7.1 code after it's untarred but before it's installed, so it's a little bit of a mess I think.

Real quick, these play with the Worldmap/ dir (like I assume mods are supposed to):

$ find ./ -name Worldmap
./ACBre/Worldmap
./BGT/Worldmap
./BiG World Fixpack/NTotSC/_copy/Worldmap
./BiG World Fixpack/rukrakia/_copy/Worldmap
./DSotSC/Worldmap
./Innershade/Worldmap
./soa/Worldmap
./TDD/Worldmap
./Worldmap

The Fixpack ones are suspicious looking.

And, here are the ones that are assuming (to an extent) the v7.1 layout, and messing with the code:

$ grep --recursive 'BP-BGT_Worldmap' .
...
./Setup-TDD.tp2:REQUIRE_FILE ~BP-BGT_Worldmap/Revised/TBL/new_map_mods_links_TDD.tbl~ ~Please EXTRACT ONLY the BP-BGT Worldmap mod into BGII - SoA folder for TDD to commence; more in TDD/README~
./Setup-TDD.tp2:COPY ~BP-BGT_Worldmap/Revised/TBL/new_map_mods_links_TDD.tbl~ ~BP-BGT_Worldmap/Revised/TBL~
./Setup-Turambar_fixes_tweaks.TP2:REQUIRE_PREDICATE FILE_EXISTS ~BP-BGT_Worldmap/Revised/TBL/new_map_mods_links_BGT.TBL~ @140      //Worldmap
./Setup-Turambar_fixes_tweaks.TP2:COPY ~Turambar_fixes_tweaks/TBL/new_map_mods_links_BGT.TBL~ ~BP-BGT_Worldmap/Revised/TBL/new_map_mods_links_BGT.TBL~

Anyway, I've never looked at any infinity engine code before, so my analysis may be totally wrong. I just want to play the fricking game. :>

#30 hzon

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Posted 11 December 2010 - 05:30 PM


There are significant differences between v8 and v7, not just that some files are in different directories. The stuff the trimpack does is no longer necessary with version 8.


That I can believe; though that then begs the question of whether my method would break anything or not, as if it doesn't, then I might as well use it until it fails to work. I actually modified the RAR itself to reflect the modification I made (on my computer, not the available one for download).


I installed a recommended install using your "copy lib/ to original/" technique, and got a few hours into BG2 before I noticed a problem. When I came out of that first dungeon, at the promenade or whatever, I couldn't go to the slums on the world map. I could only go to the city gate, but after I visited the city gate, the slums became a valid destination. So, presumably, the linkage between areas was messed up subtly. (Or I screwed something else up. :>)

#31 Jenavee

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Posted 11 December 2010 - 05:43 PM



There are significant differences between v8 and v7, not just that some files are in different directories. The stuff the trimpack does is no longer necessary with version 8.


That I can believe; though that then begs the question of whether my method would break anything or not, as if it doesn't, then I might as well use it until it fails to work. I actually modified the RAR itself to reflect the modification I made (on my computer, not the available one for download).


I installed a recommended install using your "copy lib/ to original/" technique, and got a few hours into BG2 before I noticed a problem. When I came out of that first dungeon, at the promenade or whatever, I couldn't go to the slums on the world map. I could only go to the city gate, but after I visited the city gate, the slums became a valid destination. So, presumably, the linkage between areas was messed up subtly. (Or I screwed something else up. :>)


EDIT: Now that I think about it, I [VERY vaguely] recall something like that happening to me before, many months ago, the first few times I'd tried out BWP, and it was caused by some mod or other.
/EDIT

In any case, this, we can possibly pin down. Did you:

a)Add or Remove any mods from the 'Recommended' selection?

b)Use only the current BWP's mod versions?

c)Disable foreign language mods?

and d)Change any mod settings from the ones defaulted in the BiG World Project's PDF at http://www.shsforums...s&showfile=534?


I know I was having odd problems earlier with a BWP installation, even though I was going by the PDF, as always. It was a Recommended+, with a few Standard mods tossed in, and after the full install and cleanup, I had to recover back to a clean install because the game wouldn't start, though I didn't read through many of the logs to try to figure it why (Yes, I'm incredibly lazy; don't judge meh!:angry:). Instead, I chose Recommended again, removed a few of the rule-changing mods, picked the ones I'd wanted, and now it works.

As Recommended lacks the Imoen Romance, the extra stores + items, and the huge amount of kits I want, I've never tried a pure Recommended installation, but I may just to see if it works.

EDIT: I wish BiG World Project would keep a log of all errors encountered during each installation from start to finish, and JUST of the errors. Then I wouldn't need to hunt through 80+ DEBUG files and hundreds of thousands of lines just to find some errors.

Edited by Jenavee, 11 December 2010 - 05:55 PM.

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#32 Lollorian

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Posted 11 December 2010 - 06:26 PM

I'll apologize for this problem (which is entirely my doing ... yes, ima mad scientist :lol:) The Borkpack is fixed, doesn't change anything in worldmap now :)

EDIT: I wish BiG World Project would keep a log of all errors encountered during each installation from start to finish, and JUST of the errors. Then I wouldn't need to hunt through 80+ DEBUG files and hundreds of thousands of lines just to find some errors.

Pretty easy actually :D

In the file called "BiG World Debug.txt", use the Find function in your text viewer for the ketwords "error" and "warning" ;) Other than the RoTerror mod and 2-5 mod components that fix errors (their lines usually begin with "SUCCESSFULLY INSTALLED"), everything else is prolly ... well, errors :lol:

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#33 hzon

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Posted 11 December 2010 - 06:29 PM




There are significant differences between v8 and v7, not just that some files are in different directories. The stuff the trimpack does is no longer necessary with version 8.


That I can believe; though that then begs the question of whether my method would break anything or not, as if it doesn't, then I might as well use it until it fails to work. I actually modified the RAR itself to reflect the modification I made (on my computer, not the available one for download).


I installed a recommended install using your "copy lib/ to original/" technique, and got a few hours into BG2 before I noticed a problem. When I came out of that first dungeon, at the promenade or whatever, I couldn't go to the slums on the world map. I could only go to the city gate, but after I visited the city gate, the slums became a valid destination. So, presumably, the linkage between areas was messed up subtly. (Or I screwed something else up. :>)


This, we can possibly pin down. Did you:

a)Add or Remove any mods from the 'Recommended' selection?

b)Use only the current BWP's mod versions?

c)Disable foreign language mods?

and d)Change any mod settings from the ones defaulted in the BiG World Project's PDF at http://www.shsforums...s&showfile=534?


I know I was having odd problems earlier with a BWP installation, even though I was going by the PDF, as always. It was a Recommended+, with a few Standard mods tossed in, and after the full install and cleanup, I had to recover back to a clean install because the game wouldn't start, though I didn't read through many of the logs to try to figure it why (Yes, I'm incredibly lazy; don't judge meh!:angry:). Instead, I chose Recommended again, removed a few of the rule-changing mods, picked the ones I'd wanted, and now it works.

As Recommended lacks the Imoen Romance, the extra stores + items, and the huge amount of kits I want, I've never tried a pure Recommended installation, but I may just to see if it works.


I actually saved a copy of that entire directory, so I can give you the files. (I haven't given up on those saves yet. :>) I used the latest BWS release (the release one, not the beta one that lets you pause/etc), upgraded it via the gui prompts, and did a recommended install of bg1 + bg2. I selected english-only (pretty sure), added the widescreen mod to the config, and then right after extraction I copied lib/ to original/ in the widescreen mod dir.

Just skimming the code, it's really happenstance that it worked so smoothly, as a lot of the code has been rewritten. You get most of the v7.1 logic because it's all in that main tp2 file that is overwritten, but everything else is changed around out from under it.

So, here are the files, but this is probably not a good point to troubleshoot from. Better would be if I recreated a recommended install where I made sure the v8 map mod was installed correctly and showed where things broke. However, I've already hopelessly messed up my current installation (making it work, or at least making it appear to work), so that would take me another couple hours to recreate, and I'm supposed to be prepping for an 18+ hour plane flight on monday. :>

Attached Files



#34 Jenavee

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Posted 11 December 2010 - 06:51 PM

I'll apologize for this problem (which is entirely my doing ... yes, ima mad scientist :lol:) The Borkpack is fixed, doesn't change anything in worldmap now :)

EDIT: I wish BiG World Project would keep a log of all errors encountered during each installation from start to finish, and JUST of the errors. Then I wouldn't need to hunt through 80+ DEBUG files and hundreds of thousands of lines just to find some errors.

Pretty easy actually :D

In the file called "BiG World Debug.txt", use the Find function in your text viewer for the ketwords "error" and "warning" ;) Other than the RoTerror mod and 2-5 mod components that fix errors (their lines usually begin with "SUCCESSFULLY INSTALLED"), everything else is prolly ... well, errors :lol:


Oooo thanks for the fix and suggestion! Of course, this comes right AFTER I just reinstalled BWP for the 3rd time in as many days....LOL. Ah well, the experience is useful, anyway....I'm getting less visible bugs each time, so hopefully I'll achieve a huge, semi-stable installation soon.

EDIT: Gargh. Recommended install failed for me using my old method (before that fix). I couldn't leave Waukeen's Promenade...eh, oh well. Back to the BiG World Setup for (yet another) reinstall....hahaha!

Edited by Jenavee, 12 December 2010 - 12:58 AM.

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#35 Perillious

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Posted 12 December 2010 - 01:07 AM

I had a similar problem too. I thought I solved it by reinstalling Worldmap but now, no icons appear on the map and I can't travel anywhere...

#36 Jenavee

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Posted 12 December 2010 - 02:19 AM

It's fine, Perillious. Lol fixed the Borkpack (http://www.shsforums...ost__p__502826), so it no longer screws with the Worldmap. Just reinstall the BWP and you'll be fine, so long as other mods don't cause issues with each other.

Also, I -highly- recommend using the BiG World Project PDF when choosing / configuring / installing mods, even if you're not gonna use the BWS. It's available at http://www.shsforums...oads&showcat=72, and will save you a lot of effort and bugs.

Edited by Jenavee, 12 December 2010 - 02:23 AM.

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#37 Lollorian

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Posted 12 December 2010 - 02:35 AM

Just reinstall the BWP and you'll be fine, so long as other mods don't cause issues with each other.

PS: You actually have to use the new borkpack in order to fix it :D The BWS still downloads the old borkpack ... for the moment :P

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#38 Wisp

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Posted 12 December 2010 - 03:37 AM

One more thing is breaking for me when I rm that file and do a full install. Skimming the code real quick, v7.1 appears to check if a link target is valid, where v8 doesn't handle link entries that point to non-existent areas.

Sorry about that. I'll try to put up a fixed version today. A fixed version is now available for download.

Edit:

And, here are the ones that are assuming (to an extent) the v7.1 layout, and messing with the code:

$ grep --recursive 'BP-BGT_Worldmap' .
...
./Setup-TDD.tp2:REQUIRE_FILE ~BP-BGT_Worldmap/Revised/TBL/new_map_mods_links_TDD.tbl~ ~Please EXTRACT ONLY the BP-BGT Worldmap mod into BGII - SoA folder for TDD to commence; more in TDD/README~
./Setup-TDD.tp2:COPY ~BP-BGT_Worldmap/Revised/TBL/new_map_mods_links_TDD.tbl~ ~BP-BGT_Worldmap/Revised/TBL~
./Setup-Turambar_fixes_tweaks.TP2:REQUIRE_PREDICATE FILE_EXISTS ~BP-BGT_Worldmap/Revised/TBL/new_map_mods_links_BGT.TBL~ @140      //Worldmap
./Setup-Turambar_fixes_tweaks.TP2:COPY ~Turambar_fixes_tweaks/TBL/new_map_mods_links_BGT.TBL~ ~BP-BGT_Worldmap/Revised/TBL/new_map_mods_links_BGT.TBL~

Those two are probably all right. TDD wants to add some links (fixed in v8) and Turambar's mod makes some changes to the link table for BGT.

I installed a recommended install using your "copy lib/ to original/" technique, and got a few hours into BG2 before I noticed a problem. When I came out of that first dungeon, at the promenade or whatever, I couldn't go to the slums on the world map. I could only go to the city gate, but after I visited the city gate, the slums became a valid destination. So, presumably, the linkage between areas was messed up subtly. (Or I screwed something else up. :>)

That's (probably) a bug in v7 which was fixed in v8.

Edited by Wisp, 12 December 2010 - 04:36 AM.


#39 Perillious

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Posted 12 December 2010 - 06:30 AM

So, I just have to use the new Borkpack after Big World is installed? Sounds good, thanks for the help!

#40 Wisp

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Posted 12 December 2010 - 06:45 AM

So, I just have to use the new Borkpack after Big World is installed? Sounds good, thanks for the help!

You need to update the Trimpack/Borkpack before it runs. Alternatively you can delete the file "Trimpack/Setup-BP-BGT-Worldmap.tp2" before the Trimpack runs.