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General Help Plea From Non-Modding User


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#1 Zodronon

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Posted 28 December 2010 - 04:18 AM

Greetings! I?m a non-modding gamer, ADD & dyslexic, and terrified even of navigating a forum, to be honest. So if I commit some great faux pas (like posting in the wrong area, or asking something that really is buried somewhere in these archives), I apologize profusely in advance.

I just bought both The Original Saga and BG2 Complete from GoG.com. To be frank, these are replacements for my original copies which I threw out with my $2500 game library when I ?gave up gaming? 18 months ago. At that point, I?d not finished BG/TotSC, and never took the wrapper off of SoA or ToB. I just couldn?t find the hours in the day to do all the gaming on my plate. So I?m both anxious and rusty at the moment.

Wanting the best and most supported experience, I?ve added Baldur's Gate Trilogy to the mix. That put me in the position to decide what I wanted to add next. And I?m here to tell you as a normal user that the options - and variables - are driving me into a mental hospital. :crying: I?m chomping at the bit to experience all of the amazing work that so many of you have done, and I?m envious that you are able to put more effort in making mods (in probably less time) than I spent trying to play the game originally (playing on and off for about 2 years). The problem is that I can?t get anywhere near booting the game...and not for technical reasons.

I?ve been reading forums now for three solid days (which I was only able to steal because of the holiday weekend). And I?m now more paranoid about proceeding than ever! Let me see if I can show you the difficulties from my perspective; perhaps I?ll prove the perfect fool to beta your foolproof forums. :rolleyes:

First, the issue of TuTu vs. BGT. It never really was clear who the winner was, though my gut tells me that, with the revisions of recent years, BGT came from behind and edged out TuTu in the end. The major difference being the style of bridge between BG1 and BG2, I chose BGT. It also (it?s at least implied) is very compatible with additional mods. Good start, but it took me a solid day to figure that out?and I embraced the decision with little confidence.

Now I?m faced with a host of add-ons. They all look amazing! But there are definitely some camps to divide things into:

Bug Fixes - to the existing engine, both core games and both expansions, and to the individual mods themselves.

Improvements and Preferences (?Tweaks?) - unnecessary but convenient, and generally desired updates to the interface (I?ll use the streamlined Journal as an example of this idea, though I understand this is actually part of a larger package).

Cheats and Hacks - overly-strong words for what's here compared to what?s out there in the aftermarket, but, relative to the close-to-the-vest mods that are the majority here, these tend to give special or unintended power to players, such as extra equipment or unintended spells.

Environmental Additions - from music to NPC banter, these add flavor and color without grossly affecting the game.

Elemental Augmentations - from balanced spells and items to additional NPCs to small extra side-quests, these are small, inoffensive additions that fall somewhere between simple environment supplements and?

Moderate Supplemental Adventures - these being full side-quests or small additional areas within existing modules, just to add a touch more fun and scope.

Major Add-On Campaign Modules - these are the full-blown quest chains and areas which, had they been official releases, would have been separately-boxed add-ons of major scope.

Now, all of these amazing warez, in all of their various states of development, are seductive and exciting. I admire all of these achievements, and (adjusted for my personal playstyle) would love to try most of them! But, aside from not having the time, I don?t know how. And three days of reading, though it?s clarified the variables for me, has not presented a solution. My problems are:

* In what order are things installed? I?ve already installed BGT - it?s the one conclusion I had some confidence in at the time - and now I fear I was precipitous, and must rip the whole gamut out and run the hour-plus sequence again with refinements. Specifically, I?m confident that BG1 and BG2 go in first. But then what order of the following: host linker/expander (BGT or TuTu); major ?Big? mod package (Big World, etc.); major individual mods (Secret of BoneHill, etc.); environment packages (romances, etc.); minor tweaks, fixes, and hacks (everything else)?

* What do the ?Mega-Mods? actually contain? It is far from clear in most cases. The implication, for example, is that Big World ?contains? several of the individual major expansions, these cleaned up for cross-compatibility?but I can?t find the list of which mods are in the package. That makes me think that I?m wrong, and that only the fixes to the compatibilities are native to Big World, and the individual mods must still be separately installed. And if I?m wrong, what would be the result of laying, say, an individual ?Darkest Day? install on top of a Mega-Mod with ?Darkest Day? already in it? :unsure:

* Even if I work out all that is in the Mega-Mod, there are other things I?d like to install. What?s their compatibility with BGT? With the Mega? With each other? How do I know when one is redundant to another (two identical AI scripts, for example), and how they?ll behave together? What happens when they contradict one another (BG1 scribe XP vs. BG2 scribe XP, for example)? And what about old-school incompatibilities?vanilla crashes for as-to-yet unknown reasons? Some mods have rigorous version histories; others, no hint of any problems. Does anyone keep comprehensive track?

* And even in a vacuum, it?s not always clear what state the individual mod is in. Is it alpha? Beta? Release, but with notes? Rock-solid? Retired/deprecated? Absorbed by a package mod? Supplanted by a superior alternative?

* Are the elements in the mods optional? In a major campaign mod, obviously not. But in a Tweaks Pack, it would be nice to know if I can take the nice music and NPC banter (or whatever) and dump the Tactics-style AI cheats separately, without having to turn off or delete the entire pack. This may already be a standard?but it?s not apparent from most of the forum traffic and documentation I?ve found so far. :wacko: And, without a dependable troubleshoot/uninstall guide, there's way too much time at stake to expermiment by installing.

* And, finally, what do I do if things go wrong? I?ve yet to find a decent procedural that walks a non-tech user through installing, augmenting, testing, and removing mods and add-ons without compromising either the entire install suite of mods, host framework, and original software. I've seen parts of this formula, but always fragmented and insulated from the whole, and scattered about. Furthermore, I?ve seen no evidence that such tweaking is plausible without majorly screwing up any saved games created from that config.

You will understand my reluctance to blunder through or ?trial and error? this process if you know that I am a) not very successful at tech (despite 10 years - and these not recent - in retail game software support); b) far too old and slow to pick this up effectively, and; c) bereft of the time to both play the game and re-invent the wheel. Looking at 400-500 hours of actual gaming, here, the thought that one of these chains might fail 75-90% of the way through over an add-on bug, and drive me back to square one, maybe multiple times, is enough to swear me off gaming again before I even try! Consider that 4-5 such losses is the equivalent of working a normal job! Who has that kind of time? :doh:

Now, I would certainly love and appreciate answers to the above here, in this thread, if someone is up to it. :Bow: As a sidebar, I?d also be grateful if anyone has, could guide me to, or is willing to attempt, a reasonably comprehensive list of mods and add-ons that fall under the following criteria:

1) Utterly cross-compatible, with BGT and each other (within reason?a dropped dialogue or instance of weird AI behavior in one fight is not a deal-breaker). I don?t want to beta, troubleshoot, reinstall the game, or loose 200 hours of play. Regrettably, I don?t have the time or the skill. :(

2) All reasonable major campaign additions. New areas, quests, and story arcs, as many as will fit that will not screw up the major game or one another.

3) Suggestions as to environmental enhancements that are pleasant but not burdensome. NPC banter? Sure, if it doesn?t fully replace the original voices I love. Romances? Maybe. Fields of dead Drzzzts that drop Vorpal Blades? No thanks.

4) Any packs that might enhance the game, such as NPCs that can join my party (I tend toward Good alignments) or through secondary quest interaction or environmental harassment (the others, obviously, if they do this).

5) Moderate or reasonable tweaks and fixes. So long as it either fixes a true bug, honors some original intent (from Bioware over the first game, let?s say, or a PnP rule that was dropped), or is a sensible improvement (the BG2 interface in BG1), I?m all for it. Anything that?s too risky or unbalances the game, I swear off.

6) Nothing exploitive or overly convenient. Don?t love the idea of the chest cracking XP that drives you up a level each time you open a box in Beregost. I either need to be able to turn that stuff off, or not use the mod.

7) The primary rule is that I?d like enhancements and balanced additions that do not ruin the spirit and flavor of the original game, or cheat its intent. I favor original music and voices (even with incongruous additions) over too much replacement. I respect the immense work you?ve all put in, but that?s the place I personally draw a very subjective line.

That said, I totally get if someone declines to spend their own valuable time customizing a list for me. It would be a tall order for an individual?but I think it would be a remarkable resource for this site. I'd be more than happy to find that information for myself...if it were just a little more compreshensively presented!

In fact, at the risk of being ?that guy? - the non-tech noob who probably missed several key pages that he didn?t find just searching and trolling; the guy who, barely able to use the software in question, arrogates suggestions - but I?ve been so thrilled by the site, and so informed by the many great contributors that I?m crushed that I?ve come up a few feet from the exit only to find the tunnel blocked. :o

As a novice and an end-user, perhaps I can point out a few places where things might be raised to the highest possible standard of ease, consistency, and comprehension. For example:

User Forum - Most of the forums I see here are dedicated to, or from the perspective of, qualified modders. That?s great and all?but most of us that use your fine craftwork are not modders. Heck, most of us are lucky to be able to install a commercial piece of software! Why not a section dedicated the customer: the end user?

User Tools - What would this forum contain? Certainly several stickies on a few key subjects:

A Comprehensive Installation Guide - Not just for an individual mod or tweak, but a guide that maps the entire organic process and interrelationships of the software, as simplified as you can get it. For example:

?The main games are installed to directories which, for ease of use and security, should be in the root of the C: drive and contain no spaces. After this, any major ?Big World? mod is installed, then BGT or TuTu, then major campaign mods, NPC and dialogue packs, then tweaks, fixes, and hacks, in that order, unless?? ...or whatever.

This would be a remarkable resource for those of us who don?t intuitively understand all the ins and outs of the interactions of these bits of code.

A Comprehensive Mod List - I realize there are many lists already, including a really great one concerning WeiDU compatibility?but, again, the information there seems more to serve modders or the savvy than the novice. This page should either contain, or direct the reader to, encapsulations of the mod and all of its critical specs. In the latter case, perhaps there should be links to sub-threads or Wiki entries that have specs on each mod. I recognize that the download pages presently have a great wealth of specifications and a good standardization of format, but this could be further extended (I still have no idea what this Jonathan NPC is or does - only that he exists - and this despite hopping around to several links and other pages; why is it not on the main page for his mod?).

Individual Mod Data Sheets - As stated above, these should be embedded somewhere sensible and linked to the master list. Whether these are separate entities, or simply more robust versions of the download pages, is up to you. But they should contain, in a standardized format (with redundancies where necessary):

* The platform the mod is designed for (Mac, PC, OS version, etc.), which is not always intuitive.
* The host program the file is compatible with (BGT, TuTu, both, etc.), and here you should err in favor of diplomacy and centralization. Though most of this and other sites are good about linking to outside resources, there is no guarantee that those resources are updated, don?t redirect to more obscure resources in-turn, or even work at all. We get that you?re not modding for TuTu directly?but if you cover their backs, I?m sure their community will cover yours. Anyway, if they can talk about BGT compatability of a TuTu mod there...you should at least make the same info clear here, where you're recommending or linking to it. :)
* The current version (which someone would have to stay on top of), and its status (alpha, beta, new release, updated, finished, not supported, obsolete, etc.).
* Known issues and bugs.
* Cross-compatibility - good and bad - with other modules and resources. Perhaps even a master compatability cross-sheet, chart, or spreadsheet might be in order (I know it would have helped me immensely :huh: ).
* Suggested order of operation in the overall install chain (i.e., before or after BGT, before or after tweaks and bug fix packs, etc.).
* Any other relevant specs (such as NPC location, custom voice script or AI script description, alignment, class, race, etc.).

I recognize that much of this information can be found presently, depending on where you look. But even if the above proves redundant to information stored elsewhere, having it in a clearinghouse would be an immense help.

A Standardized Description System - This should use standardized terms of the community's convention or discretion, and should make clear what category the mod fits into, its size and scope, and what ?style? it is. So? ?party NPC AI mod for just Paladins that is greatly overpowered and gives you a tremendous advantage,? or whatever. This would work best as header information for each reference, link, list, and data sheet for the mod on this site...short as possible, clear, and right after the mod's name.

OK, I guess I am that guy. :P But I mean well. I?ve now typed to 4 in the morning when I?m supposed to be working and sleeping, just to take a shot at seeing if anyone here can help me navigate the difficulties which gets me to the hours of choices, installs, and troubleshooting that gets me, in turn (and probably days from now) to my first new game of BG in years. I hope that I have not offended, and, if I have, mea culpa...it was not my intent.

Without that help, I fear I?ve just blown $20 bucks and a weekend only to pull the game for good this time. I hope there aren?t a lot of players like me, but judging from the help forums I?ve been through, I know there?s a lot of frustration out there. You guys have done so much to quell and relieve that already - above and beyond the thousands of work-hours you?ve but into these remarkable modules. :wub:

I want to make sure they find the entire audience they deserve.

Thanks for your time and consideration. :)
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#2 Jarno Mikkola

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Posted 28 December 2010 - 04:47 AM

What do the “Mega-Mods” actually contain? It is far from clear in most cases. The implication, for example, is that Big World “contains” several of the individual major expansions, these cleaned up for cross-compatibility…but I can’t find the list of which mods are in the package. That makes me think that I’m wrong, and that only the fixes to the compatibilities are native to Big World, and the individual mods must still be separately installed. And if I’m wrong, what would be the result of laying, say, an individual “Darkest Day” install on top of a Mega-Mod with “Darkest Day” already in it? :unsure:

Well, depending, which version of the megamod, if it's the Standard alone The Darkest Day mod: it's havoc that you have never seen before, if it's the latest TDDv1.14, you cannot install the BWP on it...
That's why there is the BiG World Setup program, it's easy step by step program that ends with properly installed BWP game.

What the megamod(TDD, SoS, TS, NEJ) actually contains is a large (addon) quest mod that you can be played when you take with you the required characters ... or the like. In BiG World terms, you can choose; no, you actually have to choose which you wish to complete, as you cannot complete all of them, as some of them are quite well interlined in to the main quest.
What comes to their compatibility of those mods, they are not... :devil: .. they were not really maid to be compatible originally, but the BWP has and the mod teams maid most of them as compatible as possible, when they are fixed within the BWS auto-install process.

such as NPC location, custom voice script or AI script description, alignment, class, race, etc

You didn't look, did you ? This.

Cross-compatibility - good and bad - with other modules and resources. Perhaps even a master compatability cross-sheet, chart, or spreadsheet might be in order (I know it would have helped me immensely :huh: ).

Yeah, and when I change one of my mods, the whole 'network' crashes like it's not even there.

Edited by Jarno Mikkola, 28 December 2010 - 05:29 AM.

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


#3 Zodronon

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Posted 28 December 2010 - 07:34 PM

You didn't look, did you ? This.

In truth, I looked quite intently (though nowhere near, I'm sure, exhaustively :rtfm: ). I've two different browsers open with so many research tabs open on modding, version histories, individual mods, etc., that both browsers are starting to crash. Again, I lament my poor forum skills, but ADD/Dyslexia makes one blunder down corridors that wind in great circles, oft times missing the clearly-marked door. The above link is a gem, and immensely useful. Yet, in my own defense, I note that my dear, elusive Jonathan is still noticeably absent from the list. ;)

Which, again brings me to my point: central resource = good; convention on every page referencing the mod = better, I think. You folks have done the near-impossible already. But you might forget how turbid these waters were when you were first learning. Believe it or not, there are those of us who don't know what "LSTest" or "Biffing Method" means. :wacko:

Oddly, one of the most informative pages I?ve seen yet on any issue is the one buried in your sig, Jarno! But, again, the content there has both clarified and obfuscated, in that it proves this thing is even more complex than I?d feared. It even implies that my whole concept of this process of modding is not what I?m conceiving of in my head. Why does the odd mod info page show a screencap not of gameplay, but of a custom start screen, akin to character creation? That would suggest that each of these mods are in fact sandboxes, or, at least, one-offs, to be played individually astride a full game of BG1/BG2. I don?t have 400+ hours to play each modular add-on (that is, a new location/new map/new quests side adventure). And I?ve no interest in just porting characters to little, individual maps in vacuums, if that?s what?s going on.

So, of the major topics in the Spellhold Studios> Downloads> Baldur's Gate II Mods forum, I?m leery now to trust to the section that includes ?Check the Bodies,? ?Shadows Over Soubar,? ?The Darkest Day,? or ?Tortured Souls.? The descriptions of these mods seem more esoteric than their names suggest. That is, not individual map adventures (like TotSC) but mood shifts or flavor changes to the entire game.

In that context, I continue my search for more TotSC-style content and find the section on Quest Mods, which includes ?Dark Side of the Sword Coast (BGT),? ?Fading Promises,? ?Innershade,? ?Secret of BoneHill,? ?Region of Terror,? ?Sylmar Battlefield,? and ?TotDG.? But even reading deeper into these, my concept of all of these running together, and my character/party simply visiting each of them separately (at their appropriate times) as I blunder upon them (ala TotSC), all in the larger context of the master game, seems to be a misconception.

So I?m left with the question, do I not understand this whole thing fundamentally? Are these only little ?pocket universe? adventures - like breaking into someone?s yard and briefly using their pool? Or does this whole thing fit together seamlessly somehow into a grand and greater adventure than the original alone? If I?m off about this, then I?m sure it?s partly because of my naiveté and inexperience with these add-ons. But I must also humbly submit that you all in-the-know might have skipped a key step early-on that might have kept noobs like me out of the woods. Where is the grand mission statement and clear description of how any of this works at all to a simple downloader/player? It would have saved me a pile of anxiety?not that that?s your main mission, obviously. :blush:

Yeah, and when I change one of my mods, the whole 'network' crashes like it's not even there.

On the page in your sig it is suggested that Big World has been both a master container of other modules and a simple standalone framework for housing separate installs of same at different times in its history. That just makes things more treacherous for me. :WTF:

I?m now four days of research into this, clearer, but more intimidated than ever. This whole adventure is more complex and dangerous than the game itself! :wall: I fear that I?m just in far over my head, and haven?t the time or knowhow to parse all this out. I?d really, really love to explore the remarkable stuff you guys have brewed up?I?m just the kind of audience you probably have in mind when you dream this stuff up! Heck, I?d probably be modding myself if I had the time and skills.

But I?m now beginning to fear that most of what?s here is too risky, too complicated, and too demanding for the likes of me. I dread missing out, but I fear the byzantine process of making any of this work more. I?m beginning to surrender to the idea that I shall just have to settle for the BGT linkup and play the game ?vanilla.? There?s so much good here?I just can?t seem to get anywhere near it.

I?ve little enough time to even play a computer game once in awhile. The learning curve, research, downloads, installations, configurations, troubleshooting, feedback, and all the rest really turn this thing into a job. :Poke: :new_bottom:

So let me massively simplify things...and I'm, again, asking everyone's opinion (OK...the two of you that actually read this :D ). Forget Big World stuff. Forget conveniences, cheats, or anything purely flavor-oriented. If you had to pick one, foolproof, ?don?t miss this? add-on campaign module, full of new areas and quests, which would you choose? Does it require another framework like Big World, or a map mod to work properly?

And what are the three, fundamental ?fix/tweak/preference? mods that you wouldn't live without? That is, things to eliminate legacy bugs, tighten up AI reasonably, and otherwise enhance what is already there without disturbing the flavor or intent of the original, or creating imbalances or exploits?

I might risk that small number of suggestions, if it?s not a major headache to implement them. Perhaps in employing them, I?ll learn a lot more about this modding thing in general, and even earn the skills to risk trying more of what?s out there.

But, as for right now, I?d just like to get to the game - without fear that in 200 hours I?ll be back to square one and miserable. <_<

Thanks again, everyone, for great work! :clap: And I'm sorry I'm having so much trouble keeping up!
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#4 Lollorian

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Posted 28 December 2010 - 09:53 PM

OMG long post :D Anyway, your questions:

* In what order are things installed? I’ve already installed BGT - it’s the one conclusion I had some confidence in at the time - and now I fear I was precipitous, and must rip the whole gamut out and run the hour-plus sequence again with refinements. Specifically, I’m confident that BG1 and BG2 go in first. But then what order of the following: host linker/expander (BGT or TuTu); major “Big” mod package (Big World, etc.); major individual mods (Secret of BoneHill, etc.); environment packages (romances, etc.); minor tweaks, fixes, and hacks (everything else)?

Ok, a megamod means a game with 2 or more MAJOR expansions

Here, major expansions are:
  • BGI
    • SoBH - Secret of BoneHill
    • DSotSC - Dark Side of the Sword's Coast
    • NTotSC - Northern Tales otSC (expansion for and requires DSotSC)
    • DZ - Drizzt Saga
  • BGII
    • NeJ - Neverending Journey (only v4.2 is megamod compatible, the current version, v6.93 is standalone)
    • TDD - The Darkest Day
    • CtB - Check the Bodies
    • RoT - Region of Terror
    • TS - Tortured Souls (there's a megamod compatible version called TS-BP and a standalone version called TS)
    • SoS - Shadows over Soubar
All of this can be made compatible using 3 mods:
BGT - Baldur's Gate Trilogy - To bring BGI into BGII ... like magic :P
BP - Big Picture - Basic "glue" mod that holds megamods together and keeps stuff standardized
BP-BGT-Worldmap - So you get all the new regions added by all megamods in ONE HUGE WORLDMAP :woot:

And ... new must-have entrant
IA - Infinity Animations - resolves conflicts between megamods that add new creatures and makes every monster in the game different from every other monster (so no a Worg looks like a worg rather than a red colored wolf ;))

Now, the BWP/S - BiG World project/Setup - is just instructions and tools that can help automate your install. It is NOT a mod.

* What do the “Mega-Mods” actually contain? It is far from clear in most cases. The implication, for example, is that Big World “contains” several of the individual major expansions, these cleaned up for cross-compatibility…but I can’t find the list of which mods are in the package. That makes me think that I’m wrong, and that only the fixes to the compatibilities are native to Big World, and the individual mods must still be separately installed. And if I’m wrong, what would be the result of laying, say, an individual “Darkest Day” install on top of a Mega-Mod with “Darkest Day” already in it? :unsure:

Hope you've read the BWP Guide (link in sig :P) ... that's probably your best resource to eveything BGII modding :D And no, the fixes and compatibilities aren't just native to the BWP :)

* Even if I work out all that is in the Mega-Mod, there are other things I’d like to install. What’s their compatibility with BGT? With the Mega? With each other? How do I know when one is redundant to another (two identical AI scripts, for example), and how they’ll behave together? What happens when they contradict one another (BG1 scribe XP vs. BG2 scribe XP, for example)? And what about old-school incompatibilities…vanilla crashes for as-to-yet unknown reasons? Some mods have rigorous version histories; others, no hint of any problems. Does anyone keep comprehensive track?

Re: redundant scripts - they'll fire together (and prolly cause stutters :P)

Re: BGI/II scribe XP - the last one installed overrides the previous one ;)

Mods with small histories means ... be optimistic ... perfection :Bow: (omg I know that's prolly not true but there's not going to be any reason to call the fire brigade :P)

* And even in a vacuum, it’s not always clear what state the individual mod is in. Is it alpha? Beta? Release, but with notes? Rock-solid? Retired/deprecated? Absorbed by a package mod? Supplanted by a superior alternative?

Take it with a grain of salt ... all mods are regarded stable unless specified :D (and supplanted/ussurped mods and stuff can be found in the BWP Guide)

* Are the elements in the mods optional? In a major campaign mod, obviously not. But in a Tweaks Pack, it would be nice to know if I can take the nice music and NPC banter (or whatever) and dump the Tactics-style AI cheats separately, without having to turn off or delete the entire pack. This may already be a standard…but it’s not apparent from most of the forum traffic and documentation I’ve found so far. :wacko: And, without a dependable troubleshoot/uninstall guide, there's way too much time at stake to expermiment by installing.

Yup most mods have plenty of options.

1) Utterly cross-compatible, with BGT and each other (within reason…a dropped dialogue or instance of weird AI behavior in one fight is not a deal-breaker). I don’t want to beta, troubleshoot, reinstall the game, or loose 200 hours of play. Regrettably, I don’t have the time or the skill. :(

2) All reasonable major campaign additions. New areas, quests, and story arcs, as many as will fit that will not screw up the major game or one another.

3) Suggestions as to environmental enhancements that are pleasant but not burdensome. NPC banter? Sure, if it doesn’t fully replace the original voices I love. Romances? Maybe. Fields of dead Drzzzts that drop Vorpal Blades? No thanks.

4) Any packs that might enhance the game, such as NPCs that can join my party (I tend toward Good alignments) or through secondary quest interaction or environmental harassment (the others, obviously, if they do this).

5) Moderate or reasonable tweaks and fixes. So long as it either fixes a true bug, honors some original intent (from Bioware over the first game, let’s say, or a PnP rule that was dropped), or is a sensible improvement (the BG2 interface in BG1), I’m all for it. Anything that’s too risky or unbalances the game, I swear off.

6) Nothing exploitive or overly convenient. Don’t love the idea of the chest cracking XP that drives you up a level each time you open a box in Beregost. I either need to be able to turn that stuff off, or not use the mod.

7) The primary rule is that I’d like enhancements and balanced additions that do not ruin the spirit and flavor of the original game, or cheat its intent. I favor original music and voices (even with incongruous additions) over too much replacement. I respect the immense work you’ve all put in, but that’s the place I personally draw a very subjective line.

Have a look at this thread :) The ones in green and mauve are the mods you're looking for (every mod has a "Homepage" link so you can click that to read up and stuff :P) *whew! almost halfway there :D*

User Forum - Most of the forums I see here are dedicated to, or from the perspective of, qualified modders. That’s great and all…but most of us that use your fine craftwork are not modders. Heck, most of us are lucky to be able to install a commercial piece of software! Why not a section dedicated the customer: the end user?

I'm pretty much customer :D Shoot your questions ... and I shall die :P

A Comprehensive Installation Guide - Not just for an individual mod or tweak, but a guide that maps the entire organic process and interrelationships of the software, as simplified as you can get it. For example:

“The main games are installed to directories which, for ease of use and security, should be in the root of the C: drive and contain no spaces. After this, any major ‘Big World’ mod is installed, then BGT or TuTu, then major campaign mods, NPC and dialogue packs, then tweaks, fixes, and hacks, in that order, unless…” ...or whatever.

This would be a remarkable resource for those of us who don’t intuitively understand all the ins and outs of the interactions of these bits of code.

The BWPGuide ... the holy book of BGII modding *choir music* ... it's written in the ancient language of somewhat mashed up german and english but pretty awesomely written all the same :Bow:

A Comprehensive Mod List - I realize there are many lists already, including a really great one concerning WeiDU compatibility…but, again, the information there seems more to serve modders or the savvy than the novice. This page should either contain, or direct the reader to, encapsulations of the mod and all of its critical specs. In the latter case, perhaps there should be links to sub-threads or Wiki entries that have specs on each mod. I recognize that the download pages presently have a great wealth of specifications and a good standardization of format, but this could be further extended (I still have no idea what this Jonathan NPC is or does - only that he exists - and this despite hopping around to several links and other pages; why is it not on the main page for his mod?).

That would be the BWP Linkliste or PPG's Modlist :)

Edited by Lollorian, 28 December 2010 - 09:55 PM.

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
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


#5 Zyraen

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Posted 28 December 2010 - 10:32 PM

Purely curious, how does someone with ADD write such long posts and be able to provide so many gazillion suggestions as I've never seen before? :) Lol

Edited by Zyraen, 28 December 2010 - 10:33 PM.

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Love between a Law Enforcer and a Fugitive - can such a thing even happen?
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#6 Jarno Mikkola

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Posted 29 December 2010 - 12:26 AM

The BWPGuide ... the holy book of BGII modding *choir music* ... it's written in the ancient language of somewhat mashed up german and english

The English, the German, the Spanish... Inquisition, no body expects the Spanish Inquisition!

The BWP.pdf's are really what the BWP is, a gathering of knowledge that let's people to play their Megamod combinations. The BiG World Setup(BWS) just makes the whole thing almost automatic without the need to actually know a lot of the mods at all.

Purely curious, how does someone with ADD write such long posts and be able to provide so many gazillion suggestions as I've never seen before? :) Lol

Well, the ADHD manifests in demons in many inhuman forms...
This is to say that don't we all have a decree of something wrong with us, not that I don't have any, I do.

Edited by Jarno Mikkola, 29 December 2010 - 01:13 AM.

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


#7 Zodronon

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Posted 29 December 2010 - 01:34 AM

Purely curious, how does someone with ADD write such long posts and be able to provide so many gazillion suggestions as I've never seen before? :) Lol


Notice you didn't actually use the term "articulate." :ermm:

The answer is long and complicated (you've probably guessed that most things are for me...lol!).

1) 46 years of practice.
2) ADD/Dyslexia also tends to indicate high forms of certain intelligences while sabotaging others. I have some such intelligences. And it's way up and down...like 17 Int/5 Wis, if you take my meaning. ;)
3) Not many people realize that ADD = OCD. True. When you suck at completing most things, if you find yourself good at, motivated towards, or interested in something, you tend to latch onto it with wyvern claws and drag it to the briney depths. So am I with writing. :P And I spend hours editing out all the errors. :unsure:
4) A tremendous number of systems, processes, methods (concepts probably familiar to you modders/coders) that work to mitigate the worst symptoms. For example, I carry four colored pens everywhere I go, because making notes is nice, but color makes them pop and register in my chaos-addled brain. That being said, I recently lost 9 months worth of creative notes - a 75 page document - to a stupid Word error, panicked, and pretty much asssured I couldn't recover it. Still a long road for me.

But I can force focus, immerse, repeat, etc., as neccessary on these complex tasks. But there's a point of diminishing returns after which, even with my 10 years in the computer industry, I start to melt down. :blink:

It is precisely my addled, random, complex brain that, in its constant turmoil, sees too many paths, so many pitfalls, all possible contradictions and paradoxes, that gets me where I am right now. And, hopefully, I'm smart and skilled enough a writer to articulate what many people in my position might just give up on, that you kind folks might learn how we uninitated can screw up your simplest sets of perfectly reasonable instructions. :cheers:

Then again, perhaps I'm just a dolt. :ROFL:

/end off-topic discussion. 8)
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#8 Zyraen

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Posted 29 December 2010 - 01:36 AM

Can I get your help with Writing Stuff? :) :) :)

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Love between a Law Enforcer and a Fugitive - can such a thing even happen?
SoA Release - Overview / Download Links

Zyraen's Miscellaneous Mods - Ust Natha Accelerator, item tweaks, XP caps, The Ub3r Reaver Kit, and much more...
Spellhold Gauntlet - more than just a Spellhold-Be-Gone
Hidden Kits - hidden dual-classed kits with a twist for progression


#9 Zodronon

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Posted 29 December 2010 - 02:48 AM

Ok, a megamod means a game with 2 or more MAJOR expansions. Here, major expansions are?all of this can be made compatible using 3 mods?and...new must-have entrant? Now, the BWP/S - BiG World project/Setup - is just instructions and tools that can help automate your install. It is NOT a mod.

The BWP.pdf's are really what the BWP is, a gathering of knowledge that let's people to play their Megamod combinations. The BiG World Setup(BWS) just makes the whole thing almost automatic without the need to actually know a lot of the mods at all.

That would be the BWP Linkliste or PPG's Modlist :)

Superb! Brilliant! These are the first, truly comprehensive snapshots of the whole endeavor I have found in four days of searching! Would that you had a moment to administrate a sticky on the subject for posterity?but I am grateful for your insights and concision?it is the first ray of hope I have seen thus far! This is exactly the kind of 10,000? view I?ve been hoping to find!

Hope you've read the BWP Guide (link in sig :P) ... that's probably your best resource to eveything BGII modding :D

I?ve gone over it twice, but still need to really comb it through an entry at a time. I get the feeling you?re right here, and I?ll have to really sink into it to drive it home. Still, there is much here that intimidates or sours me. I?ll have to fit it into the big picture?NPI. :lol:

And no, the fixes and compatibilities aren't just native to the BWP :)
Re: redundant scripts - they'll fire together (and prolly cause stutters :P)
Re: BGI/II scribe XP - the last one installed overrides the previous one ;)
Mods with small histories means ... be optimistic ... perfection :Bow: (omg I know that's prolly not true but there's not going to be any reason to call the fire brigade :P)
Take it with a grain of salt ... all mods are regarded stable unless specified :D (and supplanted/ussurped mods and stuff can be found in the BWP Guide)

OK, so what I?m hearing is that the stuff generally works together, perhaps with small hiccups, but nothing usually too major. That?s heartening. So long as I?m not corrupting saves and having to redo hundreds of hours of play, I?m game for a try.

Yup most mods have plenty of options.

Excellent! I felt hugely deflated when I read the ?Tweaks Pack? notes and found one, really discouraging element (I think the outsized XP for scrolls and locks) that would ruin the pack for me. I hope I can slip past it. Without being seen. For huge XP. :ph34r:
Wait?

Have a look at this thread :) The ones in green and mauve are the mods you're looking for (every mod has a "Homepage" link so you can click that to read up and stuff :P) *whew! almost halfway there :D*

The BWPGuide ... the holy book of BGII modding *choir music* ... it's written in the ancient language of somewhat mashed up german and english but pretty awesomely written all the same :Bow:

Ausgezeichnet! (Just a nod to our German mates here at the Hold?I?m a Yank and it?s one of the few words I know?lol!) I will delve into these in my mage tower tomorrow. And sorry for the long road?I hope it at least gave a clear picture as to how we tech-lite people can get entangled in this tricky web.

I'm pretty much customer :D Shoot your questions ... and I shall die :P

If it comes to this, I?ll try to make it quick and clean. I wouldn?t want my questions to suffer. :unsure:

I?m grateful for all this info, folks! I think I might have enough of a start here to get back on track, though I?m certainly keen on whatever else anyone has to pitch. But, in the mean time, thanks again! Perhaps I?ll get to enjoy some of these great endeavors after all!

I shall append this thread if my further reading fails to advance my efforts.

Cheers!
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REPORTER: "Are you a mod...or a rocker?"
RINGO: "I'm a modder."

#10 Zodronon

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Posted 29 December 2010 - 02:54 AM

Can I get your help with Writing Stuff? :) :) :)


LOL! I'm gratified! :woot:

This is my busiest time of the year (thus squandering 4 days on a computer game... :doh: ). But feel free to send something my way whenever you'd like some feedback or help. I'd be happy to look at it and do whatever I can! :coolthumb: :cheers:
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REPORTER: "Are you a mod...or a rocker?"
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#11 Lollorian

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Posted 29 December 2010 - 08:02 AM

Hmm,
avatar ... check
sig ... check
offer to work with a MODDER ... check
usage of loads of smileys ... supa dupa checkarooneys :P

I take it we'll be seeing you around much more now :D In which case, may I direct you to the MegaMod Help Forums (aka BWP Playgrounds) ... threads there might give you an insight into the various kinds problems you might face ... from simple typos to alround BSODs (although I haven't heard a BSOD post since I joined :P)

Places of interest include:
- Jarno's FAQ for Megamods (but you might've done this already :P)
- the current BWP thread
- the BWS beta thread (beta does NOT mean buggy ... afaict the beta is light years ahead of the stable version :P)

To put it simply, at the current state of BGII modding, creating a hulking megamod game is a matter of just choosing some checkboxes, letting the BWS download, extract and install the mods (takes around 3 hours) and then give the resulting abomination a whirl :cheers: This is better considering that the current BWP v9.6 is prolly the most stable and fixed BWP yet ;)

If you no likey, rinse and repeat :lol:

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
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


#12 Dakk

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Posted 29 December 2010 - 09:33 AM

Hmm,
avatar ... check
sig ... check
offer to work with a MODDER ... check
usage of loads of smileys ... supa dupa checkarooneys :P

I take it we'll be seeing you around much more now :D



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