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Notes, Oddities and Possible Bugs in My BWP Game (Spoilers)


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#561 Bill Bisco

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Posted 20 May 2015 - 05:56 PM

You know what would be really nice is if you could post your BWS selections ini so that people could install the same setup. And, this would include a mod to install all your fixes. This way we can all benefit from your efforts

Well i don't use BWS so i don't have selections.ini even if i make that you can't install all mods that i have because BWS/BWP bat-file have some "restrictions" that i have edited out. Also i have mods that aren't in BWP or BWS.

Could you communicate those edited out restrictions?  I would really like to see unnecessary restrictions lifted, especially if you've already tested them.  I guess we can't do much about non BWP or BWS mods.  But hopefully, you're communicating your successes so that they can be included later?



#562 micbaldur

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Posted 21 May 2015 - 05:21 AM

Most of these conflicts/restrictions are NPC related.

 

I don't mind having duplicate (or more) NPC from various mods, i want do all quests from all NPCs. I have 3 Kivans in SoA (1 from Kivan NPC, 1 from TDD and one from BG1NPCSoA) and so on.

 

Both BWP bat-file and BWS (probably) have policy not to have duplicate NPCs. Also mods have conflicts/restrictions, like BG1NPCSoA in tp2-file (those need editing too).

 

Then there are conflicts like TDD breaking Ninde NPC at Suldanessellar. I think that both mods are mandatory and want them. Luckily BWP bat-file let you ignore that (BWS probably won't, i don't know for sure).

 

Then there are incompabilities between various mods but i think that those are valid reason not to install. Shit, i hate these, like BuTcHeRy and Revised Battles, i really like to include BuTcHeRy but no (tried few years ago).

 

I use individual BWP bat-file to install, easier to edit and add mods (i'm old MS-DOS user).

 

I don't know anything about BWS, haven't tried in years to do BG install (i use it only for Icewind Dale I/II).

 

As for the results how my install policy works you can read in this topic (It covers several BWP installs). Just start reading from message 1. :P


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Thanks to Leonardo Watson for making this possible


#563 micbaldur

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Posted 21 May 2015 - 09:57 AM

I have weidu question for modders.

 

I'm trying to add entrance (NeJ overwrites it) to AR9799.ARE.

 

Entrance:

Name:             Exit9900
Location X:     5013
Location Y:     535
Orientation:    South (0)

 

tp2 code:

removed

It's copy paste code from setup-tdd.tp2.

 

Update:

 

Never mind, i figured it out.


Edited by micbaldur, 21 May 2015 - 12:10 PM.

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#564 Bill Bisco

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Posted 21 May 2015 - 06:14 PM

Yeah, I'm with you, I want to be able to complete all quests.  If that means duplicate NPCs so be it.  BWS isn't letting me install duplicate NPCs.  I wish they would warn me, but let me do it regardless.  It'd be nice for a combined NPC mod to put all this content together, but it's not likely to happen so multiple NPCs is the only way to experience it.

 

Are you going to release this fix to Leonardo to include in the fixpack?



#565 dragonian

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Posted 21 May 2015 - 10:41 PM

I agree about duplicate NPCs too ;)



#566 The Imp

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Posted 21 May 2015 - 11:50 PM

I agree about duplicate NPCs too ;)

I really hate those. ...


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
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#567 dragonian

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Posted 22 May 2015 - 01:28 AM

Yeah there are basically 2 types of players ;) :
a) completionists that want to do every little thing if it is possible and it does not matter for them how - of course they would like all of it to be compatible storywise but if not then they will still use it
b) people that value story and logicality of it higher - they would like to have additional things but only if they will fit in well :)
 



#568 micbaldur

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Posted 22 May 2015 - 04:53 AM

Yeah, I'm with you, I want to be able to complete all quests.  If that means duplicate NPCs so be it.  BWS isn't letting me install duplicate NPCs.  I wish they would warn me, but let me do it regardless.  It'd be nice for a combined NPC mod to put all this content together, but it's not likely to happen so multiple NPCs is the only way to experience it.

 

Are you going to release this fix to Leonardo to include in the fixpack?

Oh :ermm: ah :wacko: what fix?

 

I agree about duplicate NPCs too ;)

I really hate those. ...

Actually they are brothers, meet identical triplets Kivan, Kivan and Kivan. Parents didn't know who is who so they named them Kivan. :P

 

Yeah there are basically 2 types of players ;) :
a) completionists that want to do every little thing if it is possible and it does not matter for them how - of course they would like all of it to be compatible storywise but if not then they will still use it
b) people that value story and logicality of it higher - they would like to have additional things but only if they will fit in well :)
 

Well i'm a) people and i'm also item addict. :Tasty:


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#569 Bill Bisco

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Posted 22 May 2015 - 05:08 AM

Yeah, I'm with you, I want to be able to complete all quests.  If that means duplicate NPCs so be it.  BWS isn't letting me install duplicate NPCs.  I wish they would warn me, but let me do it regardless.  It'd be nice for a combined NPC mod to put all this content together, but it's not likely to happen so multiple NPCs is the only way to experience it.
 
Are you going to release this fix to Leonardo to include in the fixpack?

Oh :ermm: ah :wacko: what fix?
 

I agree about duplicate NPCs too ;)

I really hate those. ...

Actually they are brothers, meet identical triplets Kivan, Kivan and Kivan. Parents didn't know who is who so they named them Kivan. :P
 

Yeah there are basically 2 types of players ;) :
a) completionists that want to do every little thing if it is possible and it does not matter for them how - of course they would like all of it to be compatible storywise but if not then they will still use it
b) people that value story and logicality of it higher - they would like to have additional things but only if they will fit in well :)
 

Well i'm a) people and i'm also item addict. :Tasty:


Your fix for AR9799.ARE ^_^

#570 micbaldur

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Posted 22 May 2015 - 05:48 AM

Oh that. Actually it's not a fix it's workaround. :P

 

It would be better if somebody fixes NeJ v 6.91 so that it won't remove that entrance. But i can't, NeJ tp2-file too complicated for me to figure out.


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#571 Mad Mate

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Posted 24 May 2015 - 07:45 AM

Micbaldur, can you tell me where to get english translation of TS25MiniMod?

I don't see it in BWP Textpack, and Nightfarer hasn't released it yet.

Thanks!



#572 Nightfarer

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Posted 24 May 2015 - 07:54 AM

It's my translation Mad Mate. And, right, I did not release it yet because it needs to be proofread.


Edited by Nightfarer, 24 May 2015 - 07:54 AM.


#573 Mad Mate

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Posted 24 May 2015 - 08:06 AM

Oh, I assumed so!  :doh:

Great work, Nightfarer!



#574 Bill Bisco

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Posted 24 May 2015 - 09:06 AM

Oh that. Actually it's not a fix it's workaround. :P
 
It would be better if somebody fixes NeJ v 6.91 so that it won't remove that entrance. But i can't, NeJ tp2-file too complicated for me to figure out.
NeJ3v7 came out as a beta recently. It won't be finalized for some time. It'd be better to release this now.

Edited by Bill Bisco, 24 May 2015 - 09:06 AM.


#575 micbaldur

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Posted 24 May 2015 - 09:25 AM

NeJ3v7 came out as a beta recently. It won't be finalized for some time. It'd be better to release this now.

Sadly that new NeJ3 v 7.0 won't be freely available like Vlad said here. So NeJ3 v7.0 and TS v7.05 probably won't be included in BWP. So NeJ3 v6.94 and TS v7.04 needs to be fixed.
 
As much as like to play NeJ3 v 7.0 and TS v7.05 i can't fullfill Vlad's requirements (play reports and such) i won't be asking those mods from him.
 
Best wishes to Vlad (he's great modder). :Bow:


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#576 Bill Bisco

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Posted 25 May 2015 - 03:57 AM

NeJ3v7 came out as a beta recently. It won't be finalized for some time. It'd be better to release this now.

Sadly that new NeJ3 v 7.0 won't be freely available like Vlad said here. So NeJ3 v7.0 and TS v7.05 probably won't be included in BWP. So NeJ3 v6.94 and TS v7.04 needs to be fixed.
 
As much as like to play NeJ3 v 7.0 and TS v7.05 i can't fullfill Vlad's requirements (play reports and such) i won't be asking those mods from him.
 
Best wishes to Vlad (he's great modder). :Bow:

That linked post doesn't say what you think it does.  I wouldn't automatically say that Nej3 will never be released publicaly (aka don't have to pm request for link to mod).  It's a beta now and I wouldn't expect every beta to be easily available.  Once the bugs are fixed, a new version could be more easily available (never say never). 

 

At any rate, the "workaround" you posted, will likely apply to the new NeJ too.  So, yeah, we should definitely include it please!  I want to use it!  And, I'm sure that others do too.



#577 micbaldur

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Posted 25 May 2015 - 06:47 AM

Well there is my link to post at Blackwyrm Lair at end of that topic where Vlad said so but he has removed that post.

 

So let's hope that NeJ3 v7.0 and TS v7.05 will be released some day.

 

I don't think that Vlad needs any "workaround" fixes of mine in NeJ. He's modder and i'm just like a child toying around with modding. Besides he doesn't support mega mod problems so SHS people has to solve problems with mega mod.

 

I have workaround for that AR9799.ARE entrance problem but it's needs to be own mod. I have been trying look at Setup-NeJ2v691.tp2 where it does what it does to AR9799.ARE but i can't make sense of it.

 

I have included workaround to my fix/tweak mod (not available for public use, at least for the moment if ever).

 

Here's code for workaround:

// Add overwritten entrance at AR9799.ARE

COPY_EXISTING ~AR9799.are~           ~override~
 READ_LONG  0x54  "actors_offset"
 READ_SHORT 0x58  "actors_num"
 READ_SHORT 0x5a  "infotrig_num"
 READ_LONG  0x5c  "infotrig_offset"
 READ_LONG  0x60  "spawns_offset"
 READ_LONG  0x64  "spawns_num"
 READ_LONG  0x68  "entrances_offset"
 READ_LONG  0x6c  "entrances_num"
 READ_LONG  0x70  "cont_offset"
 READ_SHORT 0x74  "cont_num"
 READ_SHORT 0x76  "items_num"
 READ_LONG  0x78  "items_offset"
 READ_LONG  0x7c  "vert_offset"
 READ_SHORT 0x80  "vert_num"
 READ_SHORT 0x82  "amb_num"
 READ_LONG  0x84  "amb_offset"
 READ_LONG  0x88  "vars_offset"
 READ_LONG  0x8c  "vars_num"
 READ_LONG  0xa0  "expbmp_offset"
 READ_LONG  0xa4  "doors_num"
 READ_LONG  0xa8  "doors_offset"
 READ_LONG  0xac  "anim_num"
 READ_LONG  0xb0  "anim_offset"
 READ_LONG  0xb4  "tiled_num"
 READ_LONG  0xb8  "tiled_offset"
 READ_LONG  0xbc  "songs_offset"
 READ_LONG  0xc0  "rest_spawns_offset"
 READ_LONG  0xc4  "automap_offset"
 READ_LONG  0xc8  "automap_num"

 SET info_1=1                               //adding new Entrance  *******************************
 FOR( cnt=0; cnt<"%entrances_num%"; cnt=cnt+1 ) BEGIN  //entrances loop
   READ_ASCII ("%entrances_offset%"+0x68*cnt)       "info_name"
   PATCH_IF (("%info_name%" STRING_COMPARE_CASE "Exit9900")=0) BEGIN  //if already exists
     info_1=0
   END
 END
 PATCH_IF (info_1=1) BEGIN
   SET offset = ("%entrances_offset%"+0x68*"%entrances_num%")
   INSERT_BYTES offset         0x68
   WRITE_ASCII  offset         ~Exit9900~
   WRITE_SHORT  (offset+0x20)  5013
   WRITE_SHORT  (offset+0x22)  535
   SET "entrances_num"="%entrances_num%"+1
   WRITE_SHORT 0x6c  "%entrances_num%"

   SET "info_ext"=0x68
   PATCH_IF ("%actors_offset%">="%entrances_offset%") BEGIN
     "actors_offset"="%actors_offset%"+"%info_ext%"
     WRITE_LONG  0x54 "%actors_offset%"
   END
   PATCH_IF ("%spawns_offset%">="%entrances_offset%") BEGIN
     "spawns_offset"="%spawns_offset%"+"%info_ext%"
     WRITE_LONG  0x60  "%spawns_offset%"
   END
   PATCH_IF ("%vert_offset%">="%entrances_offset%") BEGIN
     "vert_offset"="%vert_offset%"+"%info_ext%"
     WRITE_LONG  0x7c  "%vert_offset%"
   END
   PATCH_IF ("%cont_offset%">="%entrances_offset%") BEGIN
     "cont_offset"="%cont_offset%"+"%info_ext%"
     WRITE_LONG  0x70  "%cont_offset%"
   END
   PATCH_IF ("%items_offset%">="%entrances_offset%") BEGIN
     "items_offset"="%items_offset%"+"%info_ext%"
     WRITE_LONG  0x78  "%items_offset%"
   END
   PATCH_IF ("%infotrig_offset%">="%entrances_offset%") BEGIN
     "infotrig_offset"="%infotrig_offset%"+"%info_ext%"
     WRITE_LONG  0x5c  "%infotrig_offset%"
   END
   PATCH_IF ("%amb_offset%">="%entrances_offset%") BEGIN
     "amb_offset"="%amb_offset%"+"%info_ext%"
     WRITE_LONG  0x84  "%amb_offset%"
   END
   PATCH_IF ("%vars_offset%">="%entrances_offset%") BEGIN
     "vars_offset"="%vars_offset%"+"%info_ext%"
     WRITE_LONG  0x88  "%vars_offset%"
   END
   PATCH_IF ("%expbmp_offset%">="%entrances_offset%") BEGIN
     "expbmp_offset"="%expbmp_offset%"+"%info_ext%"
     WRITE_LONG  0xa0  "%expbmp_offset%"
   END
   PATCH_IF ("%doors_offset%">="%entrances_offset%") BEGIN
     "doors_offset"="%doors_offset%"+"%info_ext%"
     WRITE_LONG  0xa8  "%doors_offset%"
   END
   PATCH_IF ("%anim_offset%">="%entrances_offset%") BEGIN
     "anim_offset"="%anim_offset%"+"%info_ext%"
     WRITE_LONG  0xb0  "%anim_offset%"
   END
   PATCH_IF ("%tiled_offset%">="%entrances_offset%") BEGIN
     "tiled_offset"="%tiled_offset%"+"%info_ext%"
     WRITE_LONG  0xb8  "%tiled_offset%"
   END
   PATCH_IF ("%songs_offset%">="%entrances_offset%") BEGIN
     "songs_offset"="%songs_offset%"+"%info_ext%"
     WRITE_LONG  0xbc  "%songs_offset%"
   END
   PATCH_IF ("%rest_spawns_offset%">="%entrances_offset%") BEGIN
     "rest_spawns_offset"="%rest_spawns_offset%"+"%info_ext%"
     WRITE_LONG  0xc0  "%rest_spawns_offset%"
   END
   PATCH_IF ("%automap_offset%">="%entrances_offset%") BEGIN
     "automap_offset"="%automap_offset%"+"%info_ext%"
     WRITE_LONG  0xc4  "%automap_offset%"
   END
 END
BUT_ONLY_IF_IT_CHANGES  // ~AR9799.are~

I don't remember where i copy/paste (maybe fixpack or some big mod). I test it on test installs and it works.


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#578 Vlad

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Posted 30 May 2015 - 09:59 AM

You may want to read here:

 

http://forums.blackw...?showtopic=3247

 

AR9799 is not touched in NeJ2 installation if BGT exists.



#579 micbaldur

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Posted 30 May 2015 - 10:42 AM

You may want to read here:

 

http://forums.blackw...?showtopic=3247

 

AR9799 is not touched in NeJ2 installation if BGT exists.

Ok i take your word for it, after all you know everything about NEJ and modding (i don't know anything).

 

Sorry that i blamed NEJ (maybe culprit is in BWP Fixpack, i don't know), never the less someting else in BWP erases that travel trigger and need to be restored in BWP, game CTD without it.


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Thanks to Leonardo Watson for making this possible


#580 Vlad

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Posted 30 May 2015 - 11:35 AM

If you have a good editor that you work with, for example UltraEdit, you can quickly search for AR9799 in all .tp2 files in your installation directory.

 

My TP2 file (from the newer version) shows this fragment of the code:

 

ACTION_IF FILE_EXISTS ~data/BG1ARE.BIF~
	THEN BEGIN
		// DO NOTHING //
END
 ELSE BEGIN
	COPY ~NeJ3/bgtcopy~          ~override~
	COPY ~NeJ3/bgtareas~          ~override~ 
 	// Ulcaster Area
  COPY ~NeJ3/are/AR9799.ARE~	~override~
  	SAY 0x1014 ~Ulcaster School~
  	SAY 0x10d8 ~Ulcaster School~
// Enslaved Settlement
	COPY ~NeJ3/are/AR8700.ARE~	~override~
		SAY 0x464c ~Large Tent~

 

..... Unless someone or something removes BG1ARE.BIF from the installation directory.


Edited by Vlad, 30 May 2015 - 11:44 AM.