BiG World Setup (an attempt to update the program)
#2341
Posted 11 January 2016 - 10:38 PM
BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)
BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)
Latest version: https://bitbucket.or.../get/master.zip
#2342 -liz-
Posted 12 January 2016 - 01:42 AM
#2343
Posted 12 January 2016 - 02:01 AM
Hi,
Apologies accidentally made the Imoen Romance a .rar file, put it back as zip.
#2344
Posted 12 January 2016 - 02:20 AM
Hey there, I just downloaded the latest update and did a fresh install, but everytime I click on the "Choose mods and components" option I get this error:
I'm using BG II: Enhanced Edition, if that matters.
PS: The update before this one worked perfectly with me.
Edited by dady977, 12 January 2016 - 03:04 AM.
#2345
Posted 12 January 2016 - 05:09 AM
* BWS: Select-Tree.au3 - Fixed mistake in previous commit that prevented customization of BG2EE selection
* Imoen Romance download link changed from .rar to .zip
Edited by agb1, 12 January 2016 - 05:13 AM.
BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)
BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)
Latest version: https://bitbucket.or.../get/master.zip
#2346
Posted 12 January 2016 - 06:56 AM
I noticed the new mod by kulyok Reunion is not yet included in the BWS. Is there a reason for this?
Two reasons:
1) Until now, no one has actually submitted a request for the mod to be added
2) It does not have a "static" download URL that will not change for new versions, and we are hoping that Kulyok will provide one soon
Regarding #1, you are welcome to submit a request. See http://www.shsforums...quest-template/
Regarding #2, having to update BWS manually every time a new mod version is released is not an ideal situation. With the availability of free hosting on sites like GitHub, for new mods we prefer that authors host them with "static" URLs so we don't have to keep the links up to date. We have posted on the Pocket Plane Group forums asking Kulyok to consider hosting Reunion on GitHub and offering to help.
BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)
BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)
Latest version: https://bitbucket.or.../get/master.zip
#2347
Posted 12 January 2016 - 07:38 AM
Yes. Eventually I want to move all of the custom workarounds out of BWS and into the original mods or BWFixpack.
It was added temporarily, until you add the appropriate fixes in BWFixpack, and stayed there for just one day.As for the rest of workarounds I can say that they were either taken from BWInstallpack or added to BWS in days when Yellow and Round was inactive on SHS (or not yet engaged BWFixpack, not remember).I don't mind that you're even now removed all these workarounds from BWS, but on the condition that they will be corrected in any other way (there certainly all hope for BWFixpack), and not just for the sake of their there was not (especially it concerns mods that are no longer supported by the authors).
About the RPG-KP workarounds in particular, I think that kind of workaround should not be done by BWS. Instead we should just change the Type of the problematic mod to 'E' in the mod.ini. Since one of my recent changes, just changing the Type will automatically mark all of its components red and put them in the Expert pre-selection (no need to modify Select.txt).And here I disagree. Expert we must mark mods that after installation (which implies that they should be installed through BWS under any conditions) may cause problems in the game. If mod or component for some reason cann't be installed (as it was in the case of installation Infinity Sounds after RPG-KP), we need to add corresponding conflict or dependence for prevent the occurrence of errors during installation (at least temporarily, until this issue is solved in any other way).
I agree with Quiet about this - if there are workarounds that enable installation we should use them (just make sure it's logged somewhere ) Expert mods IMHO should contain stuff that hasn't been looked at/unusable in its current state - not stuff that has workarounds (considering that the BWPFixpack is itself a giant collection of workarounds )
Edited by Lollorian, 12 January 2016 - 07:39 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
#2348
Posted 12 January 2016 - 07:41 AM
I noticed the new mod by kulyok Reunion is not yet included in the BWS. Is there a reason for this?1) Until now, no one has actually submitted a request for the mod to be added
There was a request - I tried...
"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
#2349
Posted 12 January 2016 - 09:12 AM
So what about mods that are in the BWS but are not currently EE-compatible? I've seen a lot of them trickle over one by one, but how does the transition work? Is it solely up to the original mod author to make it compatible? What if the mod author has been inactive for years? Could some kind soul explain how it works?
#2350
Posted 12 January 2016 - 09:32 AM
Can I safely upload new versions of my stuff and make pre-release links, without affecting BWS?
#2351
Posted 12 January 2016 - 09:34 AM
If author is inactive
- BWPFixpack a patch and inform author
Else
- ask author/provide working patch for incorporation. If author allows, BWPFixpack until new version is out
Edited by Lollorian, 12 January 2016 - 09:38 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
#2352
Posted 12 January 2016 - 09:40 AM
So what about mods that are in the BWS but are not currently EE-compatible? I've seen a lot of them trickle over one by one, but how does the transition work? Is it solely up to the original mod author to make it compatible? What if the mod author has been inactive for years? Could some kind soul explain how it works?
It might be as easy as applying a patch to make a *simple* mod EE compliant or it may be a complex execise - it really depends on the mod content and the type of game resources that are affected.
#2353
Posted 12 January 2016 - 09:51 AM
@ Lollorian & Roxanne
What about those of us who have the technical expertise of a lima bean, but would still like to see a currently non-EE mod be implemented, lol? What's the best way to put our requests out there so that the people who know what they're doing might consider it? And how do the BWS people or modders determine which mods are popular or requested enough to consider doing the work for making it EE-compatible?
One example is the Weimer's Solaufein mod which was only recently made EE-compatible. What brought that about?
Edited by Ser Elryk, 12 January 2016 - 09:52 AM.
#2354 -Dragon32-
Posted 12 January 2016 - 11:08 AM
Firstly I'd like to say a huge thank you for BiG World Setup, it's amazing. I originally played Baldur's Gate 15 years ago (I still have the original disks for it and Tales of the Sword Coast), I always intended to get BG2 but never quite got to buying it before Interplay went bang.
I was in a second hand shop at the end of November and grabbed a copy of the 4 in 1 boxset (only £6). My original intention was to play through BG2 with my character from way back then (still got the saves, most recent one is 21/05/2000). I'd heard sometime ago about a widescreen mod so I went looking for that, then I found Baldur's Gate Trilogy, then I heard about Mega Modding and so I installed everything and have been playing through BG1 with a new character.
It's fantastic.
And that's entirely down to the skill and creativity of the modders and those who assembled those mods into BWS, to everyone involved: thank you.
It's probably been mentioned before but worth re-iterating that the number of people who use and enjoy those mods and this program is much greater than those who post in this or any other thread. Your work has, I'm sure if I'm any example, given happiness and enjoyment to many. Many more than post here.
I've been lurking in this thread since installing BWS but thought it worthwhile to post about my issue on the installation side of things. I don't remember anyone else posting about the problem or seeng it in the changes which agb1 has posted.
Version of BWS was b692bec (~17:08 on 27/11/2015). I selected "BWS "Recommended" selection (community favourites)"
The ony issue was that the installation of Generalized Biffing failed for me (and the download of WeiDU was corrupted somehow, I needed to manually re-download).
Genralized Biffing is distributed in an archive where the path to the TP2 file is:
generalized_biffing-master.zip\generalized_biffing-master\generalized_biffing\generalized_biffing.tp2
I had to manually move the TP2 up a directory level so that:
Black Isle\BGII - SoA\generalized_biffing\generalized_biffing.tp2
Apart from that the installation was flawless.
I have noticed some things ingame which I'd say should be corrected, but the etiquette seems to be to create a separate thread for those issues. I've been trying to register an account, but not receiving the confirmation email. Reported that in the SHS Suggestions and Problems thread. When that's sorted I'll post something.
Thanks again.
#2355
Posted 12 January 2016 - 11:50 AM
The ony issue was that the installation of Generalized Biffing failed for me ..
This could be cause the BWS updated the soucre file to be from GitHub's most recent, instead of the G3's.
Edited by The Imp, 12 January 2016 - 11:57 AM.
Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit).
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.
#2356 -liz-
Posted 12 January 2016 - 12:16 PM
I noticed the new mod by kulyok Reunion is not yet included in the BWS. Is there a reason for this?Two reasons:
1) Until now, no one has actually submitted a request for the mod to be added
2) It does not have a "static" download URL that will not change for new versions, and we are hoping that Kulyok will provide one soon
Regarding #1, you are welcome to submit a request. See http://www.shsforums...quest-template/
Regarding #2, having to update BWS manually every time a new mod version is released is not an ideal situation. With the availability of free hosting on sites like GitHub, for new mods we prefer that authors host them with "static" URLs so we don't have to keep the links up to date. We have posted on the Pocket Plane Group forums asking Kulyok to consider hosting Reunion on GitHub and offering to help.
Regarding 1, please see lolorians request a few posts under yours.
Regarding 2, it does seem kind of "high and mighty" to force this upon the modders. Yes I understand that it is more convenient, and I don't dispute that it is for the best. But outright refusing inclusion punishes both the BWS users and the mod creator. It just seems a bit counter productive (and like someone is on a power trip).
Also please try to remember the (dark) times when BWP/BWS was new, and many mod creators actually forbade their mods from being included in the BWS and/or fixpack because they saw harm in it. They too had their reasons and they were also convenience related (they didn't want bugreports stemming from megamod installations). This punished all users. Now these times have slowly faded away, and it really feels like the modding community here has grown less afraid recently. So please do not repeat the times here by separating everything again and punishing users just to get what you feel is convenient. It's pretty much the same situation as before only from the other camp.
Please, allow lolorians request.
#2357
Posted 12 January 2016 - 02:41 PM
Genralized Biffing is distributed in an archive where the path to the TP2 file is:generalized_biffing-master.zip\generalized_biffing-master\generalized_biffing\generalized_biffing.tp2
I had to manually move the TP2 up a directory level so that:
Black Isle\BGII - SoA\generalized_biffing\generalized_biffing.tp2
Thanks for the report and your warm remarks. This issue should now be resolved:
BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)
BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)
Latest version: https://bitbucket.or.../get/master.zip
#2358
Posted 12 January 2016 - 08:54 PM
FYI, NPC_EE has been updated to v2.0. I've PM'd the .ini and select.txt info for BWS to agb1. Please note that, while v1.2 worked on the old engine, v2.0 is EE-only. Sorry, couldn't be avoided. It relies on a feature of kitlist.2da in the EE engine that isn't present in the old engine. On the bright side, if you're playing TOB or BGT you can use the ever-excellent "Level 1 NPCs." And also on the bright side, NPC_EE v2 is an order of magnitude more flexible and fun than v1 was. You can do really wild and fun stuff, like make Montaron a berserker/thief, or make Neera a Wild Sorcerer. And the kit-changing part of it now happens in-game, instead of in Weidu, so you can have NPCs use different kits in different playthroughs, without reinstalling anything. It's cool.
#2359
Posted 12 January 2016 - 11:57 PM
* BWS: Extract.au3 - Special treatment for Git master branch archives: for mods that have a 'Save=' filename in MODNAME.ini ending in '-master.zip', move sub-folders up a level after extracting and delete original folder (e.g., move BG2\generalized_biffing-master\generalized_biffing to BG2\generalized_biffing, then delete BG2\generalized_biffing-master)
Uh... This function has long been included in BWS and works fine.
Version of BWS was b692bec (~17:08 on 27/11/2015).
No one but me didn't bother that it was a version of almost two months ago? And since no one reported about such errors (despite the fact that mod has been fixed)? And that link to mod since then has not changed? And it's not the only mod that BWS downloads from github, but neither about one of them there were no such reports? So maybe the problem in something else? Because I tested without the latest commit and mod installed fine for me.
The ony issue was that the installation of Generalized Biffing failed for me (and the download of WeiDU was corrupted somehow, I needed to manually re-download).
And would like to clarify what failed: installation or extraction of mod? Because if failed installation, it is very strange that there were no reports from BWS about failed extraction.
@agb1
I'm not saying that your corrections bad, just don't see any reason hasty correct something that already works well.
#2360 -liz-
Posted 13 January 2016 - 12:39 AM
A followup on the strange conflict reports I found earlier.
1. BP balancer "reduce xp for lockpick etc" conflicts with BG2 tweak pack "restore xp bonus from lockpick etc". Why? This wasn't the case before and I was always under the impression that they would complement eachother. Maybe something has changed since then.
2. PaintBG conflicts with BG1npc project "give npc x his bg2 portrait". Something seems wrong here. I use only some PaintBG components, and none of them changes the same npc as the BG1npc components. Also the BWS simply tells me PaintBG component "-" conflicts with all "give bg2 portrait" components. Typo somewhere?
3.Kivan and deheriana mod component "install herds alternative portrait" conflicts with BG1npc component of the same name. I think BG1npc has this component to complement the mod (bg1npc changes bg1 kivan, the kivan mod changes the added npc in bg2 only) hence there should be no conflict unless I'm missing something.
Some bugs:
4. If I choose selection "recommended" and I select the top square for a mod, also standard and tactics components will be selected. Earlier, it would stick to what you had chosen as base (for example just select the green components)
5. Some mods are grey (they look "mandatory") however they are subject to disabling anyway. Lolfixer components for example. (I'm not saying lolfixer shold be mandatory, I'm just pointing out that it looks odd)
Some notes:
6. Afaaq the djinni companion should probably be moved from "mini mods" to "bg2 npc mods" as it has more content than most npc mods and is by no means "mini".
7. Refinements conflicts with kit mod "Arcane Archer" (the kit creates arrows but the arrows themselves are not equippable). I think it's the same problem as with Nathaniel mod (which is already marked as incompatible with refinements)
8. Edwin romance conflicts with "Female edwina" from BG2 tweak pack. Edwin romance mod already includes another portrait.
Overall I think the BWS has improved a lot since I used it. The component conflicts seems more researched now and It seems very active now. Thanks to everyone involved.