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BiG World Setup (an attempt to update the program)


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#2001 The Imp

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Posted 19 December 2015 - 07:44 PM

the patch for SCS is ready (like for several others BG2:EE mods. Not sure if they are on BWS compatibility list - I don't know how to enable EET installation on it, thought it's not possible), but I haven't received a reply from SCS author if he is interested in incorporating it officially yet, so.it's also not uploaded online.

This is because he is absent from the community, because his job. You might want to make a forum thread over at G3 asking someone authorized and able to edit the files to do the editing.
And don't do it in the bug thread, it has 30 pages, and we have found 2 code suggestions to implement.... Find them in the most updated BWP Fixpack. Or just read this post and CrevsDaak's reply to it. I think Mike1072 could be lured into fixing the SCS( :devil: ), if the code is easy enough to not have devastating potential of rupturing bad things to the normal non EE side of the mod.


Edited by The Imp, 19 December 2015 - 09:58 PM.

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.


#2002 Lollorian

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Posted 19 December 2015 - 08:12 PM

the patch for SCS is ready (like for several others BG2:EE mods. Not sure if they are on BWS compatibility list - I don't know how to enable EET installation on it, thought it's not possible), but I haven't received a reply from SCS author if he is interested in incorporating it officially yet, so.it's also not uploaded online.

This is because he is absent from the community, because his job. You might want to make a forum thread over at G3 asking someone authorized and able to edit the files to do the editing.
And don't do it in the bug thread, it has 30 pages, and we have found 2 code suggestions to implement.... Find them in the most updated BWP Fixpack. Or just read this post and CrevsDaak's reply to it. I think Mike1072 could be lured into fixing the SCS( :devil: ), if the code is easy enough to not have devastating potential of rupturing bad things to the normal non EE side of the mod.

@K4thos: If these are valid installation-only fixes, would you consider letting the BWPFixpack handle these (SCS and all the other mods) until the respective authors incorporate them into their mods? I'm sure I've read that you also fixed some stuff in BGT - would be great if we had those publicly now

 

Also, will incorporating them break non-EE installations?


Edited by Lollorian, 19 December 2015 - 08:13 PM.

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#2003 K4thos

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Posted 19 December 2015 - 08:42 PM

@K4thos: If these are valid installation-only fixes, would you consider letting the BWPFixpack handle these (SCS and all the other mods) until the respective authors incorporate them into their mods?

Well, not sure if we can call including eet cmpvars, GAME_IS changes etc. as fixes, but that is the plan (either with BWFixpack if you guys are not against it or via a separate mod) to handle required changes for EET support for mods by authors that we won't be able to reach. These changes won't conflict with other platforms and I can create such patches automatically (well, most of the time). On the other hand this may be a controversial approach, so if there will be backlash than it won't be viable solution. Especially for SCS it's out of question because author has already stated years ago that he don't like other modders to mess with his code (if I remember correctly some old discussion regarding some fixes for it). We will see.

I'm sure I've read that you also fixed some stuff in BGT - would be great if we had those publicly now

I was offering my help with maintaining the mod until A64 is back, as a person who knows how the BGT is working internally quite well. I was planning to review the proposed fixes if they are indeed safe and check BGT forum section if there are any unresolved tasks and monitor it for new ones from time to time. But didn't receive a reply from SHS administrator (or A64) regarding it, so without access to BGT download section I scrapped plans for the BGT update. No actual work done on my part on it. You guys already do amazing work with fixes, so no need for me to digg into it.


Edited by K4thos, 19 December 2015 - 09:02 PM.


#2004 The Imp

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Posted 19 December 2015 - 09:42 PM

... that is the plan (either BWFFixpack if you guys are not against it or a separate mod) to handle required changes for EET support for mods
Well of course we are not against it.
And what comes to the controversy... well, the best approach to avoid that is to make code change suggestion to the mods own forum, not PM/email the author as that can be easily missed, see for example I have two profiles on this forum, but I only have access to one. This way, the BWS can actually get the tweak, almost instantaneously if it's linked to the thread.
This actually allows the improvement of the code to go through more people as it can get rectified if there's holes in it.

If you don't want to write all those posts to the forums, PM the fixes to Lollorian and he will be happy to posts to the forums he has accounts in, and I will help him if he want to ask my help in a forum he might no have access to and we'll pledge to take care of it. And if won't make the contact, we will just not use the fix/tweak in BWP Fixpack.
That's a promise, I can assign my name under, on my part:
Jarno Mikkola.
Also, will incorporating them break non-EE installations?
You are just obviously asking this because you WANT to make an BGxEE fixpack to the BWS, not because you NEED to. :devil: Yes, I see what you are doing.
I was offering my help with maintaining the mod until A64 is back ...
That offer, could be considered to be a little too ambitious from you, without anything to back it up, by our administration. I have seen you far more than they have, and I would trust you, but they might be still considering this. It's a forum administration -thingy, don't take it personally.

Edited by The Imp, 19 December 2015 - 09:55 PM.

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.


#2005 agb1

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Posted 19 December 2015 - 09:50 PM

Ser Elryk,

For your crashes, try enabling TobEx debug logging. Edit the file tobex_ini\TobExCore.ini and set all lines under Debug to 1. Then start your game, advance the time (there is a debug hotkey to do this, ctrl-something, google bg debug commands to find it) until the crash, then upload your TobEx logs here please. My hope is that it will indicate what resource file is missing or at least by looking at the final entry in the log we might get an idea of what is causing the crash.

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


#2006 agb1

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Posted 19 December 2015 - 09:52 PM

We already use the regular BWfixpack for EE too... And no, the EET compatibility should not affect the non-EE games. All of the EET compatibility would be conditioned on GAME_IS ~eet~ (or similar).

Edited by agb1, 19 December 2015 - 09:52 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


#2007 Ser Elryk

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Posted 19 December 2015 - 10:10 PM

Here's a pic of me looking at the area in Nearinfinity:

 


AR3000 Night time Crash.png



#2008 Roxanne

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Posted 19 December 2015 - 11:20 PM

I have to give up the EET attempt anyway

Enter the full path to your BG:EE installation then press Enter.
Example: C:\Program Files (x86)\BeamDog\Games\00766

 

EETdoes not accept any input here, neither via BWS nor when starting EET from setup.exe itself.

Just tested the manual installation and it works fine for me. PM sent, hope we will be able to figure out what's up. If you want to make a manual install than you can also provide the path externally, via batch file, like this:

setup-EET.exe --force-install 0 --skip-at-view --language 0 --args-list p "D:/Games/00766"

Unfortunately we can't get the path to BG:EE dir automatically because Beamdog doesn't store it in system registry (DRM free FTW, yeah? Not this time :P )
Also check out the included readme file for more hints regarding installation.

I would give that batch attempt a try - doing a manual install, I understand that

"D:/Games/00766" must be replaced with my path

Edited by Roxanne, 20 December 2015 - 06:44 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#2009 Roxanne

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Posted 19 December 2015 - 11:45 PM

Did you switch the Misc-Gui-EET au3 for the Misc-Gui au3 in the Includes folder?  There should be an folder selection box for BG:EE on the same screen where you select the path to BG2:EE.  BWS uses that path for EET.

Yes, it is all done and filled correctly, but EET still comes witj the error at the time when BWS installs it in the automated sequence

Edit:  I haven't tried installing EET recently, but it did work for me a few weeks ago.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#2010 Roxanne

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Posted 19 December 2015 - 11:47 PM

I implore you to at least wait until the EET mod officially launches (along with the 1.4 patches for the EEs, not to mention the SoD expansion) before you pass your final judgement! Don't crush my dream of one day seeing an EET version of The Sandrah Saga lol!

Agreed. It really needs latest unreleased patches (and SoD content) to fulfill its goals. And it's not really far away too considering that Beamdog announced recently that they plan to release Siege of Dragonspear in early 2016 (and patches for other games will probably hit soon after). I'm actually thinking about hiding the repository on GitHub until release as the open beta for vanilla BG:EE content has been finished.

I've checked The Sandrah mod and from the description it sounds very ambitious :woot: But from what I understand it's dependent on many mega-mods that don't have BG2:EE versions. Converting them all would be a tremendous task. At least NEJ part1 conversion would be (proabably) relatively easy due to IWD-in-EET mod, but I doubt that Vlad would be even interested in it, so keep your expectations in check , Ser Elryk :)

NEJ is the one megamod that is NOT required by Sandrah - until now it is not eveb tested for compatibility.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#2011 Roxanne

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Posted 20 December 2015 - 12:21 AM

I've checked The Sandrah mod and from the description it sounds very ambitious :woot: But from what I understand it's dependent on many mega-mods


Yeah the Sandrah mod seems cool, but it's a shame it is so dependent on all the so-called mega-mods that I can't brng myself to play... :(

Sandrah needs the *mega-mod* Faerun world as her playground - it does not mean you are forced to play all of them.

The readme explains some of it.


Edited by Roxanne, 20 December 2015 - 12:30 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#2012 Lollorian

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Posted 20 December 2015 - 01:22 AM

Well, not sure if we can call including eet cmpvars, GAME_IS changes etc. as fixes, but that is the plan (either with BWFixpack if you guys are not against it or via a separate mod) to handle required changes for EET support for mods by authors that we won't be able to reach.

Absolutely not against it :) It would be nice to have them publicly posted because I like to log every fix in the BWPFixes.txt so anyone can go to the origin of the fix and have a look at any discussion about it :P (PMs are ok as well *wink wink nudge nudge*)

 

Especially for SCS it's out of question because author has already stated years ago that he don't like other modders to mess with his code (if I remember correctly some old discussion regarding some fixes for it). We will see.

IIRC David and me had a discussion about this in a thread before the SHS interface changed (that's why I can't find it in my post history) but the jist of it all was that he was ok as long as everything was properly documented and updated as and when new versions are out (that's when I decided to take over the BWPFixpack and get it githubbed :D)

 

EDIT: Found it :D
  

You are just obviously asking this because you WANT to make an BGxEE fixpack to the BWS, not because you NEED to. :devil: Yes, I see what you are doing.

The hell no separate fixpacks... I want any proper fixes to be backward compatible is all :ermm:

 

Here's a pic of me looking at the area in Nearinfinity:

Looks like a problem with the nighttime WED file for the area (It should be named AR3000N.WED)


Edited by Lollorian, 20 December 2015 - 01:26 AM.

"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


#2013 Roxanne

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Posted 20 December 2015 - 06:44 AM

I have to give up the EET attempt anyway

Enter the full path to your BG:EE installation then press Enter.
Example: C:\Program Files (x86)\BeamDog\Games\00766

 

EETdoes not accept any input here, neither via BWS nor when starting EET from setup.exe itself.

Just tested the manual installation and it works fine for me. PM sent, hope we will be able to figure out what's up. If you want to make a manual install than you can also provide the path externally, via batch file, like this:

setup-EET.exe --force-install 0 --skip-at-view --language 0 --args-list p "D:/Games/00766"

Unfortunately we can't get the path to BG:EE dir automatically because Beamdog doesn't store it in system registry (DRM free FTW, yeah? Not this time :P )
Also check out the included readme file for more hints regarding installation.

I would give that batch attempt a try - doing a manual install, I understand that

"D:/Games/00766" must be replaced with my path

Failed

Spoiler


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#2014 The Imp

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Posted 20 December 2015 - 07:07 AM

C:\BaldurEET/BGEE
You have a forward and backward slash... no idea if that matters, but try to use the C:\BaldurEET\BGEE -instead.
Also, just to check, that's where the "BGEE.exe" and the "chitin.key" files are, correct ?

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.


#2015 K4thos

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Posted 20 December 2015 - 07:26 AM

You have a forward and backward slash... no idea if that matters,

that shouldn't matter. We are using this code to fix potential path errors (from what I noticed weidu prefers to use / even on windows):

        PATCH_IF ~%WEIDU_OS%~ STRING_EQUAL_CASE ~win32~ BEGIN //Win32
            REPLACE_TEXTUALLY ~[*?"<>|]~ ~~ //invalid characters in a path
            REPLACE_TEXTUALLY ~\~ ~/~ //change slashes
            REPLACE_TEXTUALLY ~[\\/]*$~ ~~ //remove terminal slashes
        END ELSE PATCH_IF ~%WEIDU_OS%~ STRING_EQUAL_CASE ~osx~ BEGIN
            REPLACE_TEXTUALLY ~\\~ ~~ //remove quotes
            REPLACE_TEXTUALLY ~^"\(.*\)"$~ ~\1~ //if the whole text is quoted, remove quotes
            REPLACE_TEXTUALLY ~/*$~ ~~ //remove terminal slashes//*/
        END

 

Use you path where you baldur.exe is, not BGEE.exe!

this is correct. It should be a path directly to the game folder, so to place where BG:EE Baldur.exe file lays.

 

Invalid BG:EE directory, or incorrect BG:EE installation.
It is safe to abort this installation by closing this window or pressing Ctrl+C.

Enter the full path to your BG:EE installation then press Enter.
Example: C:\Program Files (x86)\BeamDog\Games\00766

this message shows up if:

NOT FILE_EXISTS ~%bgee_dir%/data/v2017.bif~ BEGIN

where %bgee_dir% is a path to BG:EE directory. Maybe you don't have newest version of BG:EE? It's possible that this biff file didn't exist pre v1.3 patch (If I remember correctly Beamdog rebiffed all files at some point post v1.0). In such case don't even try to install it - it's dependent on newest versions of both BG:EE and BG2:EE (and soon will be dependent on unreleased patches v1.4)


Edited by K4thos, 20 December 2015 - 11:38 AM.


#2016 Roxanne

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Posted 20 December 2015 - 07:26 AM

C:\BaldurEET/BGEE
You have a forward and backward slash... no idea if that matters, but try to use the C:\BaldurEET\BGEE -instead.
Also, just to check, that's where the "BGEE.exe" and the "chitin.key" files are, correct ?

It matters not - the setting is ok, I tried already any variation of slashes >>>result is always the same.

Directory is ok bws finds everything and installs all other mods to the bgee or bg2ee respectively - the only one failing is eet mod.

 

AND probably this is the reason, it does not exist : %bgee_dir%/data/v2017.bif

 

Thanks for your help - Whatever EE Enhances...it does not enhance Baldur's Gate for me. Without at least EET it makes no sense to even start a game in EE. BGT stays top.


Edited by Roxanne, 20 December 2015 - 07:33 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#2017 K4thos

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Posted 20 December 2015 - 07:41 AM

AND probably this is the reason, it does not exist : %bgee_dir%/data/v2017.bif

than you probably don't have latest v1.3.2053 patch for BG:EE, so your game is not supported by the mod. Please check the number on the main screen here: http://i.imgur.com/1o4Z8d9.jpg



#2018 Roxanne

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Posted 20 December 2015 - 09:27 AM

AND probably this is the reason, it does not exist : %bgee_dir%/data/v2017.bif

than you probably don't have latest v1.3.2053 patch for BG:EE, so your game is not supported by the mod. Please check the number on the main screen here: http://i.imgur.com/1o4Z8d9.jpg

Ok I updated to 1.3 (only BGEE not BG2) and manual launched EET is now running.

Do you have any spoiler of how I best check successful installation?

 

If all is correct. I will later try a BWS install for Trilogy.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#2019 The Imp

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Posted 20 December 2015 - 09:40 AM

(only BGEE not BG2)
Well, I don't know how to check for successful install, but you would do yourself a favor if you updated the BG2EE to v1.3.2064 ... or at least that was the one my friend had.

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.


#2020 Ser Elryk

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Posted 20 December 2015 - 10:03 AM

Looks like a problem with the nighttime WED file for the area (It should be named AR3000N.WED)

 

Could you possibly please baby-step me through a way to fix it? Feel free to PM me.

 

 

Thanks for your help - Whatever EE Enhances...it does not enhance Baldur's Gate for me. Without at least EET it makes no sense to even start a game in EE. BGT stays top.

 

For the love of gods, will you please wait for the proper launch of the EET mod (before you pass your final verdict :lol: ), which as k4thos said needs resources from the soon-to-be-released 1.4 patches and the SoD expansion in order to function properly? Also I do agree that the BGT/EET mods are both essential to fully enjoy the saga. Not that I've even completed the saga yet. It just conceptually seems infinitely more awesome to experience it as one seamless experience.