BiG World Setup (an attempt to update the program)
#3141
Posted 22 September 2016 - 05:50 PM
#3142
Posted 22 September 2016 - 08:23 PM
What you described is indeed serious concern, (hi Beamdog!) I will use you weidu log and try to test installation using GoG + modmerge. From you debug log, it seems that only two mods were not installed properly:
Glad I could be of some real use at last, and confirm I'm not cursed or something
Mod need adaption to 2.3
ERROR Installing [Helarine for BGEE (alpha)], rolling back to previous state
Darn. She sounds like an interesting NPC!
You didin't do manual step which is required for this mod to work before weid 240: extract UI.MENU to ovveride (for future installs, use OverrideFiles BWS Feature)
EEUITweaks #####
0010: UI.MENU Test -> Forced test that override/UI.MENU exists. Should go away with WeiDU 240 ###
Cannot find UI.MENU in override directory. Attempting to install mods will fail until this is corrected.
ERROR Installing [UI.MENU Test], rolling back to previous state
NOT INSTALLED DUE TO ERRORS UI.MENU Test
Unfortunately there's nothing mentioned about this in BWS. I really have no idea what you're telling me to do..can you spell it out for someone who has no clue about IE modding? Are we talking about pulling a file out of the mod's archive and then pointing this override feature at that file? That seems weird unless the install script is messed up and this is a workaround.
EDIT: OK I found something that says I need to use Nearinfinity to do this. I'll see if I can it figure out and if I can't I'll let you know.
Also, I just encountered a new bug that's almost certainly a BWS issue. During install I got this: "Pale Master cannot be installed with Tome & Blood", etc. It had the usual ©ontinue or (E)xit options. I kept hitting C and it just kept repeating the "C or E" prompt. Then I hit E and the install continued, as if the two options had been transposed somehow. Surely that's not an Autoit bug, unless the version BWS relies on is very flaky.
BWS indeed relays on very outdated AutoIt version and without deep understanding of the code, there is no chances for upgrade. Pale Master have two components: one for T&B installation and one for no-T&B. Please check if you choose correct one.
Oooh, so that's the "tome" that is mentioned in Pale Master's description?? I didn't catch on..I thought maybe it was some optional feature of the mod like a Tome of Necromancy or something. I wish people would provide clear instructions for those of us who aren't l337 hackers.
@psycros read the whole modmerge thread... the setup is different with GOG, you might need to move a folder before modmerging. I don't recall exactly but I seem to remember reading something about that.
Could you give me a link? I have no luck finding anything on either SHS or Beamdog. If not for the links provided in BWS I would be lost.
Thanks guys!
Edited by psycros, 23 September 2016 - 08:53 AM.
#3143
Posted 22 September 2016 - 11:31 PM
...ould you give me a link? I have no luck finding anything on either SHS or Beamdog. If not for the links provided in BWS I would be lost.Here.
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.
#3144
Posted 23 September 2016 - 06:21 AM
GOG and Latest BWS installs fine.
Create a folder in BGEE called dlc. drop the SOD-DLC zip into that. Run modmerge. Kinda straight forward really.
#3145
Posted 23 September 2016 - 07:10 AM
GOG and Latest BWS installs fine.
Create a folder in BGEE called dlc. drop the SOD-DLC zip into that. Run modmerge. Kinda straight forward really.
Dude, modmerge was supposedly updated in April to take this into account..but it doesn't. And there's no mention of that fact or how to do this trick manually in Modmerge's dialog or even as a thread sticky. No offense but I think you need to look up what "straightforward" means.
#3146
Posted 23 September 2016 - 07:17 AM
...ould you give me a link? I have no luck finding anything on either SHS or Beamdog. If not for the links provided in BWS I would be lost.Here.
Thanks much!
GOG and Latest BWS installs fine.
Create a folder in BGEE called dlc. drop the SOD-DLC zip into that. Run modmerge. Kinda straight forward really.
Dude, modmerge was supposedly updated in April to take this into account..but it doesn't. And there's no mention of that fact or how to do this trick manually in Modmerge's dialog or even as a thread sticky. No offense but I think you need to look up what "straightforward" means.
Edited by psycros, 23 September 2016 - 07:17 AM.
#3147
Posted 23 September 2016 - 11:00 AM
#3148
Posted 23 September 2016 - 01:38 PM
Well, I tried to puzzle out Nearinfinity a bit more. I managed to figure out how to use the KEY file to access game data and then I tried loading EEUITWEAKS.TP2. I couldn't figure out how to search that file and found nothing relating to UI.MENU in the EEUITWEAKS folder, so I'm afraid I'll need more specific info to overcome this. (I'll say it again: I have no clue about modding IE games and only superficially understand how BWS works.)
I have GOG version. On my "mod ready folder" , I simply dropped modmerge on the BGEE root folder, and run. Never had a problem. BWS works fine. My guess is that modmerge was updated to work with GOG versions too.
Glad to hear you've had such luck. A lot of us haven't, and are experiencing issues with a number of mods. I just confirmed that there IS a problem with Modmerge and GoG as shown earlier in this thread. The author knows about it and supposedly fixed it, but it only works about 25% of the time. That's the maddening thing about intermittent bugs: sometimes it DOES move the file properly but usually it doesn't.
Regarding the EEUITWEAKS bug, I messed around with Near Infinity and couldn't find a thing relating to UI.MENU in the EEUITWEAKS folder. I need more specific instructions if I'm to overcome this. Thanks in advance, folks.
Edited by psycros, 23 September 2016 - 01:57 PM.
#3149
Posted 23 September 2016 - 03:17 PM
.tp2 files can be opened with any text editor. I wouldn't recommend NearInfinity for them. NearInfinity is for reading and writing files in the game. A .tp2 file is a script that installs a mod.
#3150
Posted 23 September 2016 - 03:33 PM
.tp2 files can be opened with any text editor. I wouldn't recommend NearInfinity for them. NearInfinity is for reading and writing files in the game. A .tp2 file is a script that installs a mod.
Appreciate the info (I figured that out just today, actually). What i really need to know is where to find the UI.MENU file (the one I'm told should go into OVERRIDE).
Its insane how many errors that I seem to be alone in getting. For example, EEUITWEAKS re-downloads every single time I add it to the mod list. Same for Big World FixPack. A couple other mods only re-download on about one out of three BWS runs. A handful of other players have encountered some of these bizarre issues but most of them are only being reported by me. That doesn't mean other people aren't seeing them, of course - its really hard to say because just finding these modding forums is no easy task. I started my quest to get a functioning, modded BGEE nearly four months ago and haven't given up yet. Most mod installation problems can be solved if you can just get people to share their wisdom in a straightforward and relatively non-technical manner. Even a lot of outright bugs can be fixed if you can just coax some info out of those smart folks who have the answers
Update: got a slightly modified "tactical" install to complete with NO errors. I fully expect this is due to the recent update (or updates) - and thanks to ALIEN and friends for that. But naturally, BGEE crashes upon start with a message about sending a DMP log to Beamdog. Its almost not worth trying anymore..if a mod doesn't screw things up its the bloody game itself.
Edited by psycros, 27 September 2016 - 04:23 PM.
#3151 -CRa07-
Posted 30 September 2016 - 10:43 AM
Hello, I have a problem with BWS when it try to install big world fixpack, getting stuck at the beginning when it don't recognize the xcopy as a internal or external command (it also happens with findstr but it doesn't get stuck there). I was looking to install the bg2\bgt customize mods, disabled the UAC and the antivirus, i have Windows 7, and it basicaly stop at C:\Games\BGII - SoA>.
Can someone please help me on this?, thanks in advance and sorry for my english.
#3152
Posted 30 September 2016 - 10:50 AM
Hi.I have a question about mods and translation.In the "selected translations" BWS window("On the right side,you can see the already selected languages.The mods that are available for choice are limited to those providing one translation matching your selection.If you have several of them in one mod,the one with the higher priority will be used",I choose 1)italian and 2)english and mods that match this configuration are only 132,with the order,1)english-2)italian,mods are 558,("Show matching mods:To have an overview which mods are available with the currently selected language,click on an entry and then on "Show mods shipping with the selected translation".The mods that match your selected translation will be shown in the lower part of the window").So my first question is if with first language selection(1ITA-2ENG) i am not able to download and obviously install all mods that haven't an italian traslation?And if i choose second order(1ENG-2ITA) I can install all mods i want(i think because all BG mods are in english language)but noone in italian.There isn't a choice to have the possibility to choose among all mods for my BG2 installation but install the italian version-translation?Second question:if i choose to download and install mods versions with italian translation if the mod latest version has not an italian translation BWS download and install a previous version that has my language?.Sorry for my english,it's so harsh for me write in your language and many thanks first for BWS tool and his builders-mantiners,etc(its a very well made utility easy to use )and second to all who kindly reply to me.If someone dont understand some words i have written(very possible)ask to me and i'll try to be more clear in my writing.
#3153
Posted 01 October 2016 - 07:24 AM
Hi.I have a question about mods and translation.In the "selected translations" BWS window("On the right side,you can see the already selected languages.The mods that are available for choice are limited to those providing one translation matching your selection.If you have several of them in one mod,the one with the higher priority will be used",I choose 1)italian and 2)english and mods that match this configuration are only 132,with the order,1)english-2)italian,mods are 558,("Show matching mods:To have an overview which mods are available with the currently selected language,click on an entry and then on "Show mods shipping with the selected translation".The mods that match your selected translation will be shown in the lower part of the window").So my first question is if with first language selection(1ITA-2ENG) i am not able to download and obviously install all mods that haven't an italian traslation?And if i choose second order(1ENG-2ITA) I can install all mods i want(i think because all BG mods are in english language)but noone in italian.There isn't a choice to have the possibility to choose among all mods for my BG2 installation but install the italian version-translation?Second question:if i choose to download and install mods versions with italian translation if the mod latest version has not an italian translation BWS download and install a previous version that has my language?.Sorry for my english,it's so harsh for me write in your language and many thanks first for BWS tool and his builders-mantiners,etc(its a very well made utility easy to use )and second to all who kindly reply to me.If someone dont understand some words i have written(very possible)ask to me and i'll try to be more clear in my writing.
Your English is very good..we all understand you just fine. I hope someone answers your question very soon!
#3154
Posted 02 October 2016 - 10:57 AM
Slowly getting more stable on the BWS install. However, I would love to know why Xan the necromancer can use a shortbow. I have a mod in my list that allows for crossbows and clubs, but shortbows? This isn't the only odd thing I'm noticing but I'll stick to one question at a time..thanks if anyone can figure it out.
Attached Files
#3155
Posted 02 October 2016 - 11:39 PM
However, I would love to know why Xan the necromancer can use a shortbow. I have a mod in my list that allows for crossbows and clubs, but shortbows?Is this the only concern ? As, a character having ability to use something doesn't make it useful for them. Say like I bet you can shoot arrows with a bow, but I bet you wouldn't go to a war with them(today).
If you wish to know the reason why, make a change-log out of the file, for example by running a .txt file renamed as a .bat -file that contains this command in it:
mkdir change-log WeiDU.exe --log nul --change-log bow05.itm >change-log/change-log.txt --out change-logAnd then open the change-log folder, read the file, and trace the change to one of the mods with Near Infinity or other tools.
Edited by The Imp, 03 October 2016 - 12:32 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.
#3156
Posted 03 October 2016 - 07:06 PM
However, I would love to know why Xan the necromancer can use a shortbow. I have a mod in my list that allows for crossbows and clubs, but shortbows?Is this the only concern ? As, a character having ability to use something doesn't make it useful for them. Say like I bet you can shoot arrows with a bow, but I bet you wouldn't go to a war with them(today).
If you wish to know the reason why, make a change-log out of the file, for example by running a .txt file renamed as a .bat -file that contains this command in it:mkdir change-log WeiDU.exe --log nul --change-log bow05.itm >change-log/change-log.txt --out change-log
Edited by psycros, 03 October 2016 - 07:10 PM.
#3157
Posted 03 October 2016 - 07:11 PM
However, I would love to know why Xan the necromancer can use a shortbow. I have a mod in my list that allows for crossbows and clubs, but shortbows?Is this the only concern ? As, a character having ability to use something doesn't make it useful for them. Say like I bet you can shoot arrows with a bow, but I bet you wouldn't go to a war with them(today).
If you wish to know the reason why, make a change-log out of the file, for example by running a .txt file renamed as a .bat -file that contains this command in it:mkdir change-log WeiDU.exe --log nul --change-log bow05.itm >change-log/change-log.txt --out change-logAnd then open the change-log folder, read the file, and trace the change to one of the mods with Near Infinity or other tools.
No, that's NOT my only concern, as I clearly stated in my post. There are other problems as well, like my party only healing 1 HP per rest, and more beyond that.But I'll just address your reply as it stands. First you brush off the fact that a character is using a weapon he should not be able to use under any circumstances, a weapon which will always be better than a sling for a pure mage. Strike one. Then once again you tell me to use NearInfinity without providing any links to information on HOW to use it. Strike two. I have repeatedly mentioned that I cannot find any information or tutorials on using this incredibly vague tool. There's not even any real documentation. *SIGH*..give me a break, man.
Edited by psycros, 03 October 2016 - 07:21 PM.
#3158
Posted 03 October 2016 - 08:22 PM
No, that's NOT my only concern, as I clearly stated in my post. There are other problems as well, like my party only healing 1 HP per rest
That's what happens when you don't have a healer in your party, or the only available healing is not set to be auto casted. And you sleep on the ground and not in a fancy hotel of luxury.
Right, when you get a -5 towards your thac0 just cause you can't legitimately use it, cause you can't put proficiency points in to it(cause you are a mage, a non proficient capable weapon suffers a -5 penalty to their thac0 without ), it's not really that good.
The vagueness might be because it's assumed that one might wish to learn how to use these things, so they are assumed to be known.
As for NI's use, well you got to learn, it's really easy actually ones you handle a few things. This for example, you set up the NI according to this... aka you for example can start it in the game folder and that's about it, if you have a Java Runtime.
Then you open the ITM folder, find all the short bows, bow05.itm for example, click on the edit view, and go to the unusability row, tag the false ones you see not fitting to each item one at a time, save the change and go to next short bow item... and then you just exit the NI and start a new game.
Were I to know you didn't know how to do these, well, I would have been more forth coming.
Edited by The Imp, 03 October 2016 - 08:23 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.
#3159
Posted 03 October 2016 - 09:44 PM
No, that's NOT my only concern, as I clearly stated in my post. There are other problems as well, like my party only healing 1 HP per restThat's what happens when you don't have a healer in your party, or the only available healing is not set to be auto casted. And you sleep on the ground and not in a fancy hotel of luxury.
Right, when you get a -5 towards your thac0 just cause you can't legitimately use it, cause you can't put proficiency points in to it(cause you are a mage, a non proficient capable weapon suffers a -5 penalty to their thac0 without ), it's not really that good.
The vagueness might be because it's assumed that one might wish to learn how to use these things, so they are assumed to be known.
As for NI's use, well you got to learn, it's really easy actually ones you handle a few things. This for example, you set up the NI according to this... aka you for example can start it in the game folder and that's about it, if you have a Java Runtime.
Then you open the ITM folder, find all the short bows, bow05.itm for example, click on the edit view, and go to the unusability row, tag the false ones you see not fitting to each item one at a time, save the change and go to next short bow item... and then you just exit the NI and start a new game.
Were I to know you didn't know how to do these, well, I would have been more forth coming.
You just said some very useful things First, about the healing: I've always thought that sleeping fully heals your party no matter where you do it. I assumed that its just default behavior like it is with most RPGs. But it just hit me that BG is an old "hard-core" game..I never considered that it might actually be telling my healers to repeatedly rest-and-heal during that eight hours of downtime. If that's what's happening then that explains it totally (and it will be quite easy to test this). Then there's the bow-using mage. Sure enough, Xan (the insane NPC necromancer) has a THAC0 of 24 with a shortbow, at 1st level with a DEX of 16. But the same is true for slings because he has no points in it, so I guess one could say that a bow would be just as good for him as a sling The real question, however, is why can he even equip a bow?? This almost has to be either a mistake in a mod or someone intentionally (and quietly) allowing wizards to use weapons they shouldn't have - there's no other logical explanations I can think of. I just don't want to end up discovering that someone's goof prevents my clerics from using maces or something dumb like that. Frankly, I've always felt that weapon usage should only be limited by strength, dex and things like what deity your priests follow or what kit you have. You'd be penalized for using a permitted but non-class weapon - you'd need two points to gain a proficiency rank with it. I wonder if a mod like that exists?
I will look through the IE stuff you posted and see if I can learn anything. I would love to be able to do some simple things like change the minimum CHR needed to be a paladin (I think it should be 16). Thanks for the good info!
Edited by psycros, 03 October 2016 - 09:51 PM.
#3160
Posted 03 October 2016 - 10:07 PM
Frankly, I've always felt that weapon usage should only be limited by strength, dex and things like what deity your priests follow or what kit you have. You'd be penalized for using a permitted but non-class weapon - you'd need two points to gain a proficiency rank with it. I wonder if a mod like that exists?There isn't such a mod. It's impossible to do that in this game engine. Well unless you really wish to go about it the hard way.
Sure, A low level HLA -approach can be taken... but it will have it's own restrictions. Like compatibility with everything else. -this is just a though experiment, not directed towards you psycros.
Yeah, the usefulness of the answer is just limited by it's understand-ability, which I try to emphasize... but like with all evil doers, the legitimacy of the action is only revealed when killing the thousands saves millions. Cause hundreds weren't enough, ups..
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.