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BiG World Setup (an attempt to update the program)


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#3221 The Imp

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Posted 04 November 2016 - 11:04 AM

Speculation:
Some mod added a kit that added a row to backstab.2da, or xplevel.2da, but only added 40 columns (the vanilla number of levels). Tweaks Anthology did a COUNT_2DA_COLS operation and found 50 columns on some of the rows, so it tried to patch all 50 columns in all of the rows. But when some of the rows turned out to have fewer than 50 columns... patch fail.

Would you have a fix for such case ? For the Tweaks Anthology -code. Say somewhere here'es.


Edited by The Imp, 04 November 2016 - 11:07 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.


#3222 agb1

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Posted 05 November 2016 - 07:39 PM

@subtledoctor - backstab.2da was modified only by Might & Guile, which added a row for D5FILCH (from component 500 - Multiclass Kits) with all of the columns blank (presumably because LAF fl#add_kit_ee was called without specifying the backstab line).  Might & Guile 200 (Rogue Feats), 205 (Psionics) and 410 (Sniper) also add rows to backstab.2da, with 50 columns, although the top of the 2da file still only has headings for levels 0 to 40.
 
Mods affecting BACKSTAB.2DA:
00000: ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ 0 200 // Rogue Feats: 2.8.1
00001: ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ 0 205 // Psionics: 2.8.1
00002: ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ 0 410 // Add the Sniper (thief kit): 2.8.1
00003: ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ 0 500 // Add Multiclass Kits: 2.8.1
 
Here is the final backstab.2da, before Tweaks Anthology tries to patch it:
 
Spoiler

 
I tried duplicating the columns for D5RANMAGE on the D5FILCH line but the Tweaks component still fails.  It installs successfully if I remove all of the columns after 40 for all of the Might & Guile kits.  I didn't try it with D5FILCH blank and with the other kits reduced to only 40 columns, so I don't know if that would work too.

Edited by agb1, 06 November 2016 - 03:57 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


#3223 The Imp

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Posted 06 November 2016 - 01:12 AM

@agb1: You will want to put in the code tags around the code in the spoiler tags... so the table remains read-able, between us.

The D5FILCH line works as if there's zeroes in the line, Were one to make a complete refix for the table, they should just copy the last number and place it to all the rest. Except the level number, which is same if it were 40 or 50 for the ~40th level -level restriction(as well as the 20th 30th and 6th), but not for the 50th. So it would be good to extend this table to 51th, even if remains not in use, for everyone.
I don't have the coding knowledge to do this unfortunately. But Mike1072 should.

Edited by The Imp, 06 November 2016 - 01:14 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.


#3224 konva

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Posted 08 November 2016 - 11:51 AM

Hi guys, just a quick question, I found EET installation files on gibberlings. When it will be in BWS? Thanks for answers and Im excited about it :)



#3225 agb1

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Posted 08 November 2016 - 12:05 PM

EET installation is currently possible with BWS if you manually edit the Includes\Misc-GUI.au3 file and change $Hide_EET to 0, then restart BWS using the "without update" launcher.

 

However there are some issues with patching for certain mods (maybe only Fading Promises?) due to overlap between K4thos' EET patches and the BiG World Fixpack patches that BWS tries to apply to all of the mods before running the WeiDU setup-exes.

 

Feel free to try it and report any problems, just expect that you WILL run into problems.

 

Edit:  Please report any issues with BWS+EET here, not on the EET threads on G3 forums, so we can identify first if the issue is caused by BWS before disturbing K4thos with it.


Edited by agb1, 08 November 2016 - 12:07 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


#3226 subtledoctor

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Posted 08 November 2016 - 12:34 PM

@agb1 Ah, I see. It might be worth stepping back here and considering the big picture.

Some years ago it was very popular for people to extend their game out to 50 levels. I forget which mod did this - it might have been BG2Tweaks. I got into the habit of using 50 rows in .2da files because doing that in CLAB giles is harmless. And back then there was no such thing as backstab.2da or such.

Now I guess not many people use 50-level table extenders? So maybe I should convert all of my mods to assume 40 levels.

BUT would that solve things? I mean I'm happy to do it, but then what about people who want to play to level 50? How should modders in general treat this? Is there a best practice? If so, it should be very prominently published somewhere.

For the sake of completeness and compatibility, I suggest the following steps:
1) Modders should reduce their tables to only 40 levels.
2) Whichever mod extends the game to level 50 should make sure it does so for ALL mod-added content, not just vanilla tables.
3) This component of Tweaks Anthology (and other similar ones), instead of counting the 2da rows once and then blindly patching, should move the COUNT_2DA_COLS command inside the patching loop so that it counts the correct number of columns in every row and can successfully patch every row even if there are discrepancies. This would eat up a few more processing cycles, but I seriously doubt anyone would notice the difference.

Honestly 3) by itself would be a fix here, but it seems to me that everyone should operate by agreed-upon best practices all around.

#3227 The Imp

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Posted 08 November 2016 - 12:34 PM

Edit:  Please report any issues with BWS+EET here, not on the EET threads on G3 forums, so we can identify first if the issue is caused by BWS before disturbing K4thos with it.
Erhm, you might want to make a new thread here in mega mod help forum where people get to know this info and then report errors they run into. And you have a dedicated thread to read about peoples aspirations. :D
1) Modders should reduce their tables to only 40 levels.
WTF !!!! No, NO NO!
Should you know, the kits can have multiple effects on those levels beyond 40, so how the hell would one go without adding the levels there ??? As a principle, you know it can't be done. So go right ahead and sod off with that suggestion.
 
but it seems to me that everyone should operate by agreed-upon best practices all around.
Yeah, that will never happen. There are the Tweak mods that did this, first being the weidu tweaks(aka ease-of-use, of which the v33 was uploaded 2008), but also the TDD mod did this, and several others.

Edited by The Imp, 08 November 2016 - 12:48 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.


#3228 agb1

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Posted 08 November 2016 - 01:06 PM

@agb1 Ah, I see. It might be worth stepping back here and considering the big picture.

Some years ago it was very popular for people to extend their game out to 50 levels. I forget which mod did this - it might have been BG2Tweaks. I got into the habit of using 50 rows in .2da files because doing that in CLAB giles is harmless. And back then there was no such thing as backstab.2da or such.

Big Picture (BP) component 50 ("level 50 rules") does this.  There is an EE version of BP including that component.

BG2Tweaks (revised spellcasting tables go to level 50), Tweaks Anthology (ditto + this backstab tweak).

Rogue Rebalancing (component 6) and Song & Silence (component 0) replace the spellcasting tables for bards.  RR goes to level 40.  S&S goes to level 50.  S&S for EE also adds 40-column entries to backstab.2da for Adventurer and Sharpshooter kits.

Just a few examples.  So yes, there are definitely mods for EE that go to 50 levels.  I always use level-50 rule sets in my own games.

 

Now I guess not many people use 50-level table extenders? So maybe I should convert all of my mods to assume 40 levels.


BUT would that solve things? I mean I'm happy to do it, but then what about people who want to play to level 50? How should modders in general treat this? Is there a best practice? If so, it should be very prominently published somewhere.

For the sake of completeness and compatibility, I suggest the following steps:
1) Modders should reduce their tables to only 40 levels.
2) Whichever mod extends the game to level 50 should make sure it does so for ALL mod-added content, not just vanilla tables.
3) This component of Tweaks Anthology (and other similar ones), instead of counting the 2da rows once and then blindly patching, should move the COUNT_2DA_COLS command inside the patching loop so that it counts the correct number of columns in every row and can successfully patch every row even if there are discrepancies. This would eat up a few more processing cycles, but I seriously doubt anyone would notice the difference.

Honestly 3) by itself would be a fix here, but it seems to me that everyone should operate by agreed-upon best practices all around.

I'm not sure of a best practice here in general.  Spell tables are usually replaced entirely by tweak mods and/or modern kits have custom tables and ignore the vanilla maxspl** 2das.

 

I'd suggest for backstab.2da specifically that it seems safe to follow the example of S&S and only put 40 rows in backstab.2da (i.e., use 40 columns in STR_VAR backstab = ~. . .~ for fl#add_kit_ee).

 

Also note that the Tweaks Anthology component that complained about this file actually did extend the table to 50 columns/levels when I installed it after I manually truncated all of the rows to 40 columns.

 

Edit:  since Imp edited his post above mine, I want to clarify that I was thinking that a mod could add a kit with 40 columns in backstab.2da while defining up to 50 levels for all other kit-related tables, but I'm assuming that raising level above 40 on CHARNAME or an NPC that is using a kit that has only 40 columns defined in backstab.2da won't cause the game to explode.  We should probably test that.


Edited by agb1, 08 November 2016 - 02:35 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


#3229 Creepin

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Posted 08 November 2016 - 02:22 PM

Now I guess not many people use 50-level table extenders?
Many or not, but I'm for sure don't even think of having BG with less than 50 levels.

The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)


#3230 Leokosta

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Posted 08 November 2016 - 07:08 PM

Long time since I have time to mess with BG, but just wanted to drop by to say thank you to all people working on BWS. Its awesome. God bless your soul(s).

:new_thumbs: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :new_thumbs:



#3231 Hornungur

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Posted 12 November 2016 - 02:13 PM

I have a little problem trying to install right now, concerning Rogue Rebalancing:

 


SUCCESSFULLY INSTALLED      Shadow Thief Improvements

SUCCESSFULLY INSTALLED      BG2-style icons for RR content

S:\BGII BWS\BGII - Big World Installation>

ERROR: Failure("resource [LUTH4.2DA] not found for 'COPY'")
Thief High Level Ability revisions (Rogue Rebalancing) was not installed due to errors.

You can try to repair the problem and start the installation of the component again. In this case please select "retry" after the repair.

 


Can someone help?

 

I found a file online https://github.com/v.../copy/luth4.2da

 

Created a txt file, copied the content in, renamed it luth4.2da but no idea if that works or where to put it...



#3232 The Imp

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Posted 12 November 2016 - 02:50 PM

:...
A little more details could be good. For example, what game are you trying to modify ? And what version is it ? .. :devil:

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.


#3233 agb1

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Posted 12 November 2016 - 02:53 PM

Rogue Rebalancing installs some extra compatibility code if it detects the file "tg#mass.spl" in your override/ folder.

 

That file should only be there if you previously installed the Refinements mod.

 

Make sure you are running BWS on top of a clean game folder (nothing left over in the override/ from previous installs, for example).


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


#3234 Hornungur

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Posted 12 November 2016 - 07:38 PM

Original BG Trilogy, not EE.

 

I installed the game in a newly created folder(using the option in the BWS), so there couldn´t have been anything old in there.

 

Refinements was part of the installation:

 

~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #10 // Revised High Level Abilities -> Install revised HLAs for all classes: beta 4.05

 

But afaik the HLAs for Thieves and Bards should be handled by RR instead and overwrite Refinements if selected...?

Everything else I selected from RR got installed.

 

~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.90b1
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.90b1
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.90b1
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.90b1
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.90b1
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.90b1
~RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.90b1

 

Anyways I continued without installing & completed the installation since I got impatient and wanted to play. :ermm: RR is at ~50% of the install order so uninstalling, altering & reinstalling would take hours by now.

 

Also this was a pretty big installation(weidu.log has 688 lines) and the only 2 things that were not installed were RR Bard & Thief HLAs. Which is pretty amazing. :new_thumbs:


Edited by Hornungur, 12 November 2016 - 07:42 PM.


#3235 agb1

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Posted 12 November 2016 - 07:55 PM

Looks like when subtledoctor reworked Refinements and added EE support, he removed the LUTH* 2DA files that Rogue Rebalancing's compatibility code was expecting to find.  Someone (subtledoctor?) will have to review the Rogue Rebalancing code and update it to work with the new Refinements code.


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


#3236 subtledoctor

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Posted 13 November 2016 - 03:03 PM

Install order issue. Refinements v4 beta (which I think is up to like 4.08 btw) should be installed AFTER the RR HLA revisions. Basically in this case the RR HLAs don't have to wait until later, they can be installed with the rest of RR.

Btw those LUthxx files in the old Refinements were a *bad* way to do that. Some of them conflicted outright with new files added by EE... basically it was a gross violation of the rule that all mod-added files should have a modding prefix. This new version of Refinements uses prefixes, and is much safer in that regard. It just wants to be installed after RR.

If you don't want to reinstall anything, Refinements rogue HLAs have about 85% of the RR HLAs anyway.

Edited by subtledoctor, 13 November 2016 - 03:10 PM.


#3237 Hornungur

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Posted 15 November 2016 - 01:43 PM

I thought I used the newest one, BWS updated when i openend it and I installed only a couple days ago.

 

 

Attached Files



#3238 agb1

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Posted 15 November 2016 - 01:56 PM

The update script didn't work for me when I tried it yesterday.  I pushed a patch for it, but in case the auto-update isn't working for you either, you might want to download a fresh copy.


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


#3239 agb1

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Posted 15 November 2016 - 03:10 PM

BWS update:  Added mod Verr'Sza NPC 2.4 beta by Lava Del Vortel - BG:EE exclusive for now and no translations; prepped for future EET support


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


#3240 zonx

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Posted 17 November 2016 - 02:20 AM

Was just testing out the bg2ee recommended preset with all the npc's added (I think), only got snagged on this:

 

Throne of Bhaal required
Avi Maya NPC for SoA/ToB (Avi Maya NPC Project) was skipped.