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BiG World Setup (an attempt to update the program)


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#3301 Roxanne

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Posted 02 December 2016 - 03:53 AM

Yes it is selectable with EET in BWS. All good, from the initial opening I thought you had added crossmod for the bg2 version, just by the way sandrah says "we've been travelling..." (pic)

This is easily explained - The Sandrah remark you have seen is to the generic pre-joining dialogue of Sirene (which may just be the same file-name for her BG2 - just guessing, as I have not even seen this addon yet. Probably the check for chapter is not done by Sirene?)  It kicks in at those states with the equivalent number from BG1, even if it makes little sense in the BG2 dialogue context. (As EET had no chance to distinguish the BG1 from BG2 dialog).

Real crossmod between Sandrah and Sirene is for BG1+SoD only, up to now.

And not to confuse the SireneNPC mod with the Sirenscall mod which now installs in the BG2EE part although it is a mod for the Sirens on the Sword Coast.

Also regarding out of memory issue. I'm not 100% sure on this yet, but I've tested it a few times.

EET with recommended preset (which probably needs to be looked at - just a easy starting point), out of memory errors processing bg1npc dialogs.

Try again (fresh install) with unfinished business bg1 deselected, and EET parses the dialogs OK.

 

Of course the memory issue is more complex than that, but I've noticed I can get through the EET install easier if I remember the above (and i've been doing lots of test installs). Roxanne did your recent EET manual install have unfinished business bg1 included? I know the files it gets stalled on aren't related to this mod, but I have tested it a few times.

I have BG1UB

Spoiler

However I have not used BWS until now - I did my last manual install just a day before EET-capable BWS was released. I never had any memory issues ever with EET. (knock on wood).


Edited by Roxanne, 02 December 2016 - 03:58 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#3302 Roxanne

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Posted 02 December 2016 - 04:12 AM

Regarding xonx's SireneNPC issue in EET

 

I just downloaded the BG2EE version of the mod and quickly checked a thing or two. The mod (unless patched) cannot be installed in EET, as far as I can see - The BG2 mod just overwrites the BG1 files of the same name (if you install both in the same game) and leads to the results you have seen. The whole mod installation at this time is for two separated games. (The BG2EE is beta, and maybe EET compatibility is planned for later?)

 

Maybe there was some confusion with this

1. Sirene NPC v1.0 or above >>>to be installed in BGEE part of EET  (A tiefling paladin of Ilmater)

2. The Lure of the Sirine's Call v14 or above >>> to be installed in BG2EE part of EET (The Sirens at the Lighthouse area of Sword Coast)

 

SireneBG2.v1 >>>> the continuation of 1. but not yet compatible with EET - This one did the overwriting of xonx's files.


Edited by Roxanne, 02 December 2016 - 04:54 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#3303 agb1

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Posted 02 December 2016 - 08:17 AM

I've removed Sirene NPC for BG2EE from the EET selection for now.

 

zonx, can you check what happened with setup-crossmodbg2.tp2 in your _ApplyPatches.debug (script log) and _ApplyPatches_verbose.log (patcher log) in the game folder?


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


#3304 zonx

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Posted 02 December 2016 - 09:02 PM

Here's the files you mentioned with crossmodbg2 content. A search for blank.log in either file doesn't return any results (not sure if it should?).

 

_ApplyPatches.debug:

Spoiler
 
_ApplyPatches_verbose.log:
Spoiler

 



#3305 agb1

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Posted 02 December 2016 - 09:46 PM

I see the problem with crossmodbg2.  I didn't actually update the patch...  Sigh.  Fixed now, I think.


Edited by agb1, 02 December 2016 - 09:55 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


#3306 zonx

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Posted 03 December 2016 - 01:01 AM

All good. Here's some things I picked up from a long eet install today (through scs into the mix to see if i could avoid an out of memory error on it - success).

 

Spoiler

 

Attached Files



#3307 Roxanne

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Posted 03 December 2016 - 01:25 AM

Worldmap for Throne of Bhaal -> Use new Worldmap for Throne of Bhaal as well (BP-BGT Worldmap) was skipped.

This is NOT an issue but a feature. EET uses the same worldmap throughout...and you can revisit all areas you have discovered at any time (some restrictions in SoD campaign excluded).

 

 

[SandrahNPC/Shauhana/CVNarga.baf] PARSE ERROR at line 151 column 16-38
Near Text: )
[Shout] argument [HELP_ME_GROUP151] not found in [SHOUTIDS.IDS]
 
[SandrahNPC/Shauhana/CVNarga.baf] PARSE ERROR at line 164 column 16-38
Near Text: )
[Shout] argument [HELP_ME_GROUP151] not found in [SHOUTIDS.IDS]

This does not create any issues in game. The mods providing these features are not yet available for EET, thus there will be some script blocks that never trigger. If a mod adds those things then they will be additionally used. I have kept it this way for further development - if after a couple of month we realise that those other mods never make it into EET, I will remove the code (keeping it does not hurt.).


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#3308 The Imp

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Posted 03 December 2016 - 01:50 AM


[SandrahNPC/Shauhana/CVNarga.baf] PARSE ERROR at line 151 column 16-38
Near Text: )
[Shout] argument [HELP_ME_GROUP151] not found in [SHOUTIDS.IDS]
 
[SandrahNPC/Shauhana/CVNarga.baf] PARSE ERROR at line 164 column 16-38
Near Text: )
[Shout] argument [HELP_ME_GROUP151] not found in [SHOUTIDS.IDS]

This does not create any issues in game. The mods providing these features are not yet available for EET, thus there will be some script blocks that never trigger. If a mod adds those things then they will be additionally used. I have kept it this way for further development - if after a couple of month we realise that those other mods never make it into EET, I will remove the code (keeping it does not hurt.).
 


Or you know, you could always just extend the .ids files with the said identifiers if they are not present already and you wouldn't get the PARSE ERROR's that way. They wouldn't get triggered without the other mod if there was no need,, so it's not an issue either.

Edited by The Imp, 03 December 2016 - 01:51 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.


#3309 Torvald

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Posted 03 December 2016 - 05:55 AM

Just completed a new install using the BWS version from morning of December 2, 2016.  Had BGEE, SoD, BG2EE, and IWDEE installed, and chose "Baldur's Gate II EE / Enhanced Edition Trilogy", with the "Recommended" selection, plus some minor adds & deletes.  Everything went well, except for the following:

 

The Crossmod Banter Pack would not install, but I'm not worried about this, and I think it got fixed in the December 2, 2016 evening version of BWS.

 

Also was not able to install the "Allow NPC Pairs to Separate" component of Sword Coast Stratagems.

 

Noticed that Generalized Biffing was no longer included, but I've read that it is not needed for the Enhanced Editions, so that should be okay.

 

In an earlier BWS install, i was able to select the "Freedom's Reign / Reign of Virtue" v8 mod to add some extra merchants/stores, but I did not see that as a possible choice this time.  I would like to include this mod if possible.  Would it be safe for me to manually add this mod now, or would that mess up my existing BWS install? 


"My wife says I have the body of a God - Buddha!"


#3310 agb1

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Posted 03 December 2016 - 07:15 AM

I am not sure if FR/RoV is compatible, but there would be no harm if you install it manually after BWS and try it.

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


#3311 agb1

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Posted 03 December 2016 - 10:15 AM

I figured out the problem with the SCS NPC Pairs Separate component.  It is failing to compile the component because EET doesn't add BG1 NPCs to pdialog.2da until the EET_End step, after SCS gets installed, and so the code that is trying to patch the BG1 NPCs' dialogue isn't finding the correct dialogue files.  I found a simple solution - EET's cpmvars define all of the variables we need.  And... fixed, I think.


Edited by agb1, 03 December 2016 - 10:51 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


#3312 -Guest-

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Posted 03 December 2016 - 03:21 PM

agb1,

 

After finishing my BWS install, I went ahead and successfully manually installed two more mods: Convinient Ammunition v1 (could not find a copy of v2), and Freedom's Reign / Reign of Virtue v8.  All seemed to be good at this point, so I went out and did a little Christmas shopping with my wife.

 

Came back later and started playing BGEE by clicking on the desktop icon that had been created when BGEE was installed.  Went through the usual Candlekeep stuff and noticed a definite slowness and stuttering, so saved the game, exited, and planned on manually running generalized biffing.

 

However, my not so observant eyes finally noticed that in addition to the earlier icons for BGEE, BG2EE and IWDEE, there was now an additional icon on my desktop labeled "EET".   Being curious, I clicked on the new EET icon and the following warning message popped up:  "Baldur's Gate Enhanced Edition Trilogy mod installation has not been finished yet.  After installing all other mods, please run "Setup-EET_end.exe" to finish the installation.  If you're unsure what to do please check the readme file included in the mod package."

 

Based on the above warning message, it appears that I still need to manually run the "Setup-EET_end.exe" file in order to complete my BWS EET setup. 

 

Question 1:  Am I interpreting this EET setup process correctly?

 

Question 2:  Should I now use the new EET desktop icon to start an EET game instead of using the previous BGEE or BG2EE icons?

 

Question 3:  When would be the best time for me to run generalized biffing:  before or after running "Setup-EET_end.exe"?

 

 



#3313 Torvald

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Posted 03 December 2016 - 03:25 PM

Hi,

 

The above comment was from me (Torvald).  I guess I was logged in to the SHS forum for too long without activity, and it must have somehow logged me out while i was composing the above message.


"My wife says I have the body of a God - Buddha!"


#3314 agb1

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Posted 03 December 2016 - 03:35 PM

EET is effectively a mod for BG2EE that imports the content from BG1:EE.  

 

The EET desktop link is a shortcut to start BG2EE.  So you can either use that or the BG2EE shortcut (or run Baldur.exe in the BG2EE folder).  All the same.

 

The EET_End step is supposed to be run by BWS at the end of the installation, so something went wrong there.

 

Generalized biffing should be done last - it packs up the contents of your override folder into "biff" archives (like zip files) in your data folder.  Any mods installed after will pull out copies of files from those biffs and put them in the override folder again... so biffing doesn't prevent installing mods after.  But something like EET_End which affects a lot of files should be done first.

 

However, the slow-down you observed was with BG1:EE ... so it was unrelated to EET.  The only thing done to your BG1:EE folder was installing some BG1:EE mods that aren't coded to be compatible with EET but that EET knows how to convert as part of the content import process.

 

Can you upload the Big World Upload.7z archive from your BG2EE game folder?  If BWS finished successfully, it should have put all of its logs from the installation in an archive by that name.  If it did not finish successfully, the logs will still be in your BiG World Setup folder inside the Logs subfolder.


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


#3315 Samael

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Posted 04 December 2016 - 12:15 AM

I'm about to try the game out again, as always using BWS. In the past, I've had some troubles - way back when I had issues with spider web slowing the game down permanently but that's been fixed. Then there was business with Orc As but that turned out to be the completionist in me installing unwise quests that undermined some of the early game. Then I went through a couple of iterations to get some of the early game danger down from mods - Dark Horizons' early game TPKs were fun enough puzzles to crack but usually forced me away from the places I was supposed to go to begin with, somewhat undermining progress and then giving me perhaps too powerful a collection of weapons too soon in the day. Now I've found out the names of the things causing these, usually through googling them, I've got a much more stable experience. Few other issues with kits (Imoen as an Adventurer means that I'm using up a party spot solely for a slight buff to Traps, killing her early game combat potential, Xan as Sorceror seems to break his ability to wield his own sword and Viconia being given an Assassin/Cleric class broke her in the last game I played, she couldn't seem to use any weapons) and I seem to be good.

 

But I've got one major issue I've never found any mention of anywhere.

 

Potion spoilage. Last time I played, one potion spoiled in a stack of them and it wiped out all of them. I can't find information on what's causing this *anywhere* and I'm loathe to start a fresh install until I know how to stop it. Was it always there? I played BG1 and TotSC when I was young and I know it wasn't in the base game. I never got around to playing BG2 but I know its certainly not in any of the other IE games. I'm sure its a mod but googling it gives me nothing. Potions I find are "unidentified" and usually labelled as "strange" or something - they give no benefits and drinking them causes the character to become intoxicated. Enemies often drop these ones and I think I learnt in my last playthrough that normal potions of healing and antidotes seem to do the same after a while. What can I do to rid myself of this curse?

 

(also does Revised Backstabbing have a list of what weapons it allows for? "More Weapons Useable for Backstabbing" isn't very clear, I assume it means all melee weapons and I found information on one version of an Item Revision mod that implies a lower backstab bonus for using more unwieldy weapons but I'm not sure, and "All Melee and Ranged Weapons" sounds far too broad, I'd rather not use ranged weapons for it myself)



#3316 Torvald

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Posted 04 December 2016 - 05:42 AM

agb1,

 

Thanks for all your help and advice.

 

Looked, but did not see a Big World Upload.7z file in my BG2EE folder.

 

Here are 7z copies of the files from my Big World Setup folder, Logs subfolder.

Attached Files


"My wife says I have the body of a God - Buddha!"


#3317 Torvald

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Posted 04 December 2016 - 05:47 AM

Here is also the Big World Debug 7zip file from my BG2EE folder, in case this helps.

Attached Files


"My wife says I have the body of a God - Buddha!"


#3318 agb1

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Posted 04 December 2016 - 09:29 AM

Torvald, I see from your log that the EET End installation step was silently skipped by BWS, so it's a bug.  I'm not sure why yet, but if you run setup-EET_End manually, it will probably make your current installation work.


Edited by agb1, 04 December 2016 - 09:29 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


#3319 Jakar

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Posted 04 December 2016 - 10:38 AM

Just wanted to mention, that i tried another reinstall of BWS BG Trillogy "almost" Recommended setup. Same Ascencion and those "Nightfarer's patches not found" errors. Crossmode banter pack is ok now.

 

Spoiler

 

Attached File  BiG World Debug.7z   273.51K   129 downloads

Attached File  WeiDU.log   68.36K   143 downloads

Attached Files



#3320 agb1

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Posted 04 December 2016 - 10:54 AM

Thanks Jakar.  Checking those errors right now.


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