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BiG World Setup (an attempt to update the program)


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#3321 Torvald

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Posted 04 December 2016 - 02:07 PM

agb1,

 

Per your recommendation, I've manually run the "setup-EET_End.exe" file, and it seemed to work okay.  It did say at one point that it could not find a "Baldur's Gate - Enhanced Edition Trilogy" folder, but I noticed it created a new folder with that name inside my Documents folder, so all is well.

 

Have just started a new EET game, using the new EET desktop icon, and noticed some changes in user interface, game content, music, etc., so it seems the EET stuff is working properly now.

 

My characters are also walking slightly faster now and with much less jerking, but there does seem to still be a little lag now and then.  Had originally planned to run generalized biffing to deal with that issue, but you've advised this will not help with the BGEE portion of the game, so I will skip that.  My computer is a bit old (Intel Core 2 Quad 2.65 GHz, with 8 GB of RAM, built in 2008), so perhaps EET is simply stretching its capabilities somewhat.

 

Thank you so very much for helping me, and also for helping maintain & improve BWS for all of us.

 

Best wishes!


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#3322 Roxanne

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Posted 04 December 2016 - 02:19 PM

My characters are also walking slightly faster now and with much less jerking, but there does seem to still be a little lag now and then.

In my case it helped to set this in baldur.lua (in that newly created folder in documents):

 

SetPrivateProfileString('Program Options','Maximum Frame Rate','30')

 

This may be related to the hardware and graphics card, so I am not sure if it is applicable for everybody. Would not hurt to try.


Edited by Roxanne, 04 December 2016 - 02:19 PM.

The Sandrah Saga

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#3323 agb1

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Posted 04 December 2016 - 02:57 PM

It's also possible that there is a particular script that is causing stuttering.  If Roxanne's suggestion doesn't solve it and you notice that stutter happens consistently in a certain area or when you perform a certain action, we can try to troubleshoot further.  We can also try clearing out your baldur.bcs (global script checks, including many added by mods, that run periodically) to see if that clears up the stutter, in which case we could narrow it down by re-enabling sections of the script file until we find the culprit.

 

Edit:  Another simple thing to try is turning off Party AI and seeing if that makes the stutter go away.  


Edited by agb1, 04 December 2016 - 02:58 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


#3324 Samael

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Posted 04 December 2016 - 03:42 PM

Does anyone know what is causing enemies to drop spoiled potions and for my own potions to spoil? I'm eager to get back into the game but I'm not really looking to lose a stack of potions again when I'm in a difficult area.



#3325 The Imp

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Posted 04 December 2016 - 04:13 PM

Does anyone know what is causing enemies to drop spoiled potions and for my own potions to spoil?
There's to my hazed memory an SCS component that effects the enemy so that they get more potions, but some of the drop spoiled. But it SHOULD NOT EFFECT your potions. ... well at least unless your char turns hostile ..

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.


#3326 Samael

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Posted 04 December 2016 - 04:19 PM

Ah! So breaking potions causes them to spoil! That makes sense, I'll tweak that setting then. Thank you so much!



#3327 agb1

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Posted 04 December 2016 - 04:21 PM

http://baldursgate.w...i/Murky_Potions

 

Are you sure the potion stacks are spoiling and you're not just confusing good stacks with bad stacks?  It's possible that a mod is adding these "murky" variations to the random treasure lists or a script is replacing your good stacks with these, but if that's the case, it isn't a mod that I have installed because I did a search with Near Infinity using "Find references to this file..." and it only came up with store inventories and a handful of named creatures.  No scripts.


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


#3328 Samael

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Posted 04 December 2016 - 04:35 PM

I'm reasonably sure, yeah - I'd moved healing potions from across my characters onto one at the time. I definitely had a stack of something like 14 potions of healing suddenly be treated as spoiled potions of healing, though I don't know it happened. My suspicion was either that the game had somehow confused the two and combined one to the other (which didn't seem as though it would be possible) or that somehow having them for too long caused them to become that way. Maybe the act of transferring them had a chance of breaking them ala enemies dropping them but that feels somewhat doubtful as well. They also weren't Murky Potions either, as they were listed as something along the lines of "Potion of Healing (spoiled)" once identified and had the original potion icon.
 
I'll give it a quick run through with a ToB character and get to an area where enemies tend to drop potions and see if there's any difference. Might take a bit with the installation though. Thank you for the suggestions thus far!

Edited by Samael, 04 December 2016 - 05:02 PM.


#3329 agb1

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Posted 04 December 2016 - 04:39 PM

It is a different .ITM file, so the only way a stack of one could become the other is by a script action.  If it ever happens to you again, there must be a script in your game (that isn't in mine) doing it.  A search for the murky item type in BCS (script files) in your game with Near Infinity would then turn up the cause.  Edit:  Ah... not murky potions.  Can you find the RESREF (.ITM file name) of one of those spoiled potions?  I'll re-run my search.


Edited by agb1, 04 December 2016 - 04:40 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


#3330 Samael

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Posted 04 December 2016 - 05:05 PM

How do I nab that if they appear again in my next run through? (Currently installing it all again, so if they do show up, there'll be a little delay at least)



#3331 The Imp

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Posted 04 December 2016 - 05:32 PM

How do I nab that if they appear again in my next run through? (Currently installing it all again, so if they do show up, there'll be a little delay at least)
Well, you first get the thing to happen to you again, then you save the game, then you open the save with EEKeeper or Near Infinity, take a look what the character is then holding, aka what the spoiled items file name is, and if you are in NI, you just pick the item and run a search to find the file references.
For example, if you have the file name, and have already configured the NI, you just choose, Search -> Text Search -> BCS and give the files name or rather part of it( potn08 for example). And then take a picture of the result, then just click on them and see what they tell you. That will also tell you what the script files name is, (.bcs) so you can then make a --change-log out of the file with a weidu.exe and use that to find out what mod added the change. That of course won't work if you don't know what you are searching for...

Edited by The Imp, 04 December 2016 - 05:38 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.


#3332 Samael

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Posted 04 December 2016 - 07:22 PM

The attempt's been partly scuppered at the moment by the new setup. I constantly receive the following message

"Do you want to try to apply other patches for this mod anyway?  If a target file is different from the original file that was used to create a patch, the patch might fail completely (making no changes) or it might fail partially (making some changes) or it might succeed with "fuzz" (if all of the lines to change are still in the file, but some other lines were added in between).  If partial patching occurs, the mod might fail to install or manifest other problems later.  If in doubt, please visit one of the modding forums and ask for help.

[Enter Y if you want to try patching anyway, anything else to skip patching this mod.]"

It wanted to install Tortured Souls owing to some compatability thing and then asked me to get Baldurdash because of it. I made an attempt to get it to accept it, putting the setup file in the downloads folder, but I've never had this issue during the setup before, usually it just installs but now I'm having to tell it to go on constantly now. If this is all down to TS, though, I can always start again. I've had some issues with the setup at all, meanwhile, because it keeps using the install.bat version if I close the program rather than the custom version unless I go back to the main menu and set it again.

 

So far I've been hitting Y throughout but I don't think I can keep this up for 12 hours, its intefering with my ability to get anything else done today. I've exported the mod list, at least, though if its due to Baldurdash and Tortured Souls and I starting over means not having to go through this trouble, I guess I can start over again.

 

Edit: Phew, okay, looks like it only needed that early on and its installing again. If it boots up once its done, I'll see if I can find any of the broken potions or if I'm in the clear!

 

Edit: Great, now its throwing itself on Ascension, giving me the option to repair, continue or exit. Repair does nothing. I've been at this for hours, I guess I'm starting over, ugh.


Edited by Samael, 04 December 2016 - 07:45 PM.


#3333 agb1

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Posted 04 December 2016 - 08:24 PM

I'm working on Ascension now.  I updated BWS to use the new v1.5 beta version as it has some bug fixes compared to the old v1.4, but it seems it isn't entirely compatible with BGT yet.  I'll have an update soon.

 

Tortured Souls and Baldurdash and NeJ (Vlad's mods in general) are not working with BWS now because the mods have been updated recently and the old versions are no longer available and the patches have not yet been updated.  The patches in this case involve disabling most of Baldurdash while keeping a handful of fixes that aren't in the BG2 Fixpack, because BWS requires you to install the BG2 Fixpack because a lot of other mods and compatibility patches require it...  And Vlad keeps moving code around in Baldurdash, so it's not simple to update the patches.  It's on the to-do list, but Vlad has said he's working on another version (soon?) that will merge Baldurdash into TS (or is it into NeJ?), so we're not sure if we should wait since we'll have to do all of the work again when that happens.  Meanwhile, there's plenty of other stuff to do, so...


Edited by agb1, 04 December 2016 - 08:29 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


#3334 Samael

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Posted 04 December 2016 - 08:36 PM

Ah, I see some of the problems there. Because I've been enabling Baldurdash in the conflict viewer so that Tortured Souls would be happy (which I only added because a patch for it is enabled seemingly by default and, naturally, it wants TS to be installed as a dependency), where I was not able to see they were marked as unstable or unavailable, I'd enabled them.

 

In regards to the stability of Ascension, should I hold off for the time being then and come back to it later on?

 

Thank you for being so helpful, by the way. I'm usually totally lost with these things.



#3335 agb1

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Posted 04 December 2016 - 08:56 PM

I've got the Ascension 1.5 installation working locally now.  I just need to run a quick test to make sure I didn't break it for Enhanced Edition (5 mins).  Assuming that doesn't turn up any issues, I'll publish it so you should be able to use it momentarily...

 

Edit:  Installed successfully on EE.  New Ascension release is published and BWS will pick it up automatically on the next install attempt, or if you are in the middle of the install already and BWS is waiting to re-try the Ascension install, you can download it manually from here and replace the ascension folder in your BG2 directory before re-trying.

 

To reduce confusion, I've hidden Baldurdash v1.74 (unavailable) and marked TS as Expert in BWS for now.


Edited by agb1, 04 December 2016 - 09:12 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


#3336 Samael

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Posted 05 December 2016 - 01:16 AM

Ah, great! I'll download the latest version of BWS as well then and see if I can't get it off the ground. Thank you!



#3337 Samael

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Posted 05 December 2016 - 03:20 AM

Okay, I got through the silent part of the set-up fine. Then it was installing sound sets I think - hard to say as it cut off to give a full setup warning - and it got upset about permissions or something and promptly closed. As far as I can tell, its running as admin. When I boot it up again, it's fine for a bit, then it get:

 

Line 375 (location of file, ending in \Includes\09_Install.ae3"):

 

$Setup[2]=$Split[2]

$Setup[2]=^ ERROR

Error: Array variable has incorrect number of subscripts or subscript dimension range exceeded.

 

It then promptly closes.

 

Trying to continue from here only gives "Unfortunately BWS is unable to resume from where it left off - please start over". Trying to open up BWS after this point allows me to attempt a new set up but when I open "Choose Mods and Components", I find that the branching tree structure has been replaced with just a massive list of all the mods. As before, I have to go back all the way to the very first menu and set it to Customise again (since it seems to be set to Install.bat) to get it to go back to using the organized structure.

 

I'm not going to be able to give it another shot until I've slept I think, I've been at this a little too long today, but what am I doing wrong and how do I stop doing that? As is I'm using a modified Maximized. I've been removing a bunch of stuff that I know breaks stuff from previous attempts - Xan being a Sorceror prevented him wielding his own sword and I remember La'Viconia doing *something* off - and adding a few minor bits and pieces that don't cause conflicts. The only additional stuff I'm removing is stuff the conflict manager tells me to get rid off in any case - usually stuff that disagrees with Spell Revisions I think. Remove Conflicts With Mod being clicked on, I'm assuming, removes the components that conflict with the mod, not the mod itself.


Edited by Samael, 05 December 2016 - 03:26 AM.


#3338 agb1

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Posted 05 December 2016 - 10:28 AM

Samael, I'm not sure why that Install.au3 error happened to you, but can you provide more details about the earlier "full setup warning" you mentioned?

 

Also, could you export your mod selection (choose "Options -> Export to file" from the upper left of the window while viewing the mods/components tree) and attach it here or upload it somewhere for me?  I can try to reproduce what you saw, by running the same install.

 

Meanwhile, I've added a bit of code to BWS to skip over a malformed line at that point while logging a warning, so you probably won't see that error again, but I'd like to see your BWS logs afterwards to see if there's a new WARNING in there.

 

As for the problem of BWS switching back to the Install.bat mode when restarting the program, I'm trying to figure out that part of the BWS code, but no solution yet - sorry about the inconvenience there.  If possible, avoid restarting BWS during an installation.


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


#3339 Jakar

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Posted 05 December 2016 - 12:39 PM

Today checked new version of BWS (10bd4306444e) with same "recommended" setup. Install went clearly, except this message in the beggining (i chose to skip). Also same "Nightfarer's Item Patcher" errors. 

 

Spoiler

 

 

Attached Files



#3340 agb1

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Posted 05 December 2016 - 02:56 PM

OK, TGC1e will be fixed next time - I've updated BWS to use 1.9 instead of 1.8.1T1 for BGT.

The problem with the Item and Cre Patcher .. is puzzling. I figured it was because those don't come with their own setup-item_patcher.exe and setup-cre_patcher; did those get created for you this time?

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