Thanks, anyone 100% sure it will work? You can tell by now already it will surely need modmerge?
Well, the modmerge is needed by the Steam and the GoG versions of the BG1EE+Siege of the Dragonspear -game to mod it. Only the beamdogs version of the SotDs doesn't need it, and that's because it's already the combined/unpacked version of the .zip file that's in the DLC folder in the BG1EE + SotDs combo game.
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.
ALIEN would know better, but in BWS we currently install only the BG2EE patch you linked above. We do not install any Polish localization patches for BG1EE (there's a note from ALIEN in the files saying that "Custom Polish Language Localization of BG1EE is no longer needed").
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)
Ikki, the BiG World Fixpack folder is renamed with underscores (_) while the Fixpack script is running, but afterwards the folder is renamed back to the original name with spaces. By the time the mods are being installed, therefore, the path with spaces (for copying iconv) should be correct. I changed the patch for the planar sphere mod 4 days ago - I assume your failed installation was more recent than that?
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)
I don't know why but the BiG_World_Fixpack stay with this name after the batch closes itself
having the iconv folder in the root folder of the installation is a good idea, why not do it the easy way : put it in the same directory as the BiG World Fixpack.bat. That way it will get unzip in the correct directory automaticaly.
and that way a mod that was fixed with the BiG World Fixpack don't heritate a dependancy to an other mod ( and stay "standalone" )
Not yet. IWD-in-EET is not yet available, still under construction.
However this is the normal IWDEE game that should be the basis for EET as well.
(all these bundled offers are not changing or modifying the original games, it is just commercial re-packaging, so it should not matter how you purchase the base games for EET.)
Ran another EET test install yesterday which ran smoothly but it did pickup on this fixpack issue:
WARNING: file "setup-NTotSCv171.tp2" does not exist (this is the file targeted for patching in "SETUP-NTOTSCV171.TP2.PATCH" in "Big World Fixpack/NTotSCv171").
Also testing out this install I see this at the start of candlekeep.
How can I identify which mod causes the "actually leave him as is..." text? Seems spoilerish since I remember seeing it in bg2ee games too.
I also see jarlaxle quoting a bg2 quote but could just be the same mod as above.
How can I identify which mod causes the "actually leave him as is..." text? Seems spoilerish since I remember seeing it in bg2ee games too.
Copy the game directory to somewhere else where so you can restore it from... and then install the LStest mod to the original location, and start the game, and see what it prints out.
I need to do some restructuring to make sure the LStest mod can be uninstalled, and the backup is done for this purpose ... it should be uninstallable in the nonEE game, but the EE game gives it a big stink eye for what ever purpose.
Edited by The Imp, 28 December 2016 - 03:32 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.
Ran another EET test install yesterday which ran smoothly but it did pickup on this fixpack issue:
WARNING: file "setup-NTotSCv171.tp2" does not exist (this is the file targeted for patching in "SETUP-NTOTSCV171.TP2.PATCH" in "Big World Fixpack/NTotSCv171").
Also testing out this install I see this at the start of candlekeep.
How can I identify which mod causes the "actually leave him as is..." text? Seems spoilerish since I remember seeing it in bg2ee games too.
I also see jarlaxle quoting a bg2 quote but could just be the same mod as above.
Maybe take a look at bg2600.bcs to see which mod has added this stuff to it. (Would be my first action before doing anything more elaborate...it is not a mod I have used so far on EET, so I do not recognize it)
00003: ~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ 0 12 // Mod Interactions: v2.03.b
Then trying LStest and making a new char and pausing ASAP shows this. Moved to different areas and if there was a bard npc in that area, would always see this line effect them (thus announce their presence in the area) before the scripts kicked in. Anyway fighter kit line seemed similar to a spell so found it via string search in NI. That indicates some might and guile scripts. Changelog on D5_BASP1.SPL:
Mods affecting D5_BASP1.SPL:
00000: ~KLATU/SETUP-KLATU.TP2~ 0 2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
Can I determine if it's this component or might and guile from the above?
00003: ~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ 0 12 // Mod Interactions: v2.03.b
Then trying LStest and making a new char and pausing ASAP shows this. Moved to different areas and if there was a bard npc in that area, would always see this line effect them (thus announce their presence in the area) before the scripts kicked in. Anyway fighter kit line seemed similar to a spell so found it via string search in NI. That indicates some might and guile scripts. Changelog on D5_BASP1.SPL:
Mods affecting D5_BASP1.SPL:
00000: ~KLATU/SETUP-KLATU.TP2~ 0 2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
Can I determine if it's this component or might and guile from the above?
The klatu component only sets a flag in the spl file. What causes your complaint is the mod that actually introduces the spl to the game.
Mods affecting BG2600.BCS, they do other things and have nothing to do with the issue (Sandrah adds creatures and an item - cdtweaks does what it says in the description).
Can I determine if it's this component or might and guile from the above?
It's just a spell in the CLAB table that gives a bonus spell slot. It is applied passively. Unfortunately the SPL files somehow had a string reference attached to the "spell name" offset, so even if it is applied passively, the text in that string appears in the dialogue window.
Thank you - I have hundreds, maybe thousands of .SPL files in my various mod folders and subfolders, some of which are very old and were created when I was a rank amateur. I can't check each and every one by hand, so reports like this are very useful to track down the errant strings.
This has been corrected in my internal version of the mod. I'm going to upload the update very soon - there are a couple of structural changes so I will upload the mod as soon as the BWS folks tell me they are ready for it.
This has been corrected in my internal version of the mod. I'm going to upload the update very soon - there are a couple of structural changes so I will upload the mod as soon as the BWS folks tell me they are ready for it.
Thanks! It's all good, I'm happy I'm slowly getting better at tracking down such issues.