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BiG World Setup (an attempt to update the program)


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#3681 -Kvothe-

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Posted 21 February 2017 - 04:49 AM

I poked around at the Worldmap Mosv2 format fix keeps failing to unpack and noticed that the mod section name is discrepant compared to the archive.

 

The archive is called: setup-bp-bgt_worldmap_pvrz and unpacks to bp-bgt_worldmap_pvrz with corresponding tp2.

 

The mod section is called: bp-bgt-worldmap_pvrz (note the hyphen between bgt and worldmap).

 

This causes the test in _Test_GetTP2 to fail as it's looking for a TP2 with the hyphen instead of the underscore.

 

I think the proper fix is to rename every instance bp-bgt-worldmap_pvrz appears with bp-bgt_worldmap_pvrz as that's the name of the archive.  It might also be possible to rename the archive and its corresponding tp2 to match what BWS is expecting.

 

I was also seeing an issue with randomiser not being able to find its tp2.  When I looked in my BGEE folder after unpacking it seemed like the randomiser subdir hadn't been moved to the parent BGEE directory.

 

I'm wondering if the format of the randomiser zip is confusing BWS.  The randomiser.zip has the following path to the TP2: randomiser-170206.zip\randomiser\randomiser\randomiser.tp2

 

Most of the github downloaded zips don't contain the exact folder of the mod redundantly as they usually have zip\user-project-commit'ish as a subfolder.  The github zips are also getting relocated correctly.

 

I'm able to work around the randomiser issue by moving the contents of the 2nd randomiser subdir up into its parent.

 

Hope this is of use to the authors and thanks for creating and maintaining this program!

Okay installation does start now after I did rename the archive, tp2 and the setup.exe of setup-bp-bgt_worldmap_pvrz =)



#3682 -Kvothe-

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Posted 21 February 2017 - 08:12 AM

Nice, a customized tactical installation finished successfully except for the "Minotaur and Lilacor"-Mod, but as this is only a minor mod i dont care :)

 



#3683 captain murica

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Posted 21 February 2017 - 08:10 PM

I've just finally done a full install of my mods without a hitch! Thanks for putting in all the work to patch things up guys!



#3684 -Map Error?-

-Map Error?-
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Posted 22 February 2017 - 07:09 AM

My install worked as well, but the world map seems to be misaligned? Is this how it is supposed to look? I'm a first-time player and the Baldurs Gate on the map is clearly misaligned with the actual city icons. I have already started my game, if this is an error, can I still fix it without restarting all over again?

 

Don't know which image hosters are allowed, I'll just link one:

https://picload.org/...lrrcpdr/map.jpg



#3685 Ikki

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Posted 23 February 2017 - 03:13 AM

Hello,

 

The 'revised battle' bwfixpack fixe is missing HANDLE_CHARSETS for EE compatibility with foreign translation

added by the bwfixpak for EET compatibility

Spoiler

 

line to add in this block for EE compatibility
 

Spoiler

 

EDIT : wrong thread, sorry


Edited by Ikki, 23 February 2017 - 03:43 AM.


#3686 -Map Error?-

-Map Error?-
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Posted 23 February 2017 - 04:04 AM

My install worked as well, but the world map seems to be misaligned? Is this how it is supposed to look? I'm a first-time player and the Baldurs Gate on the map is clearly misaligned with the actual city icons. I have already started my game, if this is an error, can I still fix it without restarting all over again?

 

Don't know which image hosters are allowed, I'll just link one:

https://picload.org/...lrrcpdr/map.jpg

 

So I tried choosing a different option in the BWS and it turns out that choosing the Worldmap component "Revised travel times and area visibility" instead of the recommended "Original travel times and area visibility" fixes the positioning of the icons on the worldmap when starting a new game. Could someone please explain me why this is not the recommended option? I tried it on three different computers and all reproduced this result. Is there some hidden advantage that would justify the incorrect map positioning?



#3687 -Map Error?-

-Map Error?-
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Posted 23 February 2017 - 04:50 AM

@ALIEN I appreciate your answer, but I think you misunderstood my comments. I've tried BWS installations on three different computers and started a new game every time. If I don't change the component "Original travel times and area visibility" the result is always the misaligned map from my first post. I only get the correct map if I choose the other component of Word map instead, which is not recommended in BWS. I always start a new game. I have even tried a minimal installation with only the Fixes and World Map. Still the exact same result. I can post further proof if you want.



#3688 -Map Error?-

-Map Error?-
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Posted 23 February 2017 - 05:08 AM

Yes "setup-bp-bgt_worldmap_pvrz" seems to introduce this bug, I have just installed Worldmap manually on a fresh BG1 installation and it worked fine, I then installed this file and suddenly the issue appeared again. Both files were downloaded from their links in BWS and manually installed using their setups.



#3689 Roxanne

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Posted 23 February 2017 - 05:36 AM

Thanks for you report, I will disable this mod until further investigation when I get back to home.

This is how my EET game BP-BGT Worldmap with the PVRZ add-on looks like after correct installation.

 

In Near Infinity

In Game

 

So neither mod seems to have an issue by itself. The procedure in BWS may have a problem.


Edited by Roxanne, 23 February 2017 - 05:42 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#3690 -Map Error?-

-Map Error?-
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Posted 23 February 2017 - 05:45 AM

Yes, my apologies, I have spoken prematurely, because I can not reproduce this consistently when I do manual installations. It still always happens when I use BWS, I have tested this extensively by now, but I have only seen it once with the manual installation, which might have been an error on my side.



#3691 Ikki

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Posted 23 February 2017 - 05:50 AM

I don't have problem with 'setup-bp-bgt_worldmap_pvrz' either, it work well with EET

 

On an EE game does 'setup-bp-bgt_worldmap_pvrz' work with both the 'huge' and the 'large' worldmap ?


Edited by Ikki, 23 February 2017 - 06:05 AM.


#3692 -Map Error?-

-Map Error?-
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Posted 23 February 2017 - 06:14 AM

I don't use EET, I have BG1EE and BG2EE installations if this was not clear enough. I have now manually removed the dependency of Worldmap in the config files, so it doesn't require the Worldmap fix any longer. I tried the installation once again with BWS and it now uses the correct map positioning. So there is some kind of bug in the BWS process related to "bp-bgt_worldmap_pvrz", at least when used with BG1EE and BG2EE.



#3693 Roxanne

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Posted 23 February 2017 - 06:48 AM

I don't use EET, I have BG1EE and BG2EE installations if this was not clear enough. I have now manually removed the dependency of Worldmap in the config files, so it doesn't require the Worldmap fix any longer. I tried the installation once again with BWS and it now uses the correct map positioning. So there is some kind of bug in the BWS process related to "bp-bgt_worldmap_pvrz", at least when used with BG1EE and BG2EE.

Actually, the PVRZ addon was made for EET - no idea if it works at all for the separated game. EET itself adds information from mods etc to generate its own worldmap and it has a feature to produce files that BP-BGT-Worldmap can use as well. So without EET it is doubtful that it works.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#3694 -Map Error?-

-Map Error?-
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Posted 23 February 2017 - 07:06 AM

I don't use EET, I have BG1EE and BG2EE installations if this was not clear enough. I have now manually removed the dependency of Worldmap in the config files, so it doesn't require the Worldmap fix any longer. I tried the installation once again with BWS and it now uses the correct map positioning. So there is some kind of bug in the BWS process related to "bp-bgt_worldmap_pvrz", at least when used with BG1EE and BG2EE.

Actually, the PVRZ addon was made for EET - no idea if it works at all for the separated game. EET itself adds information from mods etc to generate its own worldmap and it has a feature to produce files that BP-BGT-Worldmap can use as well. So without EET it is doubtful that it works.

You can't deselect is when choosing BG1EE or BG2EE, Worldmap depends on it in the standard BWS configuration. But that would certainly explain it, thanks for the info.



#3695 K4thos

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Posted 23 February 2017 - 12:07 PM

I don't have problem with 'setup-bp-bgt_worldmap_pvrz' either, it work well with EET

 

On an EE game does 'setup-bp-bgt_worldmap_pvrz' work with both the 'huge' and the 'large' worldmap ?

 

only the bigger one (not sure how it is called). If someone needs it for smaller version than that MOS file needs to be converted ito MOSv2 n NI first. Also only English version has been converted since this is meant to be temporary solution until Wisp implements it officially


Edited by K4thos, 23 February 2017 - 12:14 PM.


#3696 Evani

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Posted 23 February 2017 - 03:11 PM

The weird problem with BGT and Worldmap missing dependency is fixed. Thanks! Hopefully get to do a nostalgic play-through now



#3697 konva

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Posted 25 February 2017 - 06:48 AM

hello, is there a mod for classic IWD which removes summoning cap? EE version has this mod, classic IWD + HoW + TotLM doesnt. How could I do it by myself if there is no mod?



#3698 The Imp

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Posted 25 February 2017 - 07:22 AM

hello, is there a mod for classic IWD which removes summoning cap? EE version has this mod, classic IWD + HoW + TotLM doesnt. How could I do it by myself if there is no mod?

I don't have the IWD installed on my computers, but if it's anything like the BG2's, then you just need to change the summoned creatures genders to different numbers with Near Infinity/DLTCEP, or other tools. This will also prevent them from being killed by a few specific spells, just like in BG2, but that's usually not something you would worry about.
It should be in the V9.0 .cre's, offset 0x02dd .


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.


#3699 Ikki

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Posted 25 February 2017 - 07:45 AM

Hello Alien

For solving the mapicon bug with sod, the BWF should include all the file in Kathos patch, and must overwrite those from the BP_BGT-worldmap

(the BWF is still missing most of the update pvrz)

link to Kathos patch



#3700 konva

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Posted 25 February 2017 - 10:10 AM

hello, is there a mod for classic IWD which removes summoning cap? EE version has this mod, classic IWD + HoW + TotLM doesnt. How could I do it by myself if there is no mod?

I don't have the IWD installed on my computers, but if it's anything like the BG2's, then you just need to change the summoned creatures genders to different numbers with Near Infinity/DLTCEP, or other tools. This will also prevent them from being killed by a few specific spells, just like in BG2, but that's usually not something you would worry about.
It should be in the V9.0 .cre's, offset 0x02dd .

I have near infinity, but... how do I exactly check, which mobs are summoned by certain spells? Like monster summoning 3 summons one of 4 types.. maybe more?

// i mean there are lot of summoning spells and they summon different creatures mostly.


Edited by konva, 25 February 2017 - 10:18 AM.