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BiG World Setup (an attempt to update the program)


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#4681 Quorwyf

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Posted 08 February 2018 - 05:28 AM

IS it possible to remove all of the old low res movies from EET? If so, how?

 

If not, what do you need to do to replace them? I know how to extract the files with NI but I don't know what files I would need to rename.



#4682 -wavigravi-

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Posted 08 February 2018 - 06:16 AM

I've played through a BWS once before years ago and wanted to play again, but running the BigWorldsetup update  file results in an error message The system cannot find the file specified line 16 character 5 any help would be appreciated thanks



#4683 Roxanne

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Posted 08 February 2018 - 07:45 AM

I've played through a BWS once before years ago and wanted to play again, but running the BigWorldsetup update  file results in an error message The system cannot find the file specified line 16 character 5 any help would be appreciated thanks

How to use BWS is explained here

https://forums.beamd...-for-windows/p1


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#4684 -Perkele1-

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Posted 09 February 2018 - 12:54 PM

Since there is currently a problem with the latest weidu and tobex (reported), is there any way to force BWS to use the older version for the time being? I tried "pause after download" and then I replaced the downloaded weidu.exe with a working version but it nevertheless managed to update all weidus to the latest version.



#4685 Roxanne

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Posted 09 February 2018 - 01:16 PM

Since there is currently a problem with the latest weidu and tobex (reported), is there any way to force BWS to use the older version for the time being? I tried "pause after download" and then I replaced the downloaded weidu.exe with a working version but it nevertheless managed to update all weidus to the latest version.

The problem is that every setup-modXXXX.exe is in fact a copy of weidu.exe which just by name triggers the corresponding modXXXX.tp2.

And - weidu has an inbuilt update mechanism. As long as there is just one weidu v243 anywhere in your game directory, starting any weidu.exe will trigger the update of all others. The highest version in your downloads will *pull* all others to its version.

What is worse is that some mods have been updated already to use new features that became available with 243.

Unless you check every single mod, the only practical way is to report to the Weidu guys and initiate repair,


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#4686 -stewart-

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Posted 11 February 2018 - 01:14 AM

I think that BWS is missing conflict warnings for Skip Chateau Irenicus mod with some other mods that have crucial contents in the dungeon. I found those:

- Gavin

- Adrian

- Chloe

- Sandrah

- Skie

- Region of Terror

- Breagar

I play EE and I think in original game there are even more.

 

Is there a reason not to have this indicated?



#4687 Roxanne

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Posted 11 February 2018 - 01:24 AM

I think that BWS is missing conflict warnings for Skip Chateau Irenicus mod with some other mods that have crucial contents in the dungeon. I found those:

- Gavin

- Adrian

- Chloe

- Sandrah

- Skie

- Region of Terror

- Breagar

I play EE and I think in original game there are even more.

 

Is there a reason not to have this indicated?

Skip Irenicus does not remove the dungeon or any content from the game. It provides an in-game dialogue option to transport to the exit. You can make use of that option at any time of your choice or not at all.

 

If you want to grab items from behind the trapped picture, you can do that before skipping the rest.

 

Also, the mod does not change the possibility to skip the contents you listed compared to a game without the skip mod.

E.g. Chloe or some Sandrah content ihappens in the air plane area and you can play the dungeon without visiting that part. Or Adrian is in the duergar forge in the NE of the second level but there is no compelling reason for you to go there in a normal game. Same is true for Sandrah content in some side room, like with the Ellesime clone or the vampire ambush. And without thieving skills you cannot open the trapped safe behind the picture, etc.

 

In summary - there is no conflict between those mods, the outcome you get is simply in the way you decide to play the dungeon with those mods installed.


Edited by Roxanne, 11 February 2018 - 01:26 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#4688 -stewart-

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Posted 11 February 2018 - 01:29 AM

Yeah, I see what you mean.

Still it requires some meta gaming to know all of that.



#4689 Roxanne

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Posted 11 February 2018 - 01:35 AM

Yeah, I see what you mean.

Still it requires some meta gaming to know all of that.

The mod is intended for players who did the game more than once. They are supposed to know what they do. Why would you skip a part of the game without being sure you will miss nothing later?

 

I cannot see that BWS is supposed to issue any warnings here. There is the mod readme and description to tell you that.

 

It is the same for skip Candlekeep mod. You can have a new mod with new content added here and you miss it, e.g. some RE quest that was added long after the skip mod. Using skips is something you do at your own risk.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#4690 The Imp

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Posted 11 February 2018 - 02:03 AM

...
Still it requires some meta gaming to know all of that.
You only have to have played with the mod once to know how it actually works. So the above statement of conflicts are false. As none of them have to be done, either, well....
Using skips is something you do at your own risk.
... more like, you have the option to choose to do during the game play, and so not interact with the additional content. AKA it's not an autoskip, if you choose to install the skip mod, you just have the option to then do a skip and miss things. And the best thing is, you can choose to not immidietly use the skip, but do the additional content AND then choose to use the skip as the additional content to get faster forward.

Edited by The Imp, 11 February 2018 - 02:07 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.


#4691 jastey

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Posted 11 February 2018 - 01:42 PM

I think that BWS is missing conflict warnings for Skip Chateau Irenicus mod with some other mods that have crucial contents in the dungeon. I found those:
- Gavin
- Adrian
- Chloe
- Sandrah
- Skie
- Region of Terror
- Breagar
I play EE and I think in original game there are even more.

The current (new) Breagar version is compatible (Breagar will join at the Promenade if not spoken to in ID).

Gavin BGII, too: If the item wasn't found in ID, it will be in the rubble at the Promenade and the according dialogue will trigger as soon as the PC takes it.

#4692 jastey

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Posted 11 February 2018 - 01:42 PM

EDIT: sorry for double post, there was an error with the forum database so I didn't realize it was posted.

I think that BWS is missing conflict warnings for Skip Chateau Irenicus mod with some other mods that have crucial contents in the dungeon. I found those:
- Gavin
- Adrian
- Chloe
- Sandrah
- Skie
- Region of Terror
- Breagar
I play EE and I think in original game there are even more.
The current (new) Breagar version is compatible (Breagar will join at the Promenade if not spoken to in ID).

Gavin BGII, too: If the item wasn't found in ID, it will be in the rubble at the Promenade and the according dialogue will trigger as soon as the PC takes it.

Edited by jastey, 11 February 2018 - 01:43 PM.


#4693 jastey

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Posted 11 February 2018 - 09:51 PM

NTotSC v2.1.0 is up and ready for BWS:

Link to latest release: Latest NTotSC Release on jastey's GitHub

This release introduces AstroBryGuy's BG:EE worldmap solution and various bugfixes. Unless there are bugs, this will be the final version from my side.

For BG:EE, v2.1.0 doesn't need the BP-BGTWorldmap mod for the mod areas to be accessible via the worldmap. Thank you to AstroBryGuy for this tweak!

#4694 Roxanne

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Posted 11 February 2018 - 11:47 PM

NTotSC v2.1.0 is up and ready for BWS:

Link to latest release: Latest NTotSC Release on jastey's GitHub

This release introduces AstroBryGuy's BG:EE worldmap solution and various bugfixes. Unless there are bugs, this will be the final version from my side.

For BG:EE, v2.1.0 doesn't need the BP-BGTWorldmap mod for the mod areas to be accessible via the worldmap. Thank you to AstroBryGuy for this tweak!

To confirm the correct BWS configuration

 

The mod has the following components

@0=Northern Tales of the Sword Coast (NTotSC) for BGT-Weidu, BG:EE, and EET
@1=Keelor the Dwarf
@2=Llindellyn's Lucky Arrow
@3=Nim Furlwing's Hunting Hounds
@4=Pilar and Gheldehar
@5=Svlast's Torment
@6=Will O'Hara NPC

 

Components 1-6 require the main component = @0

 

In classic games, the mod needs worldmap mod while in EE games this is not needed due to new solution.

 

All correct?


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#4695 jastey

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Posted 12 February 2018 - 02:24 AM

Yes, all correct. And thank you! Just a note: It should be installed after DSotSC, if DSotSC is selected, too. (It is no longer dependent of it.)

#4696 Roxanne

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Posted 12 February 2018 - 02:29 AM

Yes, all correct. And thank you! Just a note: It should be installed after DSotSC, if DSotSC is selected, too. (It is no longer dependent of it.)

I pushed a BWS update with this.

I propose that you do a check for the various games since the old mod had a lot of dependencies and extra configurations, I hope I changed them correctly. In addition, I cannot verify whether the classic game entries appear correctly.

A second pair of eyes is needed here, NTotSC configuration is pretty complex.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#4697 jastey

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Posted 12 February 2018 - 03:25 AM

Thank you! I'll try to have a look, but last time I tried I didn't even managed to get BWS to run least install the mods I wanted.

#4698 Roxanne

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Posted 12 February 2018 - 03:51 AM

Thank you! I'll try to have a look, but last time I tried I didn't even managed to get BWS to run least install the mods I wanted.

Alien did this

http://www.shsforums...246#entry600118


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#4699 -Perkele1-

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Posted 12 February 2018 - 05:07 AM

@Roxanne

You know your way around various mods, can you tell which mods in the BWS currently has a component with TobEx requirement? It can't be that many right?

The thing is, I got told over at the Weidu forum that a Weidu update won't happen for a while. I'm trying to persuade them otherwise, but I'm not sure it will work.

So, since installing now with BWS is impossible because of this (the 2 first mods fail immediately; jimfix and bg2 fixpack) I'm considering just editing the tp2s myself to allow me to install. But I need to check all tp2s that has tobex requirement then.

#4700 Roxanne

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Posted 12 February 2018 - 06:21 AM

@Roxanne

You know your way around various mods, can you tell which mods in the BWS currently has a component with TobEx requirement? It can't be that many right?

The thing is, I got told over at the Weidu forum that a Weidu update won't happen for a while. I'm trying to persuade them otherwise, but I'm not sure it will work.

So, since installing now with BWS is impossible because of this (the 2 first mods fail immediately; jimfix and bg2 fixpack) I'm considering just editing the tp2s myself to allow me to install. But I need to check all tp2s that has tobex requirement then.

 

Maybe this from BWS helps a bit

Spoiler


Edited by Roxanne, 12 February 2018 - 07:57 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*