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BiG World Setup (an attempt to update the program)


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#661 Sergio

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Posted 01 August 2014 - 02:40 AM

So, any chance anyone could check my install order posted there?

http://forums.pocket...ic,29197.0.html

Is ascension supposed to be installed after all these mods?


Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#662 The Imp

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Posted 01 August 2014 - 03:03 AM

Is BP-ascension supposed to be installed after all these mods?

I believe so.


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.


#663 Sergio

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Posted 02 August 2014 - 03:35 AM

Thanks Jarno.

I've got a question to ask. I've installed the level 50 ruleset, but as soon as I level up over the "vanilla" level, 40, I get level -1.

Can someone give me an hint of what went wrong? Thanks for help!


Edited by Sergio, 02 August 2014 - 03:35 AM.

Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#664 micbaldur

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Posted 02 August 2014 - 04:45 AM

Thanks Jarno.

I've got a question to ask. I've installed the level 50 ruleset, but as soon as I level up over the "vanilla" level, 40, I get level -1.

Can someone give me an hint of what went wrong? Thanks for help!

Did you use previously made (from older game) CHARNAME or did you make new CHARNAME when you started to play that install.

 

I had this same problem years ago when used 50 ruleset for the first time. I used same CHARMANE (it had good rolls :P and i didn't know how to use NI and Shadowkeeper back then) that i used for many years in many installs.

 

If you did made new CHARNAME then i don't know what's wrong, sorry. :crying: My CHARNAME has leveled up to 50 quite nice for many years.


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#665 The Imp

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Posted 02 August 2014 - 06:10 AM

Can someone give me an hint of what went wrong? Thanks for help!
Well, you probably installed a mod that cheeses up the level progression. PS, the vanilla 40th level is not actual vanilla... you get to be at level 37-38 on many of the classes when you hit the 8 000 000 xp max on vanilla game.
And no, it has nothing to do with the character you made it with... :D
Tables to check is the xpcap.2da and the xplevel.2da, if you --change-log the later file, you should be able to see the responsive mod component.

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.


#666 micbaldur

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Posted 02 August 2014 - 06:36 AM

And no, it has nothing to do with the character you made it with... :D

Well ok if you say so (you know more than i that is obvious of course). :P


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#667 Sergio

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Posted 02 August 2014 - 06:59 AM

Thank you both for help. These are the mods that actually seem to touch xpcap.

Refinements
Longer road
BP (with the level 50 mod)
bg2 tweaks

I'm thinking that if I sub the content of the generalized biffing xpcap.2da with the following:

2DA V1.0
2950000
                        VALUE
MAGE                    8000000
FIGHTER                 8000000
CLERIC                  8000000
THIEF                   8000000
BARD                    8000000
PALADIN                 8000000
DRUID                   8000000
RANGER                  8000000
FIGHTER_MAGE            8000000
FIGHTER_CLERIC          8000000
FIGHTER_THIEF           8000000
FIGHTER_MAGE_THIEF      8000000
MAGE_THIEF              8000000
CLERIC_MAGE             8000000
CLERIC_THIEF            8000000
FIGHTER_DRUID           8000000
FIGHTER_MAGE_CLERIC     8000000
CLERIC_RANGER           8000000
MONK                    8000000
SORCERER                8000000

I should be fine.



 


Edited by Sergio, 02 August 2014 - 06:59 AM.

Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#668 -Guest-

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Posted 03 August 2014 - 06:54 AM

Hi. Just thought to recommend that Lol's Rezmod Extended Visual Ioun Stones component should be installed after BG2 Tweaks Exotic Items Pack component. The Deep Purple Ioun Stone and Flickering White Ioun Stone added by the latter do not benefit from the Extended Visual Ioun Stones animations in the current BWS install order. 



#669 Sergio

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Posted 04 August 2014 - 01:09 PM

ah and a question: if the level 50 ruleset was overwritten, wouldn't a good idea be it to get installed last?


Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#670 The Imp

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Posted 04 August 2014 - 02:11 PM

If the level 50 ruleset was overwritten, wouldn't a good idea be it to get installed last?

Well, the rulesets can be tied up to a primary component of the mod(in TDD) and that can be overwritten by the dozens or hundreds of mods coming after, but as the primary component needs to be in the original location, it's not ideal... but considering on hoping the later components to take into account the earlier... so NOT always.

Besides, when you intent to install multiple rules sets, you should know where you tie yourself up in the roof, so it's easier for you to cut yourself down, so you won't get hanged by your own cleverness.


Edited by The Imp, 04 August 2014 - 02:25 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.


#671 Sergio

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Posted 04 August 2014 - 03:20 PM

the fact is that after checking the .tda, the mods I've got that changed it are these three:
 

one npc mod
one hla mod
Bg2 tweaks

I find it hard to understand how to avoid that "rewrite" for the level 50.


Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#672 The Imp

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Posted 04 August 2014 - 03:45 PM

the fact is that after checking the .tda, the mods I've got that changed it are these three:
 

one npc mod
one hla mod
Bg2 tweaks

I find it hard to understand how to avoid that "rewrite" for the level 50.

You could go ahead and ask why the cheese the NPC mod changed the file. Still assuming you are talking about the xpcap.2da...


Edited by The Imp, 05 August 2014 - 10:14 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.


#673 Sergio

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Posted 05 August 2014 - 08:29 AM

the fact is that after checking the .tda, the mods I've got that changed it are these three:
 

one npc mod
one hla mod
Bg2 tweaks

I find it hard to understand how to avoid that "rewrite" for the level 50.

You could go ahead and as why the cheese the NPC mod changed the file. Still assuming you are talking about the xpcap.2da...

and how would I check what I got to do?
Anyway, we are hijacking the thread. I feel like we should stop talking here. There is another topic. I apologize for all the posts.

Just one thing. I Installed Rogue rebalancing HLA, both for thieves and bards.

Now, I read Refinements's readme and it is said:
 

We advise to use our new HLA system as a whole, or not use it AT ALL. 

We have built all the tables in the attempt to rebalance and refine the whole system, and all these

tables should be used together for coherency (consider also that some material is shared between

our tables: this may include new icons, portrait icons or visual effects.)
 

These arguments apply even for aVENGER's Rogue Rebalancing Mod, which, among its other components,

provides new HLA tables for all rogues.  However, in this case some very special notes are in order

since aVENGER graciously granted us permission to use his material.

We have used aVENGER's material and a little bit more: we debugged his HLAs, refined them (by our

judgment, we admit), added new icons to them (in line with the rest of our tables), added new portrait

icons where needed, and lastly we placed them in a better context.

For instance, we created the Use Scrolls ability that aVENGER also desired for thieves, but didn't

realize for his mod.
 

In the end we've tried to keep to his ideals, not sacrifice them. So, summarizing, we suggest to

install Rogue Rebalancing Mod first and then Refinements to get the best out of these two mods.

So my suggestions:

- Make the user install Rogue rebalancing HLA OR Refinements HLA. (my preferite solution)
- Make the user able to install both, but let BWS install Rogue rebalancing HLA first, then Refinements HLA.

Currently, Refinement's HLA get installed first, then Rogue rebalancing rewrites them.

Up to you.
 
 


Edited by Sergio, 06 August 2014 - 03:37 AM.

Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#674 The Imp

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Posted 05 August 2014 - 10:13 AM

<refinements>

The mod has a tedious overarching coding problem, should you know, the ALWAYS block is ran everytime you install a component from the mod... making it really bad for the compatibility and install order.

and how would I check what I got to do?

Well, like you said, you have a change-log that informs you that the mod x editing the xpcap.2da file(one npc mod), so you just ask the mod maker on their current forum why the cheese are they doing that, and do they really have to do it.

Anyway, we are hijacking the thread. I feel like we should stop talking here. There is another topic.

Well, yeah, but the thread is here, not as a clear cut butter biscuit(about a given subject), but a socialization thread that tries to improve the current form of the BWS.


Edited by The Imp, 05 August 2014 - 10:16 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.


#675 Sergio

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Posted 06 August 2014 - 05:22 AM

Leonardo, or maybe Wisp. Wisp is a boss when it comes to these things...

@Jarno: your quesiton about why Irenicus touches the cap can't be answered. Longer road's developer (Dorotea) does not come in these forums anymore :(


Edited by Sergio, 06 August 2014 - 04:10 PM.

Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#676 Leonardo Watson

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Posted 08 August 2014 - 10:02 PM

From aVENGER's "Comprehensive compatibility guide and recommended install order":

 

Since Rogue Rebalancing further expands the Bard and Thief HLA tables as of v4.0 a very specific install order is now required in order to achieve full compatibility with the Refinements mod. For best results you need to install all of RR except for the "Thief High Level Ability revisions" and "Bard High Level Ability revisions" components, then install Refinements and finally install RR's "Thief High Level Ability revisions" and "Bard High Level Ability revisions" components.


#677 The Imp

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Posted 09 August 2014 - 02:33 AM

@Jarno: your quesiton about why Irenicus touches the cap can't be answered. Longer road's developer (Dorotea) does not come in these forums anymore :(

Well, still it would be profitable to have a discussion such as this in the Longer Roads forum.


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.


#678 Sergio

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Posted 09 August 2014 - 05:45 PM

Thanks Leonardo, didn't know that. I apologize.

Have you got any idea on how to fix refinement's bug with kits?http://www.shsforums...e-kitids-badly/


Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#679 The Imp

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Posted 09 August 2014 - 11:28 PM

Have you got any idea on how to fix refinement's bug with kits?

It's not just Refinements... there's a similar "action" in the BWPFixpack .bat files(or did at least at one point), BG2Fixpack, Level1NPCs, RR, BP, Refinements etc.

 

The latest BPv181-4611: The main component has this in the BP/lib/bp_main.tph:

DEFINE_ACTION_FUNCTION ids_kit_bp BEGIN

COPY_EXISTING ~kit.ids~ ~override~
  REPLACE_TEXTUALLY ~0x00004000~ ~0x4000~ // TRUECLASS/MAGESCHOOL_GENERALIST
  REPLACE_TEXTUALLY ~0x00000040~ ~0x0040~ // MAGESCHOOL_ABJURER
  REPLACE_TEXTUALLY ~0x00000080~ ~0x0080~ // MAGESCHOOL_CONJURER
  REPLACE_TEXTUALLY ~0x00000100~ ~0x0100~ // MAGESCHOOL_DIVINER
  REPLACE_TEXTUALLY ~0x00000200~ ~0x0200~ // MAGESCHOOL_ENCHANTER
  REPLACE_TEXTUALLY ~0x00000400~ ~0x0400~ // MAGESCHOOL_ILLUSIONIST
  REPLACE_TEXTUALLY ~0x00000800~ ~0x0800~ // MAGESCHOOL_INVOKER
  REPLACE_TEXTUALLY ~0x00001000~ ~0x1000~ // MAGESCHOOL_NECROMANCER
  REPLACE_TEXTUALLY ~0x00002000~ ~0x2000~ // MAGESCHOOL_TRANSMUTER
  REPLACE_TEXTUALLY ~0x00000001~ ~0x4001~ // BERSERKER
  REPLACE_TEXTUALLY ~0x00000002~ ~0x4002~ // WIZARDSLAYER
  REPLACE_TEXTUALLY ~0x00000004~ ~0x4003~ // KENSAI
  REPLACE_TEXTUALLY ~0x00000008~ ~0x4004~ // CAVALIER
  REPLACE_TEXTUALLY ~0x00000010~ ~0x4005~ // INQUISITOR
  REPLACE_TEXTUALLY ~0x00000020~ ~0x4006~ // UNDEADHUNTER
  REPLACE_TEXTUALLY ~0x00008000~ ~0x4007~ // FERALAN
  REPLACE_TEXTUALLY ~0x00010000~ ~0x4008~ // STALKER
  REPLACE_TEXTUALLY ~0x00020000~ ~0x4009~ // BEASTMASTER
  REPLACE_TEXTUALLY ~0x00040000~ ~0x400A~ // ASSASIN
  REPLACE_TEXTUALLY ~0x00080000~ ~0x400B~ // BOUNTYHUNTER
  REPLACE_TEXTUALLY ~0x00100000~ ~0x400C~ // SWASHBUCKLER
  REPLACE_TEXTUALLY ~0x00200000~ ~0x400D~ // BLADE
  REPLACE_TEXTUALLY ~0x00400000~ ~0x400E~ // JESTER
  REPLACE_TEXTUALLY ~0x00800000~ ~0x400F~ // SKALD
  REPLACE_TEXTUALLY ~0x01000000~ ~0x4013~ // GODTALOS
  REPLACE_TEXTUALLY ~0x02000000~ ~0x4014~ // GODHELM
  REPLACE_TEXTUALLY ~0x04000000~ ~0x4015~ // GODLATHANDER
  REPLACE_TEXTUALLY ~0x08000000~ ~0x4010~ // TOTEMIC
  REPLACE_TEXTUALLY ~0x10000000~ ~0x4011~ // SHAPESHIFTER
  REPLACE_TEXTUALLY ~0x20000000~ ~0x4012~ // BEASTFRIEND
  REPLACE_TEXTUALLY ~0x40000000~ ~0x401F~ // BARBARIAN
  REPLACE_TEXTUALLY ~0x00000000 BARBARIAN~ ~0x401F BARBARIAN~ //Some mods install this incorrectly
BUT_ONLY

APPEND ~kit.ids~ ~0x80000000 WILDMAGE~ UNLESS ~0x80000000 WILDMAGE~

END

Our good old G4: BG2Fixpack has this:

// fixing kit.ids; creature corrections are down in the creature section
COPY_EXISTING ~kit.ids~ ~override~
  REPLACE_TEXTUALLY ~.*\bTRUECLASS\b~              ~0x4000 TRUECLASS~
  REPLACE_TEXTUALLY ~.*\bBERSERKER\b~              ~0x4001 BERSERKER~
  REPLACE_TEXTUALLY ~.*\bWIZARDSLAYER\b~           ~0x4002 WIZARDSLAYER~
  REPLACE_TEXTUALLY ~.*\bKENSAI\b~                 ~0x4003 KENSAI~
  REPLACE_TEXTUALLY ~.*\bCAVALIER\b~               ~0x4004 CAVALIER~
  REPLACE_TEXTUALLY ~.*\bINQUISITOR\b~             ~0x4005 INQUISITOR~
  REPLACE_TEXTUALLY ~.*\bUNDEADHUNTER\b~           ~0x4006 UNDEADHUNTER~
  REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_ABJURER\b~     ~0x0040 MAGESCHOOL_ABJURER~
  REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_CONJURER\b~    ~0x0080 MAGESCHOOL_CONJURER~
  REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_DIVINER\b~     ~0x0100 MAGESCHOOL_DIVINER~
  REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_ENCHANTER\b~   ~0x0200 MAGESCHOOL_ENCHANTER~
  REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_ILLUSIONIST\b~ ~0x0400 MAGESCHOOL_ILLUSIONIST~
  REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_INVOKER\b~     ~0x0800 MAGESCHOOL_INVOKER~
  REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_NECROMANCER\b~ ~0x1000 MAGESCHOOL_NECROMANCER~
  REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_TRANSMUTER\b~  ~0x2000 MAGESCHOOL_TRANSMUTER~
  REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_GENERALIST\b~  ~0x4000 MAGESCHOOL_GENERALIST~
  REPLACE_TEXTUALLY ~.*\bFERALAN\b~                ~0x4007 FERALAN~
  REPLACE_TEXTUALLY ~.*\bSTALKER\b~                ~0x4008 STALKER~
  REPLACE_TEXTUALLY ~.*\bBEASTMASTER\b~            ~0x4009 BEASTMASTER~
  REPLACE_TEXTUALLY ~.*\bASSASIN\b~                ~0x400A ASSASIN~
  REPLACE_TEXTUALLY ~.*\bBOUNTYHUNTER\b~           ~0x400B BOUNTYHUNTER~
  REPLACE_TEXTUALLY ~.*\bSWASHBUCKLER\b~           ~0x400C SWASHBUCKLER~
  REPLACE_TEXTUALLY ~.*\bBLADE\b~                  ~0x400D BLADE~
  REPLACE_TEXTUALLY ~.*\bJESTER\b~                 ~0x400E JESTER~
  REPLACE_TEXTUALLY ~.*\bSKALD\b~                  ~0x400F SKALD~
  REPLACE_TEXTUALLY ~.*\bGODTALOS\b~               ~0x4013 GODTALOS~
  REPLACE_TEXTUALLY ~.*\bGODHELM\b~                ~0x4014 GODHELM~
  REPLACE_TEXTUALLY ~.*\bGODLATHANDER\b~           ~0x4015 GODLATHANDER~
  REPLACE_TEXTUALLY ~.*\bTOTEMIC\b~                ~0x4010 TOTEMIC~
  REPLACE_TEXTUALLY ~.*\bSHAPESHIFTER\b~           ~0x4011 SHAPESHIFTER~
  REPLACE_TEXTUALLY ~.*\bBEASTFRIEND\b~            ~0x4012 BEASTFRIEND~
  REPLACE_TEXTUALLY ~.*\bBARBARIAN\b~              ~0x40000000 BARBARIAN~
  REPLACE_TEXTUALLY ~.*\bWILDMAGE\b~               ~0x80000000 WILDMAGE~
  BUT_ONLY

APPEND ~kit.ids~ ~0x4000 TRUECLASS~ UNLESS ~\bTRUECLASS\b~
APPEND ~kit.ids~ ~0x40000000 BARBARIAN~ UNLESS ~\bBARBARIAN\b~
APPEND ~kit.ids~ ~0x80000000 WILDMAGE~ UNLESS ~\bWILDMAGE\b~

This is replicated in the RR if it doesn't install the BG2Fixpack. Now that could be a good aspect, that the Fixpack is involved and as it's generally installed first... but this kind of fiction alone:

REPLACE_TEXTUALLY ~.*\bBERSERKER\b~              ~0x4001 BERSERKER~

Is true catastrophe written all over it. One that we shouldn't allow it to have. This also drags the Enhanced Editions to this debuggle...

The reason is that one really shouldn't change the flag system while it's in usage... or what would the United Nations representatives say if their flags got changed while in sessions. Apply that to files that are constructed at multiple instances like the .bcs files and you'll find the problem that is there.
Did you notice what happens to the Barbarian if you install the Fixpack and BP ?
 

Have you got any idea on how to fix refinement's bug with kits?

Mine is that we remove the whole REPLACE_TEXTUALLY functions out of the mods and replace it with this one:

COPY_EXISTING ~kit.ids~ ~override~ //Kit fixes (CamDawg & the bigg & The Imps tweak)
/* snip */
  REPLACE_TEXTUALLY ~0x0000 BARBARIAN~			  ~0x40000000 BARBARIAN~
  REPLACE_TEXTUALLY ~0x0000 WILDMAGE~			   ~0x80000000 WILDMAGE~
BUT_ONLY

CLEAR_INLINED //should probably be here

APPEND ~kit.ids~ ~0x4000 TRUECLASS~ UNLESS ~\bTRUECLASS\b~
APPEND ~kit.ids~ ~0x40000000 BARBARIAN~ UNLESS ~\bBARBARIAN\b~
APPEND ~kit.ids~ ~0x80000000 WILDMAGE~ UNLESS ~\bWILDMAGE\b~

Lollorian promised to look in to it. But unfortunately he's unRealLife had to come first.


Edited by The Imp, 10 August 2014 - 10:55 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.


#680 Mad Mate

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Posted 10 August 2014 - 10:06 AM

Hi!

There is some problem when BWS tries to download from dropbox:

The following mod(s) could not be downloaded:
Ding0's Quest Pack: The Mod itself (questpack-v3b5.zip; filename*=UTF-8''questpack-v3b5.zip)

It started a week ago. In browser everything works OK.

Link for download is here in first post: http://forums.pocket...ic,29202.0.html

Thanks!