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?
BiG World Setup (an attempt to update the program)
#661
Posted 01 August 2014 - 02:40 AM
Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.
#662
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
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
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 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. 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
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...
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.
#667
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-
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
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
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
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
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
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
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
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
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
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
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
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 fixrefinement'sbug 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
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!