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BiG World Setup (an attempt to update the program)


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#1641 agb1

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Posted 10 November 2015 - 02:39 PM

Is there a way to easily check if there are multiple conflicts entries for the same mods and components in different order?

 

An example of different order:

 

C:modX(10):modY(20):modZ(30) -- X before Y before Z

C:modY(20):modX(10) -- Y after X (different from rule above)


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)

Latest version:    https://bitbucket.or.../get/master.zip


#1642 Lollorian

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Posted 12 November 2015 - 10:31 AM

Hello :)

 

Some Sandrah dependancies to add (the essential ones - grey clan) and remove (the BP core requirement is not necessary, only the ascension requirement is - which in turn should require BP core if the BP ascension one is selected) :P

 

Also, thank you for updating these dependancies :cheers:


"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#1643 agb1

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Posted 12 November 2015 - 01:13 PM

BWS currently does not allow #2000 of Area Patcher to be selected.  Is 2000 actually still required for the non-v691/694 versions of NEJ?

 

Edit:

 

Do these dependencies look correct?

 

Area patcher needs core component=D:Area_Patcher(-):Area_Patcher(0)
NEJ2(v4.2), NEJv602 or NEJv68 needs two Area Patcher components=D:NEJ2(0)|NeJv602(0)|NeJ2v68(0):Area_Patcher(1000&2000)
NEJ v68 also needs one more Area Patcher component=D:NeJ2v68(0)&Area_Patcher(3000)
Jarl's BGT Adventure Pack needs Area Patcher=D:JA#BGT_AdvPack(1)&Area_Patcher(3000

Edited by agb1, 12 November 2015 - 01:34 PM.

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)

Latest version:    https://bitbucket.or.../get/master.zip


#1644 Roxanne

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Posted 13 November 2015 - 01:17 AM

A question to the experts

If I find this in BWS game.ini ; at the beginning of a line, does it mean this has been commented out?


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#1645 Lollorian

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Posted 13 November 2015 - 01:19 AM

Area patcher needs core component=D:Area_Patcher(-):Area_Patcher(0)
NEJ2(v4.2), NEJv602 or NEJv68 needs two Area Patcher components=D:NEJ2(0)|NeJv602(0)|NeJ2v68(0):Area_Patcher(1000)
NEJ v68 also needs one more Area Patcher component=D:NeJ2v68(0)&Area_Patcher(2000)
Jarl's BGT Adventure Pack needs Area Patcher=D:JA#BGT_AdvPack(1)&Area_Patcher(3000

Some changes :) Sorry for not being clear earlier


"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#1646 Roxanne

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Posted 13 November 2015 - 01:43 AM

Hello :)

 

Some Sandrah dependancies to add (the essential ones - grey clan) and remove (the BP core requirement is not necessary, only the ascension requirement is - which in turn should require BP core if the BP ascension one is selected) :P

I struggle to confirm this using the latest BWS version - it has this line game.ini

Sandrah needs other mods for interactions=D:SandrahNPC(0):CtB(0)&RoT(0)&TDD(0)&DSotSC(5&100)&NTotSC(0)&DrizztSaga(1)&TGC1E(-)&BP(0)&bg1npc(0&9&12&15)

I tried to remove the &BP(0) from this check to verify the installation - but if I do the BWS does no longer offer BWP installations on the main screen. So this obviously is not enough to disable BP as being required??

Sorry, just downloaded the ultra latest BWS version a minute ago covering it already.

Also, thank you for updating these dependancies :cheers:

Edited by Roxanne, 13 November 2015 - 01:59 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#1647 agb1

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Posted 13 November 2015 - 02:14 AM

Submitted yet another pull request to untangle NEJ dependencies. Now live. Thanks omni-axa for quick merge!

Also, yes, removed BP(0) dependency for Sandrah, kept Ascension or BP-Ascension.

I think all Sandrah dependencies are fixed now, based on Roxanne's list of required, highly (and not highly) recommended mods.

Edited by agb1, 13 November 2015 - 02:49 AM.

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)

Latest version:    https://bitbucket.or.../get/master.zip


#1648 Lollorian

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Posted 13 November 2015 - 04:55 AM

Thank you for the quick changes :)


"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#1649 The Imp

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Posted 13 November 2015 - 05:27 AM

Submitted yet another pull request to untangle NEJ dependencies. Now live. Thanks omni-axa for quick merge!
Thank you for the quick changes :)
Lol, you bastard. :P :D :new_thumbs: :cheers:

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.


#1650 Lollorian

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Posted 13 November 2015 - 05:36 AM

:ermm: :devil:

 

PS: I see the "Enhanced Edition Trilogy Tweaks" in my selection even though I chose BGII in the initial screen - is the mod compatible with non-EE stuff?


"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#1651 The Imp

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Posted 13 November 2015 - 06:46 AM

Well, some of the experience tweaks are (coded to be) SoA (and so on) compatible, so.... but there aren't many.

Edited by The Imp, 13 November 2015 - 06:50 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.


#1652 agb1

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Posted 13 November 2015 - 08:21 AM

PS: I see the "Enhanced Edition Trilogy Tweaks" in my selection even though I chose BGII in the initial screen - is the mod compatible with non-EE stuff?

 

As Imp said, some components are, yes.  BWS only shows the ones that are.  The 'disable hostile reaction from charm' component is the same as from BGT Tweaks, so BWS will warn you if you try to use both.  Figured there is a slight chance someone doesn't want to use BGT Tweaks but does want EET Tweaks (?!)


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)

Latest version:    https://bitbucket.or.../get/master.zip


#1653 agb1

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Posted 13 November 2015 - 04:56 PM

The end of the BWP install for BWS executes these commands:

 

Spoiler
 
I noticed that the two copy lines didn't work during my install because those files already exist and the copy didn't use the /Y switch to override the prompt.  Are there supposed to be a dialog.tra file and a dialog.tra.bak file there already before these commands are processed?  Should these copy commands use /Y to overwrite them if they are there?

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)

Latest version:    https://bitbucket.or.../get/master.zip


#1654 Roxanne

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Posted 18 November 2015 - 11:03 AM

I found the following when installing expert megamod with BWS (used BWS version of 13 Nov)

 

The component

BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ 0 3130 // No Traps or Locks (Weimer): v16 BWP Fix

is installed per default although the BWP manual declares it for not-install

 

This component make thiefs etc. completely useless and should not be installed per default.

This never happened before in BWS, so it is probably a bug created recently.

 

Does anyone have an idea how to revert it without having to re-install a 23h installation?

 

Maybe it is possible to use this script that causes the destruction and change some values to re-introduce the removed features??

COPY_EXISTING_REGEXP GLOB ~^.+\.are$~ ~override~
  READ_SHORT 0x5a "trig_num"
  READ_LONG  0x5c "trig_off"
  READ_SHORT 0x74 "cont_num"
  READ_LONG  0x70 "cont_off"
  READ_SHORT 0xa4 "door_num"
  READ_LONG  0xa8 "door_off"
  FOR (index = 0 ; index < trig_num ; index = index + 1) BEGIN // cycle through triggers
    READ_SHORT ("%trig_off%" + 0x6a + (0xc4 * "%index%")) "trap_diff"
    PATCH_IF (("%trap_diff%" > 0) AND ("%trap_diff%" < 100)) BEGIN
      WRITE_SHORT ("%trig_off%" + 0x6c + (0xc4 * "%index%")) 0 // is not a trap
    END
  END
  FOR (index2 = 0 ; index2 < cont_num ; index2 = index2 + 1) BEGIN // cycle through containers
    WRITE_LONG  ("%cont_off%" + 0x26 + ("%index2%" * 0xc0)) 0 // lock difficulty
    WRITE_SHORT ("%cont_off%" + 0x30 + ("%index2%" * 0xc0)) 0 // is not a trap
  END
  FOR (index3 = 0 ; index3 < door_num ; index3 = index3 + 1) BEGIN // cycle through doors
    WRITE_SHORT ("%door_off%" + 0x70 + ("%index3%" * 0xc8)) 0 // is not a trap
    WRITE_LONG  ("%door_off%" + 0x88 + ("%index3%" * 0xc8)) 0 // detect diff
    WRITE_LONG  ("%door_off%" + 0x8c + ("%index3%" * 0xc8)) 0 // lock diff
  END
  BUT_ONLY_IF_IT_CHANGES

 

DEFINE_PATCH_FUNCTION AREA_ALTER_REGION
  INT_VAR type        = "-1" // region type at 0x20; negative values mean no change
          cursor      = "-1" // cursor type at 0x34; negative values mean no change
          trap_detect = "-1" // difficulty of trap detection at 0x68; negative values mean no change
          trap_remove = "-1" // difficulty of trap removal at 0x6a; negative values mean no change
          trapped     = "-1" // is trapped? at 0x6c; negative values mean no change
          detected    = "-1" // is detected? at 0x6e; negative values mean no change
          // flag_ vars affect flags starting at 0x60; 0 means remove flag, 1 means add flag, -1 no change
          flag_locked           = "-1" // locked, bit0
          flag_resets           = "-1" // trap resets, bit1
          flag_party_required   = "-1" // party required, bit2
          flag_trap_detectable  = "-1" // trap can be detected, bit3
          flag_trap_enemies     = "-1" // trap can be set off by enemies, bit4
          flag_tutorial         = "-1" // tutorial trigger, bit5
          flag_trap_npcs        = "-1" // trap can be set off by npcs, bit6
          flag_silent           = "-1" // silent trigger, bit7
          flag_deactivated      = "-1" // deactivated, bit8
          flag_impassable_npc   = "-1" // can not be passed by npcs, bit9
          flag_activation_point = "-1" // use activation point, bit10
          flag_connect_to_door  = "-1" // connected to door, bit11
  STR_VAR trig_name   = ""     // required, at 0x00, used to match region
          dest_area   = "same" // changes destination area at 0x38; "same" means no change
          ent_name    = "same" // changes entrance name at 0x40; "same" means no change
          door_key    = "same" // resref of key to unlock at 0x74; "same" means no change
          door_script = "same" // resref of region script at 0x7c; "same" means no change
BEGIN

  READ_SHORT 0x5a trig_num
  READ_LONG  0x5c trig_off
  FOR (index = 0 ; index < trig_num ; ++index) BEGIN
    READ_ASCII (trig_off +        (index * 0xc4)) "trig_name_file" (32) NULL
    PATCH_IF ("%trig_name%" STRING_COMPARE_CASE  "%trig_name_file%" = 0) BEGIN
      PATCH_IF ("%type%" >= 0)        BEGIN WRITE_SHORT (trig_off + 0x20 + (index * 0xc4)) "%type%"        END
      PATCH_IF ("%cursor%" >= 0)      BEGIN WRITE_LONG  (trig_off + 0x34 + (index * 0xc4)) "%cursor%"      END
      PATCH_IF ("%trap_detect%" >= 0) BEGIN WRITE_SHORT (trig_off + 0x68 + (index * 0xc4)) "%trap_detect%" END
      PATCH_IF ("%trap_remove%" >= 0) BEGIN WRITE_SHORT (trig_off + 0x6a + (index * 0xc4)) "%trap_remove%" END
      PATCH_IF ("%trapped%" >= 0)     BEGIN WRITE_SHORT (trig_off + 0x6c + (index * 0xc4)) "%trapped%"     END
      PATCH_IF ("%detected%" >= 0)    BEGIN WRITE_SHORT (trig_off + 0x6e + (index * 0xc4)) "%detected%"    END
      PATCH_IF ("%flag_locked%" = 0)           BEGIN WRITE_BYTE (trig_off + 0x60 + (index * 0xc4)) (THIS BAND 0b11111110) END
      PATCH_IF ("%flag_resets%" = 0)           BEGIN WRITE_BYTE (trig_off + 0x60 + (index * 0xc4)) (THIS BAND 0b11111101) END
      PATCH_IF ("%flag_party_required%" = 0)   BEGIN WRITE_BYTE (trig_off + 0x60 + (index * 0xc4)) (THIS BAND 0b11111011) END
      PATCH_IF ("%flag_trap_detectable%" = 0)  BEGIN WRITE_BYTE (trig_off + 0x60 + (index * 0xc4)) (THIS BAND 0b11110111) END
      PATCH_IF ("%flag_trap_enemies%" = 0)     BEGIN WRITE_BYTE (trig_off + 0x60 + (index * 0xc4)) (THIS BAND 0b11101111) END
      PATCH_IF ("%flag_tutorial%" = 0)         BEGIN WRITE_BYTE (trig_off + 0x60 + (index * 0xc4)) (THIS BAND 0b11011111) END
      PATCH_IF ("%flag_trap_npcs%" = 0)        BEGIN WRITE_BYTE (trig_off + 0x60 + (index * 0xc4)) (THIS BAND 0b10111111) END
      PATCH_IF ("%flag_silent%" = 0)           BEGIN WRITE_BYTE (trig_off + 0x60 + (index * 0xc4)) (THIS BAND 0b01111111) END
      PATCH_IF ("%flag_deactivated%" = 0)      BEGIN WRITE_BYTE (trig_off + 0x61 + (index * 0xc4)) (THIS BAND 0b11111110) END
      PATCH_IF ("%flag_impassable_npc%" = 0)   BEGIN WRITE_BYTE (trig_off + 0x61 + (index * 0xc4)) (THIS BAND 0b11111101) END
      PATCH_IF ("%flag_activation_point%" = 0) BEGIN WRITE_BYTE (trig_off + 0x61 + (index * 0xc4)) (THIS BAND 0b11111011) END
      PATCH_IF ("%flag_connect_to_door%" = 0)  BEGIN WRITE_BYTE (trig_off + 0x61 + (index * 0xc4)) (THIS BAND 0b11110111) END
      PATCH_IF ("%flag_locked%" = 1)           BEGIN WRITE_BYTE (trig_off + 0x60 + (index * 0xc4)) (THIS BOR BIT0) END
      PATCH_IF ("%flag_resets%" = 1)           BEGIN WRITE_BYTE (trig_off + 0x60 + (index * 0xc4)) (THIS BOR BIT1) END
      PATCH_IF ("%flag_party_required%" = 1)   BEGIN WRITE_BYTE (trig_off + 0x60 + (index * 0xc4)) (THIS BOR BIT2) END
      PATCH_IF ("%flag_trap_detectable%" = 1)  BEGIN WRITE_BYTE (trig_off + 0x60 + (index * 0xc4)) (THIS BOR BIT3) END
      PATCH_IF ("%flag_trap_enemies%" = 1)     BEGIN WRITE_BYTE (trig_off + 0x60 + (index * 0xc4)) (THIS BOR BIT4) END
      PATCH_IF ("%flag_tutorial%" = 1)         BEGIN WRITE_BYTE (trig_off + 0x60 + (index * 0xc4)) (THIS BOR BIT5) END
      PATCH_IF ("%flag_trap_npcs%" = 1)        BEGIN WRITE_BYTE (trig_off + 0x60 + (index * 0xc4)) (THIS BOR BIT6) END
      PATCH_IF ("%flag_silent%" = 1)           BEGIN WRITE_BYTE (trig_off + 0x60 + (index * 0xc4)) (THIS BOR BIT7) END
      PATCH_IF ("%flag_deactivated%" = 1)      BEGIN WRITE_BYTE (trig_off + 0x61 + (index * 0xc4)) (THIS BOR BIT0) END
      PATCH_IF ("%flag_impassable_npc%" = 1)   BEGIN WRITE_BYTE (trig_off + 0x61 + (index * 0xc4)) (THIS BOR BIT1) END
      PATCH_IF ("%flag_activation_point%" = 1) BEGIN WRITE_BYTE (trig_off + 0x61 + (index * 0xc4)) (THIS BOR BIT2) END
      PATCH_IF ("%flag_connect_to_door%" = 1)  BEGIN WRITE_BYTE (trig_off + 0x61 + (index * 0xc4)) (THIS BOR BIT3) END
      PATCH_IF ("%dest_area%" STRING_COMPARE_CASE "same") BEGIN // if script not set to same
        WRITE_ASCIIE (trig_off + 0x38 + (index * 0xc4)) "%dest_area%" #8 // value from str_var
      END
      PATCH_IF ("%ent_name%" STRING_COMPARE_CASE "same") BEGIN // if script not set to same
        WRITE_ASCIIE (trig_off + 0x40 + (index * 0xc4)) "%ent_name%" #32 // value from str_var
      END
      PATCH_IF ("%door_key%" STRING_COMPARE_CASE "same") BEGIN // if script not set to same
        WRITE_ASCIIE (trig_off + 0x74 + (index * 0xc4)) "%door_key%" #8 // value from str_var
      END
      PATCH_IF ("%door_script%" STRING_COMPARE_CASE "same") BEGIN // if script not set to same
        WRITE_ASCIIE (trig_off + 0x7c + (index * 0xc4)) "%door_script%" #8 // value from str_var
      END
    END
  END

END


Edited by Roxanne, 18 November 2015 - 11:19 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#1655 agb1

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Posted 18 November 2015 - 11:13 AM

I recently marked that component as expert to discourage casual BWS users from enabling it without realizing its impact. I have also marked several components that you probably would not actually want in your game as expert in BWS.

I had sort of assumed that anyone using Expert install in BWS would be selecting exactly which components they wanted. I am sorry for the inconvenience.

As for undoing this specific change in youe current game, I imagine you could reverse engineer the tweak in the tp2 component (presumably by extracting relevant original settings from the backup folder) -- but I do not have enough weidu experience to know how.

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)

Latest version:    https://bitbucket.or.../get/master.zip


#1656 agb1

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Posted 18 November 2015 - 11:16 AM

Naively, if you change all those zeroes to 50 and rerun the patcher, I think it would re-enable all trap triggers and locks, albeit not at the original difficulty levels.

Edited by agb1, 18 November 2015 - 11:16 AM.

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)

Latest version:    https://bitbucket.or.../get/master.zip


#1657 Roxanne

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Posted 18 November 2015 - 11:25 AM

I recently marked that component as expert to discourage casual BWS users from enabling it without realizing its impact. I have also marked several components that you probably would not actually want in your game as expert in BWS.

I had sort of assumed that anyone using Expert install in BWS would be selecting exactly which components they wanted. I am sorry for the inconvenience.

As for undoing this specific change in youe current game, I imagine you could reverse engineer the tweak in the tp2 component (presumably by extracting relevant original settings from the backup folder) -- but I do not have enough weidu experience to know how.

Even when doing expert installs (at least me) I do not go down to component level to check each setting (e.g. in a tweak mod that has a hundred of them) I assume the default is correct and I only need to change it if I REALLY want something different. I choose expert because some specific mods I wanted to try are not available otherwise e,g, NEJ but for no other purpose. But I think I have myself to blame for making wrong assumptions,


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#1658 Roxanne

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Posted 18 November 2015 - 11:28 AM

Naively, if you change all those zeroes to 50 and rerun the patcher, I think it would re-enable all trap triggers and locks, albeit not at the original difficulty levels.

I was thinking of something like that, I just have no ideas which values to change - and yes it is clear that by this I just create anther dummy install and not revert the changes back to original - but at least I can check the abilities of my thief this way.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#1659 The Imp

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Posted 18 November 2015 - 11:31 AM

This component make thiefs etc. completely useless and should not be installed per default.
This never happened before in BWS, so it is probably a bug created recently.
 
Does anyone have an idea how to revert it without having to re-install a 23h installation?
It's an Expert install, I really have to ask WHY one would install a component such as this and expect to not be an expert in dealing with such changes. See, yeah, you made the thieves unneeded... not useless. You can still backstab with them and thus you better concentrate on the fact now.
Darn... how dodgy can you be.... "Could someone save me, never mind the hands on my windpipe, if only I could get some air, I would be OK." . Dan-dan-daa. :devil:

Aka, when you pick the eXpert compilation, you have to know there's likely going to be bugs in it, the big scary kind, that will likely stop your game for no other reasons than CtD's or movie_time_without_end -cinematics. Those are expected to be dealable only by Experts. No one else.
Also you should take into account the other facts, yes, you could move any of the mods around and make every single one of the mods "bug free" by themselves, but fixing the last mod won't fix the errors the other mods will encounter, which is why you shouldn't just randomly deside to move the mod to later spot in the install order to fix a problem that's caused by the mod itself.
The expert install order also should encourage people to research all the possible bugs they can run into within their installs and thus have a stable base to build a stand from which the thing grows. So if you or others(micbaldur's a good example) can fix all the bugs you run into in the current spot the mod is at, it should allow others to also use it in their games and have no longer any of the large scale bugs ... that the expert mods have.

Edited by The Imp, 18 November 2015 - 12:10 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.


#1660 agb1

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Posted 18 November 2015 - 12:08 PM

@Imp, if you read the rest of the thread, roxanne didn't realize that component was part of the Expert pre-selection in BWS.  It was a recent change by me that made it part of the default Expert installation.

 

@roxanne, I looked at the script and I think you could fairly easily do a global patch to make ALL doors and containers locked, but I'm not sure about enabling traps again.  Also, I think that BG2 Tweaks component makes some of the "key required" doors not need a key.  That's also not something I know how to reverse.


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)

Latest version:    https://bitbucket.or.../get/master.zip