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BiG World Setup (an attempt to update the program)


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#1701 eXistenZe

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Posted 20 November 2015 - 04:19 PM

Spoiler



#1702 agb1

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Posted 20 November 2015 - 04:49 PM

I was able to reproduce the problem.  The %%~nF needs to become %%%%~nF.

 

Change these lines:

 

Spoiler

 

To these:

 

Spoiler

 

Edit: So, the above change will be enough to get you past the syntax error, but if you actually WANTED to install PaintBG, you would need to download the BWS master again, because I just committed a patch to fix another issue I found while testing this...  to properly add the user-selectable portraits, I changed the BWS install code to recognize a backslash as an escape character for CMD lines (so e.g. '\;' becomes ';').  This is needed for the way that I scripted the PaintBG installation for EE.  Without this patch, BWS splits the CMD string on the semi-colon looking for a dependency like the ;;;;D:PaintBG(0) that I suggested earlier, which is not what we want.


Edited by agb1, 20 November 2015 - 05:39 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


#1703 agb1

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Posted 20 November 2015 - 05:59 PM

I have just committed another change for BWS:  unchecked mod components that are part of the Standard pre-selection ('0111') will now appear slightly blue instead of grey, making it easier for us to see which mods/components are not part of any pre-selection.

 

2i0qh03.jpg


Edited by agb1, 20 November 2015 - 05:59 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


#1704 eXistenZe

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Posted 21 November 2015 - 02:20 AM

Thanks. Some more bugs during install:

Spoiler
Spoiler
Spoiler
Spoiler
Spoiler


Edited by eXistenZe, 21 November 2015 - 02:29 AM.


#1705 agb1

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Posted 21 November 2015 - 06:29 AM

Thanks for reporting!

Please make a --change-log for baldur-et.baf and for amul01.itm and attach here. Instructions: http://www.shsforums...ds/#entry504049

The parse errors are probably due to changes by earlier mods so we need to know what was done.

I will update the missing dependencies you found.

The extraction problem is something I also see sometimes. It seems random which mods fail, but I admittedly have not done many runs to see if the same mods are affected regularly. At the moment I have no idea why that happens.

@mike1072 any thoughts on the missing function error from Item Revisions? (Bottom spoiler from above post.)

Edited by agb1, 21 November 2015 - 06:35 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


#1706 Lollorian

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Posted 21 November 2015 - 07:07 AM

baldur-et.baf is a mod file (used by the mod during installation not a game file) - I'd guess it's an issue with the mod (EET Tweaks in this case)

 

The item_rev issue also seems like a mod issue because it can't find the "update_item_descriptions_to_bgee" function - nothing wrong with AMUL01.ITM


Edited by Lollorian, 21 November 2015 - 07:08 AM.

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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

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#1707 Lollorian

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Posted 21 November 2015 - 07:22 AM

Feature Request: An easy way to know why a particular mod is marked as Expert (maybe a tooltip or an extra note in its description)

 

Usually mods marked as expert are marked as such for a variety of reasons:

- the mod uses destructive installation procedures (eg: overwriting) when better methods exist (old mod syndrome)

- the mod causes issues that are not easily resolvable (it takes "expert" skills to debug the issues caused by the mod :lol:)

 

Mods marked as expert should be invitations for people who are willing (the experts) to have a closer look and tinker with it and move it to Standard (if it is easily installable and compatible without issues) /Tactical (if it raises the difficulty of the game significantly)

 

Earlier, the BWP used to mark plain incompatible mods as Expert just because they were incompatible with stuff that was Standard/Tactical - I think with the way the BWS handles things, incompatibilities can be easily resolved (by choosing which mod to install) so Expert should exclusively be used to put mods that need expert attention :)

 

If someone can extract a list of the expert mods currently in the BWS, I can probably provide descriptions that help people know why they are expert.

 

PS: On a related note, please move Rukrakia NPC to expert since it overwrites the hell out of the worldmap :(


"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


#1708 agb1

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Posted 21 November 2015 - 08:31 AM

Feature Request: An easy way to know why a particular mod is marked as Expert (maybe a tooltip or an extra note in its description)

We can easily update the description and that is probably the best way.  The desire to also update the translations is a slight barrier, but I think it is okay to only have the more detailed 'reason for Expert status' explanation in English.

If someone can extract a list of the expert mods currently in the BWS, I can probably provide descriptions that help people know why they are expert.

Done.  I created a new thread for it.

PS: On a related note, please move Rukrakia NPC to expert since it overwrites the hell out of the worldmap :(

Will make Rukrakia expert and add a note to its description.


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


#1709 agb1

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Posted 21 November 2015 - 02:50 PM

New feature (now released)!

 

If you add 'W' (for warning) to the comma-separated Type list of a mod's ini file, then in the GUI it will highlight the mod like Huple in this example:

 

21ngrd3.jpg

 

Also, if any of the mods selected have a warning like this, then they will be included in the expert mods warning pop-up window that appears just before starting an installation (after you press continue):

 

2e3s7kp.jpg

 

However, Huple has a warning only because it is a manual download.  For now, the manual download warning is entered manually in the description.  I am therefore adding another Type letter, 'M' for manual download, which will also highlight mods like 'W' but with a different background color, and which will not make the mods appear in the pop-up confirmation window later.

 

Here is what 'M' will look like:

 

2v2jzol.jpg

 

Note that 'must be downloaded manually' is different from 'Down=Manual'... which is a mod that has no download link.  The new 'M' Type can also be used for mods that require a human to interact with the download site (e.g., Mediafire links).


Edited by agb1, 21 November 2015 - 06:26 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


#1710 agb1

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Posted 21 November 2015 - 10:07 PM

Committed these additional updates:

 

Spoiler


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


#1711 Nightfarer

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Posted 22 November 2015 - 02:24 AM

PS: On a related note, please move Rukrakia NPC to expert since it overwrites the hell out of the worldmap :(

 

I just edited the PM I wrote you on morning to make it work as expected, when you have time, please give it a look ;)


Edited by Nightfarer, 22 November 2015 - 02:25 AM.


#1712 agb1

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Posted 22 November 2015 - 10:14 AM

Please check the first post of the "Why is this mod an Expert mod" thread for latest status on recent updates to BWS Expert mods.

 

Here are some additional recent changes that are not mentioned there.  Most of these changes apply to BWP/BGT installs only.

 

Spoiler

Edited by agb1, 22 November 2015 - 04:51 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


#1713 The Imp

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Posted 22 November 2015 - 11:06 AM

New feature (now released)!

Nice !

Thank you for all the hard work you archive ...


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.


#1714 agb1

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Posted 22 November 2015 - 04:51 PM

I've updated the first post and the additional changes spoiler just above here.


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


#1715 pikachu01

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Posted 22 November 2015 - 09:46 PM

Installed Big World Setup last weekend and I had some mods skip due to incompatiblity with my game version (BG2: EE).

 

Here're the logs (only the relevant parts):

 

SKIPPING: [Re-introduce potions of extra-healing] Skipping this component as it only applies to BG1

 

SKIPPING: [More bandit scalps] This component is not compatible with your game.

 

Mod: Sword Coast Stratagems Component: Re-introduce potions of extra-healing

 

Mod: Enhanced Edition Trilogy Tweaks Component: More bandit scalps (BG:EE, EET)

 

Let me know if you need more info than this, though it should be pretty clear cut from here. I installed the "Recommended mods" while removing extra NPCs/NPC quests and Quests.

 

Edit: BWS Version is b692bec while the master.zip version is from b213ffa2b1f4


Edited by pikachu01, 22 November 2015 - 09:48 PM.


#1716 agb1

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Posted 23 November 2015 - 05:19 AM

Thank you for reporting!

 

Mod: Sword Coast Stratagems Component: Re-introduce potions of extra-healing

BWS is now updated to hide that component for BG2EE unless you are using Enhanced Edition Trilogy (EET), which is not yet enabled by default.

 

Mod: Enhanced Edition Trilogy Tweaks Component: More bandit scalps (BG:EE, EET)

This one I fixed in an earlier update (more recent than the BWS version you used).  The current version of BWS hides this component unless you are using EET.


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


#1717 agb1

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Posted 23 November 2015 - 06:27 AM

Opinions please.

When should components of a mod be added to the Recommended pre-selection?

What does it mean when a mod itself is classified as Recommended (independent of whether its components are pre-selected)?

Example: Roxanne recently suggested to re-classify SCS (the mod) from Recommended to Tactical. Many SCS components are in the Recommended pre-selection. Changing the mod to Tactical would not necessarily mean any change for the components. Many of the SCS components do increase difficulty, but not all. So, what does it really mean for a mod to be Tactical?

Consider:

- Components in BWS that do not belong to any pre-selection categories are not colored, so the mod category maybe provides a hint about these components (a "clear" component of a Tactical mod might be more likely to add difficulty than a clear component of a Stable mod). But, wouldn't the component description text would be a better place to put unambiguous difficulty hints, instead of relying on the mod type for hints?

- The mod type determines which components will be selected automatically for you if you hit spacebar or click the top-level checkbox for a mod that has no active components (eg, if SCS is completely inactive then toggling it in BWS will activate only its Recommended components). You can of course select more components afterwards. So this is just a time-saving feature if you want to toggle a mod and are happy with the components that fit your current pre-selection level. Note the current pre-selection level is decided when you pick one of the four BWP pre-selection categories, and you can also go to the menu bar and manually change the level while you are choosing components in the tree-view.

- Why do we have any "clear" components at all? Examples are tweak components like "no traps and locks" that are considered undesirable most of the time. (I recently reverted that particular tweak from Expert because it has no "known problems" technically.). Do we need a new classification for "Not-Recommended" components? Or should we just improve the component descriptions so the reasons for exclusion are more obvious?

-

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


#1718 Lollorian

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Posted 23 November 2015 - 07:06 AM

Suggestion: Move the currect Recommended pre-selection into a modlist called "Leonardo's Recommendations" and use the Recommended pre-selection to mimic the Minimal pre-selection.

 

EDIT: For reference, the STEP Core Mandate should act as a guideline for what should be under Recommended :P STEP Extended can be used for Standard mods


Edited by Lollorian, 23 November 2015 - 07:09 AM.

"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


#1719 The Imp

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Posted 23 November 2015 - 07:26 AM

Opinions please.
...

Recommended to Tactical. Many SCS components are in the Recommended pre-selection. Changing the mod to Tactical would not necessarily mean any change for the components. Many of the SCS components do increase difficulty, but not all. So, what does it really mean for a mod to be Tactical?

Well, the difference between the Tactical and Recomended is, that the Tacticals HAVE to increase the difficulty of the mods content far more proportionally than the non Tactical parts.

So a random +1 to +3 weapon upgrade on a boss in BG2 is no where near as Tactically chalenging than in say BG1. Especially if it's done by the Item Randomizer where the item if not in place 1 will be at place 2, 3... or 10.
Also the proportionally also means that as the Megamod has had more mods and components added to it, the story mods even if really hard, can be a piece of pie at the level and items the player will be able to aguire before going to the point. Coming from power creep and that kind of stuff. These can be set locally by the player in the game, we are not the rulers at there.

The player wants to play with bare hands, then he does so.

There's also a large distinction between the Tactical and Recomended settings in the BWS that come from the BWP, and the method there was that the Tactical installs took the harder settings of the said same components than the Recommended. And this should be maintained. As in, the Recommended should still be quite hard, while the Tactical takes the hardest settings out there.

So do not remove the SCS entirely just because it's partly Tactical... and it actually has large portion of things in the non Tactical installs.


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.


#1720 agb1

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Posted 23 November 2015 - 06:04 PM

Suggestion: Move the currect Recommended pre-selection into a modlist called "Leonardo's Recommendations" and use the Recommended pre-selection to mimic the Minimal pre-selection.

 

EDIT: For reference, the STEP Core Mandate should act as a guideline for what should be under Recommended :P STEP Extended can be used for Standard mods

I like this idea.

 

A few more BWS updates have been committed today:

 

Spoiler

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