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BiG World Setup (an attempt to update the program)


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#1841 Ser Elryk

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Posted 26 November 2015 - 09:29 PM

Aran Whitehand NPC is not downloading (lynxlynx)



#1842 The Imp

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Posted 26 November 2015 - 09:45 PM

@Nightfarer BWS (for reasons unclear to me) still offers three variants of NEJ: 4.2, 6.8 and 6.91 (with 6.94 patch). So...

Well, they technically have different content. So.
And the official v7's aren't uploaded to public yet.
At least Lollorian and I have prefered(in the past) that the NEJ2v6.91+4 would be the only supported mod, but having an actually verified and stable run though with a lots of the other mods is difficult to find without the player being, well miracle worker aka micbaldur. :devil:
But it might be worth to wait for when the v7's come officially out to remove the others and make sure that they work in combination with the other mods. Like Vlad said, it will come out at some point.

@Roxanne & agb1: Well you are free to try to move the SCS component zero up in the install order, just know that doing so is at -some point- likely to get the updates they do overwritten by some scum that doesn't care if the .ids file is biffed not, and overwrites it while it's still needed for scipting the universe.
So do it if you like, just know that any before unseen faults are on you. :devil:
And no, the SCS requires the first component for a reason, subbing it to require the (G3)BG2Fixpack is not a good reasoning, as they have very different effects.
Know also that for example, editing the Thac0.2da file has effects to how the classed creatures are programmed in the later parts of the mod, as does editing the mxspl*.2da tables to the magic user spell selections, so there's actual reprocusions from all of those mods that are installed before them. This is just a warning, I am not a clairvoyant to know all the stuff that will happen, there will be good things to come from trying this too.

Can someone educate me about Detectable Spells in particular? If that is installed before mods that add new spells, for example, will those spells not be detectable by scripts?

The Detectable Spells.
I can't answer that question without saying yes. At least partially. But...
The DS is a different way to use the spell effects to effect scripting which allows to see if a certain spells are in effect on the creature. On the time when there was no SpellCastOnMe(O:Caster*,I:Spell*Spell) 's usage as the spell.ids was a little here and a little there. And it still is, like with Spell Revision, it overwrites spells, so who knows what happens... but I think it also takes care that the DS in SCS can see it's spells without the need to install the DS after the SR.
USB, PC, ACDC, Unicron ... Ahh, sorry, got distracted to the abbreviation matrix. :devil:

What I think Roxanne is suggesting and what I am thinking is that moving (for example) the SCS tactical components earlier in the install order ...

No. It's the first component, and then try to move the other components up as well so the order is more flexible.
The downside of this is it adds more potential hazards of overwriting important parts, and you'll be launching the ALWAYS block in SCS a multiple times. Which means added install time, as the variables need to be redifined more times. It's this:

ALWAYS
   OUTER_SET debug_variable=0
   OUTER_SPRINT scsroot stratagems
   OUTER_SPRINT workspace ~stratagems_external/workspace~
   INCLUDE ~%scsroot%/lib/always.tph~
END

And look, the stratagems-v30.exe\stratagems\lib\always.tph -files content. It's not massive, but ..


Edited by The Imp, 26 November 2015 - 11:18 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.


#1843 Nightfarer

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Posted 26 November 2015 - 10:15 PM

@Nightfarer BWS (for reasons unclear to me) still offers three variants of NEJ: 4.2, 6.8 and 6.91 (with 6.94 patch). So...

 

Hi agb1.

 

Area Patcher components 1000 and 2000 are not required for NeJ 691/694.

 

Area Patcher component 1000 is required for NeJ 4.2, 6.0.2 and 6.8.

 

Area Patcher component 2000 is required for NeJ 6.8.

 

Area Patcher component 3000 is required for Jarls BGT Adventure Pack.

 

Area Patcher component 4000 (Shadows over Soubar) is not required at all.


Edited by Nightfarer, 26 November 2015 - 10:21 PM.


#1844 Roxanne

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Posted 26 November 2015 - 11:17 PM

@Nightfarer BWS (for reasons unclear to me) still offers three variants of NEJ: 4.2, 6.8 and 6.91 (with 6.94 patch). So...
Well, they technically have different content. So.
And the official v7's aren't uploaded to public yet.
At least Lollorian and I have prefered(in the past) that the NEJ2v6.91+4 would be the only supported mod, but having an actually verified and stable run though with a lots of the other mods is difficult to find without the player being, well miracle worker aka micbaldur. :devil:
But it might be worth to wait for when the v7's come officially out to remove the others and make sure that they work in combination with the other mods. Like Vlad said, it will come out at some point.

@Roxanne & agb1: Well you are free to try to move the SCS component zero up in the install order, just know that doing so is at -some point- likely to get the updates they do overwritten by some scum that doesn't care if the .ids file is biffed not, and overwrites it while it's still needed for scipting the universe.
So do it if you like, just know that any before unseen faults are on you. :devil:
And no, the SCS requires the first component for a reason, subbing it to require the (G3)BG2Fixpack is not a good reasoning, as they have very different effects.
Know also that for example, editing the Thac0.2da file has effects to how the classed creatures are programmed in the later parts of the mod, as does editing the mxspl*.2da tables to the magic user spell selections, so there's actual reprocusions from all of those mods that are installed before them. This is just a warning, I am not a clairvoyant to know all the stuff that will happen, there will be good things to come from trying this too.
Can someone educate me about Detectable Spells in particular? If that is installed before mods that add new spells, for example, will those spells not be detectable by scripts?
The Detectable Spells.
I can't answer that question without saying yes. At least partially. But...
The DS is a different way to use the spell effects to effect scripting which allows to see if a certain spells are in effect on the creature. On the time when there was no SpellCastOnMe(O:Caster*,I:Spell*Spell) 's usage as the spell.ids was a little here and a little there. And it still is, like with Spell Revision, it overwrites spells, so who knows what happens... but I think it also takes care that the DS in SCS can see it's spells without the need to install the DS after the SR.
USB, PC, ACDC, Unicron ... Ahh, sorry, got distracted to the abbreviation matrix. :devil:

 

I agree with Imp that probably moving SCS component 0 upwards should not be done, as is cannot be guaranteed that *do overwritten by some scum that doesn't care* so that later parts of SCS fail. Issue remains that not all parts of SCS really require component 0, but somehow we need to accept the mod as it is, it seems. (For my own mod I already found an alternative that makes additional contents independent of SCS being installed or not, and maybe that is a better solution. Careful setting of Globals in the game will assure that this fits in seamlessly.)


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#1845 The Imp

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Posted 26 November 2015 - 11:49 PM

For my own mod I already found an alternative that makes additional contents independent of SCS being installed or not, and maybe that is a better solution. Careful setting of Globals in the game ....
What are you exactly talking about ?
Like you can't just assume that in case the area is the ar0602, that Sandrah could be moved to the BG2 location and made forget the need to go through the whole of BG1 experience ? Or similar things, cause ... you should be able to do that with quite much ease. And thus also make the character a BG2 only one.

Yes, I undestood that you probably want to check if the SCS moves the NPC to a different spot in the install to acclimate something... but is there a real need ? Cause the player could also be having just Sandrah, and 3 other multiplayer created characters .... :devil:

Edited by The Imp, 27 November 2015 - 12:13 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.


#1846 Ser Elryk

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Posted 27 November 2015 - 01:17 AM

Just tried another install. Still halted at Crossmod Banter Pack

 

 

 

##### Crossmod Banter Pack #####
### 0000: Crossmod Banter Pack for Shadows of Amn ###
Ready for installation
### 0001: Crossmod Banter Pack for Throne of Bhaal ###
Ready for installation
### 0002: Crossmod Romance Conflicts ###
Ready for installation
Setup-CrossmodBG2.exe --no-exit-pause --noautoupdate --language 0 --skip-at-view --quick-log --force-install-list 0 1 2 --logapp
[Setup-CrossmodBG2.exe] WeiDU version 23800
Using Language [English]

Installing [Crossmod Banter Pack for Shadows of Amn] [v15]

BGII:ToB detected...

BGT detected...
Copying 1 file ...
ERROR: error loading [crossmodbg2/media/blank.log]
Stopping installation because of error.

ERROR Installing [Crossmod Banter Pack for Shadows of Amn], rolling back to previous state
Will uninstall   0 files for [CROSSMODBG2/SETUP-CROSSMODBG2.TP2] component 0.
Uninstalled      0 files for [CROSSMODBG2/SETUP-CROSSMODBG2.TP2] component 0.
ERROR: Unix.Unix_error(20, "stat", "crossmodbg2/media/blank.log")
PLEASE email the file SETUP-CROSSMODBG2.DEBUG to Grim Squeaker, K'aeloree, and Berelinde, maintained at www.gibberlings3.net
Automatically Skipping [Crossmod Banter Pack for Shadows of Amn] because of error.
Using Language [English]

Installing [Crossmod Banter Pack for Throne of Bhaal] [v15]

BGII:ToB detected...

BGT detected...
Copying 1 file ...
ERROR: error loading [crossmodbg2/media/blank.log]
Stopping installation because of error.

ERROR Installing [Crossmod Banter Pack for Throne of Bhaal], rolling back to previous state
Will uninstall   0 files for [CROSSMODBG2/SETUP-CROSSMODBG2.TP2] component 1.
Uninstalled      0 files for [CROSSMODBG2/SETUP-CROSSMODBG2.TP2] component 1.
ERROR: Unix.Unix_error(20, "stat", "crossmodbg2/media/blank.log")
PLEASE email the file SETUP-CROSSMODBG2.DEBUG to Grim Squeaker, K'aeloree, and Berelinde, maintained at www.gibberlings3.net
Automatically Skipping [Crossmod Banter Pack for Throne of Bhaal] because of error.
Using Language [English]

Installing [Crossmod Romance Conflicts] [v15]

BGII:ToB detected...

BGT detected...
Copying 1 file ...
ERROR: error loading [crossmodbg2/media/blank.log]
Stopping installation because of error.

ERROR Installing [Crossmod Romance Conflicts], rolling back to previous state
Will uninstall   0 files for [CROSSMODBG2/SETUP-CROSSMODBG2.TP2] component 2.
Uninstalled      0 files for [CROSSMODBG2/SETUP-CROSSMODBG2.TP2] component 2.
ERROR: Unix.Unix_error(20, "stat", "crossmodbg2/media/blank.log")
PLEASE email the file SETUP-CROSSMODBG2.DEBUG to Grim Squeaker, K'aeloree, and Berelinde, maintained at www.gibberlings3.net
Automatically Skipping [Crossmod Romance Conflicts] because of error.
Using Language [English]

NOT INSTALLED DUE TO ERRORS Crossmod Banter Pack for Shadows of Amn

NOT INSTALLED DUE TO ERRORS Crossmod Banter Pack for Throne of Bhaal

NOT INSTALLED DUE TO ERRORS Crossmod Romance Conflicts

C:\Games\Baldur's Gate 2>
ERROR: error loading [crossmodbg2/media/blank.log]
ERROR: Unix.Unix_error(20, "stat", "crossmodbg2/media/blank.log")
Crossmod Banter Pack for Shadows of Amn (Crossmod Banter Pack) was not installed due to errors.

You can try to repair the problem and start the installation of the component again. In this case please select "retry" after the repair.

If you don't want to spent time for that now, you can also continue without the component or exit the program. The BiG World Setup will continue with the installation of that component.
Enter [r]etry, [c]ontinue or [e]xit.


#1847 The Imp

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Posted 27 November 2015 - 01:46 AM

Just tried another install.

Try redownloading the BWS package from this.


Edited by The Imp, 27 November 2015 - 01:46 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.


#1848 Ser Elryk

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Posted 27 November 2015 - 01:51 AM

Just tried another install.

Try redownloading the BWS package from this.

 

I did. I always download the latest version before I do an install.

 

I thought the "*Latest release link for BG2 Crossmod Banter Pack" commit might've fixed the issue, but apparently it didn't (for me anyway). Just thought I'd report it.



#1849 Roxanne

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Posted 27 November 2015 - 02:22 AM

For my own mod I already found an alternative that makes additional contents independent of SCS being installed or not, and maybe that is a better solution. Careful setting of Globals in the game ....
What are you exactly talking about ?
Like you can't just assume that in case the area is the ar0602, that Sandrah could be moved to the BG2 location and made forget the need to go through the whole of BG1 experience ? Or similar things, cause ... you should be able to do that with quite much ease. And thus also make the character a BG2 only one.

Yes, I undestood that you probably want to check if the SCS moves the NPC to a different spot in the install to acclimate something... but is there a real need ? Cause the player could also be having just Sandrah, and 3 other multiplayer created characters .... :devil:

No - for Sandrah in particular there are neither issues with ar0602 nor with moving NPCs (I have expanded my own triggers to accomodate for all possible variations).

I had stuff appending things like with sending NPCs to an inn, that offered additional locations introduced by the mod. However it is not a real issue as I can separate it from the SCS component - it is minor, the respective dialogues just will not be as *nice* (less integrated) >>> instead of having all offers in one dialogue there will be the inns and a *somewhere else* option now.

Sandrah's interactions with Werewolf Island, Ulcaster etc will appear as an addon rather than integrated in the expanded dialogues. Just the *flow* in the game itself is less fluent. Or maybe I just trash those episodes...

Finally, none of that is really worth to introduce additional risk into BWS with moving things around (unless more mods have similar issues).


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#1850 agb1

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Posted 27 November 2015 - 04:31 AM

I thought the "*Latest release link for BG2 Crossmod Banter Pack" commit might've fixed the issue, but apparently it didn't (for me anyway). Just thought I'd report it.

I thought it would, but I guess also the GitHub releases from cmorganbg have the same problem.  I have switched BWS to use the shsforums v15 link instead.  Thanks for reporting again!


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


#1851 agb1

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Posted 27 November 2015 - 04:41 AM

Area Patcher components 1000 and 2000 are not required for NeJ 691/694.

Area Patcher component 1000 is required for NeJ 4.2, 6.0.2 and 6.8.

Area Patcher component 2000 is required for NeJ 6.8.

Area Patcher component 3000 is required for Jarls BGT Adventure Pack.

Area Patcher component 4000 (Shadows over Soubar) is not required at all.

Thanks for clarifying.  BWS had these rules already but I've now updated the rules descriptions to match.


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


#1852 agb1

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Posted 27 November 2015 - 05:17 AM

More updates:

* Switched Crossmod Banter Pack for BG2 to shsforums download link for v15 (from GitHub latest release download link)

* Description improvements for Neera Expansion, Oversight, Silver Star, Baldurdash
* Renamed Creature Fixer to Miloch's Creature Fixer and updated description with comparison to Lolfixer Inventory Overhauler
* Renamed Lolfixer to Lollorian's Lolfixer and updated description with comparison to Miloch's Creature Fixer
* Added detailed component descriptions for each of the Lolfixer components
* Added Fixed (mandatory) type for Lolfixer and ToBEx core so they cannot be de-selected in BWS, but added NotFixed exceptions for "tweak" components of both
* Added NotFixed exception to Generalized Biffing (it can now be disabled during mod selection , but it is still enabled by default for all pre-selections including Minimal)
* Updated component descriptions for Generalized Biffing to replace confusing conflicting "recommended by" comments for both components (still needs FR, IT translation)
* Updated RU translation for The Undying mod (used Google Translate, so not sure if it is correct)
 
BWP/BGT:
* Clarified Area Patcher dependencies descriptions
* Other innate fixes and Miloch's Creature Fixer removed from pre-selections because Lolfixer covers these and is preferred
 

IWDEE:
* Merged changes from test branch: Updated Scales of Balance (reduced list of components); Added Might & Guile to selection and added conflicts rules

Edited by agb1, 27 November 2015 - 05:31 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


#1853 agb1

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Posted 27 November 2015 - 05:29 AM

@Creepin I am planning to make Fixed mods de-selectable with a warning, so please don't panic!

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


#1854 Nightfarer

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Posted 27 November 2015 - 06:02 AM

Area Patcher components 1000 and 2000 are not required for NeJ 691/694.

Area Patcher component 1000 is required for NeJ 4.2, 6.0.2 and 6.8.

Area Patcher component 2000 is required for NeJ 6.8.

Area Patcher component 3000 is required for Jarls BGT Adventure Pack.

Area Patcher component 4000 (Shadows over Soubar) is not required at all.

Thanks for clarifying.  BWS had these rules already but I've now updated the rules descriptions to match.

 

You're welcome.

 

Area Patcher component 0 (dummy component) is a requisite for any of the other components (BWS already includes this rule).



#1855 Creepin

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Posted 27 November 2015 - 06:53 AM

@Creepin I am planning to make Fixed mods de-selectable with a warning, so please don't panic!
Hey agb1, this is the best possible way to deal with such mods, I couldn't ask for better option. Thanks :)

While we're at it, please clarify: does your changes immediately go to BWS master, or I have to wait for it? I want to make sure I've got your reintroduction of Crossmod v.15 before running BWS.

Edited by Creepin, 27 November 2015 - 06:55 AM.

The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)


#1856 agb1

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Posted 27 November 2015 - 06:56 AM

My changes are going directly to the master unless I use a test branch as I did for IWDEE.

 

Update (thanks Ser Elyryk for reporting again):

 

* Switched Aran Whitehand download link to specific version ("bera luridel" pre-release) because lynxlynx dynamic redirect does not work for pre-releases; added 'W'arning note:  "Warning: This mod is pre-release and might not install or function correctly.  If you have any problems, please report them in the Mega Mod Help forum at shsforums.net."


Edited by agb1, 27 November 2015 - 09:09 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


#1857 Lollorian

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Posted 27 November 2015 - 10:23 AM

Aran Whitehand ... ("bera luridel" pre-release) ... "Warning: This mod is pre-release and might not install or function correctly."

Shouldn't this go under Expert by this definition? :unsure:


"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


#1858 agb1

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Posted 27 November 2015 - 10:29 AM

Aran Whitehand ... ("bera luridel" pre-release) ... "Warning: This mod is pre-release and might not install or function correctly."

Shouldn't this go under Expert by this definition? :unsure:

We don't actually know of any specific issues.  I am thinking of Expert as a category for mods where we know what needs to be done to move back to Stable (like conflicts analysis or fixing a specific problem).  Not having stable releases could be viewed in that category but I'm on the fence about it.


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


#1859 Roxanne

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Posted 27 November 2015 - 11:10 AM

Aran Whitehand ... ("bera luridel" pre-release) ... "Warning: This mod is pre-release and might not install or function correctly."

Shouldn't this go under Expert by this definition? :unsure:

We don't actually know of any specific issues.  I am thinking of Expert as a category for mods where we know what needs to be done to move back to Stable (like conflicts analysis or fixing a specific problem).  Not having stable releases could be viewed in that category but I'm on the fence about it.

This is a quite good example for a mod that would have fit into the brainstormed "Testing" category. It may have issues, it has active support - I would not call it expert, since it is an NPC banter mod and even if it would have bugs it will not corrupt your game in a way to require expert intervention. It may just be enough to report the issue and decide wether you want to keep the NPC or kick him out.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#1860 Lollorian

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Posted 28 November 2015 - 10:01 AM

Feature Request: Make the BWS check the bitbuckt repo on every startup and automatically update itself (after asking the user) with the latest version - possibly restarting to load all the new files ;)


"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