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BiG World Project Fixpack

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#181 Lollorian

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Posted 17 January 2016 - 10:47 AM

I renamed the organization to BiGWorldProject sorry for the trouble :P


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#182 agb1

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Posted 17 January 2016 - 11:40 AM

planarspheremod also needs to bundle iconv - I forgot to mention that because for me on Linux it is not needed, but on Windows the HANDLE_CHARSETS macro won't work without it.

For now, this has been done using the same _copy method as other mods.


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


#183 agb1

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Posted 17 January 2016 - 10:07 PM

Stuff of the Magi v4 is another mod which has been confirmed to work on EE after adding HANDLE_CHARSETS and iconv: https://forums.beamd...#Comment_701546

BWPFixpack'd

 

Or we could, ya know, make all dem mods point to the iconv inside the BWPFixpack yo! :D Dem HANDLE_CHARSETSs takes dem parameters called iconv_path :lol:

Done.  Added iconv folder to _utils folder in BiG World Fixpack, so iconv_path = BiG World Fixpack/_utils/iconv can be used for future HANDLE_CHARSETS patches.


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


#184 Lollorian

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Posted 17 January 2016 - 11:20 PM

Very nice :D

"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


#185 Ineth

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Posted 18 January 2016 - 04:22 PM

Yes, that's much simpler than my idea... :P

 

---

 

Next up, for the TOD (Tower of Deception) mod it should be possible to make the TP2 cross-platform by replacing this:

AT_NOW ~TOD/MovieInstall.bat~

PRINT @105

AT_INTERACTIVE_UNINSTALL ~TOD/MovieUninstall.bat~

with something like this:

MAKE_BIFF ~VA#Movie~ BEGIN ~Mve~ ~.*\.mve~ END

PRINT @105

..right?
 



#186 agb1

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Posted 18 January 2016 - 04:23 PM

WeiDU doesn't like spaces in ~BiG World Fixpack/tools/iconv~ -- the HANDLE_CHARSETS patching fails.  I reverted to putting separate iconv in each folder.


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


#187 agb1

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Posted 18 January 2016 - 04:30 PM

Sorry, missed your point Ineth.  Cross-platform TOD -- yes, I think we can replace the movieinstall.bat and movieuninstall.bat.

 

http://gibberlings3....showtopic=27741 and https://forums.beamd...ption-for-bg2ee


Edited by agb1, 18 January 2016 - 04:40 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


#188 The Imp

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Posted 18 January 2016 - 04:32 PM

WeiDU doesn't like spaces in ~BiG World Fixpack/tools/iconv~ -- the HANDLE_CHARSETS patching fails.  I reverted to putting separate iconv in each folder.

But that action can be done with other tools, not weidu.exe's commands.


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.


#189 agb1

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Posted 18 January 2016 - 04:36 PM

WeiDU doesn't like spaces in ~BiG World Fixpack/tools/iconv~ -- the HANDLE_CHARSETS patching fails.  I reverted to putting separate iconv in each folder.

But that action can be done with other tools, not weidu.exe's commands.

Please explain what you have in mind.  The problem we're trying to solve is duplication of iconv for each mod that needs to use HANDLE_CHARSETS.  We tried putting iconv in _utils/iconv in the BiG World Fixpack folder and pointing to it from multiple mods with iconv_path as an argument the HANDLE_CHARSETS but WeiDU doesn't like the spaces in "BiG World Fixpack" and the patching fails.  Actually worse, it zeroes out the original tra files...


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


#190 agb1

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Posted 18 January 2016 - 04:42 PM

Next up, for the TOD (Tower of Deception) mod it should be possible to make the TP2 cross-platform by replacing this:

AT_NOW ~TOD/MovieInstall.bat~

PRINT @105

AT_INTERACTIVE_UNINSTALL ~TOD/MovieUninstall.bat~

with something like this:

MAKE_BIFF ~VA#Movie~ BEGIN ~Mve~ ~.*\.mve~ END

PRINT @105

 

BG1UB does it like this:
 
MAKE_BIFF UBTAVERN BEGIN ~bg1ub/tavern/~ ~ubtavern.mve~ END
 
The path containing the file(s) to be biffed is relative path from game directory, not inside mod folder.  So a slight adjustment is needed from what you wrote, I think:  MAKE_BIFF ~VA#Movie~ BEGIN ~TOD/Mve/~ ~*.mve~ END
 
I've posted this suggestion on the Beamdog forum.

Edited by agb1, 19 January 2016 - 07:01 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


#191 agb1

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Posted 19 January 2016 - 02:49 PM

I am reviewing the changes in Baldurdash 1.73 for compatibility with BG2 Fixpack.  Has anyone else looked at this already?

 

There is a new tweak in with the "core Baldurdash fixes" component:

 

//-------------------------------------------------------------------------
//No failure and no limitation in spell memorisation (agb1: new in 1.73)
//-------------------------------------------------------------------------
 
COPY_EXISTING ~intmod.2da~ ~override~
  COUNT_2DA_ROWS ~5~ "rows"
  FOR (index = 3; index < rows ; index = index + 1) BEGIN
    SET_2DA_ENTRY_LATER ~intmod~ index 1 ~150~
    SET_2DA_ENTRY_LATER ~intmod~ index 2 ~9~
    SET_2DA_ENTRY_LATER ~intmod~ index 3 ~99~
  END
SET_2DA_ENTRIES_NOW ~intmod~ 1
BUT_ONLY_IF_IT_CHANGES
 

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


#192 Roxanne

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Posted 19 January 2016 - 03:14 PM

I am reviewing the changes in Baldurdash 1.73 for compatibility with BG2 Fixpack.  Has anyone else looked at this already?

 

There is a new tweak in with the "core Baldurdash fixes" component:

 

//-------------------------------------------------------------------------
//No failure and no limitation in spell memorisation (agb1: new in 1.73)
//-------------------------------------------------------------------------
 
COPY_EXISTING ~intmod.2da~ ~override~
  COUNT_2DA_ROWS ~5~ "rows"
  FOR (index = 3; index < rows ; index = index + 1) BEGIN
    SET_2DA_ENTRY_LATER ~intmod~ index 1 ~150~
    SET_2DA_ENTRY_LATER ~intmod~ index 2 ~9~
    SET_2DA_ENTRY_LATER ~intmod~ index 3 ~99~
  END
SET_2DA_ENTRIES_NOW ~intmod~ 1
BUT_ONLY_IF_IT_CHANGES
 

You can learn 99 spells on each level up to level 9 without limitation from your intelligence/specialisation or possibility to fail regardless of your current level (theoretically).

I cannot put my finger on it, but I seem to remember to have seen it  before, maybe it was just moved from somwhere else into Baldurdash?


Edited by Roxanne, 19 January 2016 - 03:19 PM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#193 The Imp

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Posted 19 January 2016 - 03:15 PM

Yeah, it does exactly what it says... in broad strokes. The 150 could be closer to 115-125, and it give the possibility to learn 99 spells per level.

115 +-15 is 100% learning even with the -15% from the specialist made thingy that effects them. But my guess is that the value doesn't actually have a half word sized upper limit, but it's in ~206, where it becomes -50.

Make sure that the kit.ids numerazion is correct ... aka: the line number 7442 starts with:

//KIT.IDS (by Wisp !)
    COPY_EXISTING ~kit.ids~ ~override~
      REPLACE_TEXTUALLY ~.*[ %TAB%]TRUECLASS[ %TAB%]*~              ~0x4000 TRUECLASS~
      REPLACE_TEXTUALLY ~.*[ %TAB%]BERSERKER[ %TAB%]*~              ~0x4001 BERSERKER~
      REPLACE_TEXTUALLY ~.*[ %TAB%]WIZARDSLAYER[ %TAB%]*~           ~0x4002 WIZARDSLAYER~
      REPLACE_TEXTUALLY ~.*[ %TAB%]KENSAI[ %TAB%]*~                 ~0x4003 KENSAI~
      REPLACE_TEXTUALLY ~.*[ %TAB%]CAVALIER[ %TAB%]*~               ~0x4004 CAVALIER~
      REPLACE_TEXTUALLY ~.*[ %TAB%]INQUISITOR[ %TAB%]*~             ~0x4005 INQUISITOR~
      REPLACE_TEXTUALLY ~.*[ %TAB%]UNDEADHUNTER[ %TAB%]*~           ~0x4006 UNDEADHUNTER~
      REPLACE_TEXTUALLY ~.*[ %TAB%]MAGESCHOOL_ABJURER[ %TAB%]*~     ~0x0040 MAGESCHOOL_ABJURER~
      REPLACE_TEXTUALLY ~.*[ %TAB%]MAGESCHOOL_CONJURER[ %TAB%]*~    ~0x0080 MAGESCHOOL_CONJURER~
      REPLACE_TEXTUALLY ~.*[ %TAB%]MAGESCHOOL_DIVINER[ %TAB%]*~     ~0x0100 MAGESCHOOL_DIVINER~
      REPLACE_TEXTUALLY ~.*[ %TAB%]MAGESCHOOL_ENCHANTER[ %TAB%]*~   ~0x0200 MAGESCHOOL_ENCHANTER~
      REPLACE_TEXTUALLY ~.*[ %TAB%]MAGESCHOOL_ILLUSIONIST[ %TAB%]*~ ~0x0400 MAGESCHOOL_ILLUSIONIST~
      REPLACE_TEXTUALLY ~.*[ %TAB%]MAGESCHOOL_INVOKER[ %TAB%]*~     ~0x0800 MAGESCHOOL_INVOKER~
      REPLACE_TEXTUALLY ~.*[ %TAB%]MAGESCHOOL_NECROMANCER[ %TAB%]*~ ~0x1000 MAGESCHOOL_NECROMANCER~
      REPLACE_TEXTUALLY ~.*[ %TAB%]MAGESCHOOL_TRANSMUTER[ %TAB%]*~  ~0x2000 MAGESCHOOL_TRANSMUTER~
      REPLACE_TEXTUALLY ~.*[ %TAB%]MAGESCHOOL_GENERALIST[ %TAB%]*~  ~0x4000 MAGESCHOOL_GENERALIST~
      REPLACE_TEXTUALLY ~.*[ %TAB%]FERALAN[ %TAB%]*~                ~0x4007 FERALAN~
      REPLACE_TEXTUALLY ~.*[ %TAB%]STALKER[ %TAB%]*~                ~0x4008 STALKER~
      REPLACE_TEXTUALLY ~.*[ %TAB%]BEASTMASTER[ %TAB%]*~            ~0x4009 BEASTMASTER~
      REPLACE_TEXTUALLY ~.*[ %TAB%]ASSASIN[ %TAB%]*~                ~0x400A ASSASIN~
      REPLACE_TEXTUALLY ~.*[ %TAB%]BOUNTYHUNTER[ %TAB%]*~           ~0x400B BOUNTYHUNTER~
      REPLACE_TEXTUALLY ~.*[ %TAB%]SWASHBUCKLER[ %TAB%]*~           ~0x400C SWASHBUCKLER~
      REPLACE_TEXTUALLY ~.*[ %TAB%]BLADE[ %TAB%]*~                  ~0x400D BLADE~
      REPLACE_TEXTUALLY ~.*[ %TAB%]JESTER[ %TAB%]*~                 ~0x400E JESTER~
      REPLACE_TEXTUALLY ~.*[ %TAB%]SKALD[ %TAB%]*~                  ~0x400F SKALD~
      REPLACE_TEXTUALLY ~.*[ %TAB%]GODTALOS[ %TAB%]*~               ~0x4013 GODTALOS~
      REPLACE_TEXTUALLY ~.*[ %TAB%]GODHELM[ %TAB%]*~                ~0x4014 GODHELM~
      REPLACE_TEXTUALLY ~.*[ %TAB%]GODLATHANDER[ %TAB%]*~           ~0x4015 GODLATHANDER~
      REPLACE_TEXTUALLY ~.*[ %TAB%]TOTEMIC[ %TAB%]*~                ~0x4010 TOTEMIC~
      REPLACE_TEXTUALLY ~.*[ %TAB%]SHAPESHIFTER[ %TAB%]*~           ~0x4011 SHAPESHIFTER~
      REPLACE_TEXTUALLY ~.*[ %TAB%]BEASTFRIEND[ %TAB%]*~            ~0x4012 BEASTFRIEND~
      REPLACE_TEXTUALLY ~.*[ %TAB%]BARBARIAN[ %TAB%]*~              ~0x40000000 BARBARIAN~
      REPLACE_TEXTUALLY ~.*[ %TAB%]WILDMAGE[ %TAB%]*~               ~0x80000000 WILDMAGE~
    BUT_ONLY
     
    APPEND ~kit.ids~ ~0x4000 TRUECLASS~ UNLESS ~[ %TAB%]TRUECLASS[ %TAB%]*~
    APPEND ~kit.ids~ ~0x40000000 BARBARIAN~ UNLESS ~[ %TAB%]BARBARIAN[ %TAB%]*~
    APPEND ~kit.ids~ ~0x80000000 WILDMAGE~ UNLESS ~[ %TAB%]WILDMAGE[ %TAB%]*~

Instead of what's in it now.


Edited by The Imp, 19 January 2016 - 03:19 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.


#194 agb1

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Posted 19 January 2016 - 03:38 PM

That seems like a tweak, not a core fix -- ?

 

Here is another new one:

 

//-------------------------------------------------------------------------
//Drow Item\Avatar Fixes (agb1: new in 1.73)
//-------------------------------------------------------------------------
 

Edited by agb1, 21 January 2016 - 06:58 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


#195 agb1

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Posted 19 January 2016 - 03:47 PM

Two more new tweaks, still in the core fixes component:

 

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


#196 agb1

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Posted 19 January 2016 - 04:02 PM

Here's one that hasn't changed since Bdash 1.68 but BWFixpack had it commented out with a note "(LW: unsure, whether in Fixpack)":

 

//-------------------------------------------------------------------------
//Druid Multi\Dual-Class Stronghold Fix (agb1: same as 1.68, not in Fixpack)
//-------------------------------------------------------------------------
COPY_EXISTING ~ar1901.bcs~ ~override~
 DECOMPILE_BCS_TO_BAF
 REPLACE_TEXTUALLY ~CreateCreatureObjectEffect("Drshsp01","SPFLESHS",Player1)~ ~CreateCreatureObject("Drshsp01",Player1,0,0,0)~
 REPLACE_TEXTUALLY ~CreateCreatureObjectEffect("TREVIL03","SPDIMNDR",Player1)~ ~CreateCreatureObject("TREVIL03",Player1,0,0,0)~
 COMPILE_BAF_TO_BCS
 EXTEND_BOTTOM ~ar1901.bcs~ ~BDash\BAF_b\bAR1901.BAF~
 

COMPILE ~BDash\D\rCECHALL.D~

 

bAR1901.baf:  

Spoiler

 

rCECHALL.D:  

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


#197 agb1

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Posted 19 January 2016 - 04:14 PM

Here is another carry-over from 1.68 that was disabled by BW Fixpack but doesn't appear to conflict with BG2 Fixpack:

 

//-------------------------------------------------------------------------
//Wands Fixes (LW: unsure, whether in Fixpack)
//-------------------------------------------------------------------------

Spoiler
 
On closer look, the second block is identical to BG2 Fixpack (fixes wand of cloudkill bypassing MR).  The first block I don't know what it does, and I'm not sure if it conflicts with BG2 Fixpack ... which also patches the same wands using different code.

Edited by agb1, 19 January 2016 - 04:24 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


#198 The Imp

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Posted 19 January 2016 - 04:40 PM

The first block I don't know what it does, and I'm not sure if it conflicts with BG2 Fixpack ... which also patches the same wands using different code.
It's sets the wands usability flags to what ever they finally become from that.
Two more new tweaks...
Yep, one sets arrows etc items to be stack-able to 999 limit, while the other sets the bags of holding to be bottomless with an actual bottom, aka the items won't disappear.

Edited by The Imp, 19 January 2016 - 04:48 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.


#199 agb1

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Posted 19 January 2016 - 05:49 PM

Bag of holding default storage capacity is 100, so patching it to 32767 is not a necessary fix, right?

 

Any thoughts on the stronghold fix above?


Edited by agb1, 19 January 2016 - 05:49 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


#200 The Imp

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Posted 19 January 2016 - 06:47 PM

Bag of holding default storage capacity is 100, so patching it to 32767 is not a necessary fix, right?
Well to me it's a fix, but to others it depends on how stupid they want to feel ... :P ... but that's just my thinking on it, there's several tweak mods that do the same. And as they are later, they cover more items and so do it better.
Well, I put it to 32000 cause I am sometimes bad calculator and want to make sure it won't go over hte border.

The stronghold... well I would use DECOMPILE_AND_PATCH BEGIN
//patch
END

-command structure instead of the DECOMPILE_BCS_TO_BAF
//patch
COMPILE_BAF_TO_BCS

But that's just me.

Edited by The Imp, 19 January 2016 - 06:55 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.