Okay now, why does the batch script dive so deep into my system? There is nothing to find in there, it takes hours and antivirus is getting suspicious.
10) BG2 Tweak Pack v14 {p224} ... --- a) Component 1220 "Allow Cromwell to Upgrade Watcher's Keep Items" is also set to NOT INSTALL but no reason is given. Is this a balance issue? What are the drawbacks to installing this component?
There's the Item Upgrade mod, that has like a few dozen added items... the best part is that it has been updated to allow the use of the mod contained items... that this mod quite surely doesn't.
Thanks Jarno.
IU's readme doesn't say if it upgrades WK items or not (only mentions that you could use the demon heart found in WK) but to me it seems that IU doesn't upgrade WK items (but I could be wrong since I've never played WK & there were some items listed in the readme I didn't recognize).
And even if IU upgrades WK items, since it was one of the first mods around and BG2 Tweak Pack is excellently maintained, I doubt there's an incompatibilty between IU & BG2 Tweak Pack's component. That's why I suspected it was due to balance issues as the BG2TP's readmeindicates. I also should have wrote "What are the [other] drawbacks to installing this component."
Here is the relevant part:
Spoiler
Allow Cromwell to Upgrade Watcher's Keep Items BG2, BGT only; Requires Throne of Bhaal It's never made sense to me that Cromwell can forge armor out of red dragon scales, ankheg shells, and shadow dragon armor--but doesn't even acknowledge the white dragon scales you can acquire in Watcher's Keep. This component will allow Cromwell to forge items found in Watcher's Keep using the same formulae as Cespenar. (Note that only the formulae using items you can legally obtain in SoA are implemented; if you cheat in a component from Sendai's Enclave you'll still be out of luck.) This component will allow the party to obtain some high-level items in Shadows of Amn, so be warned that this may ruin the balance in SoA and make the remainder of the game fairly easy. The component will make one minor tweak to Cespenar as well--normally, he can only add the electric head to the Flail of Ages after the poison head has been attached. This component will allow him to add the heads in any order.
I'll do further digging in the mods' relevant forums (on top of the ton of reading I still have to do ).
The other reasons for the choices is that their popularity, not because "we" want to restrict things, but because there's a lot more test made with the standard components than with all the other choices. I know a few of these things, and some times reread the .tp2 files to make sure... but still there's a lot of unknown things to me. And I have read these forums consistently some 5-7 years.
I truly appreciate the monumental work done by BWP (and the difficulties and the unkown territory it explores) but every little bit of info helps, hence my questions. Even if the reason given why a certain mod/component is or is not installed is "Testing Compatibility." But 14.2 will soon be released, so I'll wait to see if things have changed.
am I the only one who didn't understand jarno's answer?
Whahahaha... you probably should learn how to quote. See, who is this "jarno" ? Me, yeah, but you didn't quote The Imp...
But to give a little more to the answer of the question 10, there is a little more than just balance that's taken into consideration with the smiting category of mods. The Item Upgrade is more tested than the others... if you want to go off the books and make your own install go a head... but the BWP's goal was to standardize the stable and unstable(eXpert mode) install orders so the second can try to become the first.
The fact that the Watcher's Keep items are tied to this is actually partially mod tied*. Install the SCS Watcher keep component and you won't need the BG2's Tweak packs tweak. Unless you install the Item Randomizer... there's a rabbit hole the size of a world here, if we keep on digging.
Which is why I didn't answer the rest of these:
would appreciate any further input if you're so inclined, especially for questions 5, 7, 8, 10a, 11b, 14a, 15 & 15a.
*Tied by the facts that the dialog, scripting and received items need to be consistent with the mods that are installed throughout ...
Edited by The Imp, 11 August 2014 - 02:20 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.
am I the only one who didn't understand jarno's answer?
Whahahaha... you probably should learn how to quote. See, who is this "jarno" ?
But to give a little more to the answer of the question 10, there is a little more than just balance that's taken into consideration with the smiting category of mods. The Item Upgrade is more tested than the others... if you want to go off the books and make your own install go a head... but the BWP's goal was to standardize the stable and unstable(eXpert mode) install orders so the second can try to become the first.
The fact that the Watcher's Keep items are tied to this is actually partially mod tied*. Install the SCS Watcher keep component and you won't need the BG2's Tweak packs tweak. Unless you install the Item Randomizer... there's a rabbit hole the size of a world here, if we keep on digging.
See the part in bold is what I was looking for in relation to the pdf guide: a reason why a certain mod/component is not installed (be it detailed or simple or gives one a clue to investigate further). The guide is an excellent resource for customized installs, and the more you know, the less likely you'll compromise your install. The guide is generally very good at this except for a few exceptionslike the ones on p.7.
But I appreciate that despite the tremendous progress made since the the BWP began, it is still a work in progress. And not to be snarky, but why wasn't the part in bold included in the pdf guide?
Which is why I didn't answer the rest of these:
would appreciate any further input if you're so inclined, especially for questions 5, 7, 8, 10a, 11b, 14a, 15 & 15a.
*Tied by the facts that the dialog, scripting and received items need to be consistent with the mods that are installed throughout ...
I don't understand this part. There must be viable reasons why a certain mod/component is not installed, even if the reason given is "we are testing things for now," or "for better mega mod stability." Then the reader would not need to wonder why and needlessly bother helpful forumites like you. If you or anyone else has the answers, shouldn't they be put into the pdf guide for future players?
Yesterday I re-sent you 4 setup files for Textpack English (translations are ok per se; it was just setup files). I forgot to apply Fixpack before modifying them. Though, if you wish, could send you again the full archive of the four mods. Otherwise you can just overwrite the setup files of the archives I sent you with the setup files I sent you yesterday.
CMBW01.ITM - Moved AC bonus from ability header into global effects
CMBW02.ITM error: Effect #5 (opcode 210) has strange probabilities (35 and 0) - Moved Power Word, Stun effect into Launcher ability
CMHA01.ITM - Moved lots of physical shield effects from the ability header into global effects
CMMISC01.itm - SETs your lore to 20% when neither description nor item name (Rabbit's Foot) suggest anything related to being lore impaired. Should probably be changed to provide +2 to Luck (+1 to opcode Tongue) similar to BGII rabbit's foot (MISC88.itm)
CMXB01.ITM error: Effect #4 (opcode 209) has strange probabilities (15 and 0) - Moved Power Word, Kill effect into Launcher ability
COMA11.ITM error: Effect #22 (opcode 206) has strange probabilities (0 and 0) - Now protects from Harm as well (now targets self)
The website was updated & combined with the other, so... the usual update page is not up to date.
Edited by The Imp, 19 August 2014 - 04:37 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.
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.
Twice... ... there'll be consequences, dark and gruel, I'll never be ninjaed again, or, I'll then be ninjaed again.
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.
"Replace the file Setup-tactics.tp2 in your directory ...\BGII - SoA with this one of the same name from the folder BiG
World fixpack..."
As I look into the BW fixpack folder I found a subfolder named "tactics 2". Inside I found a patch file named "Setup-Tactics.tp2.patch" but no other Setup-tactics.tp2fileable to replace the same file in the main BGII-SOA folder.
It may be stg stupid but it's my first mega install attempt with the install.bat. So what shall I do or is there stg I or you missed here ?
Stupidity valued on stock exchange ? Good ! No more financial crisis ! God we should be surrounded by multibillionnaries !