@The Imp, glad to see you, man!
re:
@cmorgan: Can you extend the English version of the setup.tra file from this:
- sure thing. I can do that after each round of changes, if it helps - or do you need the version number to be static for the tool?
Regardless, I will make the change now to update.
re: beta status, well that is a tough one!
On the one hand, as a modder, I can always use the bug reports to fix the mod up - and big installs cast a wider net looking for "unintended consequences". I am the culprit for the darned mod being in "unreleased but fully working beta", when what I should have done about a year ago was realize it was ready for a v1 release.
But if the mega-install tool were my own project, I would say something like "test your own damned mod, cmorgan; we have a hard enough time dealing with the garbage the NON-beta mods throw at us randomly, let alone ones that are regularly adding content! I need to eat/play/sleep SOMETIME!!"
@Bill Bisco - oh, I understand - so an uninterrupted flow needs the answers to the questions to be provided and inserted. No worries. Sequence for components:
(not sure about language choice options, but there is only english - currently, it should just install without asking a language option)
ASKED | RESPONSE
Display Readme | N // no point in displaying a readme if you are doing an unattended install
Install | i // put the mod in place; it will find SoA, ToB, Bg2EE, and run HANDLE_CHARSET for bg2ee utf8 conversion
Set talk timer | 1 // regular talk times, skips all sorts of customization questions
Install audio | 2 // only soundset and music available at this time
Music choices | 1 // guitar soundset
Aran config | 1 // default soldier, skips all sorts of customization questions
Install portrait | N // default .cre has portrait in place already, so this component is optional
GitHub has the latest changes, and the order of components is static. As a BG2:EE install, there are no known dependencies; as a BG2:SoA or BG2:ToB install, it assumes the G3 BG2 Fixpack is installed (but looks for the things the mod directly accesses and sets them up if it needs them).
The only thing that may be trouble on huge installs is the creation of the inn where you can pick up Aran. That is set up with code that dynamically searches for AR0700's "Abandon06" info point and changes it into a travel region. It has been tested against Dorn (bg2:ee new entrance at the top ) and Kivan (spawned as if he were entering from the same basic point) with both working fine. If a mod that comes after Aran completely removes or renames "Abandon06" or old-skool overwrites/replaces AR0700, then folks will have no access to recruit him and they just wasted a bunch of time installing a relatively huge dialog-centered mod. It won't cause problems for the install, but it will add thousands of unused, unaccessible dialog states and transitions to the game.
Note: for full troubleshooting, I have tucked a ton of information into the .DEBUG file for the mod, including what the user answered, and what it means for the install. This includes architecture, weidu vars, the chosen timings, etc., etc. if that is useful to anyone looking for identification of trouble spots.
Aaaand someone please let me know what "EET" is? I have been away from modding for a year, which translates to about 3 full tech cycles these days... 
Edited by cmorgan, 26 June 2015 - 08:30 AM.