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Why are these mods Expert mods?


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#81 The Imp

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Posted 22 November 2015 - 11:17 AM

Spell-50: it causes stutter issues with spells like web. Suggest keeping it expert

This is at least from the last time it was enabled, it's not exactly known what causes the lag and it would be definitely good if someone could find out the reason why it happens, as it would help to eliminate the lag and thus enable the component. Also I could be misremembering, but the Spellpacks web spell component could be involved with the lag and so whomever makes the tests, needs to be definite that it first happens and then that it doesn't after their fix fixes the issue.


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#82 Roxanne

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Posted 22 November 2015 - 11:21 AM

Spell-50: it causes stutter issues with spells like web. Suggest keeping it expert

This is at least from the last time it was enabled, it's not exactly known what causes the lag and it would be definitely good if someone could find out the reason why it happens, as it would help to eliminate the lag and thus enable the component. Also I could be misremembering, but the Spellpacks web spell component could be involved with the lag and so whomever makes the tests, needs to be definite that it first happens and then that it doesn't after their fix fixes the issue.

When I last had the spider web issue it was from SpellpackB6 component 1203

http://www.shsforums...es/#entry579015


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#83 agb1

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Posted 22 November 2015 - 11:38 AM

In the updated first post, I have underlined what still needs attention and grouped the unresolved mods at the top.

 

Updates:

 

* Kiara-Zaiya component 5 moved from Expert to Tactical (BWPFixpack'd to patch instead of overwrite files)

* Moved Spell-50 back to Expert with note about reports of stuttering with Web spell
 

Edited by agb1, 22 November 2015 - 11:51 AM.

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#84 Roxanne

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Posted 22 November 2015 - 11:49 AM

Psionics Unleashed

I had it in my last install but I abandoned that one after very short play when I found issues from another mod. What I observed were a number of changes applied to the mages in the game (like level 1 mage had a slot for learned slots all from level 1 to level 8 and other strange issues) I tried to consult the readme and other support material for the issues but found none - this is why I commented that it is a bit unclear what the mod does, but it is obviously that there is more than adding a new kit or class to the game.

I have not chosen it for install in my present set.


Edited by Roxanne, 22 November 2015 - 11:50 AM.

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#85 Roxanne

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Posted 22 November 2015 - 11:53 AM

Dungeon-Be-Gone

I think a warning in the install like you had initially is enough. I had the mod in the game (forgot to unselect) several times and it is pretty obvious from the existing dialogue already what the matter is when you take his offer.


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#86 Roxanne

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Posted 22 November 2015 - 12:08 PM

Les Exiles de Lunargent

I had installed before and now again.

Had the start scene (could be placed better - he starts to babble from the cage opposite from PC as soon as the initial Imoen talk allows him . Also this cage could lead to conflict with other mods that put someone there, however none that I had installed)

Found the first encounter (no, it found me) - tactical from my point of view.

In a megamod install the events from the mod are not very well placed and timed, the way the old man starts the talk without any delay - in one event he cuts in right with Imoen. The first encounter was immediately when entering Bridge district and more than by the hard enemies I was bothered not to get the guy who gives the skinner quest killed who was standing helplessly in the middle of the battle.

The next encounters have not yet occured.


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#87 Roxanne

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Posted 22 November 2015 - 12:15 PM

Oversight

These components are in all my installs

~SETUP-OVERSIGHT.TP2~ #0 #2 // Class Tweaks/Fixes: 14 BWP Fix
~SETUP-OVERSIGHT.TP2~ #0 #6 // Monk High Level Abilities: 14 BWP Fix

I have not found issues I could accost to that mod - but my monk never came up to HLA with each and every XP reduction mod in place.


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#88 The Imp

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Posted 22 November 2015 - 12:35 PM

I have not found issues I could accost to that mod - but my monk never came up to HLA with each and every XP reduction mod in place.
Could you check the level that the Monk reguires to gain the HLA's, aka look up the LUNUMAB.2da file's Monk value, then check what the table is assigned in LUABBR.2da file as the *postfix* and that the LU*postfix*.2da file actually exists.
Then start the game and give enough XP to gain that levels. And try a few extras. Also the BG1EE doesn't have HLAs at all, so the above doesn't include a BG1EE games, only BG2 and BG2EE, be they moded or vanilla.
Yes, the vanilla:
MONK                    Mo0
Means the table is the LUMO0.2da -file. And the vanilla:
MONK       	20          1          30           1          
Means he begins to gain HLAs at level 20.

Edited by The Imp, 22 November 2015 - 12:36 PM.

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#89 Roxanne

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Posted 22 November 2015 - 12:56 PM

I have not found issues I could accost to that mod - but my monk never came up to HLA with each and every XP reduction mod in place.
Could you check the level that the Monk reguires to gain the HLA's, aka look up the LUNUMAB.2da file's Monk value, then check what the table is assigned in LUABBR.2da file as the *postfix* and that the LU*postfix*.2da file actually exists.
Then start the game and give enough XP to gain that levels. And try a few extras. Also the BG1EE doesn't have HLAs at all, so the above doesn't include a BG1EE games, only BG2 and BG2EE, be they moded or vanilla.
Yes, the vanilla:
MONK                    Mo0
Means the table is the LUMO0.2da -file. And the vanilla:
MONK       	20          1          30           1          
Means he begins to gain HLAs at level 20.

Good hint - looks like my observations are irrelevant - at least the monk HLA have later been overwritten

 

Monk has all GA_TG#xxxx and AP_TG#yyy

Those are spells that come from Refinements #10 Revised High Level Abilities

 

Refinements installs after Oversight and the monk gains or applies only stuff from Refinements

 

Trash my remarks about Oversight, (Or use the info that one overwrites the other, if that is relevant)


Edited by Roxanne, 22 November 2015 - 12:57 PM.

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#90 agb1

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Posted 22 November 2015 - 01:29 PM

Psionics Unleashed

I had it in my last install but I abandoned that one after very short play when I found issues from another mod. What I observed were a number of changes applied to the mages in the game (like level 1 mage had a slot for learned slots all from level 1 to level 8 and other strange issues) I tried to consult the readme and other support material for the issues but found none - this is why I commented that it is a bit unclear what the mod does, but it is obviously that there is more than adding a new kit or class to the game.

I have not chosen it for install in my present set.

Thank you.  I will wait for more information about this mod.  It sounds like it is probably incompatible with mods that change spell progression tables, at least, and right now BWS has no conflicts information for this mod at all.

 

Dungeon-Be-Gone

I think a warning in the install like you had initially is enough. I had the mod in the game (forgot to unselect) several times and it is pretty obvious from the existing dialogue already what the matter is when you take his offer.

I will make this a 'W'arning mod using the new BWS feature, so the user will be prompted to confirm before starting their installation if it includes this mod.  I am mostly concerned about users who pick the default Standard installation without reading the individual mod descriptions, and this way they will at least have a warning that there is some information they might want to know.

 

Les Exiles de Lunargent

I had installed before and now again.

Had the start scene (could be placed better - he starts to babble from the cage opposite from PC as soon as the initial Imoen talk allows him . Also this cage could lead to conflict with other mods that put someone there, however none that I had installed)

Found the first encounter (no, it found me) - tactical from my point of view.

In a megamod install the events from the mod are not very well placed and timed, the way the old man starts the talk without any delay - in one event he cuts in right with Imoen. The first encounter was immediately when entering Bridge district and more than by the hard enemies I was bothered not to get the guy who gives the skinner quest killed who was standing helplessly in the middle of the battle.

The next encounters have not yet occured.

Thanks!  I will wait for further reports, but it sounds like it is probably safe to move to Tactical with a few notes in the description.

 

Oversight

~SETUP-OVERSIGHT.TP2~ #0 #2 // Class Tweaks/Fixes: 14 BWP Fix

BWS currently has Oversight component 2 (class tweaks/fixes) as Expert.  With your report, I am moving that component to Standard.

 

Monk has all GA_TG#xxxx and AP_TG#yyy

Those are spells that come from Refinements #10 Revised High Level Abilities

 

Refinements installs after Oversight and the monk gains or applies only stuff from Refinements

 

Trash my remarks about Oversight, (Or use the info that one overwrites the other, if that is relevant)

This is exactly the kind of information we need.  BWS did not know about that conflict.  Added an entry to BWP/BGT Game.ini:

 

Refinements Monk HLAs replace Oversight Monk HLAs=C:refinements(10):Oversight(6)

 

BWS only has one other conflict listed for Refinements(10):

 

HLA is incompatible with the Archer of Sylvanus kit from Sorcerer's Place=C:refinements(10):SPStuff(0)

 

If anyone knows components of other mods that conflict with Refinements HLAs, we should add them here too.


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#91 Fouinto

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Posted 22 November 2015 - 02:06 PM


Dungeon-Be-Gone
I think a warning in the install like you had initially is enough. I had the mod in the game (forgot to unselect) several times and it is pretty obvious from the existing dialogue already what the matter is when you take his offer.

I will make this a 'W'arning mod using the new BWS feature, so the user will be prompted to confirm before starting their installation if it includes this mod.  I am mostly concerned about users who pick the default Standard installation without reading the individual mod descriptions, and this way they will at least have a warning that there is some information they might want to know. 


Already said by someone else before (and as far as i remember) : this mod pop up someone who asks you if you want to use this feature or not...
So, even in you have installed it, you can bypass it in game.

#92 Marvin

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Posted 22 November 2015 - 03:44 PM

Just a quick sidenote if I may. I've always theought the name "standard" very misleading. If I were a new to the BWP and wanted to install it, the first thing I'd try would be "Standard", since the name indicates that this is the version that most people (should) use. However, what standard really means is: "all possible mods cramped together regardless of quality, content and bugs." It basically puts all mods together and the only requirement is that they don't crash the game.

 

So I propose a name change: Name what is now "Standard" something like "Maximized version - all mods that don't crash the game". Make standard version something that you can install without thinking about anythig. "Standard" should give you the most  "original" experience with clever enhancements, more quests and more awesome NPCs and quests.

 

 

Just my 2 cents.



#93 agb1

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Posted 22 November 2015 - 03:57 PM


Dungeon-Be-Gone

Already said by someone else before (and as far as i remember) : this mod pop up someone who asks you if you want to use this feature or not...
So, even in you have installed it, you can bypass it in game.

Yes, the mod can be skipped in the game.  My worry is that the mod in the game does not warn the player that there is a lot of content added by other mods that will be missed if they use it.  So if a player installed this mod as part of a pre-selection (not chosen specifically) and never read the mod description, they might not realize the implications of their choice.  Therefore, I have made it a 'W'arning mod in BWS so that users will be more likely to look at the mod description.

 

Just a quick sidenote if I may. I've always theought the name "standard" very misleading. If I were a new to the BWP and wanted to install it, the first thing I'd try would be "Standard", since the name indicates that this is the version that most people (should) use. However, what standard really means is: "all possible mods cramped together regardless of quality, content and bugs." It basically puts all mods together and the only requirement is that they don't crash the game.

 

So I propose a name change: Name what is now "Standard" something like "Maximized version - all mods that don't crash the game". Make standard version something that you can install without thinking about anythig. "Standard" should give you the most  "original" experience with clever enhancements, more quests and more awesome NPCs and quests.

"Recommended" is the BWS equivalent of what you described here (the most "original" experience with clever enhancements).

 

I am thinking we could rename "Standard" to "Stable" ... doesn't that sound like "all mods that don't crash the game"?


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#94 Lollorian

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Posted 23 November 2015 - 07:26 AM

Personally think that Recommended/Standard/Expert are OK enough categories already - I never understood the point of Tactics as a category however :P (a mod can be Standard & Tactical - things like SCS / Expert & Tactical - things like Revised Battles)


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#95 The Imp

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Posted 23 November 2015 - 08:24 AM

Personally think that Recommended/Standard/Expert are OK enough categories already - I never understood the point of Tactics as a category however :P (a mod can be Standard & Tactical - things like SCS / Expert & Tactical - things like Revised Battles)

Well that would be, because there's a bug that prevent the Revised Battles from being a regular Tactical mod. As in a mod that makes the game harder. eXpert is a mod that breaks the game(in some unknown manner in some games, in multiple instances). Either alone(unlikely) or with multiple mods in the game(that are more known for their own compatibility with the rest of the BWS mods) or overwrite stuff that they shouldn't.

PS: the weimer's Tactics should be moved to that gategory, as the BWP Fixpacks tweak doesn't make the mod to patch the files, it still overwrites shit. Yeah, there's a way too old rumor that the Tactics was supposed to made to be EE compatible, similar like the non-BP Ascension, but there's nothing to hear from those wheesels in a long time. Unless Lollorian himself says otherwise... it was a bit ago that I looked at the actual files.

And if a component has inserts, the file that is selected to be used to do the inserts as the answers can have different results with Standard/Tactical/Expert settings.


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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.


#96 Lollorian

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Posted 23 November 2015 - 08:32 AM

Yeah but the point being:

Standard = safe to install

Tactical = increases difficulty

Expert = not safe to install

 

Standard & Tactical are not mutually exclusive - you can have a safe to install mod that increases difficulty right?

 

As for Tactics, I'd seen someone in the Beamdog forums converting Tactics a few months back - I haven;t followed it much unfortunately, maybe the EE people might know more.


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#97 agb1

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Posted 23 November 2015 - 06:06 PM

Added Silver Star NPC to Expert mods.  First post updated.

 

First post updated again with new description for The Undying mod and re-categorized several mods that were in the wrong section (mods that were still listed under Expert when the comments said they were no longer Expert).


Edited by agb1, 25 November 2015 - 06:08 AM.

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#98 agb1

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Posted 25 November 2015 - 07:01 AM

According to BWP 15.5, The Undying second component (#1) overwrites files instead of patching.  It doesn't seem to be patched by the Big World Fixpack.  So I'm moving that component to Expert.


Edited by agb1, 25 November 2015 - 07:03 AM.

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#99 Roxanne

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Posted 25 November 2015 - 07:02 AM

Added Silver Star NPC to Expert mods.  First post updated.

 

First post updated again with new description for The Undying mod and re-categorized several mods that were in the wrong section (mods that were still listed under Expert when the comments said they were no longer Expert).

Two comments to first post

Les Exiles de Lunargent ... because it adds a difficult early encounter in Beregost.  That is early Athkatla City maps. The one with ultra hard tactical event in Beregost was *Askaria*.

Silver Star I have her installed frequently - I take her along for part of the Irenicus Dungeon as she appears near the initial cells. I often kick her out early to pick up others I find in the dungeon and send her to wait at the City Gates. Whether I pick her up later or never, I have not encountered any of the reported dialogue issues ever. I have also used her one time all through her complete quest without any issues, Cannot confirm any issues to keep her expert.


Edited by Roxanne, 25 November 2015 - 07:02 AM.

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#100 agb1

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Posted 25 November 2015 - 07:08 AM

Thanks Roxanne.  I will correct the first post and move Silver Star back to Stable and update the mod description.


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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