@The Imp
I'm still confused. Is this the correct order?
1) Extract the original mod
2) Apply the BW Fixpack
3) Apply the patch from this thread
Edited by Ineth, 26 October 2017 - 11:24 AM.
Posted 26 October 2017 - 11:23 AM
@The Imp
I'm still confused. Is this the correct order?
1) Extract the original mod
2) Apply the BW Fixpack
3) Apply the patch from this thread
Edited by Ineth, 26 October 2017 - 11:24 AM.
Posted 26 October 2017 - 11:35 AM
@The ImpNo, the fixpack has the samelike, or the same fix as this threads fix, so you only need to apply one. And the Fixpacks fix is likely better for multiple things.
I'm still confused. Is this the correct order?
...
2) Apply the BW Fixpack
3) Apply the patch from this thread
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.
Posted 26 October 2017 - 12:07 PM
No, the fixpack has the samelike, or the same fix as this threads fix, so you only need to apply one.
Then what does the top post in this thread mean with "the 'Big World Fixpack' is require"?
And the Fixpacks fix is likely better for multiple things.
Even though the Fixpack patches for CtB were last updated in December 2016, whereas the patch in this thread got a new version in July 2017?
Edited by Ineth, 26 October 2017 - 12:08 PM.
Posted 26 October 2017 - 12:26 PM
@The ImpI'm still confused. Is this the correct order?
1) Extract the original mod
2) Apply the BW Fixpack
3) Apply the patch from this thread
This is the pre-install process, at least currently. This is also why the BWS does not support the installation at this time. A patch for a patched mod.
I already proposed to Ikki some time back to create an install like the TDDz where you would have the original mod and an add on doing all the patching and the install. The problem with the current approach is that there is a mix of overlap with BWFixpack + new stuff.
This is work-in-progress status while I am not sure that it is worked on still?
Ikki's other conversions like RoT and the Vault have been meanwhile converted into mod versions for EET. This one is still in some half.baked state.
If you want to try it, I suggest to do it with the above three steps. But be aware of the unstable status. Any feedback would be helpful.
Edited by Roxanne, 26 October 2017 - 12:27 PM.
Posted 26 October 2017 - 03:20 PM
the order that i used last holiday was
1) Extract the original mod
2) Apply the patch from this thread
3) Apply the BW Fixpack (it will give rejected error for the tp2 )
but this order also work
1) Extract the original mod
2) Apply the BW Fixpack
3) Apply the patch from this thread
This one is still in some half.baked state
No,
with those instruction you have a mod that work with BG2EE (with or without EET), and should still work for BG2classic
create an install like the TDDz where you would have the original mod and an add on doing all the patching and the install
no need to create a mess, when you have done the procedure written above, you just have to archive the patched mod in a zip file
Edited by Ikki, 26 October 2017 - 03:39 PM.
Posted 26 October 2017 - 09:13 PM
This one is still in some half.baked stateNo,
with those instruction you have a mod that work with BG2EE (with or without EET), and should still work for BG2classic
Sorry. Ikki, this was not meant to offend you or the content of your conversion but was adressing the install procedure only. BWS for example cannot handle the patching a patch before install with the error, so you can only use this manually.
PS - it would be great if you could maybe post such a zip file (or put it on dropbox and post a link here).
Edited by Roxanne, 26 October 2017 - 11:29 PM.
Posted 28 October 2017 - 05:04 AM
Hi roxanne,
Sorry. Ikki, this was not meant to offend you or the content of your conversion but was adressing the install procedure only
no offense taken
it would be great if you could maybe post such a zip file (or put it on dropbox and post a link here)
i will think about it
but seriously i don't see the problem with this install procedure,
the BWS can even download the patch like any other mod and overwrite automaticaly the file (he has done that for the aurora mod) if it's too complex
Posted 30 October 2017 - 02:55 AM
Alien,
I agree that, as a player I would find very convenient, that all mod get updated with a least the BWfixpack,
but i'm not the author of the mod Check the Bodies, and i have no contact with Charles Bisson or King Diamond,
that's why i didn't do it
Posted 30 October 2017 - 02:10 PM
In terms of authorship problem, solution for you concerns is here: http://www.shsforums.../848-chloe-v15/
... this is an "unofficial" version not supported by <AuthorName>, and will be taken down if he/she so wishes.
just include such statement inside readme (and you can even replace "AUTHOR" keyword with "SUPPORT" inside tp2 ) and you are free to go with full release. Please focus at solutions, not excuses.
To cut this discussion short:
I have just now uploaded a version of CtB to github, so anyone can fork it and work on it. It is here https://github.com/RoxanneSHS/CtBEE
This version contains
- original mod CtB without chores and fast forward
- all applicable BWFixpack corrections
- Ikki's patches
- conversions for EET
- conversion of maps to TIS/PVRZ to avoid graphical issues.
The version is fine for BG2EE or EET. BWS can handle it.
For BG2 or BGT, the original TiZ files and the chores addon can be restored to it (I have left those out to keep download size reasonable and install process simple and because the existing fixpacked version is still the one used in classic games and BWP.)
Edited by Roxanne, 30 October 2017 - 02:51 PM.
Posted 30 October 2017 - 07:54 PM
Thank You all, folks!
Got a question: Are the changes below in the .tp2 enough to skip the HANDLE_CHARSETS? Or needs line 33 the "//" too?
21 // Convert strings to UTF-8 for Enhanced Edition
22
23 // setup.tra needs to be reloaded after conversion
24 ACTION_DEFINE_ARRAY va#reload BEGIN wsetup script END
25
26 // LAF HANDLE_CHARSETS // recursively converts all tra files found in tra_path
27 // INT_VAR
28 // infer_charsets = 1
29 // STR_VAR
30 // tra_path = EVAL ~%MOD_FOLDER%/Language~
31 // reload_array = va#reload
32 // END
33 END
Posted 30 October 2017 - 10:09 PM
Thank You all, folks!
Got a question: Are the changes below in the .tp2 enough to skip the HANDLE_CHARSETS? Or needs line 33 the "//" too?
21 // Convert strings to UTF-8 for Enhanced Edition
22
23 // setup.tra needs to be reloaded after conversion
24 ACTION_DEFINE_ARRAY va#reload BEGIN wsetup script END
25
26 // LAF HANDLE_CHARSETS // recursively converts all tra files found in tra_path
27 // INT_VAR
28 // infer_charsets = 1
29 // STR_VAR
30 // tra_path = EVAL ~%MOD_FOLDER%/Language~
31 // reload_array = va#reload
32 // END33 END
No. Your line 33 is the end for the ALWAYS that is further up and embraces some other actions as well.
Posted 31 October 2017 - 01:53 AM
Merci, Madame!
I will give it a try.
Posted 31 October 2017 - 02:13 AM
Merci, Madame!
I will give it a try.
The question is why you want to comment this out?
Posted 31 October 2017 - 03:30 AM
Because ... because ... because ... because ... be ... cause I like to use the wonderful features of EE. The wsetup.tra has to be modified in my language. And for some reason the ANSI-encoding does not offer a never seen before character at the end of this string: "Krummsäbel/Wakizashi/Ninjatō" (old-style: Ninja-To). I tried to insert the char into an "ANSI-file", but it seems to get lost there. Maybe HANDLE_CHARSETS handels this right? I do not know and because UTF-8 is native with foreign languages, commenting it out is the way to go in my case. And BGEE2 UTF-8 crunshes my ". . ." into one char "…" too. On the other hand, I learned it the hard way: running an UTF-8-file through HANDLE_CHARSETS mangles all special characters in the dialog.tlks.
That's it. (No Mercedes Benz here.)
Posted 31 October 2017 - 03:57 AM
Because ... because ... because ... because ... be ... cause I like to use the wonderful features of EE. The wsetup.tra has to be modified in my language. And for some reason the ANSI-encoding does not offer a never seen before character at the end of this string: "Krummsäbel/Wakizashi/Ninjatō" (old-style: Ninja-To). I tried to insert the char into an "ANSI-file", but it seems to get lost there. Maybe HANDLE_CHARSETS handels this right? I do not know and because UTF-8 is native with foreign languages, commenting it out is the way to go in my case. And BGEE2 UTF-8 crunshes my ". . ." into one char "…" too. On the other hand, I learned it the hard way: running an UTF-8-file through HANDLE_CHARSETS mangles all special characters in the dialog.tlks.
That's it. (No Mercedes Benz here.)
With the new version, we now have the chance to update this for everybody. Just tell me which tra in which language needs a change, and we can do that right up front prior to conversion. Just calling it Ninja-To in the original, which may also make it more aligned with the rest of the game?
Posted 31 October 2017 - 05:23 AM
I beg Your pardon, not being clear enough. All foreign-language-tras are fine with UTF-8 encoding witout BOM, while we are on EEs only. In this case the HANDLE_CHARSETS in the. tp2 is not necessary. The "ō" in "Ninjatō" has a line above the "o" like "ô" but it is a straight line. My browser shows this new character. But with ANSI-encoding it looks like an o-character to me. The "Krummsäbel/Wakizashi/Ninjatō" is a new convention from Beamdog for german BGEE2 dialog(F).tlks. I have to look into BGEE, if it is there too. Maybe every wsetup.tra needs a clean-up for all "Can be used by:", "Only used by:" except the english one?
Posted 31 October 2017 - 06:24 AM
I beg Your pardon, not being clear enough. All foreign-language-tras are fine with UTF-8 encoding witout BOM, while we are on EEs only. In this case the HANDLE_CHARSETS in the. tp2 is not necessary. The "ō" in "Ninjatō" has a line above the "o" like "ô" but it is a straight line. My browser shows this new character. But with ANSI-encoding it looks like an o-character to me. The "Krummsäbel/Wakizashi/Ninjatō" is a new convention from Beamdog for german BGEE2 dialog(F).tlks. I have to look into BGEE, if it is there too. Maybe every wsetup.tra needs a clean-up for all "Can be used by:", "Only used by:" except the english one?
The CtB mod uses
Fertigkeit: Scimitar/Wakizashi/Ninja-To
in the german tra.
So unless it is changed in the mod itself, it does not matter what the bean dogs use for their files. In CtB the *Krummsäbel" is only used for weapons called scimitar in english. My understanding is that Ninha-To as used by CtB does not even need any conversion, just Krummsäbel may need for the Umlaut.
Posted 01 November 2017 - 07:32 AM
Right. But I will go left. I changed, what I like to see in game. Some are in line with Beamdog-conventions some are my personal preferences.