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Changing the BG1 Gameworld


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#51
igneous.sponge

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Bhryaen wrote...

I tried the game at 1024X768 only to find that it too was too small on the screen, so I found an option to reduce my monitor's widescreen to 1360X768 and then changed the Widescreen mod to the same, and it maxxed the BG window (at least to the highest possible Y value). I much prefer my regular desktop being 1920X1080, but this suffices for playing BG, I suppose.

You may be able to use differing game and desktop resolutions by setting some stuff from your graphics card's control panel.

For example, on my machine the desktop resolution is 1680x1050, and the game resolution is 1024x768. However, I'm able to control how my graphics card handles image scaling in a full-screen gaming environment from the ATI Catalyst Control Centre. There are options to scale the game's image to full panel size (aspect ratio is ignored), scale and maintain aspect ratio, or to use centred timings (no scaling, with black bars).

Perhaps something similar is available on your machine.


Actually, even with TutuGUI to "restore" BG1's format, this BG2-based format seems to insist on placing a large boundary around all screens other than the area screen (i.e., char creation, inventory, etc) so that it shrinks the usable portion of the window for no reason- not even aesthetic.

Yes, this is expected behaviour.


Another screen issue is the way opening containers makes the entire window "jump" as if the bar for container inventory slots is inserted at the wrong screen location.

Not really sure what's happening, here... but I vaguely recall something similar happening to me with Tutu, as well. Can't remember.


It seems the three mods where the .CRE corruption is noted are RR, aTweaks, & IA (of those I installed). I'd test by simply creating a folder to reinstall everything but without SCS, but, well... I just want to play!

It may not be a big deal. Do you remember the exact error message? (You could also find this in SETUP-RR.DEBUG, et al.) And were these errors causing installation to fail?


Speaking of Item Randomizer, I just tried it again and it failed repeatedly to install [...] the error message mentioned a "dabron.CRE," [...] but then I reinstalled it and (inexplicably) it worked without error.

Did you download the latest hotfixes before installing? There was some problem a few weeks back with sporadic install failures, but that's been resolved.

No idea what 'dabron.cre' would have to do with anything, though. Maybe the creature file was corrupted at the time the Randomiser attempted to assign it an item. That could explain why the mod installed after a few successive attempts—'dabron.cre' may have been randomly excluded from item allocation on the last one.


The other thing I didn't mention about the Randomizer that I like is the option to give every single targetted item a % chance of not being swapped out. I put it at 15% (apparently to torture myself with the improbable possibility (vain hope) that Greywolf's fabled sword MIGHT be there...)

Yes, you can blame Lantier for this option. (Long-time poster here on the BioWare boards.)


SCS does? Hm, I thought I read that SCS2 did. That forum page that suttree mentioned shows SCS's modder post a reply note that simply said it's all resolved in SCS2, leaving us SCS folks to simply make our own decisions about how to accomodate spell disparities.

Ah, okay, now I understand. Those posts you reference—these ones, right?—are fairly old, now, and SCS and SCSII have both gone through several releases. Both mods include redundancy checks for duplicate Spell Revisions content.

However, it's worth noting those checks are not fully up-to-date, so it'd probably be best to continue as you've done, and defer to SR when dealing with overlaps or disparities.


I'm starting to feel almost guilty not playing it no-reload now.

You've been corrupted, haven't you? Oh dear. Maybe you should take a step back... before it's too late! Posted Image


suttree wrote...

I'm curious to know what prebuffing option you used and if you allowed BG2 style casting - beware Silke ;)

Indeed... Unholy Blights are pretty brutal, too.

Modifié par igneous.sponge, 25 décembre 2010 - 04:59 .


#52
Bhryaen

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suttree wrote...
I'm curious to know what prebuffing option you used and if you allowed BG2 style casting - beware Silke ;)

Is it cheating if I said- "sure, go ahead and give 'em BG2 spells... but DON'T pre-buff 'em!"? I did option 3, I think.:P Anyway, if they were pre-buffed (and they didn't see me) I'd simply skirt them and wait for the buff to wear off if I could get away with it.

And even so, I've been getting my hat handed to me more than... well, than I'm used to in BG1. :crying: I'll put it this way, there's no sense in the no-reload challenge yet... However, it really hasn't been the mages & clerics... yet... Superfast cave bears on my lvl 1-2 chars don't really need so much buffing... Ah, the virtues of just plain running for your lives and self-sacrificing NPCs... No more picking off one gnoll, etc., at a time. Every battle is headlong with the whole group (or multiple groups when they call for nearby buddies or I end up running away into yet another unrelated group *sigh*). And all the bigger monsters have be reallotted smaller positioning circles, so the spiders can fit through the door inside that Beregost house! I actually have to fight them legitimately now! Rude! (Almost killed Imoen too that way.) Next thing you know they'll reduce the wyvern circles so I can't simply stand inside the cave entrance pelting them at leisure inside their own home... oh, no, they didn't, did they?

igneous.sponge wrote...
I'm able to control how my graphics card handles image scaling in a full-screen gaming environment from the ATI Catalyst Control Centre. There are options to scale the game's image to full panel size (aspect ratio is ignored), scale and maintain aspect ratio, or to use centred timings (no scaling, with black bars).
Perhaps something similar is available on your machine.

If only I knew how to proceed on this ground. I had a hard drive crash last year and never did figure out the proper driver for my video card despite many valiant efforts. I would assume I have options with ATI but for now I'm content to simply have a Reader's Digest style desktop.

Another screen issue is the way opening containers makes the entire window "jump" as if the bar for container inventory slots is inserted at the wrong screen location.

igneous.sponge wrote...
Not really sure what's happening, here... but I vaguely recall something similar happening to me with Tutu, as well. Can't remember.

It no longer does this. I'm not sure what I did either. For sure the main problem when I started again with this new mod list was that the graphics were miserably sluggish. At one point I decided that I simply cannot live with the AoE rule of slowing char movt when wearing armor (especially since no NPCs appear slowed by it) because it was unendurable. With splint they were half the speed of unarmored! With full plate they'd be even worse! Instead I'm presuming that they're stronger characters who are used to heavy armor, so I went back and did a WeiDU-controlled reinstall to get rid of that AoE option, and since I did, I've seen far fewer problems. It probably has more to do with the reinstall than AoE or that particular component. It does keep crashing occasionally, but nothing overwhelming, and otherwise it's working ok and making me feel apprehensive and paranoid at every step without resorting to technical meltdowns to do it.

As to the .CRE error, yes, I did actually jot down the text of the one I was able to scroll up to (RR's list of uncorrupted successes simply removed the corruption notice lines too quickly), so I might submit it to the SCS forum (since I'm pretty convinced that's where it belongs). Pending issues will all depend on how critical the creature tweaks were. I have the feeling my gnome won't get any racial -4AC when fighting bears, but it was just a resort-to-PnP-rules-when-possible sort of thing. Besides, bears are easy! *ahem* And, as you say, it didn't break the installation. Only Item Randomizer got stopped temporarily, and that was for a different .CRE.

Speaking of Item Randomizer, I just tried it again and it failed repeatedly to install [...] the error message mentioned a "dabron.CRE," [...] but then I reinstalled it and (inexplicably) it worked without error.

igneous.sponge wrote...
Did you download the latest hotfixes before installing? There was some problem a few weeks back with sporadic install failures, but that's been resolved.

I went to get hotfixes for SR and IR as suttree suggested, and it was difficult to figure out what was being asked for in order to apply them (though I think I managed... This explains my low reading comprehension score on my SAT...) I didn't check for any hotfixes on Item Randomizer, but I do think it's working ok. The stealth studded leather is no longer in the Thunderhammer smithy shop... and instead is at the inn across town. hehehe

#53
Bhryaen

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[Oops- multi-posted]

Modifié par Bhryaen, 25 décembre 2010 - 10:45 .


#54
Humanoid_Taifun

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Bhryaen wrote...
Is it cheating if I said- "sure, go ahead and give 'em BG2 spells... but DON'T pre-buff 'em!"? I did option 3, I think.:P Anyway, if they were pre-buffed (and they didn't see me) I'd simply skirt them and wait for the buff to wear off if I could get away with it.

The prebuffing happens when the battle starts.

BG2 spells will make a big difference though.
Druids and clerics are generally easy, so long as you pay attention to hurt them on a regular basis (though I do have a feeling that SCS made all enemy druids use Force-Cast, which means that their spells are uninterruptible, so you'd better keep hurting them until they fall over dead), but mages will be able to make a lot out of these extra spells.

#55
igneous.sponge

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Bhryaen wrote...

Is it cheating if I said- "sure, go ahead and give 'em BG2 spells... but DON'T pre-buff 'em!"? I did option 3, I think.:P

Nah, I think it's safe to say that's definitely not cheating. Full pre-buffs are irksome. Besides, any spellcasters you happen to encounter will still ab-/use sequencers and throw up long-term protections (e.g., Stoneskin), so you'll still be subject to some degree of torment, at least.


Anyway, if they were pre-buffed (and they didn't see me) I'd simply skirt them and wait for the buff to wear off if I could get away with it.

Mwaha!—but that's not how it works. SCSII spellcasters are too clever for such vile knavery, it seems, and their pre-buffs will only fire once they perceive the party.

Of course, you could trigger their defences and then run for the hills... but then it's a bit more difficult maintaining any pretense of heroics.


Superfast cave bears on my lvl 1-2 chars don't really need so much buffing... Ah, the virtues of just plain running for your lives and self-sacrificing NPCs...

I admit, I've never installed the 'Faster bears' component. It just seems like such a radical departure from the spirit of the game. Posted Image


As to the .CRE error, yes, I did actually jot down the text of the one I was able to scroll up to (RR's list of uncorrupted successes simply removed the corruption notice lines too quickly), so I might submit it to the SCS forum (since I'm pretty convinced that's where it belongs).

Well, if you do, make sure you post your WeiDU.log. That's usually the first step in tracking down this sort of thing.


I went to get hotfixes for SR and IR as suttree suggested, and it was difficult to figure out what was being asked for in order to apply them [...]

Hotfixes for these mods simply contain updated versions of the mod's files in their respective folders. All you have to do is overwrite the old versions with the new ones. The caveat is you have to do this before installing the mod, or the fixes won't have any effect.

#56
Bhryaen

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The only two mages I've faced were the usually friendly welcome at the Friendly Arm Inn and the nice lady in Nashkel's inn- and neither got anywhere against a low level party equipped with nothing but normal missiles. I did get to see my "tank" put to sleep at the FAInn fight though (a spell I've never seen him use), and this time at the Nashkell Inn when my fighter-thief tried to backstab, run, and hide, the cleric simply ran straight outside and started in on the rest of the party (which brought her doom).

igneous.sponge wrote...
Mwaha!—but that's not how it works. SCSII spellcasters are too clever for such vile knavery, it seems, and their pre-buffs will only fire once they perceive the party.

Of course, you could trigger their defences and then run for the hills... but then it's a bit more difficult maintaining any pretense of heroics.

Heroics? hehehe :bandit:
As Billy Joel sings, "I find that just surviving is a noble fight..." The adversaries are clearly better equipped and higher level than I am. Most all my old tricks have been defused by multiple mods (though switching armor is a lot easier now that BG2 pauses the inventory screen). So if I don't blunder headlong into chain lightning and fireballs, I consider that more WIS than my chars normally get. Fortunately I already knew I needed stealth, so my rogue is now using HIS more than OL- another change in style. I'll take a nap to make sure it's later in the evening when the shadows are deeper, and I'll keep clicking over and over on HIS until I can scout safely ahead. Plenty more dread wolf "traps." And still I bungle in the jungle...

I admit, I've never installed the 'Faster bears' component. It just seems like such a radical departure from the spirit of the game. Posted Image

Believe it or not it isn't so bad as it was at first, and frankly now I can't believe how slow bears have been going up to now (from Vanilla). No longer do they look like walking XP cows lazily waiting to be milked. Now I truly keep to the rule of "If you see a bear, carefully head the other way," just like if I were really encountering bears in the woods. I re-entered the same area where the cave bear chased me off the map, but from the north this time, and the bears weren't over there, so I managed. Well, now of course I've killed a number of these meddlesome cave bears, so I suppose it's past the high-alert stage somewhat, but I still use lots of caution. They move slightly faster than your own speed now, so they also wander further and faster- very easy to wander somewhere you don't expect, even into an already difficult battle with something else. I just don't like how they never want to maul gnolls or skeletons or whatever- which aren't exactly pleasant neighbors, but they'll come barging enraged after some druid or ranger is in sight.

Will do on the WeiDU log, but I'm not sure the .CRE issue is SCS anymore. You'd have a better sense of what I found since you've seen SCSII. I finally downloaded Shadowkeeper and went into the creature files to see if I could identify it. Odd things. Most of the "corrupt" .CRE files have <NO TEXT> as their title, but two have in their title box a line that looks like a conversation link. One says, "No, I'm sorry. None of them sound familiar." The other: "It's a shame your sword arm is attached to your tongue. I'd take one but not the other." The latter one is the title for a file coded as UDPRINCE (which I'm assuming means Under Dark Prince). The editor won't call up the file because it says it's missing a signature. Well, I tried to extract it and it essentially made a copy into the same creature list where I chose a new file name. That copy worked! And now the creature title appeared not as the above text but as "Kuo-Toa Prince." Is there a lizard campaign in any mod or BG2? That prince definitely has a "misplaced header," as if the scripted dialogue text was entered into the wrong box. I don't have the Drizzt saga mod, but maybe Dark Horizons has a lizard scene? Or does SCS use them somewhere or edit the BG2 ones even though normal Tutu doesn't use them?

Frankly mods have done a lot more than I read in the readme's. There are pink morninglord troops all around Beregost (from what mod??) and although I didn't install the "don't show helms on avatars," they're not showing. I liked the original Amn soldier helm- used to trigger the exploding undead simply to get enough helms for my whole party. hehe I also liked the old Nashkell troops better than the new Amn Gestapo with their odd high-stepping.

Someone earlier in the thread (Son of Imoen was discussing it with Humanoid_Taifun, I think) said something about spawns always 6 in something. Not sure, but I'm definitely seeing the 6-standard in Tutu with them all grouped like eggs in a carton unless they have a wander script (and even then they still start in the little bundle).

Widescreen is great though. It's such a relief to be able to see the entire field of vision rather than moving forward and then having to pan the screen back and forth to see the entire area revealed. It was always possible to walk right past something simply because I had the screen shifted to watch one side. Now I see all sides simultaneously. Very good :)

#57
igneous.sponge

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Bhryaen wrote...

I finally downloaded Shadowkeeper and went into the creature files to see if I could identify it. Odd things. Most of the "corrupt" .CRE files have as their title, but two have in their title box a line that looks like a conversation link. One says, "No, I'm sorry. None of them sound familiar." The other: "It's a shame your sword arm is attached to your tongue. I'd take one but not the other."

Those would be misdirected string references (i.e., the CRE files' name fields are referencing text from the wrong spot in the game's dialog.tlk file). This sort of thing usually happens when one uses old saves with new mod setups.

Then again, it could very well be that those CRE files are simply harmless, leftover junk from the EasyTutu engine conversion, or from one of your other mods. What you mentioned about a 'missing signature' would certainly suggest that; a game file's signature is its most basic descriptor. Moreover, there aren't any Kuo-Toa encounters in BG1, to my knowledge—that said, I haven't played Dark Horizons—and it's doubtful that SCS would appropriate and leave these CRE files corrupted.

By the way, if you're still getting crashes, you can add the line
Logging On=1
under
[Program Options]
in baldur.ini, which resides in your main game folder. That way, the game should generate a file called baldur.err if and when crashes occur. You can open the file with a text editor, like Notepad, to examine the exact error messages.


Frankly mods have done a lot more than I read in the readme's. There are pink morninglord troops all around Beregost (from what mod??)

Pink morninglord troops...? Who knows. I'd guess it's an addition from one of your quest mods.

Modifié par igneous.sponge, 27 décembre 2010 - 10:52 .


#58
CoM Solaufein

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Pink?? Your video card must be having some problems or your monitor. They're red just like Morninglords are suppose to be. They're from Dark Horizons.

#59
Bhryaen

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CoM Solaufein wrote...

Pink?? Your video card must be having some problems or your monitor. They're red just like Morninglords are suppose to be. They're from Dark Horizons.

OK, they're magenta. Actually some are on the pink side, others on the red side. Anyway that's how they look, that's my story, and I'm sticking to it. (And actually I just took screen shots to prove it, but I can't figure out how to upload it other than to create a website first and make it a link to a website...)

[EDIT: FIgured it out... Note that the ugly purple of Imoen is just as it always is. The male knights seem to be more on the pink side, the females with less armor being on the red side. I only took photos of the males...]
North Beregost
Central Beregost

Just an update, I'm having two issues now. One is something I read about somewhere and haven't found yet: when I arrive at the gnoll fortress it shows the movie, but then once the movie ends, it instantly crashes, though not CTD, just freezes and I have to force-close.

The other started on the screen north of the gnoll fortress- the one with a constant rain (and the bandit who siccs his hobgoblin cohorts on you... and the gibberling swarm): the screen suddenly bogs down so that the screen frames are no longer smooth, as choppy as an online game with a poor internet connection or as when you're trying to play when your computer is defragmenting. Yet my computer was otherwise idle, it's a single player game, and the effect simply doesn't go away while I'm on that screen but isn't present on other screens. I know it has rained on other screens without the bog down effect so it seems as if it isn't simply my video card's inability to process the rather low-tech rain. And Beregost was just fine in the game initially, but now it's bogging down too. (Maybe it's the excessive pink...) I tried leaving Beregost and returning, but no difference. I also tried restarting, rebooting, etc., but to no avail. (I'd load from a save but I already copied over everything prior to arriving.

I'm actually done with that rainy screen and Beregost for now, so it's not an issue, but it may start affecting other areas also for all I know. Anyone ever heard of this? Maybe it's simply the video card, but I don't have nVidia. I have an ATI Radeon, I believe with a different driver.

Modifié par Bhryaen, 30 décembre 2010 - 08:44 .


#60
Bhryaen

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Update to the update...

At the SHS site is this forum page mentioning the Gnoll Fortress crash as a matter of the "game trying to spawn a creature that doesn't exist" (or rather a creature whose file is corrupt). The poster then says it's a known issue between DH and SCS and that TeamBG are working on it. This was only a few months ago.

Just found this at SCS's G3 Forum where the Gnoll Fortress crash is mentioned again. And this time with a list of a number of the same "corrupt" .CRE's I mentioned before, so they may not be so benign after all. DavidW of SCS seems convinced it isn't SCS at all &, after discussing technical details, states, "I only have limited patience for fixing other people's mistakes..." This was 1 month ago.

Also found this link at the Dark Horizons site itself from way back in May, 2010... It mentions the same crash at the Gnoll Fortress and also mentions a few of those "corrupted" .CRE files specifically (though not all). The poster bringing the issue apparently resolved it by reinstalling DH because some "glitch" (a coworker's favorite obfuscating mystification word for computer issues) caused the .CRE files to become corrupted. What would do that- i.e., corrupt the files on one install but not another? It's the same process of install every time, no? It's not like it decided to take the road with the potholes or buy the generic brand on my first install, but then drove the newly paved road and bought the leading brand on a new install. Of course I witnessed this "glitch"-then-not on the reinstall of Item Randomizer, but still. Could it really be that the files are just fine but the installer simply copied the information wrong? Why would it only be DH .CRE's messing up rather than all sorts of mod items and creatures, making workable installs impossible?

Further along at the DH site forum is this post mentioning yet a different few of the corrupted .CRE's I saw. It's in a DH area, however, so I haven't encountered it yet- maybe for the better. However, that post is from only a week ago... Posted Image So DH still seems to have issues... It would be a shame if DH is scripted and written just fine but simply being made fizzled by other mods. It's so hard to isolate the original problem without an excessive amount of reinstalls.

Reading further I bet I'm going to have a hell of a time at Ulcaster because it's been heavily tweaked and added to by DH, SCS, and Hard Times. *sigh* At least the DH assassins south of Beregost are working... albeit much too well... [though apparently there was an issue with the dagger of one of the assassins as well]

I'm curious about what igneous.sponge said about "misdirected string references" on old saves, so when I get back home I'm going to start a new game with a Shadowkeeper uberchar just to hack straight to the gnoll fortress & the rainforest in one go and see if the issue still arises (may very well be separate issues). Probably will reappear: those files were corrupted on the first install, so there were no saves, so I'm not sure how it would help. But it's interesting that only the CMBOU-type DH .CRE files from the Gnoll Fortress area were corrupted rather than the rest of the list of DH .CRE's present there. If the dabron.CRE corruption can be reversed by a reinstall, maybe the DH .CRE's can. My notes are at home too, so I'll also list for posterity all the .CRE's that were showing as corrupt plus the error message. (And I think I'll switch some of this to the DH forum instead.) Is it possible to use Shadowkeeper to delete all the corrupted creatures from the Gnoll Fortress in the saved game without breaking it? Lots of experimenting to do... *grumble*

What a pain to have to reinstall yet again, but maybe WeiDU will make it easier... I'm tempted to simply oust DH from the mix, but actually the otherwise blandly written Pink & Red Protectors of Beregost have grown on me because they give a reason to my earlier post as to why monsters haven't already descended on the town.

Modifié par Bhryaen, 29 décembre 2010 - 06:16 .


#61
Bhryaen

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OK, here are the notes I took on the error messages, though my handwriting is not quite as legible as my typed writing...

Item Randomizer's temporary "glitch:"
ERROR: cannot convert category or %category% to an integer
ERROR: [dabron.cre] [override] Patching failed <copy> (not_found)
Stopping installation because of error.(x5)
Error installing... rolling back to previous state

Shadowkeeper reveals a Dabron Sashenstar, brother to Aldeth, the hunter in the first Cloakwood area who gets mobbed by angry druids. If you kill Aldeth, you'll have to face the wrath of Dabron in Baldur's Gate City. The file _dabron looks just fine- no idea why that would be the error-maker- though unlike most BG-related files it's labeled a "Custom" file. There are other customs though, including Larry, Darryl, and Darryl (for each of whom there is apparently a global variable for some reason...)

"Corrupt" .CRE Files : Shadowkeeper name box:
CM03A514.CRE : <NO TEXT>
CM1803A3.CRE : <NO TEXT>
CMBEAR01          : "No, I'm sorry. None of them sound familiar."
CMBEAR02          : "No, I'm sorry. None of them sound familiar."
CMBOU04            : <NO TEXT>
CMBOU05            : <NO TEXT>
CMBOU08            : <NO TEXT>
CMBOU09            : <NO TEXT>
CMBOU10            : <NO TEXT>
CMSEC11            : <NO TEXT>
CMSEC13            : <NO TEXT>
CMSEC16            : <NO TEXT>
UDPRINCE         : "It's a shame your sword arm is attached to your tongue... I'd take one but not the other."

The message during the install was "....CRE is corrupt: header misplaced"
The Shadowkeeper message was "Unable to open that CRE file. Error (1025): Missing CRE signature"

Annoyingly enough I'm no longer able to extract any of the corrupted CRE files to make a copy and see what they were supposed to be- or else the UDPRINCE was a different case altogether, but I can't extract that again either. Other UD-prefaced CRE files are titled "drow," "beholder," "demon," "mindflayer," etc., so I suspect it's actually a BG2 file from the Underdark areas, even something that Unfinished Business 2 might have taken up. There's a Sahaugin Prince too.

All the CM files, however, seem to be DH-related. I'm guessing CMBOU refers to bounty hunters since Tristan and Isolde are both there as CMBOU02 & 06 respectively. CMSEC refers to Section which is part of the DH storyline, but nothing I've seen yet. There aren't any other CMBEARs to glean from...

Now to do some tests & reinstall, and if the issue persists, post at the DH forum, but it has slowly dawned on my addled brain that the CoM Solaufein that just posted here is most likely the same Solaufein that is administrator for the DH site and has been responding over the last days, weeks, and months in the DH forum to the issues mentioned in the last post... :blush: So perhaps I'll just be duplicating a bit... Oh, well... might help someone there...

Anyway this is just the latest of the modding issues I've faced... :unsure:

#62
igneous.sponge

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Alright, seems like Dark Horizons is the culprit, then. Those threads you've linked suggest that Dark Horizons adds a bunch of broken CRE files to the game, and when SCS goes about patching those files with its A.I. improvements, this ends up igniting their latent brokenness and leaving them in an irredeemably corrupt state.


Bhryaen wrote...

The poster bringing the issue apparently resolved it by reinstalling DH because some "glitch" (a coworker's favorite obfuscating mystification word for computer issues) caused the .CRE files to become corrupted.

Yeah, WeiDU install routines don't just randomly 'glitch.' If the creatures were corrupted, it'd be because of a bug in the mod, itself.

I suspect a re-install of DH resolved the crashes only because the CRE's involved were restored to their original not-quite-as-broken state (i.e., before other mods like SCS tried to improve upon them).


I'm curious about what igneous.sponge said about "misdirected string references" on old saves, so when I get back home I'm going to start a new game with a Shadowkeeper uberchar just to hack straight to the gnoll fortress & the rainforest in one go and see if the issue still arises (may very well be separate issues).

Sigh. Unfortunately, now that we have this new info, the broken string references will be the least of your worries. If a string reference is blank or misdirected, it won't break your game—only the text to which it's pointing will be incorrect.

But if your game is crashing because of corrupt CRE files, the only thing you can do, really, is remove the offending mod. In this case, Dark Horizons.

Sorry I can't address all your points, or in a very n00b-friendly way. Kinda tired, at the moment.

Modifié par igneous.sponge, 29 décembre 2010 - 11:04 .


#63
Bhryaen

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igneous.sponge wrote...

Alright, seems like Dark Horizons is the culprit, then. Those threads you've linked suggest that Dark Horizons adds a bunch of broken CRE files to the game, and when SCS goes about patching those files with its A.I. improvements, this ends up igniting their latent brokenness and leaving them in an irredeemably corrupt state...

Sorry I can't address all your points, or in a very n00b-friendly way. Kinda tired, at the moment.

Hey, you've been so helpful! And others too! No worries. I'm actually learning as I go, so I'll post questions, but I'm not content to simply let it sit there, so I investigate.

In this case I did the "reinstall"... and reinstalled all the same errors and issues, watching in dismay as "ERROR" after "ERROR" appeared on the list of attempted installs even of the DH mod itself before anything else: in conclusion, no improvement. That poster who said a simple reinstall worked may not have had SCS or anything else that trips up on DH scripting. Thus subsequently I already did what you suggested: nixed DH. And now the Gnoll Stronghold is accessible! Imagine that! hehehe

It's sad though. I never did get to have revenge on the working Tristan & Isolde for their humiliation of my low level party, nor see any new areas, and I'll miss my Pink Protectors... *grumble* I'll have to be like suttree now who awaits the improved Item Revisions. I'll bring in DH again after any new revision that addresses these issues. Meanwhile I'll be able to complete the game...

The one thing that remains is this increasingly sluggish screen rendering rate. Multiple enemies or movt's of party members bogs it all down. The removal of DH didn't affect it at all. It must be my graphics driver.

Notable though... after having had to reduce my screen size to 1360X768 to make the TutuGUI-Widescreen expand to its max size on a wide screen, I returned the screen off-game temporarily to 1920X1080 so my desktop would be more... practical... and I forgot to change back to 1360X768 when I reopened BGTutu. But... it came up as 1360X768! Not sure how it got locked in at that rate, but it certainly works for me! :happy:

Modifié par Bhryaen, 30 décembre 2010 - 03:25 .


#64
igneous.sponge

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Bhryaen wrote...

The one thing that remains is this increasingly sluggish screen rendering rate. Multiple enemies or movt's of party members bogs it all down. The removal of DH didn't affect it at all. It must be my graphics driver.

Thing is, though, I don't think a faulty graphics driver would have much effect in this department; Baldur's Gate is CPU-driven. Is your processor very old, at all? And when does the slowdown occur? Is it perpetual, or limited to situations with many enemies on-screen? Is it growing over time?

I ask because I know Sword Coast Stratagems can take quite a toll on game speed: it gives many enemies extremely long A.I. scripts. Even with a relatively powerful Core i7 processor, my game still hiccups briefly when mages and such are spawned. Perhaps this is a factor in what's bogging down your game.

Another common cause of slowdown is anti-virus software running in the background. These programs make a habit of scrutinising each and every read from or write to your computer's hard drive. This is especially bad for performance when playing games. So if you're running any memory-resident anti-virus software, make sure you disable it before playing.

Oh, and I've seen a few players report miracles merely by turning off ambient sounds. You could try that, too.

There are more tips to be found in this post.


Notable though... after having had to reduce my screen size to 1360X768 to make the TutuGUI-Widescreen expand to its max size on a wide screen, I returned the screen off-game temporarily to 1920X1080 so my desktop would be more... practical... and I forgot to change back to 1360X768 when I reopened BGTutu. But... it came up as 1360X768! Not sure how it got locked in at that rate, but it certainly works for me!

Isn't it nice when computers decide to cooperate? (As opposed to behaving stupidly or just inexplicably screwing up... grr. Ah, the joys of Windows.)

#65
Bhryaen

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igneous.sponge wrote...
Thing is, though, I don't think a faulty graphics driver would have much effect in this department; Baldur's Gate is CPU-driven. Is your processor very old, at all? And when does the slowdown occur? Is it perpetual, or limited to situations with many enemies on-screen? Is it growing over time?

[Forgot to add- my PC is only a few yrs old, though it is a Dell...] The boggy, laggy effect definitely happening on screens where there is a lot going on. The more of my chars I try to move, the worse it is. It's worse still if there are enemies in motion, and worse again when combat starts. Now, if I enter a house on an ultra-boggy screen, there is no bogginess in there whatsoever, but it resumes upon leaving.

Yesterday it was really bad in every area and I started looking online,  first downloading the recommended video driver from Dell which did improve my regular desktop screen performance, but hasn't eliminated all the "trailer" visuals when I move a folder. That  didn't fix the BG issue either. Then I found this post of yours from a while back that suggests toggling the 3D acceleration. That didn't help, but while in Config I noticed that my screen size was set for only 800X600. I knew I was supposed to be running on 1024X768, so- despite the red  "unsupported" warning- I checked that instead. All the bogginess was gone, even on the same screen! I thought I'd solved it, but... now it's back. And checking again, there it is set on 800X600 again! The hell? And switching it to 1024X768 didn't cure it this time.

Another common cause of slowdown is anti-virus software running in the
background. These programs make a habit of scrutinising each and every
read from or write to your computer's hard drive. This is especially bad
for performance when playing games. So if you're running any
memory-resident anti-virus software, make sure you disable it before
playing.

For instance, I just got through with the Drizzt area, then circled north through the original area & crossroads area (to kill some dread wolves I neglected)- all with no bogdown- but I'm now north of the FAI in Ankhegland and it started bogging down miserably... Coming out of the game I discovered my antivirus program to be 11% through a scan. So that seemed to explain it, in part, but none of the other areas had the issue despite the scan. (11% means it was running at least a half hour- takes forever...) In the other episodes of bogginess there was no scan in progress, the PC otherwise idle. I do believe Beregost was bog-free at the start of the game and only now has become somewhat boggy (not as bad as Ankegland). Note also that I just canceled my antivirus scan and went to check: same bogginess in Ankhegland. Then I disabled the antivirus "real-time" file checker function: no better.

I ask because I know Sword Coast Stratagems can take quite a toll on game speed: it gives many enemies extremely long A.I. scripts. Even with a relatively powerful Core i7 processor, my game still hiccups briefly when mages and such are spawned. Perhaps this is a factor in what's bogging down your game.

This just seems odd to me given how otherwise low-tech BG is. Am I wrong? Or is that actually the issue? Maybe ankhegs have a similarly extended script (though I don't think SCS touched it. did it?), but the screen where it first started happening miserably was the area north of the Gnoll Stronghold where there are, what? Hobgobs, ogres? Also the Stronghold itself was bogged desite having no more (now anyway) than gnolls & xvarts. And for that matter when I fought the ankhegs of the undead wasteland area, no issue at all. One common element seems to be rain & snow, though I think it just exacerbates, not causes. Ankhegland is still boggy without the antivirus & without rain. I was thinking that if I just kill all the ankhegs, the issue will go away, but, well, it's the kind of issue that can kill me while fighting ankhegs, and it didn't cure the bogginess when I cleared the entirety of foes from the other two areas mentioned above.

Oh, and I've seen a few players report miracles merely by turning off ambient sounds. You could try that, too... There are more tips to be found in this post.

That post actually mentions this about ambient sounds:

Put the ambient sounds off from the BGConfig.exe, as some of the areas
might have no ambient sounds and so the game tries to start them many
time continuously, and so looses [sic] processing power.

Hm. Well, well. So I really was very skeptical since it says the issue is an attempt to start nonexistent ambient sounds, and all three of those noted areas have clear ambient sounds (such as the ghostly mutter in the Gnoll Stronghold hills or the screeches from the ankheg pit), so I didn't see how sounds were being left out... But the miracle has happened! Praise the Pink Morninglords! I checked "disable all ambient sounds" in the Config and voila, instant bogfree movt in Ankhegland! And now I've reset it for ambient sounds, bogginess returns. So that's it! I've also just tried checking only  "Disable high memory ambient sounds" in the Config but that did nothing.

How about that... I left it for last because, 1. I thought it wouldn't work, and 2., I like ambient sounds! I don't recall the issue on any vanilla games I played either. Harrumph & Hurrah... :blink: I don't want to have to go in and out of the game disabling/ enabling ambient sounds with each new area, so I'm wondering now if I'm missing anything by having them off for all areas... or if I can somehow mod the game to not look for ambient sounds in those trouble areas. I wonder if my sound drivers are the real issue. Not everyone gets this issue, right? Or is it a matter of mods enabling the issue somehow?

Interestingly enough though, that post you mentioned also said this:

19. Leave no summons alive, especially if you have the party AI enabled
and they use an enhanced version of that, as they won't be moving from
one area to another, but their AI will still be active and so be
responding to no stimuli... which can cause lag.

I just acquired (or rather just discovered that I'd acquired) the Summon Skeletonians spell for my cleric and started using it. Both on the Drizzt screen and original screen (to recap, I went Drizzt -> original -> crossroads -> Ankhegland) I had summons left over and didn't know what to do, so I simply left the area with them intact. I wonder if the two factors are related... and how to destroy those limboskellies... though the bog issue was happening long before the Drizzt screen.

It's a beautiful thing figuring out the problems. Yet again igneous.sponge to the rescue! ;) :happy: Now to give some ankhegs what for... or learn that they can give it back... [EDIT: Update: same combat as Vanilla (and no bogginess) but no ambient ankheg screeches from the pit. *sigh* How I longed to hear their screeches...]

By the way, I think something got lost in translation regarding Item Randomizer in my saved game when I removed DH. I'm seeing a lot of the normal items missing... but nothing in their place. Maybe it can't be reinstalled without compromising saved games, and it's been reinstalled thrice already.

Modifié par Bhryaen, 01 janvier 2011 - 02:38 .


#66
igneous.sponge

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Bhryaen wrote...

But the miracle has happened! Praise the Pink Morninglords! I checked "disable all ambient sounds" in the Config and voila, instant bogfree movt in Ankhegland!

Yay. Posted Image

I'm glad you got the slowdown sorted, somewhat. Earlier today, I remembered reading some post or other about the issue... something about 'low memory sounds.' But I couldn't for the life of me track the post down. Most frustrating.

I did find something to the same effect, though. Take a look at this post (the very last one). I wonder if sticking those options in your
baldur.ini
would have the same revelatory effect? Couldn't hurt to try it out.


By the way, I think something got lost in translation regarding Item Randomizer in my saved game when I removed DH. I'm seeing a lot of the normal items missing... but nothing in their place. Maybe it can't be reinstalled without compromising saved games, and it's been reinstalled thrice already.

I believe the Randomiser's supposed to preserve compatibility with saves when re-installed, but I'm not sure. Probably best to ask in the mod's forum if you want a more definitive answer.

Modifié par igneous.sponge, 01 janvier 2011 - 10:52 .


#67
Bhryaen

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igneous.sponge wrote...
I'm glad you got the slowdown sorted, somewhat. Earlier today, I remembered reading some post or other about the issue... something about 'low memory sounds.' But I couldn't for the life of me track the post down. Most frustrating.

I did find something to the same effect, though. Take a look at this post (the very last one). I wonder if sticking those options in your

baldur.ini
would have the same revelatory effect? Couldn't hurt to try it out.

Wow, it's like pulling rabbits out of a hat with finding these posts. But actually I tried the baldur.ini change, and it turns out that it's just same as opening the Config and clicking both "turn off high mem sounds" & "turn off all ambient sounds-" i.e., I can go back to Config and those options are now clicked. For sure it doesn't work the magic of bypassing game issues.

I discovered that before playtesting, so I went back in to test a game with it, but I'd already moved past the ankhegs with my older party, so I tried to start a new game with the ubercharacter again... The game crashes in Candlekeep! This is most odd because I just started a new game successfully for the "no-reload" thread a couple hrs before then which worked just fine. I swear I didn't do anything different modwise.

It crashes only after I actually click somewhere to move- i.e., seems ok if I just let the char stand there after startup. The instant I click anything, it reduces the screen up to the upper left corner, and it whites out, sometimes with a message box reading:

Baldur's Gate Error:
Media Removed from Drive
Please Insert Baldur's Gate
CD-1 Into CD-ROM Drive

I tried again with a regular char rather than the uber: same thing. I thought maybe it was something I did with my audio, so I put the settings back to the original: same crash. I was suspecting Item Randomizer because of its odd behavior lately and also because when you start a new game it's supposed to have a rat or squirrel squeak & give you a message when it's done randomizing- i.e., so maybe the sound it makes was being suppressed or something. Starting a game and waiting several minutes, I see no randomizer rat come up- instead I initially get a "quest point" for no reason, then the barrage of tutorial info, then the screen clears of the black fog (due to a mod), and that's it.

Remembering that post above I downloaded Near Infinity and opened it. Just like the other poster on that thread, I couldn't find the SFX sound files with NI, but I remembered someone somewhere saying to clear the temp folder, and with it visible I checked. It had a 1pp/IA avatar of my gnome char & couple files in it saying "unsupported," (DEFAULT.TOH, DEFAULT.TOT) so I thought that might be an issue, but after deleting all 3, same issue. I also noticed in the NI list that there is a folder labeled "?" that also contains an unsupported file. Not sure what that means, but I'm hesitant to keep chopping these things off.

Then I paid attention to the actual error message...<_< I have had the ToB disc in and hadn't removed it for some time, so I can't see why that's really the issue unless it got damaged in the DVD player! I tried putting it in the other DVD drive- same crash. I put TotSC disc in- same crash. I put the BG Disc 1- same crash. Getting frustrated I reinstalled Item Randomizer & put in the BG2 Disc 1. This time the randomizer rat squeaked! But it still crashed... Lovely. Well, at least I have saved games for now...

#68
igneous.sponge

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What the heck...? I've got no idea what's going on with those crashes. You could also try emptying your cache folder. Who knows, maybe the Candlekeep area file got corrupted somehow.

Heh, sorry your install has been so shambolically messy, Bhryaen. (In fact, I'm amazed you've been so patient!) Maybe we all should've just listened to Humanoid_Taifun when he said to go for BGT... Posted Image


Bhryaen wrote...

Well, at least I have saved games for now...

Yeah, I saw your little gnomish fella, Kruklio. He looks really cool, in my humble opinion.

About the Randomiser, it shouldn't move the Shadow Armour to the Feldepost Inn—the tiers don't match, and you can double-check this in the Randomiser's spoilers. Could be a possible bug, maybe?

#69
Bhryaen

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Funny, returning to my saved game, despite supposedly uninstalling DH there are still Morninglords in Beregost, including red males, and I got my revenge on Tristan and Isolde after all. Randomizer definitely worked- seemed to dump everything on Mulahey who I only defeated after clearing out pretty much everything non-TotSC south of BGCity first. He even had Greyhawk's fabled sword & the Boots of Speed, but the latter were neutered by some mod- not just reduced but made into useless boots with the Boots of Speed description... not sure how to take that... I wonder if it was Hard Times. Bleh. At least I've had fun with the modded game that worked. hehehe

Modifié par Bhryaen, 02 janvier 2011 - 08:20 .


#70
Bhryaen

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igneous.sponge wrote...
...maybe the Candlekeep area file got corrupted somehow.

Heh, sorry your install has been so shambolically messy, Bhryaen.

When you first started modding, was it this error-wracked? I did worry about bugginess initially, and I was forewarned. The gamble is that all the effort and wrangling involved would pay off. So far I've had a mixed success, enjoying the improvements I've seen in the game but suffering setbacks. I'm just hoping for more mastery of this at some point.

Now keep in mind that I clearly went all out for mod choices- not so much ambitious as unstrategic- i.e., I wasn't thinking of the entire mod build, just leaving nothing off my list that piqued my interest. I was hoping to get a large workable build that I could use repeatedly since I don't want to have to redo these installs over and over each time I play for a different emphasis- i.e., redoing with NPC mods when I want to play with NPCs, removing them when soloing, etc. To some degree that's just not possible: with DH I learned that some quest mods just aren't worth making a permanent addition. And now that I've "met" him/ it, I think Mur'Neth won't be a permanent addition either. I just wish the full install process were faster. It took me many hrs each time!

Also worth noting is that I've done a lot of "restructuring" since I settled on this present mod build. Reinstalling then uninstalling DH was a big test for WeiDU since DH was only about 1/4 into the mod order, particularly given how many separate components are involved with the later-order mods, so it had to uninstall 3/4 of the entire build and then reinstall it all as it was... twice. I'm not sure it's really possible to do a proper redo from WeiDU that way, at least with the quantity and type of mods I have, and I wonder if everything I have is strictly WeiDU-based (though at least 90% are).

I also recognized only recently that I should've installed the Charm Patch (because I use a tactic that requires being able to speak to a charmed NPC). I ended up putting it last for that reason, but actually I couldn't determine from any readme where it should go, so it should probably be much sooner. Before that I was juggling around AoE, Item Rev, & Item Rand near the end before I stopped fiddling, but again that meant WeiDU taking matters unto itself. Probably the best (only) thing to do is yet another full clean install, this time with mods & an order that have tested ok.



(In fact, I'm amazed you've been so patient!) Maybe we all should've just listened to Humanoid_Taifun when he said to go for BGT... Posted Image

Well, first of all, I'm just grateful that people contributed to this thread to help me out. There's still stuff I'm going back over. Plus I can be stubborn... I recognize the same doggedness in Grond0's efforts on the no reload challenge, making things harder for himself but going at it over & over sometimes with rave success but obviously enjoying the process. Humanoid_Taifun mentioned something like it in a different thread regarding the satisfaction from trying tactic after tactic to defeat some otherwise undefeatable foe until finally one tactic works. And I've read a lot of posts by modders immersed in constantly trying to work through very technical issues, sometimes seeming to flail in the dark, sometimes ultimately getting it spot on. So I'm in the company of similar folks. Posted Image hehe Besides I'm a troubleshooter for a living.

In this case though I start with the premise that modding does work- or no one would do it other than modders themselves- and that therefore it is most likely that I'll figure it out at some point. So I endure. And maybe this thread will make/ is making easier the modding efforts of others like myself who didn't know how to do it, steering them around pitfalls I've suffered. I've seen plenty of posts saying to mod this way or another, or others speaking about having done so already, but none showing the process.

Well, at least I got a chance to test out the Tutu option. I wouldn't have known if I hadn't, so I would've wondered & been prone to suspect BGT issues. I'd gone for Tutu because it was supposed to be more stable, and I figured it would be easier to have just BG1 involved, but given these experiences I'm not so sure anymore- i.e., whether it's my modding choices or a limitation of Tutu itself. The BWP install I saw made it seem very simple and straightforward, but apparently it limits modding choices to those selected by BWP, but as Humanoid_Taifun emphasized, BGT doesn't require BWP. It does seem that with Tutu no longer under development and BGT becoming more of a standard, more of the latest mods (or mods with recent versions) would be BGT-housed. According to readme's there were very few mods that were ok for Tutu that weren't also ok for BGT. There's even a BGT Hard Times. I downloaded both versions whenever a mod had both, anticipating a transition to BGT. Because a lot of mods did caution that I should have the BG2 Fixpack installed, I have to wonder if most were developed from the BGT platform... and also if something then is problematic given that Fixpack isn't present with Tutu. Who knows if maybe my DH and sound issues are Tutu-related? There has to be some reason why some people get the issue, others not.

In any case I'm in no position to know otherwise, and it seems like the only way forward is to do a total reinstall. With that being the case here come those Q's about BGT I mentioned before... If the Fixpack goes in before BGT, I assume it's going into a BG2/ToB game as a prep for BGT. I'm going to revise my mod list so that it's up to date and corresponds to the exact components I'm installing. Having a checklist will facilitate things further, especially with components that are shared by different mods.



Yeah, I saw your little gnomish fella, Kruklio. He looks really cool, in my humble opinion.

Thankye... Based off of former chars, Kruklia Battleforge, an NWN fighter-rogue + Fribin Dagger, an NWN halfling fighter-rogue... but he's now back in stasis until I work these kinks out...



About the Randomiser, it shouldn't move the Shadow Armour to the Feldepost Inn—the tiers don't match, and you can double-check this in the Randomiser's spoilers. Could be a possible bug, maybe?

Not sure if this makes a difference, but Item Rand also "adds" items (creates a new item?) without a specification as to where it is to be designated. One that got created is the Helm of Charm Protection with the same tier as Shadowarmour. I found both that Helm and Shadowarmour at Feldepost's shop (as well as the Dagger of Venom, also a supposed to be at Taerom Fuiruim's smithy, though the Light Crossbow of Speed from Taerom I found elsewhere). Maybe the Helm's start location is actually Feldepost & it failed to swap itself with Shadowarmor. Or maybe the Shadowarmour swapped with the Helm into Feldepost, but the Helm got the 15% "don't randomize" option. Or maybe it doesn't swap things as much as simply relocates- i.e., a chance that everything will end up at, say, Taerom's), or shops are fair game for all tiers, or Feldepost is a default when designated swap points are problematic. (Note also that Mulahey didn't have anything over tier 27, but I found on him Greyhawk's +2 Sword- tier 28, so maybe it's part of the script to switch adjacent tiers or something?) I really don't know how it works. I think I should put it at 0% on "don't randomize" for next install to remove that extra set of variables.

Modifié par Bhryaen, 02 janvier 2011 - 05:46 .


#71
Grond0

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Bhryaen wrote...
Also worth noting is that I've done a lot of "restructuring" since I settled on this present mod build. Reinstalling then uninstalling DH was a big test for WeiDU since DH was only about 1/4 into the mod order, particularly given how many separate components are involved with the later-order mods, so it had to uninstall 3/4 of the entire build and then reinstall it all as it was... twice. I'm not sure it's really possible to do a proper redo from WeiDU that way, at least with the quantity and type of mods I have, and I wonder if everything I have is strictly WeiDU-based (though at least 90% are).

I tried a number of versions in arriving at my own mod list.  Although I've found it reasonably easy to get a good stable set-up (in both EasyTutu and BGT) I've had very little success in revising this, i.e. when I try and make a change to an existing mod, as you describe above, it has usually caused significant problems.  Now my feeling is that I won't make changes or, if I really need to, it will probably be quicker to reinstall from scratch. 


I also recognized only recently that I should've installed the Charm Patch (because I use a tactic that requires being able to speak to a charmed NPC). I ended up putting it last for that reason, but actually I couldn't determine from any readme where it should go, so it should probably be much sooner. Before that I was juggling around AoE, Item Rev, & Item Rand near the end before I stopped fiddling, but again that meant WeiDU taking matters unto itself. Probably the best (only) thing to do is yet another full clean install, this time with mods & an order that have tested ok.

The link I gave you earlier in this thread to a site showing BGT mods certainly recommends putting charm patch right at the start of an install.

Modifié par Grond0, 02 janvier 2011 - 06:31 .


#72
igneous.sponge

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Bhryaen wrote...

When you first started modding, was it this error-wracked?

No, but my circumstances were quite different. When I first started 'modding'—generous, really, to call it that—I was... what? Thirteen, maybe fourteen? My first ever installed mod was David Gaider's original Ascension. Ah, heady times. Posted Image

Anyway, back in the day, all that was involved with installing a mod was dumping a mess of files into the override folder. It was decidedly less involved than we have it today. Unfortunately, I was kind of burned out from playing at that point, so I never got all the way back to ToB and the extra content. (In fact, to this day, I've only ever fully finished BG2 twice, and BG1 I could only ever slog through once.)

Ironically, what was most error-wracked about my time playing was the game, itself! Since, at that point, I'd never visited any online forum—or even knew of their existence, truth be told—I had no notion about such mystical things as bugs or patches, so I continuously kept getting the 'Appears busy' bug. It was quite perplexing to my poor, addled, teenage brain.

However, when I first really started modding, I would routinely run into bugs or otherwise extremely unwanted behaviour, and it took me quite a while to refine my install order, eliminate objectionable components, and finally build up to a relatively stable install.

One thing worth noting, of course, is that I didn't set out with so many mods. My first attempts at heavier modding—sometime back in 2007, I believe?—included things like Ascension/WeiDU, the Fixpack (then in it's more nascent stages), BG2 Tweaks, Tactics, and Solaufein. So, from that standpoint, it was a heck of a lot easier to iron out the 'problem children,' because I started smaller.

I still ran into game-breakers, though. For example, some Tactics components broke area transitions, and I had not even the remotest idea what to do about it... or, incidentally, how to ask for help. (In fact, the very idea would've terrified me.) I didn't have the greater understanding of the game's technical aspects I do now.

Yet, even now, I still run into bugs. Just two days ago, I upgraded my current game with the newest version of ToB Extender—an EXE-hacking mod, written by the same author as the Charm Patch—and the game started crashing whenever I tried using aTweaks' Scribe Scrolls ability. Thankfully, the issue was resolved by disabling one of the mod's components, we narrowed down the cause in the forum, and it's now been fixed... but it just goes to show that mods are very much... heh, 'human' efforts.

This is my current BGII install, in case you're wondering. Very stable. Now that I look at it, I suppose it's actually pretty minimalist, to an extent, and some bits are of my own design. Still, I thought it might give you a better idea on how someone a bit more experienced in the area goes about building an install. In the end, though, modding does come down to trial and error. Nature of the beast.

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB): v1.4.24 (+Fixes)
~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB): v1.4.24 (+Fixes)
~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB): v1.4.24 (+Fixes)
~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB): v1.4.24 (+Fixes)
~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB): v1.4.24 (+Fixes)
~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB): v1.4.24 (+Fixes)
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01 BWP Fix
~SETUP-TACTICS.TP2~ #0 #1 // The Ritual (requires ToB): 25
~SETUP-TACTICS.TP2~ #0 #8 // "Kuroisan", the Acid Kensai (Nerfed Edition): 25
~SETUP-TACTICS.TP2~ #0 #9 // "Red Badge" Poison-Based Encounter: 25
~SETUP-TACTICS.TP2~ #0 #28 // Göran Rimén's Improved Nymphs: 25
~TYRISFLARE/SETUP-TYRISFLARE.TP2~ #0 #0 // Tyris Flare NPC: v2 BWP Fix
~MAZZY/SETUP-MAZZY.TP2~ #0 #0 // Mazzy Friendship: 2
~KELSEY.TP2~ #0 #0 // Kelsey v2.1: for BG2 - SoA: v2.1 BWP Fix
~SETUP-KELSEYTOB.TP2~ #0 #0 // Kelsey: ToB - Version 2
~SETUP-KELSEYTOB.TP2~ #0 #2 // Ascension-specific dialogue (Requires WeiDU Ascension, v1.4.12 or greater recommended)
~RE/SETUP-RE.TP2~ #0 #29 // Noober Returns, by cmorgan
~RE/SETUP-RE.TP2~ #0 #44 // Valygar Romance, by Kulyok
~SETUP-D0QUESTPACK.TP2~ #0 #9 // Rahul Kanakia's Potion Quest: v2.3 (Feb 14, 2010) BWP Fix
~SETUP-D0QUESTPACK.TP2~ #0 #11 // Improved Oasis II -> IO2 Dialogue & Combat Enhancement: v2.3 (Feb 14, 2010) BWP Fix
~SETUP-D0QUESTPACK.TP2~ #0 #19 // Nazariel The Lich: v2.3 (Feb 14, 2010) BWP Fix
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.37
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.37
~RR/SETUP-RR.TP2~ #0 #2 // Thief High Level Ability revisions: v4.37
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.37
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.37
~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.37
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.37
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.37
~RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.37
~RR/SETUP-RR.TP2~ #0 #10 // Revised Thievery -> Retain default thievery potions and prevent their effects from stacking: v4.37
~RR/SETUP-RR.TP2~ #0 #11 // Chosen of Cyric encounter: v4.37
~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.37
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Detectable spells (required for most other components): v15
~SCSII/SETUP-SCSII.TP2~ #0 #1010 // Allow enemy AI to detect the party's magic items: v15
~SCSII/SETUP-SCSII.TP2~ #0 #1020 // Bugfix: Fix the Mirror Image spell so it doesn't block area-effect magic: v15
~SCSII/SETUP-SCSII.TP2~ #0 #1030 // Bugfix: Fix the Dispel Magic spell so it correctly allows for caster's level: v15
~SCSII/SETUP-SCSII.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v15
~SCSII/SETUP-SCSII.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v15
~SCSII/SETUP-SCSII.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility -> Only Spell Thrust, Secret Word and Ruby Ray get areas of effect (default option): v15
~SCSII/SETUP-SCSII.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v15
~SCSII/SETUP-SCSII.TP2~ #0 #2040 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy Harm spells reduce target to 1 hit point; player Harm spells do 150 hp of damage: v15
~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v15
~SCSII/SETUP-SCSII.TP2~ #0 #2060 // Revert Greater Restoration back to only affecting one creature: v15
~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v15
~SCSII/SETUP-SCSII.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v15
~SCSII/SETUP-SCSII.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v15
~SCSII/SETUP-SCSII.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v15
~SCSII/SETUP-SCSII.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v15
~SCSII/SETUP-SCSII.TP2~ #0 #3080 // Change Carsomyr so that its Dispel on contact power grants a saving throw: v15
~SCSII/SETUP-SCSII.TP2~ #0 #4003 // Increase the price asked by Gaylan Baele -> Gaylan wants 100,000 gold pieces: v15
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v15
~SCSII/SETUP-SCSII.TP2~ #0 #4020 // Make Watchers' Keep accessible between SoA and ToB (warning: this will make it inaccessible until the end of SoA): v15
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v15
~SCSII/SETUP-SCSII.TP2~ #0 #4050 // Make party members less likely to die irreversibly: v15
~SCSII/SETUP-SCSII.TP2~ #0 #4060 // Make the bard stronghold available to all classes: v15
~SCSII/SETUP-SCSII.TP2~ #0 #4063 // Make the fighter stronghold available to all classes: v15
~SCSII/SETUP-SCSII.TP2~ #0 #4066 // Make the thief stronghold available to all classes: v15
~SCSII/SETUP-SCSII.TP2~ #0 #4067 // Make the wizard stronghold available to all classes: v15
~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v15
~SCSII/SETUP-SCSII.TP2~ #0 #5030 // Remove the blur graphic effect from the Displacer Cloak: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6030 // Improved Spiders: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6040 // Give fiends more staying power by increasing their hit points (this component has no effect unless Improved Fiends is installed): v15
~SCSII/SETUP-SCSII.TP2~ #0 #6050 // Improved fiends -> Fiends have fast, uninterruptable innate magic: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6061 // Smarter genies -> Genies cast spells like normal wizards: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6070 // Give Celestials slightly more staying power: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6081 // Smarter celestials -> Celestials cast spells like normal wizards: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6090 // Give dragons more staying power by increasing their hit points: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6101 // Smarter dragons -> Dragons cast spells like normal wizards: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6108 // Enemy mages (and Elder Orbs) use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages or Smarter Beholders): v15
~SCSII/SETUP-SCSII.TP2~ #0 #6111 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6123 // Smarter mind flayers -> Illithids have enhanced damage resistance; Illithids can see through invisibility (matches Tactics mod): v15
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6136 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6138 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6150 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6160 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priests get HLAs: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6170 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priests get HLAs: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6180 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6210 // Smarter Illasera: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6220 // Smarter Yaga-Shura: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6260 // Give Ascension demons SCSII scripts and abilities: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6270 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6900 // Make the starting dungeon slightly harder: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7020 // More resilient trolls: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7031 // Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7050 // Improved d'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7070 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7075 // Party's items are taken from them in Spellhold: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with Irenicus in Spellhold: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v15
~SCSII/SETUP-SCSII.TP2~ #0 #7110 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7120 // Slightly Improved Watcher's Keep: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7126 // Improved Irenicus in Hell (Tactics remix) -> Tactics-SCSII hybrid: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v15
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9 BWP Fix
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9 BWP Fix
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v9 BWP Fix
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v9 BWP Fix
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9 BWP Fix
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v9 BWP Fix
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v9 BWP Fix
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v9 BWP Fix
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v9 BWP Fix
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9 BWP Fix
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v9 BWP Fix
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v9 BWP Fix
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v9 BWP Fix
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v9 BWP Fix
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v9 BWP Fix
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v9 BWP Fix
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v9 BWP Fix
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v9 BWP Fix
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v9 BWP Fix
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v9 BWP Fix
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs can be angry about reputation but never leave (Salk): v9 BWP Fix
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at  Mid-Range Reputation: v9 BWP Fix
~FREEACT/SETUP-FREEACT.TP2~ #0 #10 // PnP Free Action: v2
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain attack: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #303 // Give Shambling Mounds their proper soundset: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #304 // Give Mariliths their Icewind Dale soundset: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #502 // Slightly expanded storage capacity for containers -> Manually enter the storage capacity value: v3.20
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #600 // Expanded temple services: v3.20
~1PP.TP2~ #0 #0 // One Pixel Productions: v2 Everything but Potions (1): v2.7 BWP Fix
~1PP.TP2~ #0 #2 // One Pixel Productions: v3 Flaming Swords (3): v2.7 BWP Fix
~1PP.TP2~ #0 #3 // One Pixel Productions: v3 Flame Short Swords (4): v2.7 BWP Fix
~1PP.TP2~ #0 #4 // One Pixel Productions: v3 Flame Short Swords item patches (5): v2.7 BWP Fix
~1PP.TP2~ #0 #5 // One Pixel Productions: v3 Flame Short Swords mod item patches (6): v2.7 BWP Fix
~1PP.TP2~ #0 #6 // One Pixel Productions: v3 Paperdolls (human, half-orc, elven, halfling, dwarves) (7): v2.7 BWP Fix
~1PP.TP2~ #0 #7 // One Pixel Productions: v3 Legacy Shields - Bucklers (D1) (8): v2.7 BWP Fix
~1PP.TP2~ #0 #8 // One Pixel Productions: v3 Legacy Shields - Small Shields (D2) (9): v2.7 BWP Fix
~1PP.TP2~ #0 #9 // One Pixel Productions: v3 Legacy Shields - Medium Shields (D3) (10): v2.7 BWP Fix
~1PP.TP2~ #0 #10 // One Pixel Productions: v3 Colourable Quarterstaves core (11): v2.7 BWP Fix
~1PP.TP2~ #0 #11 // 1PP: Colourable Quarterstaves core item patches (12): v2.7 BWP Fix
~1PP.TP2~ #0 #12 // One Pixel Productions: v3 Colourable Quarterstaves mod patches (13): v2.7 BWP Fix
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #0 // 1PP: Avatar fixes * female elves w. leather armour [EFB2]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #1 // 1PP: Avatar fixes * female elves w. chain mail [EFB3]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #2 // 1PP: Avatar fixes * female elven cleric w. plate armour [EFC4]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #3 // 1PP: Avatar fixes * female elven fighter w. plate armour [EFF4]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #4 // 1PP: Avatar fixes * female human unarmoured [HFB1]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #5 // 1PP: Avatar fixes * female human w. leather armour [HFB2]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #6 // 1PP: Avatar fixes * female human w. chain mail [HFB3]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #7 // 1PP: Avatar fixes * female human cleric w. plate mail [HFC4]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #8 // 1PP: Avatar fixes * female human fighter w. plate mail [HFF4]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #9 // 1PP: Avatar fixes * female human unarmoured mage [HFW1]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #10 // 1PP: Avatar fixes * female human mage w. light robe [HFW2]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #11 // 1PP: Avatar fixes * fixed halfling progression [IFB1, IFB2, IFB3]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #12 // 1PP: Avatar fixes * fix frame error on cleric plate [IFC4]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #13 // 1PP: Avatar fixes * dwarves w. chain mail [DMB3]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #14 // 1PP: Avatar fixes * male elves w. chain mail [EMB3]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #15 // 1PP: Avatar fixes * male human w. leather armour [HMB2]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #16 // 1PP: Avatar fixes * male human w. chain mail [HMB3]
~1PP_FEMALE_DWARVES/SETUP-1PP_FEMALE_DWARVES.TP2~ #0 #0 // Separate Avatars for Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II
~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #1 // 1ppv3: Unique Thief Avatars (patch) -> BGII - Unique Thief Avatars (patch)
~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #2 // 1ppv3: Unique Thief Avatars (content)
~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #3 // 1ppv3: Improved Improved Galactygon's Avatar Switching
~RANDOMISER/RANDOMISER.TP2~ #0 #520 // Kangaxx further sealed away: v6
~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: v6
~RANDOMISER/RANDOMISER.TP2~ #0 #560 // More Spell Shield scrolls: v6
~RANDOMISER/RANDOMISER.TP2~ #0 #1300 // Randomise items -> Mode 2: Randomise with WeiDU. No items are lost: v6
~RANDOMISER/RANDOMISER.TP2~ #0 #5005 // Beholders have no items equipped: v6
~RANDOMISER/RANDOMISER.TP2~ #0 #5035 // Elementals have no items equipped: v6
~RANDOMISER/RANDOMISER.TP2~ #0 #5045 // Fiends have no items equipped: v6
~RANDOMISER/RANDOMISER.TP2~ #0 #5055 // Golems have no items equipped: v6
~RANDOMISER/RANDOMISER.TP2~ #0 #5065 // Master Brains have no items equipped: v6
~RANDOMISER/RANDOMISER.TP2~ #0 #10100 // Remove Protection from Undead scrolls from stores -> All scrolls from all stores: v6
~RANDOMISER/RANDOMISER.TP2~ #0 #10210 // Duergar merchants: v6
~CONTAIN/SETUP-CONTAIN.TP2~ #0 #15 // Unique Containers -> Unique icons only: v3
~PALLYPACK/SETUP-PALLYPACK.TP2~ #0 #10 // Nemesis: v0.36
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any other components): v1.3eib2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1211 // Mazzy Fenton: v1.3eib2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1214 // Valygar Corthala: v1.3eib2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1215 // Viconia De'Vir: v1.3eib2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #10000 // Kelsey: v1.3eib2
~M7MULTIKIT/M7MULTIKIT.TP2~ #0 #10 // Core Multikit Files: v0.21
~M7MULTIKIT/MULTIKITS.TP2~ #0 #0 // 'Illusionist / Assassin' multikit: v0.21
~SETUP-A6XPPATCH.TP2~ #0 #0 // Correct reporting of experience (EXE patch): 3
~SETUP-A6XPPATCH.TP2~ #0 #1 // Remove 110% scaling of some experience (EXE patch): 3
~CREFIXER/SETUP-CREFIXER.TP2~ #0 #0 // Creature Slot Fixer: v2
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // generalized biffing: v2
~IG#KELSEY_PFME/IG#KELSEY_PFME.TP2~ #0 #0 // Kelsey PFME Fix: v1.00
~IG#MISC5C/IG#MISC5C.TP2~ #0 #0 // Rift Device Fix: v1.00
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0014


Reinstalling then uninstalling DH was a big test for WeiDU since DH was only about 1/4 into the mod order, particularly given how many separate components are involved with the later-order mods, so it had to uninstall 3/4 of the entire build and then reinstall it all as it was... twice. I'm not sure it's really possible to do a proper redo from WeiDU that way, at least with the quantity and type of mods I have [...]

To be honest, I don't know much about this, either. You'd think it'd be fine, really, since all WeiDU is doing is uninstalling and re-installing—the same as what you'd do manually. But perhaps it's possible not all mods are re-installed the same way each time, or that some of them are coded in such a way as to allow room for these 'gitches,' as you mentioned earlier.

I'm no expert, really. I've only just started taking my first steps—baby steps, mind—into the larger world of modding, itself. (Y'know, coding TP2 files, manipulating game resources, etc.) So it would be good to get some truly authoritative word on the subject.


[...] and I wonder if everything I have is strictly WeiDU-based (though at least 90% are).

All your mods are WeiDU-based, but just because something comes in the format doesn't mean it's devised in such a way as to maintain maximum compatibility or, indeed, not to introduce bugs. It's worth noting that WeiDU hasn't always had the modern capabilities it does now.

For example, say Mod X, placed earlier in your install order, patches Varscona, such that the sword now deals an additional 1d4 fire damage, but retains all previous attributes, vanilla and mod-added. It's entirely possible for Mod Y to come further down the line, which also contains changes for Varscona. However, even though it's WeiDU-based, it's coded not to patch the sword, as did Mod X, but to copy over and overwrite Varscona with a version the mod's author constructed in a program like Near Infinity. This ultimately means the fire damage alteration is lost.

This is a very simplistic example, of course; there are many other factors involved. It does illustrate, however, a way in which compatibility issues arise—and it not only extends to items, but to all other types of game resources, as well, such as creatures, areas, and scripts. As you can probably imagine, not all manifestations of such conflict will be as benign as the Varscona example, either, as mods attempt to change various things every which way. And many such compatibility issues are exorbitantly difficult to track down.


I also recognized only recently that I should've installed the Charm Patch (because I use a tactic that requires being able to speak to a charmed NPC). I ended up putting it last for that reason, but actually I couldn't determine from any readme where it should go, so it should probably be much sooner.

The Charm Patch is an EXE patch (i.e., it patches BGMain.exe, the game executable). It should be install order-independent. Well, unless some other EXE patch alters the same executable space used by Charm Patch, but that's a non-issue, since there is no such mod, to my knowledge. Oh, except for TobEx (as said, also by Ascension64), which supercedes Charm Patch, but that's a whole 'nother kettle of fish.

Ahem. Install it wherever you like. For Ascension64's older EXE patches, like Charm Patch and Experience Corrections, my personal preference is to stick 'em either right at beginning, or at the very end.


So I endure. And maybe this thread will make/is making easier the modding efforts of others like myself who didn't know how to do it, steering them around pitfalls I've suffered.

Yes, this thread will be a good resource, at least, for BG1 players aspiring to mod their games. If they can find it, that is. Posted Image


The BWP install I saw made it seem very simple and straightforward, but apparently it limits modding choices to those selected by BWP, but as Humanoid_Taifun emphasized, BGT doesn't require BWP.

I think you may have misunderstood. The BiG World Project (BWP) is an initiative, for want of a better word, to conglomerate as many mods as possible into a single, stable, utterly preposterous install. Posted Image

It can't be used, however, to build a Tutu install; it can be used, I think, to build a BGT or BGII one. With the BiG World Setup (BWS), you can elect to install mods from a pre-formulated list, such as a Recommended or Tactical build, and these options will, indeed, download and install an immense amount mods. But you can also use the BWS to custom-tailor your install. Theoretically, you can use it even if you only want to install three of four mods to your game.


It does seem that with Tutu no longer under development and BGT becoming more of a standard, more of the latest mods (or mods with recent versions)would be BGT-housed.

I think it's safe to say Tutu development is dead, at least for the moment, but it was the standard for a very long time, so support for it is standard and widespread. We'll have to see how things go. Perhaps in another five years Tutu will be considered antediluvian and oh-so-passé


One that got created is the Helm of Charm Protection with the same tier as Shadowarmour. I found both that Helm and Shadowarmour at Feldepost's shop (as well as the Dagger of Venom [...]

This really sounds like a bug. As you've probably noticed, Feldepost's isn't a Tier 28 location, yet it's been allocated three items from that tier, according to the readme. Even with the random chance of non-randomisation, those items simply shouldn't be there.

Modifié par igneous.sponge, 03 janvier 2011 - 04:34 .


#73
DMWW

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igneous.sponge wrote...
I think it's safe to say Tutu development is dead, at least for the moment, but it was the standard for a very long time, so support for it is standard and widespread. We'll have to see how things go. Perhaps in another five years Tutu will be considered antediluvian and oh-so-passé


I'm not sure it even matters that Tutu is no longer under development. It's pretty stable, after all. 

#74
igneous.sponge

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DMWW wrote...

I'm not sure it even matters that Tutu is no longer under development. It's pretty stable, after all.

That's my understanding, as well; my own heavily-modded EasyTutu game was very stable. (Except, of course, for the Beregost crash bug, but that's now been resolved and the fix readily available.)

My haphazard prognostication stems from what seems to be an increasing preference towards BGT and the enthusiasm for the BWP.

#75
Bhryaen

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I'm taking a bit of a detour, playing through my one working game before reinstalling everything. One notable is that the Item Rand option for randomizing the "extra" ability tome in Durlag's seems to have misfired: the altar was empty... I'm reserving judgment of individual mod behavior, however, until I do my reinstall.

Grond0 wrote...
... when I try and make a change to an existing mod, as you describe above, it has usually caused significant problems.  Now my feeling is that I won't make changes or, if I really need to, it will probably be quicker to reinstall from scratch.

Yes, I rethought my earlier thoughts (and, ouch, it hurt) and concluded that it's really not fair to say it was a Tutu limitation that botched the mods. It's not really fair to blame WeiDU either. It's probably just a matter of all those mods having compounded alterations, so WeiDU probably can't properly untangle and retangle that mess as it uninstalls and reinstalls. It did ok when I simply changed that last 5 mods in the order, but if it has to alter 20 that tweak the same things, it seems unlikely to be successful. Actually though I found it notable that during the two uninstalls of DH I witnessed WeiDU uninstalling mods completely out of sequence despite reinstalling them in proper sequence. That has to cause issues for overlapped modded material. And the fact that despite an uninstall there are still DH story elements active- albeit in a saved game- makes the process even more suspect. As for why DH didn't work properly in the first place, I'm still uncertain because it does seem to work for some people, including yourself, no?

I did check that site you'd mentioned (I have it bookmarked from weeks ago and have returned regularly but get overwhelmed by the options) to verify that Charm Patch is almost right at the start. Since igneous.sponge prefers it too (despite seeing it as interfering with no other game mechanics) I'll just do that. Posted Image

Thanks for showing that setup, igneous.sponge. I'm still sorting through it to fully identify all those single-component mods you squeezed in there...

The problem I'm finding with BGT is that it obligates me to do even more research work. Posted Image Since BG2 becomes an integral part of it, I have to include my BG2 mods now. But actually I'd much rather play BG2 near vanilla because I've only ever played it once through when it and ToB first came out (though I played the initial prison several times). I'd rather know how monsters behave normally before letting S2 ramp up their abilities. Item Rand presents a potential problem because my lack of knowledge of BG2 item locations already makes for a near random experience. And if I use it for BG1, I also must use it for BG2. But maybe it won't matter.

Another issue is with the seeming advantage of all NPCs transferring as they were in BG1 because I might recruit one just for a side quest- or as with Xan & Yeslick I always recruit them to get them out of the mines, or rescuing Dynaheir from the gnoll pit- but then let them go... at the much lower level I was when I met them. This means that if I recruit them in BG2 they'll be only 4th lvl or so? I suppose I should just leave them where they stand unless planning to roll with them the entire game. Yeslick won't make it out too well that way though when I flood the mines, of course- if he shows up in BG2 at all.

Just issues I'm considering as I make my slow progress through my limping modded Tutu game...