Modifié par gnatpowercompared, 29 janvier 2011 - 12:17 .
Changing the BG1 Gameworld
#126
Posté 29 janvier 2011 - 12:15
#127
Posté 29 janvier 2011 - 12:18
Edwin will be imported from BG1, but wait for you with the Shadow Thieves, as he is supposed to.
Edit: If you kill somebody in the first game, they will be reverted to their standard character I believe.
Modifié par Humanoid_Taifun, 29 janvier 2011 - 12:21 .
#128
Posté 29 janvier 2011 - 01:20
#129
Posté 29 janvier 2011 - 05:47
#130
Posté 01 février 2011 - 04:51
#131
Posté 01 février 2011 - 08:10
"Additionally, joinable non-player characters that appear in both Baldur's Gate and Shadows of Amn conditionally keep their attributes upon transition to Shadows of Amn depending on the fate that you left them in Baldur's Gate. Edwin, Imoen, Jaheira, Minsc, and Viconia will keep their attributes and appearance from Baldur's Gate if they are alive and are in your party when you talk to Belt after the defeat of Sarevok. Otherwise, they will present themselves in Shadows of Amn as if BGT-WeiDU was not installed."
That sounds like it contradicts my earlier answer too - it's been a while since I played BGT as I can't get it to install on Linux.
#132
Posté 02 février 2011 - 12:05
I suppose I should've picked up on that because I just visited Burg Eltz (Eltz Keep hehe) last summer, as well as a number of other German castles.Humanoid_Taifun wrote...
Kerze means Candle and Burg means Keep. So Kerzenburg is Candlekeep.Bhryaen wrote...
kurzenburg list
Gotcha... will install Ascension where they install Big Picture... which is at the beginning where most people put it anyway.Humanoid_Taifun wrote...
[T]hey do not install Ascension, but instead Big Picture, which seems to include a modified version of Ascension.
I've been convalescing a bit after an injury of sorts while researching mods for the overlarge mod install. Yes, simply leaning forward in my chair lazily in an awkward position while scrolling through webpages I sprained a muscle on my side and ended up with the 2nd worst pain in my life. So let that be a warning: modding is a dangerous business... as is not getting enough exercise, of course... And after a bout of dynamically-interfaced and dull-witted NWN, I shall soon return to my BG notes.
I wish I knew how to extract sound files because the voicesets from NWN- both the regular PC ones and the myriad NPC and monster ones- are generally much better than BG's. I know: I'd have to reallocate voiceset statements and be creative with ones that don't really correspond. I've already done this to tweak some downloaded custom made voicesets that others have made using voices from other games. The NWN ones are so fun though, I'd love to hear them in BG. The Bard's Tale voices are good too...
Modifié par Bhryaen, 02 février 2011 - 12:06 .
#133
Posté 02 février 2011 - 07:43
I admit, skipping read-me`s is my bad habit ^^.Gate70 wrote...
According to the read-me
"Additionally, joinable non-player characters that appear in both Baldur's Gate and Shadows of Amn conditionally keep their attributes upon transition to Shadows of Amn depending on the fate that you left them in Baldur's Gate. Edwin, Imoen, Jaheira, Minsc, and Viconia will keep their attributes and appearance from Baldur's Gate if they are alive and are in your party when you talk to Belt after the defeat of Sarevok. Otherwise, they will present themselves in Shadows of Amn as if BGT-WeiDU was not installed."
That sounds like it contradicts my earlier answer too - it's been a while since I played BGT as I can't get it to install on Linux.
Sorry if this was already discussed in old forums, but the "dajemma" is this: import or not import.
I mean, Viconia, Minsc, Jaheira and Edwin (a little) got buffed stat-wise in their BG2 set, and unless you invest "stat manuals" in them they will be somewhat lesser compared to their "future" versions. (Not that im planning on having them all in the party..)
Is it possible to import those manuals to BG2 (with BGT)?
#134
Posté 02 février 2011 - 10:26
Except for some very special items, it is impossible to import anything. The pause-at-the-beginning-of-the-game exploit doesn't work anymore with BGT.
#135
Posté 02 février 2011 - 10:43
#137
Posté 02 février 2011 - 11:45
Click heregnatpowercompared wrote...
What can you import (apart from golden pantaloons)?
I don't know for sure how faithfully BGT has implemented this though.
If you want some extended imports, you may want to try a rather boringly named mod.
The items it adds are of varying usefulness to BG2. Especially the Cloak of Balduran is very powerful (while an Ankheg armor is mostly dead weight).
#138
Posté 03 février 2011 - 09:30
#139
Posté 06 février 2011 - 07:35
I've got nearly 90 mods now lined up and loaded for install (*rolls eyes at self*) and have only just begun building the WeiDU.log but came across something that maybe I'm supposed to know about?
Did this component actually become so standard "in the future" or is it actually something to be left out? Not seeing it listed on igneous.sponge's WeiDU.log, I suppose I'll do the same.BG2 Fixpack Readme Wrote...
Super Happy Fun Lucky Modder Pack
This component is designed to add changes to make life easier for modders.
Players should not see any differences in game, though some mods may begin
requiring this component in the future. IDS files are expanded to provide
additional symbolic lookups, areas without scripts get one assigned and several DLTCEP and
Near Infinity error messages are cleaned up (many from leftover BG resources).
Once the new schema is finalized, this component will also include Detectable
Spells.
#140
Posté 06 février 2011 - 09:19
#141
Posté 07 février 2011 - 12:01
It does mention being a benefit to modders, but doesn't contain the warning yet...Humanoid_Taifun wrote...
The Super Happy Fun Lucky Modder Pack is not supposed to be installed by players. In fact, I think I remember one of the Fixpack writers promising to put a warning sign in the readme to not install it unless you were a modder.
Well, after several hours I got as far as Bonehill and ran into a snag. During the end of the install I got prompted for something which I didn't see because I had just hit "enter" for a different purpose in a different application, so I wasn't sure if it installed properly. I tried to uninstall Bonehill but it didn't do so properly because ERROR messages for missing files showed up in the command prompt and ultimately I couldn't reinstall either... I may have been able to simply recopy the original bonehill folders from the download, but once the ERROR message shows up it's like a No Reload warning: time to start over... The process seems to balance on a delicate edge where the slightest "oops" ruins everything... I think mod uninstall options are generally not going to work sufficiently, not even if the mod being uninstalled was the last installed (and thus requires no reinstallation of other mods either), so I'm appropriating Grond0's experience and simply not making any changes other than clean installs.
Reticent to return to Square One after so many hours, I began work on the .bat file instead (to make the reinstall easier) since I had a small WeiDU.log to glean from already. (Fortunately my iPod has hours more of Jethro Tull lined up...) This is when the instructions for building a .bat file were revealed to be lacking a bit. One thing about obtaining mods is that they have a number of different methods of installation, all ending up ultimately in the command prompt window where the components are selected. The .bat file requires an .exe to work from, but many mod downloads don't start from the .exe file itself but with an .exe installer, so that there is no .exe initially. The .bat uses the .exe's to initate the mod install, thus the .bat wouldn't know where to find the .exe that shows up in the WeiDU.log. Of course plenty of mods are downloaded as the .exe file (and related folders) already without an installer (and they sure made things easier on me this way) but over half use the .exe installer process, particularly the more popular mods (possibly for compression and faster downloading?).
My solution: preliminarily do all the .exe extractions for every single mod that uses such an extractor until there is a "SETUP___.exe" for each as well- always closing the command prompt window before making any selections (usually starting with language). Once finished I'll copy the contents of the entire pre-install BG2 folder (in case I have to start over yet again), and paste into a separate folder designated as such. One further complication of that process worth noting is the default extraction folder displayed in the installer when it starts up- sometimes displaying it as the directory in which the extractor presently sits and sometimes displaying some directory in the Programs Folder or somewhere else (which may not even exist), so I've had to be vigilant in making sure it all went where I wanted it to go, resisting the easy "Enter" key taps.
I'm a little concerned because some of the SETUP files have a DEBUG file next to them, others not, but I assume it's just a matter of whether the modder who created the mod engineered one to show up for later potential troubleshooting purposes. Also a few have a .TP2 file of the same name next to them, so I'm wondering if that is something else that should be there for each mod. I'm also concerned that the extractors did more than simply extract. They install a lot before the SETUP___.exe shows up, so I'm wondering if they've done anything to the game itself (rather than just deposit files into the BG2 folder). If so, well, they were extracted in alphabetical, not mod install order, so if they added something that WeiDU didn't notice, it will be a hodgepodge. Maybe I'll make a separate Pre-Install Folder- one before the extractions and one after. Since I can still do that at this point, I will...
Attempt 2...
Is this why your installs take 3 days, Humanoid_Taifun? I'm looking forward to a working .bat to keep me from having to invest more than a morning or afternoon of .bat tweaks and one install, but maybe I'm overlooking something.
[EDIT: Term clarification]
Modifié par Bhryaen, 07 février 2011 - 07:06 .
#142
Posté 07 février 2011 - 01:30
The other interruption is with BGT itself which requires, first, that you actually manually enter your destination folder at the BGT command prompt window, and then later requires- after it installs it- that you reopen the BGTMusic setup.exe to decide how you want BG1 & 2 music integrated... Tutu was simpler... Actually I might be able to add BGTMusic to the .bat list anyway since it will be there once the installation gets to that point, but that's not tested. Note also that BGT is one of those mods which puts the readme at the end so that you can't keep it from popping up afterward. *grumble*
I had an initial issue working the .bat due to having the old WeiDU.log in the BG2 folder, but it worked immediately after removing the log again, and now there's a new log in its place. I had scrolled down from the initial .bat instructions to this line from bigg that suggested using WeiGUI instead of a manual .bat construction, but that didn't seem to work. First it needed a file he doesn't mention (which I subsequently found), and then it would only open a command prompt window for a millisecond before it would vanish. I had the old WeiDU.log in there at the time too though.
There was another caveat too in that the mods that have only a single component don't really need me to check the WeiDU.log first. It turned out that I'd forgotten the Charm Patch, so I simply typed in the SETUP.CharmPatch.exe into the .bat list with only "0" after the "force install" and it worked!
Now for the other 80 mods...
[EDIT: term clarification]
Modifié par Bhryaen, 28 février 2011 - 11:56 .
#143
Posté 07 février 2011 - 04:55
#144
Posté 07 février 2011 - 01:27
* Mods with Readme's that don't explain their components sufficiently or at all (How I appreciate a complete Readme...)
* Mods that force uninstalls/ reinstalls without at least prompting you first
* Mods that insist on opening their Readme during the install without giving you any option
* Mods that add comments to the command prompt window during the install without adding even a pause so that they immediately get whisked out of view by a torrent of new installation information
* The limited amount of stored space in the command prompt window that prevents scrolling back to check on things that were missed
* Mods that use abbreviations or likenesses for their files, making it harder to find them...
* Mods with inconsistent names (BG2 Tweaks or BG2 Tweakpack??!)
* Mods with .exe extractors that use a default folder that doesn't correspond with the folder the extractor is in
[EDIT: Term clarificiation]
Modifié par Bhryaen, 07 février 2011 - 07:10 .
#145
Posté 07 février 2011 - 03:14
I was able to add a few more to the .bat this time and advance to Mod 21. (Actually the numbering system is off because I have Tutu mods interspersed in the lineup (which of course I'm not using) and I skipped some numbers, but still...) I also managed to disable the User Account Controls in Vista so that there are no more prompts- a qualitatively significant convenience. The only interruption this time was the BGT prompt for installation directory (despite already sitting in it). And as predicted BGT installed the music files in time for the .bat to recognize and install them without disruption.
One Q: The BGT music option 3 (2) which installs all original music as it was, plus the Charm Patch- these make edits to the BGMain.exe which contains lots of warnings. Why is this? What's the risk?
In any case, ATTEMPT #3...
#146
Posté 07 février 2011 - 06:16
Mods which modify BGMain.exe. could theoretically cause problems; BGMain.exe is the game itself rather than its assets, so while I shouldn't think there'd be much risk, it makes sense for them to warn you.
#147
Posté 07 février 2011 - 07:30
Thank you... my improvisations were feeling more and more awkward, especially since it's not exactly a function that is unique to BG mod or even gaming software. That said, I can still complain about the difficulties in the process even the fault there lies more with basic Windows language hehehe... The No Reinstall Challenge doesn't have any rules against that.The Fred wrote...
To be fair, the "black box" is your command prompt, and doesn't really have anything to do with the mods themselves.
With the issue still floating of missed ERROR messages and such, I'm considering adding a "pause" between every mod listed in the .bat despite having just disabled my Vista "Help" prompts that had been doing a similar task. I discovered that I'd mistyped a component number for one mod and the name of another mod, and that must have resulted in errors during this last .bat install, but I wouldn't have been able to see it for more than a second. Even with a pause though, there is so little text space available in the black inst- *ahem* command prompt window (one has to be able to laugh at oneself) that I'd still not be able to catch it unless the ERROR was as the very end of the install. That's how I found that Tales of the Deep Garden failed to install its map icon on the second attempt, (although on this third one seems to have gone flawlessly.)
Also due to the normal pauses of the non-.bat installation I was able to test for an ERROR with the supposed incompatibility between the BG2Fixpack's "Additional Script Fixes" and D0Quest Pack's "Revised Hell Trials" component. I'd resolved not to install the D0Quest Pack one, but when I got to it, it looked interesting, so I looked into the "workaround" listed on Fixpack's Readme (and not on the Questpack's), but I couldn't figure out how it worked. The .baf files mentioned don't exist in either my Fixpack or Questpack folders (and if they were in the Fixpack's, I'd have to start over yet again to make the changes in the right order). So with my .bat updated with every install or two, I simply installed it: no errors as warned by Fixpack. *sigh* So perhaps this is just an old concern?
Anyway I'm surely not going to play this install. There's just too much I don't want to do... yet... Onto Mod 60...
Modifié par Bhryaen, 07 février 2011 - 08:26 .
#148
Posté 07 février 2011 - 08:02
Modifié par Bhryaen, 07 février 2011 - 08:04 .
#149
Posté 07 février 2011 - 08:28
You're right that it is the equivalent of the previous two components. I think it does say that in the readme, but not very clearly (I remember not noticing it the first time I loaded SCS). This component is something I like as I do usually want to split up pairs and it tends to feel slightly awkward to cause one to die in order to free the other up.Bhryaen wrote...
Just a quick note about SCS- possibly only BGT SCS. Following along in the Readme I selected "n" for NPC proficiency selection component (in favor of Level1NPC's system coming later in the install), and it then skipped (as Tutu-only components) "Allow NPC Pairs to Separate" and "Send NPCs to Inn," but then the next component to decide on was called "Better NPC Management." It should've been "Allow Yeslick to Use Axes" according to the Readme, and "Better NPC Management" isn't even mentioned. I was hoping it was a BGT version of the previous two since they'd also been skipped in BG1NPCs as Tutu-only, but since I didn't know what it was for sure, I skipped it. For sure it's not the "NPC AI" component that comes somewhat later. Anyone know about this?
#150
Posté 07 février 2011 - 09:25
Aw, crumballs, you're right. It mentions it at the end of each of those components rather than separately as a distinct component:Grond0 wrote...
You're right that it is the equivalent of the previous two components. I think it does say that in the readme, but not very clearly (I remember not noticing it the first time I loaded SCS). This component is something I like as I do usually want to split up pairs and it tends to feel slightly awkward to cause one to die in order to free the other up.
Oh, well. You don't happen to know the number it goes by in the WeiDU.log, do you? Since I skipped it and igneous.sponge's log doesn't include SCSI at all, I'd have to reinstall it separately somehow to find out for the .bat.For technical reasons, this component and the next are combined into a single BGT component, "Better
NPC management".
On another note... What a complexity all this BG2 flirt and romance content is! Is the Bodhi featured in one "romantic" encounter the same Bodhi that in a separate mod hunts you down like a dog to the death? No wonder BG2 gets all the attention of mod-users- nothing to do with game engine! Sheeeesh... So this is what modders have been doing all this time since I've been playing other games... Suddenly illithids, beholders, and dragons don't seem like the only matter of contention ahead...:innocent:
Modifié par Bhryaen, 07 février 2011 - 09:26 .





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