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#587161 Why are these mods Expert mods?

Posted by agb1 on 12 February 2016 - 12:18 PM in Mega Mod Help

Waiting for a Textpack update; currently the install fails.




#592606 W_PackMule

Posted by agb1 on 23 January 2017 - 08:46 AM in Miscellaneous Released Mods

Definitely - please share your patches.




#587376 Various minor ideas

Posted by agb1 on 18 February 2016 - 06:00 AM in IE Mod Ideas

Re 5 (porter) - as this convenience issue applies to the whole game, I'd like a tweak to have a passive movement speed boost on the whole party at all times EXCEPT during combat



#590732 Unix diff/patch tools and end of file woes

Posted by agb1 on 04 November 2016 - 02:08 PM in Mega Mod Help

Does anyone know how to write a unified diff so that it will not add lines as duplicate that are already there at the end of a file?

 

The end of file is key, because there's no context below to cause the matching to fail.

 

Specifically, here is what happened:

 

I applied this patch:
 
@@ -172,3 +172,7 @@
         
     EXTEND_BOTTOM ~dwface04.bcs~ ~fadingpromises/script/b!dwface04.baf~ 
 END 
+ELSE BEGIN
+    COPY_EXISTING ~UDTRAP04.cre~ ~override~
+        ADD_CRE_ITEM ~b!amace~ #0 #0 #0 ~IDENTIFIED~ ~INV16~
+END
 
To a file that already had those lines at the end (this is before patching):
 
     EXTEND_BOTTOM ~dwface04.bcs~ ~fadingpromises/script/b!dwface04.baf~ 
 END 
 ELSE BEGIN
     COPY_EXISTING ~UDTRAP04.cre~ ~override~
         ADD_CRE_ITEM ~b!amace~ #0 #0 #0 ~IDENTIFIED~ ~INV16~
 END
 
Which resulted in this:
 
     EXTEND_BOTTOM ~dwface04.bcs~ ~fadingpromises/script/b!dwface04.baf~ 
 END 
 ELSE BEGIN
     COPY_EXISTING ~UDTRAP04.cre~ ~override~
         ADD_CRE_ITEM ~b!amace~ #0 #0 #0 ~IDENTIFIED~ ~INV16~
 END
 ELSE BEGIN
     COPY_EXISTING ~UDTRAP04.cre~ ~override~
         ADD_CRE_ITEM ~b!amace~ #0 #0 #0 ~IDENTIFIED~ ~INV16~
 END
 
Section in red was added by the patcher, because from its perspective, it saw the two lines above (green) as a match and didn't look beyond because when the patch was originally created, the file ended after those two green lines.
 
Any tips on how to handle this situation?

 




#587884 Unable to pick a subrace(FinnJo)

Posted by agb1 on 05 March 2016 - 03:17 AM in Mega Mod Help

Different mod. "38 subraces for BG:EE" is the mod that breaks romances.



#587888 Unable to pick a subrace(FinnJo)

Posted by agb1 on 05 March 2016 - 03:34 AM in Mega Mod Help

I'm not sure but the menu for FinnJ0l's subraces might only activate if you start the game in Candlekeep. I'n guessing you used the Dungeon-Be-Gone mod and started a new BG2 SOA game.



#590775 Unable to activate Fixpack and Textpack !

Posted by agb1 on 07 November 2016 - 10:14 AM in Mega Mod Help

It might be User Account Control.  You can try disabling user account control from the control panel.

 

It might also be some kind of anti-virus software preventing the (!) unknown (!) patch.exe from running.




#592334 Trouble with BWS finding mods

Posted by agb1 on 09 January 2017 - 02:48 PM in Mega Mod Help

Tom, what game type are you installing?  BGT?

 

When BWS fails to download a mod, you should be able to choose the 'p'rovide option followed by either 'd'ownload (opens a browser window with the download link for the mod) or 's'elect (opens a file explorer window in the BWS download folder so you can tell BWS which archive to use).

 

If you chose 'd'ownload, make sure you move the downloaded mod archive (zip/rar/7z etc) from the browser's downloads folder to the BWS downloads folder before you 'c'ontinue in BWS.

 

After you provide the mod, if BWS still doesn't like the file size, you can 'f'orce it to accept the archive.




#587087 [Removed] Sandrah NPC

Posted by agb1 on 11 February 2016 - 05:23 AM in BGT Archive

Do you know why the worldmap.wmp needs to be overwritten with a Fixpack version? I wonder if some other mod is breaking it and this was a workaround. Ideally we could correct that underlying problem so no change is needed in Sandrah and no workaround is needed in BWS.

Alternatively you could check if setup-bws.tp2 component 0 is installed, but I'd prefer that you don't have to do that. Also BP BGT worldmap is not mandatory with BWS...



#587084 [Removed] Sandrah NPC

Posted by agb1 on 11 February 2016 - 04:28 AM in BGT Archive

I think I removed that worldmap.wmp copying step before Sandrah. Until I update BWS, you can solve this as the BWP guide suggests by copying that worldmap.wmp file manually from Big World Fixpack\worldmap folder to your override just before installing Sandrah.



#591239 [Removed] Sandrah NPC

Posted by agb1 on 23 November 2016 - 07:46 AM in BGT Archive

I've done a bit of work on SoBH's installation script to make it cross-platform (+ Linux/OSX), but haven't looked into EE(T) compatibility.  Rumor has it someone else did a basic conversion but it was too brittle for release.  I expect it will require a lot of time and effort to make it properly compatible (i.e., patching existing content instead of overwriting and deleting anything from other mods).  I don't know of anyone working on it currently.

 

Not sure about Longer Road - I just asked about it in the Beamdog forum thread.  The original author has been active there!

 

Expanded Thief Stronghold is reported to be fully playable on BG2EE, although there might be a few glitches.  It might need a bit of additional patching for EET (e.g., EET uses different chapter numbering).




#592216 [Removed] Sandrah NPC

Posted by agb1 on 07 January 2017 - 08:51 AM in BGT Archive

Samriel, see my response to your question on the BWS thread.



#586913 [Removed] Sandrah NPC

Posted by agb1 on 08 February 2016 - 09:14 AM in BGT Archive

Re #5, I read the question as "will the mod fail to install if you delete the BMP files from the mod's install folders before running the setup" .. and I think the answer depends if the mod uses COPY on specific BMP files (if missing, this would cause the install to fail) or a regex (wouldn't care if some BMPs were removed).




#587096 [Removed] Sandrah NPC

Posted by agb1 on 11 February 2016 - 06:23 AM in BGT Archive

For now I updated BWS to copy this worldmap file back in just before installing Sandrah.




#591247 [Removed] Sandrah NPC

Posted by agb1 on 23 November 2016 - 08:31 AM in BGT Archive

in one package for whatever reason

 

 

Of course the BGT versions of these old mods have been gathering dust for a long time, but when taking existing mods and making them EE-compatible, there's usually some amount of fixes that can still benefit the old platforms.  The classic editions aren't going away any time soon, and many players still want to experience content that hasn't been brought to EE yet, so it's definitely preferred to maintain backwards-compatibility when adding EE(T) compatibility.

 

If it was difficult to maintain backwards compatibility, it would be understandable to avoid the time and effort, but WeiDU makes it easy to maintain backwards compatibility through GAME_IS checks and INCLUDEs and techniques like SPRINT ~eedir~ ~/ee~ .. COPY ~mymod/items%eedir%/mace.itm~ ... so you can retain old-style resource files while also bringing in new ones that use EE-exclusive opcodes, etc.

 

Obviously this argument does not apply to new mods that are created with EE in mod, as there you would actually need to create additional resources compatible with the old platforms.  But if the old-style resources already exist in a mod that is being updated, why throw them away?

 

Edit:  To be clear, I am not including Sandrah in this "old" category.  You've done a lot of completely new development for EE, so you would need to create an entire additional set of resources to provide BGT compatibility.  Likewise, when any old mod converted to EE starts to have significant amounts of new content added to it, I would not expect that new content to be available on the old platform.




#591257 [Removed] Sandrah NPC

Posted by agb1 on 23 November 2016 - 01:50 PM in BGT Archive

Your points are valid. I come at this from the perspective of someone who is already supporting both worlds, since I am maintaining BWS and the BiG World Fixpack, both cross-platform.  It's all a trade-off of time and effort and knowledge vs. benefit.  I certainly would not argue that backwards compatibility is a must-have.  But if it can be done and kept in the same package as the new code, it usually makes my life easier.




#591961 [MOD] Sandrah Saga For EET

Posted by agb1 on 21 December 2016 - 05:12 PM in Miscellaneous Released Mods

Thanks to your feedback on the amount of XP in BG1, I've changed the BWS default recommendations to reduce XP by a further 25%.




#591993 [MOD] Sandrah Saga For EET

Posted by agb1 on 26 December 2016 - 09:48 AM in Miscellaneous Released Mods

predalien - none of the mods you listed are compatible with EET yet:

 

-Check the body
-secret of bone hills
-the vault
-reign of terror
-shadow oversoubar
-tortured soul
-Expanded Thief Stronghold
-Arena
-planar sphere

 

Ikki is working on compatibility patches for some of them..




#591289 [MOD] Relocate Save Directory

Posted by agb1 on 25 November 2016 - 11:01 AM in BG:EE Modding

Installing this mod will also mean that WeiDU's sc#AddWmpAre function will fail to find existing saved games for patching because it looks for saves in %SAVE_DIRECTORY% and %MPSAVE_DIRECTORY% (similar to USER_DIRECTORY, these are built into WeiDU and differ by platform).

 

Can you add a further disclaimer about that and maybe work with Wisp to update the WeiDU function (it's in src/tph/sc#addwmpare.tpa in the WeiDU source code) so it is also searches your relocated save path?




#591660 [MOD] klatu Tweaks and Fixes

Posted by agb1 on 06 December 2016 - 05:55 PM in BG:EE Modding

Thanks for your response!



#590699 [MOD] klatu Tweaks and Fixes

Posted by agb1 on 03 November 2016 - 09:20 AM in BG:EE Modding

https://forums.beamd...er-slayer-dream claims that component 2070 (free action does not prevent haste or movement bonus) causes problems.  Is this component OK in current version?




#589079 [MOD] Convenient Enhanced Edition NPCs

Posted by agb1 on 21 July 2016 - 06:09 AM in BG:EE Modding

Done: http://www.shsforums...ft/#entry589078



#589076 [MOD] Convenient Enhanced Edition NPCs

Posted by agb1 on 21 July 2016 - 03:12 AM in BG:EE Modding

I'll look into this today. I suspect the proper fix will be to skip FFT's patching of action.ids entirely for EE games...



#586857 [MOD] Convenient Enhanced Edition NPCs

Posted by agb1 on 07 February 2016 - 08:02 AM in BG:EE Modding

The new component is coded to check sequentially for the 'individual disable" components in if/else blocks, so it seems it will not give items for more than one of the disabled NPCs unless you chose the "disable all" component.




#591789 [BG2:ToB] TobEx Release Thread

Posted by agb1 on 12 December 2016 - 02:20 PM in ToBEx

Has anyone used the master branch of TobEx (or anything newer than the official last release v0026) successfully with the old BG2 classic / ToB engine?  I'd like to switch BWS to use the master branch of TobEx for non-EE games, as the commit log indicates some improvements of interest have been made since 0026 (such as * Saving Throw Fix: Fixed excessive save vs type messages).  A positive or negative user experience report would be appreciated.