Waiting for a Textpack update; currently the install fails.
agb1's Content
There have been 542 items by agb1 (Search limited from 29-May 23)
#587161 Why are these mods Expert mods?
Posted by agb1 on 12 February 2016 - 12:18 PM in Mega Mod Help
#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
#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:
#587884 Unable to pick a subrace(FinnJo)
Posted by agb1 on 05 March 2016 - 03:17 AM in Mega Mod Help
#587888 Unable to pick a subrace(FinnJo)
Posted by agb1 on 05 March 2016 - 03:34 AM in Mega Mod Help
#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
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
#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
#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
#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
#589076 [MOD] Convenient Enhanced Edition NPCs
Posted by agb1 on 21 July 2016 - 03:12 AM in BG:EE Modding
#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.
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