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#571044 1pp ~ high quality music for SoA/ToB || Tutu/ToSC || IWD || PS:T

Posted by pro5 on 05 August 2014 - 12:45 PM in 1PP

HQ Music for BGT moves all files added by mods from the music folder to .\1pp_hq_music_BGT\convert\backup and leaves over only empty folders in the music folder.
...
The files inside the folders above should also get converted!

 

They definitely should, the problem so far has been that I can't reproduce the situation on my end when they disappear without being converted. For instance, I have a working BWS mega-install with some of the mods from your list (Jarl's BGT Adventure Pack, RoT, Amber), and with 1PP_HQ_MUSIC_BGT installed finely on top. All the music files were converted and returned to their respective subfolders within the music folder during installation. Unfortunately, I can't begin fixing the problem until I understand what goes wrong. By the sound of it, I'm guessing either the converter crashes sometime after it moves each ACM file for processing and before moving the new file back, or it fails to move the file back (permissions problem?).

 

I'll do more research on this the next time I get a free weekend, but for now consider me puzzled with why this might be happening; sorry for the trouble.




#570032 1pp ~ high quality music for SoA/ToB || Tutu/ToSC || IWD || PS:T

Posted by pro5 on 26 June 2014 - 07:30 AM in 1PP

okay "fixed" the problem, and the problem is the converter that comes with the BGT version deletes custom acm's from the music folder from any mod that adds them. :| using the one inside the iwd pack and it converts everything properly. 

 

Hi Deaderinred, I've tried installing latest CtB followed by HQ Music for BGT (posted by me in this thread), but was unable to reproduce files getting permanently deleted as you describe. Can you confirm that you were using the BGT version from this post and following the installation instructions from the new readme (note that you now only need to run the setup-1pp_hq_music_BGT.exe, it should handle everything automatically)?

 

To clarify, the new converter does move mod-added ACM files out of the music folder into temporary folder for conversion, but is then supposed to return the upscaled version back to the music folder after each file is processed. If that doesn't happen, it's a problem I'd like to try and fix - but I'm going to need a bit more information to figure out what's going wrong in your case and how to replicate the situation.




#567255 1pp ~ high quality music for SoA/ToB || Tutu/ToSC || IWD || PS:T

Posted by pro5 on 08 March 2014 - 12:35 AM in 1PP

This is awesome! As Erephine work is amazing!

 

 

So can we hope to see this implemented in the BigWorldProject and BigWorldSetup?

 

Well that's up to the BWP/BWS guys, my job is done unless bugs are reported. They might be waiting to test it in action to make sure it works before adding into the official install mix, which is not a bad idea. I haven't time to do a full test playthrough with it unfortunately as I'm working on another project.




#567024 1pp ~ high quality music for SoA/ToB || Tutu/ToSC || IWD || PS:T

Posted by pro5 on 22 February 2014 - 11:05 AM in 1PP

I was interested to try this mod, but it needed some serious work to adapt to BGT properly. I've made it an automatic install that will use the resources from both TotSC and BGII music packages, and install them in BGT. Fixed a few minor problems along the way. Not fully tested, so please use at your own risk for now.

Copy-paste from the small readme included in the archive:

This package contains an automated BGT-compatible weidu installer for the 1PP: High Quality Music mods (TotSC/BGII). It will add audio from both BG1 and BG2 1PP packages into the game and optionally patch all areas to make full use of added music.

Usage:
- Download the 1pp_hq_music_ToSC_110 audio package
- Download the 1pp_hq_music_II_130 audio package
- Extract both packages above into the BGT folder, but do NOT install them (you can safely delete their .exe installers)
- Extract the attached package into the same folder, and run setup-1pp_hq_music_BGT.exe to install


Note 1: For area patching, BGTMusic mod must installed - specifically the component "Full Baldur's Gate/Shadows of Amn/Throne of Bhaal Music"

Note 2: 1PP HQ music should be installed after all mods that add new ACM audio into the game, which means most NPC and quest mods (see the original readme in BGII package for more details on the conversion process and potential pitfalls)


Most notable changes from v1.30 of 1pp_hq_music_BGII (which was used as basis for making this package):
  • Full BGT support, including patching of BGT areas to enable new music tracks
  • New songs are added using ADD_MUSIC, instead of using fixed songlist.2da IDs (some of those are already occupied in BGT)
  • Existing song IDs for BGT areas are dynamically extracted from current songlist.2da, instead of using fixed values (this generally won't work with BGT very well)
  • Automated installation: the installer will patch the exe, back up the music folder, upsample any acm tracks in music folder that need upsampling to 44.1kHz, install all necessary files from appropriate 1PP HQ Music packages, and, optionally, patch the areas. Upon uninstallation, backed up music folder is restored, reversing the upscaling.
  • Split patch/don't patch areas choice into subcomponents for ease of automatic installs via BWP/BWS
  • Fixed various problems in several .mus files: CRED.MUS, BD1.mus, BL1.mus, DREAM2.MUS, BM2.MUS, BP1.MUS, MB.MUS, VB.MUS
  • Area patching is no longer done using fj_are_structure - it was setting every omitted parameter field in the songlist structure to default values, effectively removing ambients from patched areas
  • Added a tiny component to allow restoring BG2 main menu theme at/after BGT transition

Attached Files




#566275 Notes, Oddities and Possible Bugs in My BWP Game (Spoilers)

Posted by pro5 on 19 January 2014 - 11:13 AM in Mega Mod Help

Usage1 can be either the amount of available charges for the 1st extended header (for items with charges), or number of items in a stack (for stackable items). It's similar to how the CLUAConsole:CreateItem() command works - using CLUAConsole:CreateItem("wand02",10,0,0) should create you Wand of Fear with 10 charges, while CLUAConsole:CreateItem("misc07",10,0,0) will create a stack of 10 gold pieces.




#567268 Notes, Oddities and Possible Bugs in My BWP Game (Spoilers)

Posted by pro5 on 09 March 2014 - 04:02 AM in Mega Mod Help

My opinion is that BGT should import those mandatory BG2 NPCs (Jaheira, Minsc, Imoen, Viconia and Edwin) to BG2 side even if they are not in party during transition.
Then you'll get a level 1-2 Jaheira in BG2 if you kicked her out for good in BGT after reaching Nashkel, for example.
What i meant that if BGT imports Jaheira despite her NOT being in party you don't get that BG2 cre-file in GAM-file at save file. Then you get automatically get right cre-file when Jaheira comes back.
This might be a BGT bug then, caused by how MoveGlobalObject works. I'll do some tests on this later, but sounds like it's picking up the first script name it finds in GAM (which is the BGT version of Jaheira), instead of using the last one added with MakeGlobal() in AR0602 script.

Or it could be that the MakeGlobal() in your case failed to fire for some reason. There's no SetInterrupt(FALSE) preceding it, so it's possible Jaheira was interrupted by another script action without performing MakeGlobal().



#567264 Notes, Oddities and Possible Bugs in My BWP Game (Spoilers)

Posted by pro5 on 09 March 2014 - 12:38 AM in Mega Mod Help

You get wrong Jaheira (BG1 one not BG2 one).
Sounds like it's the other way around? You get the BG2 one (JAHEIR7-12 are all BG2 versions of Jaheira), which is by design, as BGT doesn't import BG2 joinables who weren't in player's party.
 
Problem with Jaheira when she's returning from Harpers (before Galvarey). You get wrong Jaheira (BG1 one not BG2 one). So all local variables, experience and so on are gone (causes stuttering because she tries to initiate some? dialogue).
 
This problem happens if you don't have Jaheira in party when transition from BG1 to BG2. Script at AR0602.BCS adds JAHEIR7.CRE, JAHEIR8.CRE, JAHEIR11.CRE or JAHEIR12.CRE (depending on CHARNAMEs level) to GAM-file.

I don't know how this can be fixed. Maybe importing Jaheira from BG1 even if she's not in party or deleting BG1 Jaheira from GAM-file.
If anything should be fixed it's the script block that causes the stuttering, because it shouldn't be happening and indicates an error in the script. Obviously there aren't any vanilla BG2 scripts that check BGT local variables. If it's some mod that depends on those Jaheira locals from BGT and causes the stutter, then it also should take care to take into account how BGT handles Jaheira's import.

I'd check Jaheira's scripts to locate the offending block.



#567017 BiG World Setup (an attempt to update the program)

Posted by pro5 on 21 February 2014 - 02:58 PM in Mega Mod Help

Been trying out a BWS install with custom mod selection to test a few things. Excellent job with it, by the way. :new_thumbs:

A few things noted in the process:

- Two mods (Region of Terror and something else I forget) installed with parse warnings because of missing entries in GTIMES.IDS and SHOUTIDS.IDS. Copying these files from BWP Fixpack's _IDS_ref folder into override prior to installation fixes that, I'm not sure why this wasn't done automatically by the program.

- BPBalancer does not recognize Drizzt Saga v3 as installed, because it's expecting a different component number than what is installed by BWS.
All Drizzt Saga components in BPBalancer should have their REQUIRE_PREDICATE checks changed to this:
REQUIRE_PREDICATE MOD_IS_INSTALLED ~SETUP-DRIZZTSAGA.TP2~ ~0~ OR MOD_IS_INSTALLED ~SETUP-DRIZZTSAGA.TP2~ ~1~ ~Drizztsaga is not installed~

- Another problem with BPBalancer/DrizztSaga: WEREWOGR.cre not found.
One of the Balancer's lib .tph files (drizztsaga_action_macro_creatures.tph) is looking for WEREWOGR.cre and WOLFWEGR.cre, among other things, to reduce their kill XP award. The first one is not found - I changed the CRE reference to use Flysoup's personal prefix (F_WERWGR) in v3, in order to avoid potential conflicts.

- Problem with BGTMusic install order
For some reason, BWS installs BGTMusic late in the install order, right before GUI mods, LolFixer, Widescreen, etc. It should instead be installed right after BGT, which is where the current BWP installpack batch file correctly has it. Otherwise, any BGT NPC and quest mods which want to reference BGT music have no way of knowing what SONGLIST.2DA entries they should use (as those BG1 song entries don't yet exist in the songlist when they're installed).