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#578876 Can't find these Mods

Posted by cmorgan on 04 July 2015 - 06:41 AM in Mega Mod Help

Testing branch of Crossmod was integrated a few days ago - the new "most updated" link is currently

 

https://github.com/c...leases/tag/v14a




#578924 Can't find these Mods

Posted by cmorgan on 06 July 2015 - 04:41 AM in Mega Mod Help

My suggestion is to change the installer to versioned releases rather than GitHub "newest, then - because the info is still up there, and the mod has not changed that much - ESPECIALLY the TESTING BRANCH!!!!!

 

That branch exist because it is not a release.

 

Sorry for your troubles, Chevalier (and hey there, by the way :) ) - in this case, I can't really help much, because when a testing branch is integrated, S.O.P. is to prune it and establish a new testing branch.

 

Side note - I'd be interested in finding out what part of the installer calls for the link and sets it up. If there is a checksum, it should be possible to remove it and integrate the mod by renaming it.




#580154 BiG World Setup (an attempt to update the program)

Posted by cmorgan on 04 August 2015 - 09:25 AM in Mega Mod Help

OK, all fixes integrated, including Roxanne's finding of some problems with the final solar talk - all credit for the update goes to Argent77. The official v7 of Tyris Flare is now up in the regular downloads section at G3 for Windows, OSX., and linux. Since IE Newsfeed is still messed up, here is the link for the official stuff:

 

 

G3's Tyris Flare NPC , by Grim Squeaker, has been updated by Argent77, and is now available for your BG2:SoA, BG2:ToB, BGT, and BG2:EE games. Meet Tyris Flare, a red-haired amazon who can kick ass and hurl fire! Sound familiar? That's because she used be in Golden Axe! But now she's lost in the Umar Hills and looking for the love of a good (or bad) Bhaalspawn. This latest version of Tyris has a couple of miscellaneous fixes, updates WeiDU, and is now available for Linux and for install on BG2:EE thanks to Argent77. Enjoy.


 

 

 

I tested it on Windows 10 using BG2:EE. No worries. Cool stuff.




#579846 BiG World Setup (an attempt to update the program)

Posted by cmorgan on 26 July 2015 - 04:34 PM in Mega Mod Help

This is what happens when you are an old man - You are Tower of Deception, right? Good mod!




#579811 BiG World Setup (an attempt to update the program)

Posted by cmorgan on 26 July 2015 - 06:37 AM in Mega Mod Help

Check those puppies carefully, Lollorian, before going on - I remember there being some serious overwriting of resources. Pretty much TCs. The newest versions may have solved some of that. I suggest dropping the NeJ biffing mod completely - that was designed for a time when Generalized Biffing did not exist, and you don't want a mod trying to compress into .bif in the middle of a mega install...




#579835 BiG World Setup (an attempt to update the program)

Posted by cmorgan on 26 July 2015 - 12:16 PM in Mega Mod Help

EDIT:\ 

 

I am having memory problems - I just made Vlad into the wrong dude - my apologies - between this and swapping Safana with Shar-Teel this morning, i am having a red letter day - going to stop pontificating and go back to my own stuff and mess that up instead :D

 

*  "conceptual" incompatibility is a real thing, so a good use of even tools like this is to pick and choose smaller groups of mods that work to form a cohesive game rather than trying for everything all at once.

 

and

 

* on both "technical" and "conceptual" compatibility, the modder is the one who should be making the choice. It is their content that they are letting other folks use.

 

We have different approaches on that last one - I say "if it was created solely by me take it and use it how you want because the fun was in creating it", and he is specifically asking that in order for someone to use his mod, he would like "payment" in the form of direct feedback.

 

I say that is modder choice. So for whatever reasons he cites, I say don't include it as a "standard" mod. People who get the mod from him can add it as an expert mod if they have gotten a copy from him. For the same reason, I really hope you folks don't include Improved Anvil Lite - that is an unauthorized use of someone else's work.

 

I think there is a solution, though it is bound to make Lollorian's life hell - have an incompatability check that warns a user that they can't install both the "Currently Available" NeJ2 (the most stable and technically compatible old version) and the "private reserve" one. Then just support the one that you choose, Lollorian.

 

Hey - I am very supportive of what you folks are doing, because I think you are having fun and opening up content to new folks. You are certainly providing feedback and bug reports to modders, which is awesome - you are adding language support - the list of things that are positive with this are HUGE.

 

But just so you know - modders in general incredibly wary about efforts like this. Lol had to basically rebuild Ninde's ending to tie in with TDD. In the old days, doing that to someone else's work without permission of the respective authors would result in a serious flame war - and get you perma-kicked off of SHS, G3, and PPG to boot. "You don't mess with someone else's work - only with BioWare™ stuff" is the Big Iron Curtain in the i.e. community - and the new BeamDog forums codified that into this next generation of modding here : https://forums.beamd...opyright#latest . The person who decides what is and isn't "messing with their work" is... the modder who created it. Not the folks using it - the person who wrote it.

 

So when folks are working and a modder asks for specific handling of their material, it really is good form to stick to what they want. All a user has to do is ask, and provide feedback. Sounds like a very cheap return for over a decade of someone else's sweat, frustration, and hard work. 

 

Edit: another good thing that has come out of all of this BWP/Mega./Multi/BWS/MonsterMash stuff is a much larger set of known mods that do dthe same thing. So if Vlad does that "Keldorn Third Path" thing, we will have Saerileth, Berelinde's Paladin third path, the standard ones, and another Keldorn pathway. Sounds like fun to me, but I think Lollorian may have just lost half of his hair!




#578679 Aran Whitehand Missing Options

Posted by cmorgan on 29 June 2015 - 07:24 AM in Mega Mod Help

AH!!!

 

I understand -

 

No worries. I have farmed the entire project's set of macros to /lib/ and set it up in the ALWAYS section, test installed (and rechecked by going through and changing the subcomponents).

 

ALWAYS
    INCLUDE ~aranw/lib/regexp.tph~ /* extra regexp vars */
    INCLUDE ~aranw/lib/aranw_macros.tph~ /* define all macros */
    /* .ids patching to make sure everything is in place */
    INCLUDE ~aranw/lib/ids_patching.tph~ /* checks for expected .ids resources */
    ACTION_IF GAME_IS ~bg2ee~ BEGIN    
    /* HANDLE_CHARSETS */
    /* BG2:EE tra conversion courtesy of weidu and iconv */
        ACTION_DEFINE_ARRAY c-aranreload BEGIN setup c-aranw END
        LAF HANDLE_CHARSETS
            INT_VAR
            infer_charset = 1
            STR_VAR
                tra_path = EVAL ~%MOD_FOLDER%/tra~
                reload_array = c-aranreload
        END
    END
    OUTER_SPRINT tra_version ~c-aranw~
END
LANGUAGE    ~English~
            ~english~
            ~aranw\tra\english\c-aranw.tra~
            ~aranw\tra\english\setup.tra~ /* Contains text strings displayed during the installation: TP2, Components, etc., encoded for _win32 (cp1252), _osx (utf-8 no BOM), or _unix (utf-8 no BOM) */

 

 

How are you dealing with all the

 

/* Setting up timered interactions with player choice before compiling .d and .baf */
OUTER_FOR( aran_timer_choice = 0 ; ~%aran_timer_choice%~ STRING_COMPARE_REGEXP ~^[12]$~ ; )BEGIN
    PRINT @30042
    ACTION_READLN aran_timer_choice
END // of O_F
ACTION_IF ("aran_timer_choice" = 1) THEN BEGIN
    /*  patching files with player choice: set talk timers */
        OUTER_SET ARAN_FTT = 3600
        OUTER_SET ARAN_LTT = 3600
        OUTER_SET ARAN_FLIRT = 3600
        PRINT @30043
        OUTER_SET choseninitialrom = 2400
        PRINT @30044
        OUTER_SET choseninitialflirt = 1200
        PRINT @30045
        PRINT @30046
END
ACTION_IF ("aran_timer_choice" = 2) THEN BEGIN
    PRINT @30047
    PRINT @30048
    OUTER_SPRINT ~friendshiptimer~ ~placeholder_value~
    OUTER_WHILE (!(IS_AN_INT ~friendshiptimer~) OR (~friendshiptimer~ > 0x6) OR (~friendshiptimer~ < 0x1)) BEGIN
etc. etc.

 

?  The list of responses needs to be fed by component?

 

I will go take a look and modify that list by component.

 

EDIT:

 

I suspect we can then detect a mod installed this way buy what is (and isn't) in the DEBUG. If individual components are installed this way, the MYMOD.DEBUG will only show the last installed materials for that component. So I need to add these checks and PRINT to the debug in the ALWAYS as well:

 

 

WeiDU says that this game has BGII:EE content.


The version of Aran Whitehand being installed is:
Beta_4 29.6.2015

Weidu variables on this install:

Language = english
Architecture = x86
Operating System = win32
User Directory = C:\Users\NAMEREDACTED\Documents/Baldur's Gate II - Enhanced Edition
Save Game Single Player Directory = C:\Users\NAMEREDACTED\Documents/Baldur's Gate II - Enhanced Edition/save
Save Game Multi Player Directory = C:\Users\NAMEREDACTED\Documents/Baldur's Gate II - Enhanced Edition/mpsave
Running .exe = D:\BeamDog\00783\setup-aranw.exe
Mod name (as seen by WeiDU) = ARANW/SETUP-ARANW.TP2
Installation type is: 1 ( 1 = install is being done interactively (IE you launched setup-mymod.exe and you’re installing mymod), or 0 = the install is being done non-interactively (IE you launched setup-mymod.exe and now weidu is reinstalling othermod due to the domino uninstall and reinstall).
 

 

And now I also need to see if any mod out there has found a way of reading READLN and ACTION_READLN responses into a custom .DEBUG, as the user-input responses and explination of timer settings, etc. are overwritten on the .DEBUG when the second command line call is made. Hmmm.... got to think about that one.




#578486 Aran Whitehand Missing Options

Posted by cmorgan on 26 June 2015 - 08:57 AM in Mega Mod Help

Cooool - I'd better go see if there is more to be done to be compatible with this.




#578483 Aran Whitehand Missing Options

Posted by cmorgan on 26 June 2015 - 08:20 AM in Mega Mod Help

@The Imp, glad to see you, man!

 

re:

@cmorgan: Can you extend the English version of the setup.tra file from this:

- sure thing. I can do that after each round of changes, if it helps - or do you need the version number to be static for the tool?

 

 

Regardless, I will make the change now to update.

 

re: beta status, well that is a tough one!

 

On the one hand, as a modder, I can always use the bug reports to fix the mod up - and big installs cast a wider net looking for "unintended consequences".  I am the culprit for the darned mod being in "unreleased but fully working beta", when what I should have done about a year ago was realize it was ready for a v1 release.

 

But if the mega-install tool  were my own project, I would say something like "test your own damned mod, cmorgan; we have a hard enough time dealing with the garbage the NON-beta mods throw at us randomly, let alone ones that are regularly adding content! I need to eat/play/sleep SOMETIME!!"

 

@Bill Bisco - oh, I understand - so an uninterrupted flow needs the answers to the questions to be provided and inserted. No worries. Sequence for components:

 

(not sure about language choice options, but there is only english - currently, it should just install without asking a language option)

ASKED | RESPONSE

Display Readme | N   // no point in displaying a readme if you are doing an unattended install

Install | i                     // put the mod in place; it will find SoA, ToB, Bg2EE, and run HANDLE_CHARSET for bg2ee utf8 conversion

Set talk timer | 1        // regular talk times, skips all sorts of customization questions

Install audio | 2         // only soundset and music available at this time

Music choices | 1      // guitar soundset

Aran config | 1          // default soldier, skips all sorts of customization questions

Install portrait | N       // default .cre has portrait in place already, so this component is optional

 

GitHub has the latest changes, and the order of components is static. As a BG2:EE install, there are no known dependencies; as a BG2:SoA or BG2:ToB install, it assumes the G3 BG2 Fixpack is installed (but looks for the things the mod directly accesses and sets them up if it needs them).

 

The only thing that may be trouble on huge installs is the creation of the inn where you can pick up Aran. That is set up with code that dynamically searches for AR0700's "Abandon06" info point and changes it into a travel region. It has been tested against Dorn (bg2:ee new entrance at the top ) and Kivan (spawned as if he were entering from the same basic point) with both working fine. If a mod that comes after Aran completely removes or renames "Abandon06" or old-skool overwrites/replaces AR0700, then folks will have no access to recruit him and they just wasted a bunch of time installing a relatively huge dialog-centered mod. It won't cause problems for the install, but it will add thousands of unused, unaccessible dialog states and transitions to the game.

 

Note: for full troubleshooting, I have tucked a ton of information into the .DEBUG file for the mod, including what the user answered, and what it means for the install. This includes architecture, weidu vars, the chosen timings, etc., etc. if that is useful to anyone looking for identification of trouble spots.

 

Aaaand someone please let me know what "EET" is? I have been away from modding for a year, which translates to about 3 full tech cycles these days... :)




#578663 Aran Whitehand Missing Options

Posted by cmorgan on 28 June 2015 - 06:55 PM in Mega Mod Help

Sure thing - an easy fix, on the surface of it. I can do a quick INCLUDE and throw those out to a .tpa. It will be done in about 12 hours from this post and integrated on GitHub.

 

Except... I don't understand why anyone would install the main component, then stop the installation, then install a second component - won't the REQUIRE_PREDICATE calls, and weidu's "temporary uninstall rollback" come into play, thus messing heavily with things? I know we specifically set up marker files in BG1NPC to *stop* cherry-picking individual components, or worse, placing them out of order (a pid component put before a dialog component).

 

Does someone have a cut-down script or a way I can test the behavior of AranW installed this way?

 

Or in this case I could skip the whole component thing and use READLN with only one master component. But I want to understand what the tool is doing separating components, and why, please.




#578476 Aran Whitehand Missing Options

Posted by cmorgan on 26 June 2015 - 05:51 AM in Mega Mod Help

Author available - Jarno, dabus, ALIEN, or anyone who knows the architecture of the tool used to guide the installation, please contact me :)

 

The two weidu.logs I have seen on this seem to show the installer forcing several components successfully, then trying to install everything a second time. It also seems to be choking on REQUIRE_COMPONENT ~setup-aranw.tp2~ ~0~ @30017

 

Straight installation (manual) shows no errors, but it is done through setup-mymod.exe rather than command line calls; if this requires a trivial change in the order or a setup of a component to deal with BWP, I'm game. There is already a "default" installation that lets players skip all the choices. Not sure why someone would want to skip the choices, but hey, it is their game.




#578686 Aran Whitehand Missing Options

Posted by cmorgan on 29 June 2015 - 09:54 AM in Mega Mod Help

HAH! FOUND IT!

 

Thank the gods for CamDawg and the G3_Debugging_Suite...

I can leverage APPEND, PATCH_PRINT, and INNER_ACTION to create a custom .log file that is untouched by changes to other components, but is still removed when the mod is uninstalled. Tested a structure for BG2EE and it works swimmingly. (that means very well).

 

Now all I have to do is remember why/how to get constructs like this to use .tra references...

 

or not. The debugging can be in English and not .tra'd. Probably better for me that way anyways.

 

Someone HAS to have done this before... I will need to go look at SCS, igi's iiItem, and the like - and probably Miloch's stuff again.




#578732 Aran Whitehand Missing Options

Posted by cmorgan on 30 June 2015 - 11:15 AM in Mega Mod Help

OK, step one is done - see the beta release notes here:

 

http://gibberlings3....=27387&p=236489

 

Custom debugging logs integrated and tested against everything I could do to it minus the command line installs, updating to allow EET to use the files (untested on EET) and everything set up.

 

I will try for some of that "divided by component number user input" sorting for you tomorrow. Right now, I can help out by saying that the mod should just need three lines if running without varied choice; the debug-by-components breakdown is

 

aranw_0_debugger.log // main component

aranw_1234_debugger.log // 1 of 4 FORCED_SUBCOMPONENTs for sounds

aranw_56789_debugger.log // 1 of 5 FORCED_SUBCOMPONENTs for .cre, hidden from the user/installer by ACTION_READLN and ACTION_MATCH to player choice

aranw_opt10_debugger.log // optional portraits component, only needs to be installed if players want to choose instead of sticking with the default set.