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#467908 How important is the Widescreen Mod?

Posted by The Baboon on 13 November 2009 - 01:23 PM in Mega Mod Help

Okay, so the Widescreen Mod has failed me every now and then. I never really figured out why - it simply doesn't install correctly, I get an error message, and my installation is thoroughly wrecked. Or at least I get a lot of random bugs, although I really don't know why.
If I try it again, it may work...or not.

Anti-virus and other programs seemingly have no influence whatsoever.



So, how risky is it to just use BGConfig settings instead of the mod?
All I want is to play the game in 1024x768.



#467899 BiG World Project (BWP) v8.2

Posted by The Baboon on 13 November 2009 - 11:08 AM in Mega Mod Help

I didn't know you were modding the .bat :coolthumb:

Yeah, I didn't make that clear, did I?
I thought most people were doing that and didn't mention it... :whistling:

In that case, it's safe to use the 8.1 install.bat (but you should probably use a diffing program like WinMerge to compare the new 8.2 and your modded 8.1 to make sure you're not missing anything ;))

Did that, and it should work fine. It does so far, too. Tyris Flare was in another place than I put her, but I guess that's inconsequential. (Still moved her to where the BWP team put her.)



#467890 BiG World Project (BWP) v8.2

Posted by The Baboon on 13 November 2009 - 07:15 AM in Mega Mod Help

Wouldn't it be easier to just use the BWS8.2 and uncheck what you don't want?? (you'll have to choose the "Further customize ..." option in the screen where you enter the paths)

But, afaik, component numbers haven't changed since 8.1, so you can probably use the 8.1 install.bat (but just in case ... :whistling:)

Cheers,
Lol

I have a fairly heavily customized Tactics installation. Well, half-Tactics, anyway, since I stay clear of some of the harder or more tedious components like SCS' Improved Spiders or Tower of Deception's Ustrain encounter.

Some tampering with the batch file to change the installed components is needed for that, and it can easily take an hour to do this.
Not to mention that I'd invariably forget something and notice this about two minutes after starting the game.


Well, anyways: Thanks.



#467887 BiG World Project (BWP) v8.2

Posted by The Baboon on 13 November 2009 - 06:47 AM in Mega Mod Help

Great work once more. :)


Just to be sure, none of the component numbers have changed, am I seeing this right?
Meaning I could still use my 8.1 install.bat for all the mods that were already included in it?



#467810 Mod updates for BWP v8+

Posted by The Baboon on 12 November 2009 - 12:46 PM in Mega Mod Help

What is Desecration of Souls anyway? Or rather, what's left of it?

I mean, it's part of a Standard installation, yet the second post here mentions several things that sound like Tactics material.



#467734 Rose NPC mod for BG:T

Posted by The Baboon on 11 November 2009 - 03:01 PM in Miscellaneous Released Mods

All right, I'll see that I get all of those.

I'll have to reinstall, though. Some weird stuff seems to have happened during the installation, and as a result, some mods are missing.


I got another interjection out of her so far.
Spoiler



#467605 Rose NPC mod for BG:T

Posted by The Baboon on 10 November 2009 - 05:15 AM in Miscellaneous Released Mods

I'll keep her with me until I've seen all the friendship banters, then.

So far, all I can say is that I like the scene where she joins. Oh, and there's a typo in the dialogue with Silke ("Why, I didn't even noticed you.").



#467549 Rose NPC mod for BG:T

Posted by The Baboon on 09 November 2009 - 03:05 PM in Miscellaneous Released Mods

Just how much BG1 content is there at the moment?
I'll take her with me this time, but I don't want to have anyone just tag along silently.



#467533 Problem leaving Waukeen's Promenade

Posted by The Baboon on 09 November 2009 - 11:41 AM in Mega Mod Help

I had the same or at least a very similar problem back when the current BWP version was 5.X - don't even remember which one it was now.


So it's been around for some time. That's why I was quite surprised to see this again.



#467391 Problem leaving Waukeen's Promenade

Posted by The Baboon on 08 November 2009 - 06:06 AM in Mega Mod Help

I've tried linking AR0700 to AR0400 and the other way around in a test save, but it didn't help. The travel time is still 20 hours and it still doesn't make the slums reachable from the waukeen promenade without cluaconsole. :(

Yeah, as I said, it won't work if you've already visited the area. But if you run into the same problem in other areas, this method may help.



#467390 BiG World Project (BWP) v8.1

Posted by The Baboon on 08 November 2009 - 06:03 AM in Mega Mod Help

O...kay.
Good luck with that.  :lol:


Also, I just reinstalled - same problem with the biffing, same solution, and no idea what's going on.

To clarify, without the .tp2 in the SoA folder, the .exe starts, but I'm not even asked if I want to install the [generalized biffing] component. Nothing happens at all.



#467384 Problem leaving Waukeen's Promenade

Posted by The Baboon on 08 November 2009 - 05:15 AM in Mega Mod Help

Yeah, but it's apparently still in the engine. At least it worked for me.

Of course, it's only a way around the problem.



#467381 Problem leaving Waukeen's Promenade

Posted by The Baboon on 08 November 2009 - 04:59 AM in Mega Mod Help

I've checked the area with NI and it doesn't differ from the one I have in my test folder (BG2fixpack and BGT, nothing more) so I don't know what I'd have to modify. The scripts are different - or rather, AR0700.bcs has been modified by some mod but with a quick scrolling it seems those are only additions. How did you solve this?

Can't tell you word for word right now because I'm in the middle of reinstalling*, so I don't want to risk anything by opening NI. Basically, I just modified the adjacent areas - I think that's what it's called - part, interconnecting the different areas of Athkathla. Make sure that the Promenade is connected to the Slums and each area has at least one next to it and it should work. Did for me, at least.

If this is incomprehensible right now, I'll give a proper rundown later, when I can actually use NI myself again.

Of course, maybe you could look into that script, too. But I'm unlikely to be able to help with that.



*:I'm still not sure whether I should consider myself lucky for finding out that Tyris Flare updated right after my installation was done, considering that I want to try her out this time.



#467376 BiG World Project (BWP) v8.1

Posted by The Baboon on 08 November 2009 - 04:31 AM in Mega Mod Help

Oh, and btw ... the list creation part did take a hefty half an hour for me :crying:

Dude, how many mods have you installed!?  :blink:



#467371 Problem leaving Waukeen's Promenade

Posted by The Baboon on 08 November 2009 - 04:12 AM in Mega Mod Help

Huh. Now that hasn't happened to me in quite some time. It did occur in the past, though.

The only solution I'd know of would be fixing the relevant areas using Near Infinity. Do you know how to do this?


On another note, if this is a trilogy game, I hope you still have a save in the BG1 part of the game to go back to, because fixing files with Near Infinity doesn't work retroactively. Meaning you'd end up with a permanently buggy Promenade if you don't have one.


EDIT: On another note, you could just attach your log and spare everyone some scrolling. ;)



#467365 BiG World Project (BWP) v8.1

Posted by The Baboon on 08 November 2009 - 03:36 AM in Mega Mod Help

Oh, I've noticed that.
Still, it's odd that, with the .tp2 in the mod folder, nothing happened for 10 minutes, whereas the biffing started after maybe 2 when it was in the SoA folder. Of course, that may well be completely unrelated.

That doesn't explain what happened during the automated installation to prevent the biffing, but I guess such things can happen.



#467321 BiG World Project (BWP) v8.1

Posted by The Baboon on 07 November 2009 - 04:12 PM in Mega Mod Help

That's odd.

Because, when I noticed that the biffing hadn't been done, I (obviously) tried to install it manually. It started, but did absolutely nothing for ~ 10 minutes.
Then I looked for the other files, saw that the .tp2 was missing, realized it was in the mod folder, copied it into the SoA folder, tried again and, well, now it's busy biffing.


EDIT: And it just finished without any problems. Maybe just two random errors earlier, but really, what are the odds?



#467317 BiG World Project (BWP) v8.1

Posted by The Baboon on 07 November 2009 - 03:42 PM in Mega Mod Help

I just encountered a problem with the generalized biffing mod - it didn't install. Everything else worked just fine, and the installation finished anyway.
The problem simply was that the .tp2 ended up in the generalized_biffing and not the SoA folder.

Thought I'd let you know.



#467065 Story help

Posted by The Baboon on 04 November 2009 - 06:40 AM in Mega Mod Help

Yeah, it's from TDD. Sorcerer's Place has a walkthrough for it, I think.

Anyway, next up is a trip to a new location that's simply called Village.



#466321 My familiar is gone

Posted by The Baboon on 25 October 2009 - 04:33 PM in Mega Mod Help

Now this is a total shot in the dark, but I think the Lucy the Wyvern mod MIGHT have something to do with it. I really don't know, though - this is just a guess, and not even an educated one.

What I'd do is try if this happens to other familiars as well - use the ones for neutral alignments, though. If it doesn't, go get Near Infinity if you don't have it already and look up FAMPSD.CRE and FAMPSD25.CRE and change their race to NO_RACE. (EDIT: Maybe change the class as well.) The Fairy Dragon could use the same treatment. Of course, since testing this might take time since you said it wasn't the first time the familiar was out of the backpack, you might want to do that anyway. (For testing purposes, you could change your current characters alignment and CLUA in the appropriate familiar. But this might not prove to be very enlightening.)

Oh, and while you're at it, you could check if there are any scripts assigned to the familiars. They're not supposed to have any at all.



#464633 Tranfering Items From BG1 -> BG2

Posted by The Baboon on 07 October 2009 - 07:25 PM in Mega Mod Help

Well, that should be easy, right? Two CREs, one store? Should work, but then again, I'm more or less completely new to this.

Anyway, with the Unique Containers mod, you could just put all the stuff into one Bag of Holding you find somewhere in BG1, remember which one it is, and use Shadowkeeper to put it into your inventory.



#464598 BiG World Project (BWP) v8.0

Posted by The Baboon on 07 October 2009 - 03:48 AM in Mega Mod Help

Ooooh ... so S stands for "Standard" :P I thought it was "Setup-" :doh:

So did I. :D

I did have a Tactics installation, though. But if IFE works in any case, then I guess I can just use that.

Also, if that worked for you, I may just have to consider the possibility that I screwed some minor detail up there. Might just have been a typo or something similarly banal.



#464591 BiG World Project (BWP) v8.0

Posted by The Baboon on 07 October 2009 - 03:09 AM in Mega Mod Help

The other one is to first run the BWS, then let it do all the downloading etc. and when it's done, open the 'BiG World Install.bat' file with Notepad, and insert a line like this: %IFE%scs%S%scs%L%0%SK% 5021 5030 5040 --logapp | %M%

Ah...that may be my mistake, since I made IFES lines for mods not already known.
Meaning that for, let's say Tales of the Deep Gardens, I'd end up with %IFES%TotDG%S%TotDG%L%0%SK% 0 1 | %M%. So should it just be IFE then?

here is also a good tutorial on .bat coding.

Thanks, I'll look into that.



#464540 BiG World Project (BWP) v8.0

Posted by The Baboon on 06 October 2009 - 11:03 AM in Mega Mod Help

Could anybody here tell me how to add mods to the BWP batch file?
I tried to do it by simply unpacking them as the Setup program usually does and then adding component installation lines (you know, like %IFTES%scs%S%scs%L%0%SK% 5021 5030 5040 --logapp | %M%) in the install.bat for the mods in question.

That resulted in crashes when the .bat did its job, which resulted in me copy-pasting together new batch files, and - totally unexpected -_- - now I have a buggy installation.


So, what did I do wrong?



#464527 Crash In Undercellar

Posted by The Baboon on 06 October 2009 - 08:15 AM in Mega Mod Help

I don't know if it's lightmap-related if it only happens at the start of a particular battle.

It is, oddly enough.
I had the same problem, tried MoveToArea, landed in the northern part of the Undercellar, and got the crash when I moved anyone south.


All that's needed to fix it is downloading the lightmaps from Rapidshare that are found on page 2 of the thread Wisp linked to and placing them in the override folder.