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#510517 Spontaneous Hilarity

Posted by LonerAoshi on 12 March 2011 - 06:19 PM in Baldur's Gate Series

Anyone have any stories from playing the series that just made them laugh? Unscripted things, I mean, not funny dialogue (of which there is plenty).

One just happened to me now. Ike had just finished telling the tourists on the ground floor of Durlag's tower its morbid history, and finished by saying:

We'll take a small break here before moving on, good people. Please, for your own safety, TOUCH NOTHING! TOUCH NOTHING and NO REFUNDS!


One tourist promptly decided to wander into a room. This was the result:

Attached Images

  • Baldr000.jpg



#509259 Area Conversion Messed Up

Posted by LonerAoshi on 25 February 2011 - 04:27 AM in Mega Mod Help

Recent version fixes that. It was referencing a TUTU area.

I'm running v2.05 for BGT. I'm 99% sure that's the latest version...

What Solafein was refering to is just that the bug was there because the mod itself was coded to use the Tutu value instead of the BGT value in the referense. And now it's corrected. And sinse he is updating the mod, it will be his update that makes...

Yeah, I know. I looked at the changelog for v2.05, and I saw that. What I'm saying is that despite whatever changes were made, I'm using v2.05 and what I described still happens. Check my WeiDU log and the CM0750 I attached. There is definitely still a problem.

EDIT: Actually, looking at the discussion on the TeamBG forums, I think whatever fix was done there just pointed CM0750 at the original area of vanilla BG1 (ie AR0700) instead of the BGT area (AR7700).



#509228 Area Conversion Messed Up

Posted by LonerAoshi on 25 February 2011 - 01:07 AM in Mega Mod Help

Recent version fixes that. It was referencing a TUTU area.

Er, I'm running v2.05 for BGT. I'm 99% sure that's the latest version...

EDIT: In any case, I posted on the mod's forum over at TeamBG.



#509195 Area Conversion Messed Up

Posted by LonerAoshi on 24 February 2011 - 06:20 PM in Mega Mod Help

Might want to post this on chosenofmystra.net or whatever site hosts Dark Horizons.

Gotcha, sorry for posting here. Mods might want to delete this if it shouldn't be here.



#509185 Area Conversion Messed Up

Posted by LonerAoshi on 24 February 2011 - 03:29 PM in Mega Mod Help

Basically, the Dark Horizons mod creates a new trigger for entry to a house in Central Baldur's Gate (AR7700, AR0700 in the original unmodified game). Entering the house (CM0750) causes no problems, but when you try to exit, it crashes. I had a look at the logs and the areas, and it turns out that the exit from CM0750 is still pointing at AR0700 instead of AR7700.

Attached are the WeiDU logs, ToBEx logs, and the areas themselves.

Apologies if this should be in the BGT forum or somewhere else.

EDIT: Also, I managed to fix it using Near Infinity, so just letting people know about the problem, really.

Attached Files




#508811 Help wanted: WHAT IS A MEGAMOD?

Posted by LonerAoshi on 20 February 2011 - 02:07 AM in Mega Mod Help

I think the only two things from the original storyline that are extensively changed are the addition of a third faction to the Shadow Thieves and Vampires (can't remember which mod does that) and the addition of much greater free will in ToB (from the Wheels of Prophecy mod). That doesn't mean that the old storyline has been replaced, you can still do virtually everything the same way you would in a vanilla game. You just get more options regarding how to go about things.

Oh, and the Vault mod for BG. If it's you're first time playing that through without reading about the mod, then at some point you'll go Posted Image before realising what you need to do. At least, I did.



#508023 Very Odd Problem

Posted by LonerAoshi on 11 February 2011 - 04:18 AM in Mega Mod Help

I think I found the problem.
What difficulty setting are you using? Can you try changing that and seeing if it solves the problem?

I have managed to typo the difficulty multipliers so that - becomes + and vice versa, so that the following happens...

novice: add 50% damage (instead of 0.5x damage)
normal: add 25% damage (instead of 0.75x damage)
core: normal damage
hard: subtract 50% damage (instead of 1.5x damage)
insane: subtract 100% damage (instead of double damage)

Will fix, thanks.


Yep, that fixed it, lol. I was on insane, dropping down a notch fixed it.

Is there any way for me to fix that locally? Or should I wait until the next release and upgrade then? Can I even do that with the number of mods I've installed? In any case, thanks for clearing that up.

I wonder how many first-time players got suckered with that...Posted Image



#508020 Turambar fixes and tweaks 1.8.1

Posted by LonerAoshi on 11 February 2011 - 04:09 AM in Miscellaneous Released Mods

Cheers, thanks for the work you've done.

Of course, I just force attacked them anyway, but for the next playthrough... Posted Image



#507974 Very Odd Problem

Posted by LonerAoshi on 10 February 2011 - 03:08 PM in Mega Mod Help

I did a bit of testing, but the results are consistent: Using BGMain there are no problems, using TOBExLoader with the damage fix results in the player's party being immune to all damage save instant death effects (such as a death spell), and using TOBExLoader without the damage fix enabled results in a CTD. I don't know if this is useful, but this is the error report Windows spits out:

Problem Event Name: APPCRASH

Application Name: BGMain.exe

Application Version: 2.5.0.2

Application Timestamp: 3b71b6f4

Fault Module Name: TobEx.dll

Fault Module Version: 0.0.0.0

Fault Module Timestamp: 4d466008

Exception Code: c00000fd

Exception Offset: 000020f1

OS Version: 6.1.7600.2.0.0.256.1

Locale ID: 3081

Additional Information 1: 3e71

Additional Information 2: 3e715d4a42e893e63e71ed0424927801

Additional Information 3: b130

Additional Information 4: b130aaf35620132500b9a126147368b2

Also, all characters I tested with had more than 1HP. Here are the files. The only thing I've changed from when I'm normally playing is enabling all the logging functions. Hope this helps.

Attached Files




#507969 Very Odd Problem

Posted by LonerAoshi on 10 February 2011 - 01:38 PM in Mega Mod Help

Well whaddya know, it's only when launched via TOBExLoader. I assume this has something to do with my enabling of the damage fix? I had to do so, otherwise it would CTD the instant I hit the first "assassin" in Candlekeep.



#507937 Turambar fixes and tweaks 1.8.1

Posted by LonerAoshi on 10 February 2011 - 03:17 AM in Miscellaneous Released Mods

No, they are untouched by SCS. They spawn in the place where the original encounter was in vanilla BG.



#507932 Turambar fixes and tweaks 1.8.1

Posted by LonerAoshi on 10 February 2011 - 02:15 AM in Miscellaneous Released Mods

Blargh, I thought that the StrRef was actually useful. But yes, you can see the diary entry from the dialogue in NearInfinity.

About the SCS thing, it's in SCS1, from my WeiDU log it's this entry:

~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v16



#507919 Windows 7 help.

Posted by LonerAoshi on 09 February 2011 - 05:12 PM in Baldur's Gate Series

An easier way to start system tools like gpedit.msc or services.msc is to simply hit Windows Key+R (ie bring up the run dialog box) and just type in "gpedit.msc". That way you don't have to go looking for it.

Posted Image



#507910 Turambar fixes and tweaks 1.8.1

Posted by LonerAoshi on 09 February 2011 - 04:06 PM in Miscellaneous Released Mods

I see, I had no idea Gerde was only supposed to take notice of Ankhegs killed outside. In that case, though, I think her dialogue and the journal entry you get when you start the quest need fixing then. Looking at AR8300.are there are intially a total of six Ankhegs outside, though some are only there at specific hours of the day. There's also a dialogue (StrRef: 97005) where Gerde says that there's a limit of four ankhegs per party, though there's no diary entry associated with that saying that you failed the quest. When you first get the quest though, Gerde's dialogue (StrRef: 97002) and the diary entry (StrRef: 91804) state that there's a limit of ten ankhegs per party. One of these is clearly wrong; given that Gerde takes notice only of ankhegs killed outside and there are only six outside initially, it seems that 97002 and 91804 should be changed to four ankhegs instead of ten. I know that more ankhegs could theoretically spawn, but given that two of the initial six are only there for one hour per day each, this seem the most likely. Don't know if that requires any changes in scripting, though.

As for the amazons, I think you've got that right. Though, given that this is a fix, I'm not sure it's within the scope of SCS; if they put it in as part of the tactical component, they're effectively deprecating part of the code of NTotSC.

Meh, it's not like I'm a modder, I'm just a guy that leeches off the hard work of people like you, then moans when something doesn't work (usually because I did something stupid). Posted Image



#507856 Turambar fixes and tweaks 1.8.1

Posted by LonerAoshi on 09 February 2011 - 05:34 AM in Miscellaneous Released Mods

So, how does that modified encounter work? Elka and Natalka disappear from the area where they are initially spawned, together with the other girls, immediately, so that normal encounter does not take place.
Then, during chapter 3, what happens when the SCS encounter is triggered? who appears? Does anyone talk? Are the others already hostile when they appear? or what?

There are actually 2 separate encounters. Originally, in a vanilla BG1 game, there would be four women called Lamahla, Maneira, Telka and Zeela that confronted you in the area where you exited the Naskel Mines. This encounter was modified by SCS to occur later, and that one works fine, there are no problems there. When the encounter happens, all four are initially neutral, Lamahla approaches you, there is dialogue, then all four turn hostile.

With NTotSC, two women called Elka and Natalka spawn according to the code I posted above. Elka and Natalka are initially neutral, and neither of them have dialogue. Thus, they never turn hostile unless you force-attack them. I don't know what NTotSC is trying to do here, it's almost like this was going to be a different encounter but the coding was never finished. Either this is supposed to be a new encounter with its own dialogue, or Elka and Natalka shouldn't spawn in this area at all and their code should be deleted because SCS has moved the encounter entirely (via separate scripting in baldur.bcs).

If you have killed any ankheg elsewhere, they should be normal ankheg, and not ankhegg. Have you killed those on the surface or in the cave? could you attach ankhegg.cre and the .are file?
SPRITE_IS_DEADTUANKHEG is always set back to 0 in the end of the script, as it's used, if kivan or faldorn are in your party, to determine if they see you killing too many ankheg. In the end of the script, all ankhegg and tuankheg should be gradually 'changed' into normal ankheg, so that each 'special' ankheg is only counted once.
Your script should work correctly; perhaps, the ankheg in that area are wrong? Are you sure you checked the variable "SPRITE_IS_DEADANKHEGG", and not "SPRITE_IS_DEADANKHEG"?
What are the variables TuGerde and HelpGerde set to?

I don't know if this is because a lot of mods have tried to fix this quest or not, but I have five(!) different ankheg CRE files. I've got ANKHEG.cre, ANKHEG01.cre, ANKHEGG.cre, ANKHEGQ.cre, and TUANKHEG.cre. In this particular area, I killed none of the six on the surface, and all nine in the cave. All nine in the cave are of the TUANKHEG.cre variety, while all six on the surface (that I did not kill) are of the ANKHEGG.cre variety.

The variable "SPRITE_IS_DEADANKHEG" is at 15, but there is no variable called "SPRITE_IS_DEADANKHEGG". There is, however, a variable called "SPRITE_IS_DEADTUANKHEG" which is set to zero, as it apparently should be. There is no variable called "TuGerde", and "HelpGerde" is at zero.

I've attached the files (AR8301.are is the cave), but I think I've figured it out. The 9 in the cave should have been ANKHEGG.cre instead of TUANKHEG.cre. That would allow the script to run. Killing TUANKHEG.cre's effectively bypasses the script, meaning that "TuGerde" is never incremented.

EDIT: Apologies if this is the wrong place to post this, but since you seem to be fixing bugs for NTotSC, there's a very minor bug regarding the journal entry for the quest given by Wenric (farmer in the area north of the bridge to Baldur's Gate). The NTotSC v1.71 patch is erasing the wrong diary entry upon completion of the quest. Instead of erasing the initial entry regarding the quest (StrRef: 91973), it's erasing the completed quest entry (StrRef: 92442). Thanks for all the work you've done so far! :cheers:

Attached Files




#507845 Infinity animations from PST

Posted by LonerAoshi on 09 February 2011 - 04:37 AM in Infinity Animations

Hi there, I've got a non-joinable NPC (or maybe 3) you should probably exclude from this. There are 3 NPCs called Sonner (SONNER.cre), Jebadoh (JEBADO.cre) and Telmen (TELMEN.cre) in the BG1 area called "South of Wyrm's Crossing" (AR8300 in BGT, AR1400  in BG1). I chose the 25% option when installing (component 710). I don't know how a relevant NPC gets picked to be changed to a PS:T animation, but in my case Jebadoh was changed. However, this also changed him from having a class of NO_CLASS - 255 (like the other 2) to being INNOCENT - 155. Thus, when I whacked all 3 for stealing Tenya's bowl (the priestess of Umberlee north of this area), my reputation was halved. With this particular quest, if you side with Tenya, all 3 automatically turn hostile once you demand the bowl from them. They run away, but, well, if it has a red circle under it, I tend to kill it. Posted Image

Not sure if you could set converted NPCs to keep their class when changing animations, otherwise the only option would be to exclude them from this component, I guess. In any case, I've attached my version of JEBADOH.cre along with a changelog of him; I checked the previous versions, his class was always NO_CLASS - 255 until IA changed him.

Anyway, thanks for all the hard work! :cheers:

Attached Files




#507820 Turambar fixes and tweaks 1.8.1

Posted by LonerAoshi on 09 February 2011 - 12:29 AM in Miscellaneous Released Mods


EDIT: Wait, that means that Elka and Natalka should have attacked. They didn't even turn hostile, all they did was follow me around.
EDIT 3: Just went through baldur.bcs, ignore my questions, I understand when they'll spawn now. Apologies for my apparent idiocy. Elka and Naltalka should have still attacked, though.

The original encounter works like this: you meet a group of 4 amazons, who are all neutral. One speaks to you, and the dialog makes her, and the others, turn hostile.
NT added two of them, but didn't patch the dialog; I changed it so that the two spawn neutral as well, and turn hostile, after the dialogue, together with the others.
Probably, SCS doesn't use that dialogue, and so the trigger I used to make them hostile does not work.
But I think it's easy to correct this, I just need to know how that modified encounter works: do they all appear together, and already hostile; is there any sort of dialogue,...?

That's the thing, Lamahla is the one with the dialogue. Since Lamahla isn't there, Elka and Natalka are initally neutral, have no dialogue and therefore no trigger to turn them hostile unless you force-attack them. They just appear together and if they can't see any of the party, actively pursue the party leader until they can, but do nothing further. They still spawn where the original, unmodified encounter occurs, but they move from there as soon as you enter that map, as far as I can tell.

EDIT: Also, your fix for Gerde's quest doesn't seem to be working. As far as I can tell, "TuGerde" isn't being incremented here:
IF
 GlobalGT("SPRITE_IS_DEADANKHEGG","GLOBAL",0)
THEN
 RESPONSE #100
  IncrementGlobal("SPRITE_IS_DEADANKHEGG","GLOBAL",-1)
  IncrementGlobal("SPRITE_IS_DEADTUANKHEG","GLOBAL",1)
  IncrementGlobal("TuGerde","GLOBAL",1)
  Continue()
END
As a result, "HelpGerde" never gets set to 1, which means the trigger for the completed quest dialogue never gets set.. I've killed 9 ankhegs in AR8300 (AR1400 in unmodified BG1), and "SPRITE_IS_DEADANKHEGG" is at 15 (because I had killed more elsewhere prior to coming to AR8300, this is correct) and "SPRITE_IS_DEADTUANKHEG" is at 0. I've attached my WeiDU log and the version of AR8300.bcs currently in my install.

Attached Files




#507771 Turambar fixes and tweaks 1.8.1

Posted by LonerAoshi on 08 February 2011 - 02:09 PM in Miscellaneous Released Mods

:doh:

Thanks for clearing that up. Guess I'll have to go looking for them, because they haven't shown up and it's already chapter 4. It's not like I rushed through Chapter 3 either, I was well above level 3 before getting to Nashkel and afterwards I pretty much cleared all the other areas around it, including Ulcaster, before heading to the mines...

EDIT: Wait, that means that Elka and Natalka should have attacked. They didn't even turn hostile, all they did was follow me around.

EDIT 2: Also, Does BGT mess around with chapter numbers? The SCS readme refers to Mulahey being a Chapter 2 End Battle, when it was chapter 3 for me...

EDIT 3: Just went through baldur.bcs, ignore my questions, I understand when they'll spawn now. Apologies for my apparent idiocy. Elka and Naltalka should have still attacked, though.



#507734 Turambar fixes and tweaks 1.8.1

Posted by LonerAoshi on 08 February 2011 - 03:39 AM in Miscellaneous Released Mods

After Clearing the Nashkel Mines, I went looking for those 4 Amazons (Lamahla, Neela and the rest). Elka and Natalka showed up, but the other 2 weren't there. After doing a changelog of AR3900.bcs, I found that it was only NTotSC and your fixpack that changed it. Looking at the backup leftover from the installation, the only change is from this in 00001: ~SETUP-NTOTSC.TP2~ 0 0 // NTotSC for BGT-Weidu: v1.70a BWP Fix:

IF
Global("NTotSCSpawn","AR3900",0)
THEN
RESPONSE #100
  CreateCreature("NATALK9",[2248.240],3) // Natalka
  CreateCreature("ELKA9",[2145.205],4) // Elka
  SetGlobal("NTotSCSpawn","AR3900",1)
END


to this in 00002: ~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ 0 12 // Inactive creatures fix: v1.7:

IF
Global("NTotSCSpawn","AR3900",0)
Dead("Mulahey")
THEN
RESPONSE #100
  CreateCreature("NATALK9",[2248.240],3) // Natalka
  CreateCreature("ELKA9",[2145.205],4) // Elka
  SetGlobal("NTotSCSpawn","AR3900",1)
END

Bottom line is, the two Amazons in the code above are spawning, and the other two aren't.



#507647 Very Odd Problem

Posted by LonerAoshi on 07 February 2011 - 12:05 AM in Mega Mod Help

Apologies if this has come up before, but I couldn't find this problem anywhere on the net. Basically, whenever anyone in the party is hit by something, either by a physical attack or a spell, I get the "Char was immune to my damage" message from the creature that attacked. It is possible to die, however, as I sent a Level 6 Minsc up to the "Little a Sister" encounter in the Jovial Juggler Inn in Beregost (part of the NT/DSotSC mod) and he was killed by a Death Spell. I have no idea what could have caused this, and I get the feeling that this is a freak occurrence because of my install. I used the BWS beta so I could customise things a bit, and I've attached the WeiDU log if that helps.

To be honest, it doesn't bother me that much as it just saves me from reloading a lot Posted Image

I'm not really expecting a fix for it, this is just letting you guys know that this can actually happen. Think of it as a curiosity or something.

Attached Files




#487461 Missing Torgal in de'Arnise Hold

Posted by LonerAoshi on 14 May 2010 - 03:41 PM in Mega Mod Help

Thanks for the help, that worked. Here is the change-log output:

[WeiDU.exe] WeiDU version 21700
[WeiDU.exe] Using scripting style "BG2"
override/TORGAL.CRE
override/torgal.cre bg2fixpack/backup/3/torgal.cre
override/TORGAL.CRE BPv179/BACKUP/0/TORGAL.CRE
override/TORGAL.CRE tactics2/backup/37/TORGAL.CRE
Override/torgal.cre grimuar/Backup/1/torgal.cre
override/torgal.cre freeact/backup/10/torgal.cre
override/TORGAL.CRE p5tweaks/backup/10/TORGAL.CRE
override/torgal.cre NSC Portraits/backup/1/torgal.cre
override/torgal.cre infinityanimations/backup/500/torgal.cre
override/TORGAL.CRE crefixer/backup/0/TORGAL.CRE



Mods affecting TORGAL.CRE:
00000: /* from game biffs */ ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 0 // BG2 Fixpack - Core Fixes: v9.01 BWP Fix
00001: ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 3 // BETA Core Fixes (please check the readme!): v9.01 BWP Fix
00002: ~SETUP-BPV179.TP2~ 0 0 // Big Picture AI/Enhancement Mod, version 179 weidu (beta): v1.79f BWP Fix
00003: ~SETUP-TACTICS.TP2~ 0 37 // Streamlined Trolls: v25 BWP Fix
00004: ~SETUP-GRIMUARS.TP2~ 0 1 // Grimuars for BG2 WITH TACTICS: v3.3 BWP Fix
00005: ~FREEACT/SETUP-FREEACT.TP2~ 0 10 // PnP Free Action: v2
00006: ~P5TWEAKS/SETUP-P5TWEAKS.TP2~ 0 10 // Drop Items on Frozen Death: v5.1
00007: ~SETUP-NSCPORTRAITS.TP2~ 0 1 // Portraits for BG2 and ToB: v1.7
00008: ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ 0 500 // More Base Animations: Beta 4 BWP Fix
00009: ~CREFIXER/SETUP-CREFIXER.TP2~ 0 0 // Creature Slot Fixer: v2


The strange thing is, using 00009 as an override worked straight away. Is 00009 the one that is used in the final biffed files, ie the torgal.cre the game uses without an override, or is it the torgal.cre one step before the final? Sorry if that question is unclear.

Anyway, I've attached the 00009 version along with the change-log as well if that is any help.

Attached File  TORGAL.00009.CRE   4.06K   213 downloads
Attached File  change-log.txt   1.42K   209 downloads



#487400 Missing Torgal in de'Arnise Hold

Posted by LonerAoshi on 13 May 2010 - 03:11 PM in Mega Mod Help

Ok I don't know about the other stuff but I had the same problem with Torgal-probably some script is responsible-here is the link(thanks again Miloch Posted Image)

http://www.shsforums...gal-is-missing/



I saw that, but what did you do to fix the problem? All you said is that it worked.



#487342 Missing Torgal in de'Arnise Hold

Posted by LonerAoshi on 12 May 2010 - 07:37 PM in Mega Mod Help

First of all, massive thanks to all the people that created and are maintaining the BWP, this is an epic undertaking and to have so many mods work together in any fashion at all is incredible.Posted Image
Also, apologies if my issues have already been addressed elsewhere; I couldn't find anything to help me using a site-specific Google search (since the internal search system is till down).

Anyway, first problem is with the world map. It was fine for BG1, but when transitioning to BG2, it seems to have been corrupted, as you can see:

Posted Image

This only seems to happen when going from BG1 to BG2 when playing with the BGT; starting a new BG2 game doesn't seem to cause any problems.

Next, the merchant that is supposed to appear 5 days after you first go to the Athkatla City Gates isn't spawning when he should. I checked my game with ShadowKeeper (and IESE), and the Globals associated with the merchant and the thug that harrasses him ("aemerch" and "aeextort" respectively) are missing. On a sidenote, the first place I went from Waukeen's Promenade was the City Gates, and a Vampire was there killing 2 Shadow Thieves. Could this have prevented the Globals from being set? In any case, it's not that big a deal to me, just something to look into I suppose.

The Torgal thing is a showstopper, though. From what I can piece together using Near Infinity, Torgal is part of the de'Arnise Hold's Cellars (ar1301.are). For some reason, something is removing him as soon as you enter ar1301. I tried CLUA'ing "Torgal" in, but he is still destroyed immediately. CLUA'ing in "Torgal2" or Torgal3" (the near death and regenerated troll versions of him respectively) works fine, but obviously screws up the quest because you miss the dialogue you get when you first encounter "Torgal". Checking the game with ShadowKeeper, the Globals "PlayerToldOfTorgal" and "TorgMove" are missing. Also, looking at Torgal.cre, shouldn't he have at least a Race Script?

Regarding my installation, I had two minor problems. One was that the BWP FixPack failed to patch "tactics2\nforest\scripts\drake01.BAF", and the other was that "Level-50 Ruleset (Code By King Diamond)" from BP failed to install. There weren't any problems when I tried to play, so I figured the install problems weren't major. They aren't, right?Posted Image I've attached both my BWP Debug and WeiDU logs, as well as the "setup-bpv179.debug" log, and my Torgal.cre, ar1301.are ar1301.baf files if they help.

Thanks in advance for any help anyone manages to give.

Attached File  Weidu.rar   9.98K   213 downloads
Attached File  AR1301.ARE   13.21K   258 downloads
Attached File  AR1301.BAF   3.24K   252 downloads
Attached File  BiG World Debug.rar   170.97K   264 downloads
Attached File  SETUP-BPV179.rar   227.88K   220 downloads
Attached File  TORGAL.CRE   4.06K   255 downloads



#483588 BWS v9.0 Extraction Problems

Posted by LonerAoshi on 02 April 2010 - 04:45 PM in Mega Mod Help

Apologies if this is in the wrong place or has been answered before, but I couldn't find anything using Google and the forum search engine is borked, so...

Basically, I'm running Win 7 x64 Ultimate, and it seems that BWS can't extract the mods after downloading them. I've turned off UAC and PCA, done a fresh install of BG1 and 2 (to D:\Black Isle...), patched them, done a quicksave for both, ejected the CDs and downloaded all the mods via BWS. The only thing that is non-standard is that I've had to manually get BPSeries v4.00 and edit the relevant component in BWS (ie renaming and changing bytesize) since v3.61 is no longer available. I did this for an 8.3 install in Win XP, and it worked, so I don't think that's the problem.

As you can see from the log, I'm getting a weird extraction problem. Does anyone know of a way around this? I tried extracting everything manually, but that seems like a fools errand; the paths were all messed up.

Attached Files