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#592856 Failed Tactical Installation

Posted by agb1 on 02 February 2017 - 02:46 PM in Mega Mod Help

Did you click on "select mods/components" before starting the installation?  Important to do that and resolve conflicts.  Also, unless you are testing, it's not recommended to use the "Tactical" pre-selection.  Better to start from Minimal or Recommended and then choose the specific tactical mods/components you want to add.  Also, to save yourself future headaches, once you have a custom selection you like, click Options -> Export on the selection tab to save your selection as an ini file that you can import later if you need to re-install.

 

BWP_Fixpack_Originals wouldn't be created by BWS.  That's only for creating patches (i.e., for modders), not for applying them (i.e., what BWS does).  The patches for Bonehill, RoT and SoS had incorrect paths in them, which was causing this problem.  I've corrected them in the Fixpack now.  What is the problem with the TDD patch?

 

The lines in the log about components "not selected to be installed" are harmless but I've updated BWS to suppress them now also.




#592833 The 'official' BWP Fixpack thread

Posted by agb1 on 01 February 2017 - 09:18 AM in Mega Mod Help

Different problem now.  Some of the files in the BiG World Fixpack\infinityanimations\_copy folder contain special symbols.  There's some code in the script that is supposed to try to catch that and use a different method, but it doesn't seem to be working.

 

Manual workaround:  Move everything (files and subfolders) from Baldur's Gate 2\BiG World Fixpack\infinityanimations\_copy to Baldur's Gate 2\infinityanimations.  Overwrite/replace all.  Then re-run BWS.  The Fixpack\infinityanimations\_copy subfolder will empty, so it will be able to get past the point where it got stuck last time.

 

Edit:

 

As for the nested Fixpack folders, I don't know if I should be looking for a bug in the extraction logic or in the installation logic.  Next time you do a clean installation, please configure BWS to "pause after extraction" (it's one of the options on the last tab just before you press the final "Continue" button to start the installation) and then, when it pauses, check in your game folder to see if the nested Fixpack\Fixpack folder structure is already there.  If it is, the problem is before the installation logic.




#592830 The 'official' BWP Fixpack thread

Posted by agb1 on 01 February 2017 - 09:01 AM in Mega Mod Help

There's probably a clue in the fact that only "aurora" and "SpellPackB6" are there.  Is there also a BiG World Fixpack/BiG World Fixpack/aurora folder and a BiG World Fixpack/BiG World Fixpack/SpellPackB6 folder, or did only those two subfolders move up somehow?

 

I can't explain how this happened but if you move all of the contents from BG2\BiG World Fixpack\BiG World Fixpack to BG2\BiG World Fixpack and re-run the ApplyPatches script, it should work.




#592828 The 'official' BWP Fixpack thread

Posted by agb1 on 01 February 2017 - 08:38 AM in Mega Mod Help

I'm more concerned with the fact that you said you corrected the folder structure and it still didn't work.  That's why I want to see your current folders.

 

I don't see how BWS could create a nested BiG World Fixpack/BiG World Fixpack structure.  The original archive (BiG-World-Fixpack-master.zip) unpacks into the game folder, resulting in a structure like this:

 

C:\Games\Baldur's Gate 2\BiG-World-Fixpack-master/BiG World Fixpack/_messages

C:\Games\Baldur's Gate 2\BiG-World-Fixpack-master/BiG World Fixpack/...various other folders...

C:\Games\Baldur's Gate 2\BiG-World-Fixpack-master/_ApplyPatches.bat

C:\Games\Baldur's Gate 2\BiG-World-Fixpack-master/_ApplyPatches.tp2

etc.

 

Then BWS moves everything in the C:\Games\Baldur's Gate 2\BiG-World-Fixpack-master folder up one level to the game folder, and removes the empty BiG-World-Fixpack-master folder.

 

Then it runs _ApplyPatches.bat.  That runs the script _ApplyPatches.tp2, which renames the "BiG World Fixpack" folder to "BiG_World_Fixpack"  (with underscores instead of spaces) and then looks for the subfolder BiG_World_Fixpack\_messages" ...

 

I don't see how this could have created a nested structure of BiG World Fixpack/BiG World Fixpack.

 

Just to confirm -- was your Baldur's Gate 2 folder "clean" (a fresh installation of the game) before you started BWS?  If you had a left-over Fixpack folder from a previous installation, that might cause some strange behavior.




#592826 The 'official' BWP Fixpack thread

Posted by agb1 on 01 February 2017 - 08:07 AM in Mega Mod Help

The log doesn't really show anything.  I'd like to see your folder structure.  Can you attach a screenshot of the contents of your game folder and also of the contents of the BiG World Fixpack subfolder?




#592824 The 'official' BWP Fixpack thread

Posted by agb1 on 01 February 2017 - 07:35 AM in Mega Mod Help

The script worked, according to the log, but only found one mod folder eligible for patching ("aurora").  Can you attach your Big World Install Debug.txt from BWS\Logs?




#592822 The 'official' BWP Fixpack thread

Posted by agb1 on 01 February 2017 - 07:07 AM in Mega Mod Help

You have a double folder?  i.e. C:\Games\Baldur's Gate 2\BiG_World_Fixpack\BiG World Fixpack\_messages?  It should be C:\Games\Baldur's Gate 2\BiG World Fixpack\_messages




#592820 The 'official' BWP Fixpack thread

Posted by agb1 on 01 February 2017 - 06:48 AM in Mega Mod Help

According to that log, the BiG World Fixpack folder was extracted successfully in your C:\Games\Baldur's Gate 2 game folder.  Can you confirm that the folder is there and that it contains the _messages subfolder?

 

If yes, try manually running the ApplyPatches.bat in the game folder.




#592817 The 'official' BWP Fixpack thread

Posted by agb1 on 01 February 2017 - 06:38 AM in Mega Mod Help

The script tries to rename the folder "BiG World Fixpack" in the BG2 folder to "BiG_World_Fixpack" with underscores instead of spaces, and then checks that there is a subfolder named "BiG_World_Fixpack\messages".  That check failed, so either the rename didn't work or the Fixpack wasn't extracted properly.  Can you attach the Big World Extract Debug.txt log file from the BWS Logs folder?




#592799 BiG World Setup (an attempt to update the program)

Posted by agb1 on 31 January 2017 - 10:00 AM in Mega Mod Help

You do know you can import/export your BWS selection?  Click options in the upper left while viewing your selection.




#592791 BiG World Setup (an attempt to update the program)

Posted by agb1 on 30 January 2017 - 02:48 PM in Mega Mod Help

BWS won't recognize manually extracted files.  It expects to find the archive in the Big World Downloads folder (or obtain it during the downloading phase) and to handle the extraction itself.  Can you attach the Big World Extract Debug.txt log from the BWS logs folder?




#592782 The 'official' BWP Fixpack thread

Posted by agb1 on 30 January 2017 - 06:57 AM in Mega Mod Help

Thanks very much!  I've merged in your script contribution and the missing SCS header.




#592763 The 'official' BWP Fixpack thread

Posted by agb1 on 29 January 2017 - 10:33 AM in Mega Mod Help

BWF occasionally puts more than one patch in the same .patch file, yes.

 

The file(s)-to-be-patched are always preceded by --- 




#592742 BiG World Setup (an attempt to update the program)

Posted by agb1 on 28 January 2017 - 05:25 PM in Mega Mod Help

AstroBryGuy has updated BG1NPC to fix the entar.cre error.




#592619 BiG World Setup (an attempt to update the program)

Posted by agb1 on 23 January 2017 - 06:23 PM in Mega Mod Help

Okay, having two more issues with my EET via BWS install (hopefully actual bugs this time lol).

 

1: The "NPCs go to inns" component of SCS was selected and installed successfully, but it doesn't seem to be functioning in-game (tried with both Kivan and Imoen).

 

2: Upon meeting Viconia (in BGEE) the Flaming Fist officer pursuing her never spawns. She just says "Thank you for helping" and then nothing happens. EDIT: the "Move NPCs to more convenient locations" component of SCS was also installed, if it makes any difference.

 

attachicon.gifBiG World Debug.7z

I'm not sure if that SCS component is EET compatible.  Perhaps use BG1NPC component 16 instead?

 

Where did you encounter Viconia?




#592606 W_PackMule

Posted by agb1 on 23 January 2017 - 08:46 AM in Miscellaneous Released Mods

Definitely - please share your patches.




#592599 BiG World Setup (an attempt to update the program)

Posted by agb1 on 23 January 2017 - 08:09 AM in Mega Mod Help

Thanks zonx - fixed eetact2 patch, hid MSFM component 11 for BG2EE installs without EET, and changed PPE download link.  File size is correct; name is correct.  If it still re-downloads, please attach your Big World Downloads log file so I can see why it's failing to verify the existing copy.  BWS isn't supposed to re-download GitHub masters every time; only if it is unable to verify that the file size and file name hasn't changed on the server.  I guess I could also add a user prompt before BWS decides to wipe out the existing copy in that case...




#592545 BiG World Setup (an attempt to update the program)

Posted by agb1 on 20 January 2017 - 06:39 AM in Mega Mod Help

Thanks zonx.  Both fixed, I think.




#592456 BWS Ghost Files

Posted by agb1 on 15 January 2017 - 07:28 PM in Mega Mod Help

Have you toggled "Show hidden files and folders" in the windows explorer Folder Options? I can't imagine why those mod folders are hidden, but that seems to be the case...

Unrelated, but I have never used the "independent installation" feature in BWS, which it seems you used for your BGEET test folder, so I have no experience to comment on that.



#592385 Sandrah Saga for EET (Bug and Support Forum)

Posted by agb1 on 11 January 2017 - 09:14 AM in Miscellaneous Released Mods

Yes, you can continue using the master branch for now. BWS should always get latest due to my new workaround.

The downside of using the master branch is that BWS will sometimes re-download unnecessarily.

Once your rate of changes slows down, you can switch to the releases system, which should avoid unnecessary re-downloads because it will give each package a unique file name.



#592383 BiG World Setup (an attempt to update the program)

Posted by agb1 on 11 January 2017 - 08:53 AM in Mega Mod Help

The "no effects altered" still causes the component to be INSTALLED WITH WARNINGS, which usually means that BWS will stop and prompt for user instruction. You could wrap that code in an ACTION_TRY to catch "no effects altered" so it doesn't raise an alarm.

Spoiler



#592381 Sandrah Saga for EET (Bug and Support Forum)

Posted by agb1 on 11 January 2017 - 08:49 AM in Miscellaneous Released Mods

BWS is not fetching the latest Sandrah version if there is an older version already in the BWS downloads folder, because the GitHub master-branch package name doesn't change and the server is not returning a size.

 

Roxanne, any chance you could start creating GitHub releases so GitHub will generate packages with unique names (commit ID)?

Really? I have not used BWS with EET yet, back when I used it in BGT it was always downloading the newest version...this seems to have changed. I was not aware of it.

 

So what does your proposal mean? I have no idea how to handle GitHub releases, honestly. Will there be a release for any typo I detect and correct? And does that mean that somebody who once downloaded the mod always will use the old version on any new install unless it is manually deleted in the download folder?

 

The master branch link is always-latest, but BWS doesn't actually attempt to re-download unless it sees either a file name or size change, and the method used to check the size isn't always successful.  When it fails, it falls back to a local copy if the name is as expected...  but that isn't the right answer for master archives.

 

I've now implemented a change in how BWS handles master branch archives, so if it doesn't get a valid size from the server it will assume the local copy is outdated and download again.  No action required on your part.

 

For your reference, creating a GitHub release involves going to the website and using their "draft a release" process.  e.g.:  https://github.com/R...rahEET/releases

 

When you create a release, it implicitly creates a Git tag at the then-latest commit of whatever branch you select, and then creates a "release" (which is effectively a bundle of meta-data) that encapsulates that tag.  Example:  https://github.com/B...rouble/releases

 

Releases have two types - red (pre-release) and green (regular).  You can check a "this is a pre-release" box during the release process.  BWS can be configured to download only master branch, only pre-releases, only non-pre-releases, or latest of either release type.  Depending on how you prefer to manage your updates, you can use these classifications to "work ahead" of what BWS users will get automatically.  For example, if we change BWS to only get non-pre-releases, you can then make changes on the master branch and create pre-releases and none of those changes will be picked up by BWS until you create a new regular release (or edit the latest pre-release and turn it into a regular release).




#592378 Sandrah Saga for EET (Bug and Support Forum)

Posted by agb1 on 11 January 2017 - 08:20 AM in Miscellaneous Released Mods

BWS is not fetching the latest Sandrah version if there is an older version already in the BWS downloads folder, because the GitHub master-branch package name doesn't change and the server is not returning a size.

 

Roxanne, any chance you could start creating GitHub releases so GitHub will generate packages with unique names (commit ID)?




#592367 Sandrah Saga for EET (Bug and Support Forum)

Posted by agb1 on 10 January 2017 - 04:31 PM in Miscellaneous Released Mods

Error in my most recent EET install attempt:

 

ERROR: processing .D actions [SandrahNPC/D/SanPartings.d]: Invalid_argument("index out of bounds")

 

SanPartings.d:

 

Spoiler
 
The original IMOENP.DLG from SoD only has 4 states.  BG1NPC component 16 (NPCs can be sent to wait at inns) adds the expected target state, I think -- should be added to Sandrah's install check predicates.
 
Also, minor nitpick:
 

Installing [SandrahNPC Check for required Installation] [v2.03.b]
 
 The Region of Terror Mod is required - please install first!
 
This doesn't actually stop the install, so "required" is not accurate any more.  Perhaps this line should be removed and RoT added to the list of optional mods shown immediately after?



#592350 BiG World Setup (an attempt to update the program)

Posted by agb1 on 10 January 2017 - 02:56 AM in Mega Mod Help

konva, there was another report of blank map background with BP-BGT-Worldmap. I will investigate.