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#556558 Can't download BGT

Posted by Jarno Mikkola on 31 March 2013 - 03:31 AM in BGT Archive

File Size: 16.4MB erhm, you might have something else than error in the download, say your virus protector prevents the download or something... anyways try this:
Attached File  BGT116-Install.rar   16.4MB   393 downloads



#556556 Multiplayer with BGT mod start at level 7 :/

Posted by Jarno Mikkola on 31 March 2013 - 01:55 AM in BGT Archive

Well, if you want to make a multiplayer game in BGT, you usually should start a single player game actually, then make the characters on the Hosts computer and export them there so you have one you can import them...
Then use the Host computer to play one game and to save it. Then he exits to the game, and goes to the game folder, where he move the folder from the "save" folder to one called "mpsave" and then you restart the game, import the other characters and assigns them to each player and then you all start to play the game.



#556555 I installed Big World Project just fine. How do I remove one of the mo

Posted by Jarno Mikkola on 31 March 2013 - 01:49 AM in Mega Mod Help

Edit: Bleh, decided to just do a recovery on my BG2 folder and re-install without the mod in question.
Well, that's usually the only solution actually.



#556535 Version 0.2 released, BGEE support

Posted by Jarno Mikkola on 30 March 2013 - 04:05 AM in Psionics Unleashed

BG:EE mages only have to pick one proficiency at character creation-- so why does BG:EE force your new classes to take 4?
On character creation screen your character is a warrior, the class is changed to mage after game already starts.
Erhm, that still doesn't answer the original point, which is this, why not just use this:
// WEAPPROF.2DA, starting with line 3
~W_PSIONIK 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~ 
The change is just the removal of the 2 points in the two spots making the game know that he won't get any proficiency points, as if my memory serves, this at least in BG2 should result with the fact that the proficiency points won't need to be assigned.



#556526 General discussion

Posted by Jarno Mikkola on 29 March 2013 - 02:29 PM in Almateria's Restoration Project

Where in the install order would you estimate/guesstimate it would be best installed?
Here is the current list of mods ...
I would put it somewhere--- after the "Jarls BGT Adventure Pack" could be a cool place. As that's the "insert an untested mods" -location anyways.



#556502 Where is Big World Project (BWP) stuff?

Posted by Jarno Mikkola on 28 March 2013 - 02:02 PM in Mega Mod Help

<smacks self on forehead>
...
And thanks for your hospitable reply and reposting of the same information in simply another format for the blind, like myself!
Well, done this for years, so why should I stop when the first try doesn't result in a victory...

Anyways, you just failed to recognize the shs'es this:
linksshs.png
As the usual this:
linksc.png That's easy to make mistake. :devil:



#556498 Crash in Friendly Arm Inn, BGT-Big World full 11.3

Posted by Jarno Mikkola on 28 March 2013 - 12:40 PM in IE Help

I deleted in AR6800.BCS these strings (in start of script) and recompile it:
 ...
Then game not CTD in going to Friendly Arm Inn. What I should do next?
Well, that would mean that either the w_pwrang.cre or the w_mule.cre crashes the game, use the Console and these codes and see if they crash the game:
 CLUAConsole:CreateCreature("w_pwrang") 
 CLUAConsole:CreateCreature("w_mule") 
And if either does, make a change-log out of the .cre file.



#556483 Where is Big World Project (BWP) stuff?

Posted by Jarno Mikkola on 28 March 2013 - 07:37 AM in Mega Mod Help

Darn dabus, your ninja-e skills are way Imp-roved. :D

But, your answer does beg my next question...

Which are all welcome.

Any hints where to look to find that program?

Well, here. Click the Download button that leads to this item at this time, which allows you to download the program ...

 

Yeah, this time the answer was... too obvious. :P




#556470 Where is Big World Project (BWP) stuff?

Posted by Jarno Mikkola on 28 March 2013 - 12:23 AM in Mega Mod Help

Not been here for several years.  I can't seem to find a sticky that has the list of the most recent BWP stuff.  Also does BWP include BP?  Thanks!

Well, it's unsticked now cause it was switched to the BiG World Setup, a program that does all the manual work for you, including the Download, extraction and installing the mods: BWS, that's all you need, well and a BGII ToB install... k, it actually today works even without that, for the IwD, IwDII, Torment ... :P

 

And yes, you have the option to include the BP to it. And choose which components you wish to include from each mod when you customize the setup via clicking the high lighted "..." -button here:

capturevmp.png

 

Or you could have just read the pinned topics and gained that undestanding yourself...




#556464 Having problems installing Baldur's Gate Trilogy

Posted by Jarno Mikkola on 27 March 2013 - 09:15 PM in IE Help

Yeah I know, I saw it too. Would simply dragging and dropping the files from program files to say C:\Games, work? The launcher just simply doesn't let me change the file destination.
Nope... well, you can then alter the baldur.ini file, and then always starting the game via the BGMain.exe... but I believe that you get a better result with the uninstall-reinstall path.



#556441 Having problems installing Baldur's Gate Trilogy

Posted by Jarno Mikkola on 27 March 2013 - 12:11 PM in IE Help

This is why I asked the file... :D

This is your problem:
Possible HD/CD Path: [C:\Program Files (x86)\Atari\DnDMC\Baldur's Gate II\data\]

You need to install the game to a different folder, because this one is Windows protected folder.

But then again this:
[C:\Users\Andrew\Desktop\Baldur's Gate Trilogy\Baldur's II\setup-bgt.exe] Using scripting style "BG2"
Says that you have extracted the mod to the Desktop, which is a problem because it works only in the game folder.

So install the BG2 to say here: C:\Games\BGII - SoA\
Then when you extract the BGTv1.16-install.rar, make sure it goes to the C:\Games\BGII - SoA\ -folder, and then run the setup-bgt.exe .



#556432 Crash in Friendly Arm Inn, BGT-Big World full 11.3

Posted by Jarno Mikkola on 27 March 2013 - 10:42 AM in IE Help

...

ToBEx.log:
Spoiler
The cause of the crash: [Wed 27 Mar 2013 22:22:13] Could Not Find Resource: .BAM ... :D

So there's probably a creature that does something it's lacks the animation to do...



#556422 Crash in Friendly Arm Inn, BGT-Big World full 11.3

Posted by Jarno Mikkola on 27 March 2013 - 07:23 AM in IE Help

I can give savefiles, but where it need upload?
Well you can upload your savegames to this forum like you did the log files, but they probably need to be in an archive file(.zip or .rar ). I cannot help you with them though as I don't have a BWS game I could use them with.



#556413 Crash in Friendly Arm Inn, BGT-Big World full 11.3

Posted by Jarno Mikkola on 27 March 2013 - 06:40 AM in IE Help

Thank you... can anyone help me with this?
Will try... I edited the post above, so you have some answers to give.



#556411 Crash in Friendly Arm Inn, BGT-Big World full 11.3

Posted by Jarno Mikkola on 27 March 2013 - 06:25 AM in IE Help

:devil:
 
I have CTD when going by party: I, Imoen, Xzar, Montaron and my wolf (from Candlekeep Inn, added by one of mods) into Friendly Arm Inn (ARE6800).
Can you help me? Thanks.
Is there more that you can say about when the crash happens ?
For example, from which area do you go there to, or does it matter ?
When exactly does the crash happen, if the crash happens during the area loading phase, how much in percentage does the load screen load of it ? A rough guess is all that's needed...
And have you been in the area before ? Can you go there with a new game or does it crash even then? etc,

The more you can give glues on what is going on, the better.

Yep, edited the post....

Baldur.log:
Spoiler

 
Weidu.log:
Spoiler



#556410 Quayle Project ReDone

Posted by Jarno Mikkola on 27 March 2013 - 06:16 AM in Miscellaneous Released Mods

Could anyone merge this one with Quayle's thread, please? :)

Well, the SHS staff will if one reports the topic post... when they get the chance, like I just did. :P

  The only things I installed that could possibly affect the tent and its immediate surroundings were this and Unfinished Business' Kalah and What He Was Promised miniquest,...

Let's not leave that to a chance, copypaste your weidu.log's content to a post please, open the file that's in your game directory with Notepad.




#556409 Crash in Druid Grove

Posted by Jarno Mikkola on 27 March 2013 - 06:02 AM in Big Picture

Where do I post the files?

Well, I don't know, but here is a place, it doesn't matter that much as it can be moved later.. as in, you make a new topic, re-explain the problem, post your weidu.log's content(open the file with Notepad and copy-) paste-d to the message and that's about it.

I ask copy-paste cause it's easier to browse.




#556401 Crash in Druid Grove

Posted by Jarno Mikkola on 27 March 2013 - 03:48 AM in Big Picture

I have a problem In the druid grove. The game crashed and it shows this on the tobex console.
Not sure if this is a tobex problem. So I posted it on the BP forum too.




Logging Session---------------------

ASSERTION FAILED!
File: ObjCreature.cpp
Line: 12162

Exp: pCreature != NULL && creatureSize > 0

Msg: no msg.
Run Debugger?
It's not a ToBEx problem, the google search can tell you that... but it will definitelly help here, as it can actually give you more info, if you open the
You should make a change-log out of the creatures in the area in the circomstance the failure happens, and to do that we need more info, on when the crash happens, can you reproduce it regularly etc... and run the debugger:
First, make sure that TobEx is actually the issue.
You can forcefully disable TobEx from running by renaming TobEx.dll in your game directory.

For more debugging information:
1. Open TobEx_ini/TobExCore.ini in a simple text editor.
2. Under the [Debug] section, set all values of 0 to 1.
3. Try to reproduce your error in-game. TobEx may sometimes reports some extra information about the error.
4. Report any errors you find on the Spellhold Studios forums. Expect to be asked to attach a .zip of your saved game folder, WeiDU.log, TobEx.log, TobExCore.ini, and TobExTweak.ini.



#556398 Revised Thievery breaks quest-related NPCs

Posted by Jarno Mikkola on 27 March 2013 - 02:03 AM in Rogue Rebalancing

I suppose the only fix for this is to replace NumTimesTalkedTo with something less crappy, but there are over 700 instances in unmodded BG1 alone, and the prospects of reliably automating the work are rather iffy with the tools available today.
Or you could just exclude the start up by excluding the NumTimesTalkedTo(0) ...

This would make it so that if you fail at your first attempt, the NPC would notice the PC and auto talk to them the normal way, the next time they would then give them the chance check and if they would pass they wouldn't be upset ...

Yeah, you would need to adjust the NPC with two functions... something to this effect, from:
BEGIN
  ACTION_IF FILE_EXISTS_IN_GAME ~%file%.bcs~ 
BEGIN
    COPY_EXISTING ~%file%.bcs~ ~override~
      PATCH_IF (%SOURCE_SIZE% > 0x01) 
BEGIN
      // ===============================================================================
        DECOMPILE_BCS_TO_BAF
          REPLACE_TEXTUALLY EXACT_MATCH 
~StartDialogue("stolen",LastTrigger)~ 
~StartDialogOverride("RR#STLN1",LastTrigger)~
          PATCH_IF ("%SOURCE_RES%" STRING_EQUAL_CASE ~STEALHOS~) 
BEGIN                   // SoA hostile anti-steal script (requries a specific approach)
          REPLACE_TEXTUALLY EXACT_MATCH ~Enemy()~ ~StartDialogOverride("RR#STLN1",LastTrigger)~
          END        
COMPILE_BAF_TO_BCS
      // ===============================================================================
      END
    BUT_ONLY
  END
END
To:
BEGIN
  ACTION_IF FILE_EXISTS_IN_GAME ~%file%.bcs~ 
BEGIN
    COPY_EXISTING ~%file%.bcs~ ~override~
      PATCH_IF (%SOURCE_SIZE% > 0x01) 
BEGIN
      // ===============================================================================
        DECOMPILE_BCS_TO_BAF
          REPLACE_TEXTUALLY EXACT_MATCH 
~StartDialogue("stolen",LastTrigger)~ 
~StartDialogOverride("RR#STLN1",LastTrigger)~
          PATCH_IF ("%SOURCE_RES%" STRING_EQUAL_CASE ~STEALHOS~) 
BEGIN                   // SoA hostile anti-steal script (requries a specific approach)
          REPLACE_TEXTUALLY EXACT_MATCH ~Enemy()~ ~~~~~IF 
NumTimesTalkedTo(0)
THEN 
   RESPONSE #100
          StartDialog([PC])
EXIT

////////////////////////////////////////////////////
////the upper part has a hole in it as you need to add the NumTimesTalkedTo(0) to the tricker ... but
////then the rest is easy 
////////////////////////////////////////////////////

IF ~!NumTimesTalkedTo(0)~
      THEN 
            RESPONSE #100
StartDialogOverride("RR#STLN1",LastTrigger) 
EXIT~~~~~
          END        
COMPILE_BAF_TO_BCS
      // ===============================================================================
      END
    BUT_ONLY
  END
END
Yep the ~~~~~ x ~~~~~ is so nice with the weidu's replace textually.
Yeah, it has holes in it, but he basic idea should be there...



#556397 The Bear Walker - a Werebear / Ranger Kit

Posted by Jarno Mikkola on 26 March 2013 - 10:56 PM in Miscellaneous Released Mods

Just curious, does that mean Mac users can't use TobEx either?
Yep:
This utility will only work with Throne of Bhaal version 26498. The utility will not work on Macintosh systems.

I would suggest to ask Eric P. on how he would like to handle the dispel problem on Mac... :P



#556396 Having problems installing Baldur's Gate Trilogy

Posted by Jarno Mikkola on 26 March 2013 - 10:36 PM in IE Help

Hello, I'm a bit new here but so far I've been looking through the forums for a solution to my Baldur's Gate Trilogy problem...
Well, the net is full of questions like this, but I failed to find a solution from there that would give the exact answer ... so open the game directory, then open the file called "setup-BGT.debug" with the Notepad program and copy+paste the text on it to a post, so we can find possible errors in it... and also you did check that the game actually works before you install the mod ?

The one answer given in the most would be to install the game away from the Program Files -folders, but that's Operation System dependent thing, like indicated in my MMFAQs answer 2... which also means that you haven't actually patched the game at all. But the gamersgate version doesn't specify if it needs that.



#556378 Trouble Installing GhostDog's PS:T UI Windows 7

Posted by Jarno Mikkola on 26 March 2013 - 02:42 PM in Ghostdog's PS:T UI

Well, you have trouble installing the font part of the mod... when you put the virus protection offline, did you then extract the mod, or was it on still,... as the trouble comes from the fact that the file might not be in the proper place.



#556377 The Bear Walker - a Werebear / Ranger Kit

Posted by Jarno Mikkola on 26 March 2013 - 02:29 PM in Miscellaneous Released Mods

With that said, I think Eric's problem isn't having to download IA separately, butthe fact, that IA doesn't work for Mac users...
Exactly, as the InfAnim works by patching the BGMain.exe, and as Mac doesn't use .exe's...

But you could overwrite one of the animations on a separate component and thus provide the animation(if the animation types match of course), or you could just make the spell use the normal bear animation in the alternative component also(by overwriting the spell file). And thus provide ~"Mac compatibility". :P



#556339 Flame Tongue in Durlag's Tower Missing

Posted by Jarno Mikkola on 26 March 2013 - 12:38 AM in BGT Archive

Use the Mass Change-Log Tool (or use the manual weidu method), get a change-log on file ISW1H24.ITM - this will tell which mods have 'touched' the file.
Erhm, why not just say "make a change-log from the sw1h24-file." ? :P
<insert annoying sounds with an Imp smile attached>
 
Hmm, will check out the other later.



#556338 Error in BWP install

Posted by Jarno Mikkola on 26 March 2013 - 12:17 AM in Mega Mod Help

The BWS is back? Sweet, will need to look in to that. Even if I do BWS do I need to worry about faking the files as you have listed above? What about the patch error, does that also require a workaround?
thanks!!!
Well, it's been back about half year at least... and no, you won't need to make the work around for either of them. And it has had a many updates, like now handling the IwD & PST etc.