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#599663 BiG World Setup (an attempt to update the program)

Posted by Roxanne on 19 January 2018 - 08:04 AM in Mega Mod Help

Hi, thanks for detailed explanation. I will select mods manually as you suggested. 

Can you please give comment on state of quest mods, especially big mods. I read in other threads that most of them have been updated and toned for EET use. 

Does this mean that I will avoid having bunch of overpowered items in my playthrough? In this regard should I avoid any of the big mods? 

Also what about ROT (you recommend to use it with Sandrah Saga)? In BWS it is marked with red colour. Does this mean it still has bugs and I should avoid it? Appreciate your help.

The one mod that still has a number of overpowered items is Dark Horizons even if completely playable and bug free in EET. I played it several times and just leave most of the loot on the ground.

 

I have successfully tested all the big BG1 mods in EET, Askavar, the Vault, Bone Hill, Drizzt Saga, DSotSC. Until now I have only used the NTotSC interim version for EET and it works fine. There is a new improved version under test but I cannot comment on that one as I have not yet used it.

 

I have also tested and played all the big BG2 mods listed for EET( except for Fishing for Trouble) and found them improved very much in their EET version.

 

RoT is still red in BWS since there was no feedback yet from other players except the ones who did the conversion. It does not mean that it has bugs or problems, it just means that we do not know. We just should have some feedback from neutral players.

In BWS, all new mods enter in the red state, and the very big converted mods in this context are considered *new* due to the large amount of changes done to them.

 

Anyway, my personal assessment is that you can safely use all of them as you will always find support for troubleshooting in case there are any yet unknown issues with the mods. The advantage of the converted mods is that the maintainers of the new versions are still around.




#599781 BiG World Setup (an attempt to update the program)

Posted by Roxanne on 25 January 2018 - 07:07 AM in Mega Mod Help

Hello, I have little problem with snakes of abbathor, received message at naskhel mines, talked at guy at beregost, at crossroads I observed ambush and got the diary, but rest I cant find, the guys at temple of helm in N baldurs gate disappear quickly.

Spoiler




#599569 BiG World Setup (an attempt to update the program)

Posted by Roxanne on 14 January 2018 - 09:00 AM in Mega Mod Help

well, but gullykin is empty, there was no ogres until I changed the value to 1

This means it works now?




#599545 BiG World Setup (an attempt to update the program)

Posted by Roxanne on 14 January 2018 - 02:16 AM in Mega Mod Help

What version you have?

 

How do I start the imoen big quest the kidnapping henning? I talked to him, brought him pelt.. he says something to imoen, but waited too long time and now i should proceed to bandit camp.

Spoiler
  •  
  • Hi, okay i brought him pelt after naskhel mines. Thats the problem, so i cant any longer finish this quest properly.

    Actually, you can bring the pelt later as well. I think you can do everything still as long as you do not go tp the bandit camp. If you have Imoen's quest, the camp will not show up after you killed the spy in Beregost, but that is cosmetic. You just need to pretend you do not see it until you found the orcs in Gullykin.




    #599506 BiG World Setup (an attempt to update the program)

    Posted by Roxanne on 12 January 2018 - 01:15 PM in Mega Mod Help

    Hi, according to mine upload of weidu, i noticed few odd things. 1) Shar-Teel cannot be killed with regular ways..
    2) Shar-Teel initiate dialogue with Dorn, and they are at duel, but they stay at place and they cannot be clicked.

    I assume this is your first meeting Shar-Teel?

    She challenges your strongest male fighter for a duel - you agree - most likely that is Dorn. They start to fight. You sit back and watch. Do nothing.

    When either of the two has lost some hitpoints, then Shar-Teel gives up and offers to join your party OR Dorn gives up and Shar-Teel takes 20GP from you.

    No they are at mine party kinda long time, but suddenly some dialogue opens.. :) and also when fighting with monsters, she cant just die :D

    Maybe you can post a savegame of the situation. Not sure what BWS has to do with it, I am not familiar with a mod that changes Dorn, so this might be original behaviour.




    #599806 BiG World Setup (an attempt to update the program)

    Posted by Roxanne on 26 January 2018 - 11:23 AM in Mega Mod Help

    Yes, to ''BiG World Downloads'' , I wasn't precise enough.

     

    I now tested links again, now the NPC Tweaks is missing, strange.

     

    I run BWS update again, and something updated.

    Could it be that they are changing something, so I am experiencing troubles?

    No, it was just me revising the TDD link.

     

    And...in a very big install with many mods there is always a chance that one link or other fails temporarily. This should not be a problem if you keep the 'BiG World Downloads folder. BWS checks there if you already have a mod and only download what is not yet there (except for some mods for which it cannot verify the update status).




    #599911 BiG World Setup (an attempt to update the program)

    Posted by Roxanne on 31 January 2018 - 07:22 AM in Mega Mod Help

    Is there a updated guide for that somewhere? It was easy enough to use it for replacing the intro vid, but I can't tell how you would use it to edit a player char.

    You go to the section called "Save" and find your saved games there. Open Baldur.gam to see your party members, also all NPCs that are currently not in your party, and a list of all Globals and their current values.

    Select *HARBASE or the party member with your NPC's name and you get all the settings and you can open submenues etc to edit.

     

    Another section, Baldur.sav has all areas you visited and all stores you have used and you can evaluate and edit the saved details of those.

    Near Infinity = the use cases are endless...




    #600187 BiG World Setup (an attempt to update the program)

    Posted by Roxanne on 11 February 2018 - 11:47 PM in Mega Mod Help

    NTotSC v2.1.0 is up and ready for BWS:

    Link to latest release: Latest NTotSC Release on jastey's GitHub

    This release introduces AstroBryGuy's BG:EE worldmap solution and various bugfixes. Unless there are bugs, this will be the final version from my side.

    For BG:EE, v2.1.0 doesn't need the BP-BGTWorldmap mod for the mod areas to be accessible via the worldmap. Thank you to AstroBryGuy for this tweak!

    To confirm the correct BWS configuration

     

    The mod has the following components

    @0=Northern Tales of the Sword Coast (NTotSC) for BGT-Weidu, BG:EE, and EET
    @1=Keelor the Dwarf
    @2=Llindellyn's Lucky Arrow
    @3=Nim Furlwing's Hunting Hounds
    @4=Pilar and Gheldehar
    @5=Svlast's Torment
    @6=Will O'Hara NPC

     

    Components 1-6 require the main component = @0

     

    In classic games, the mod needs worldmap mod while in EE games this is not needed due to new solution.

     

    All correct?




    #600106 BiG World Setup (an attempt to update the program)

    Posted by Roxanne on 08 February 2018 - 01:01 AM in Mega Mod Help

    hello, i'm new to using BWS and was wondering if there was a way to export my mod selection to use on multiple computers? i have 3 systems that i'm putting installations on and i want to make sure they all have the same setup(for local network multiplayer games)

    If you do that with classic game, you can just copy the whole modded game folder. Then for each PC you need to adjust the game paths in baldur.ini to the respective path on that PC.

    With EE it may depend on where and how you did the install (steam, gog, bean dogs). I have made my installs into a directory I fully control and do not use their clients but the baldur.exe directly. No problem to just use copies.

    Another possibility is to use DLC - you need to google around to see how that works, it seems to be designed for multiplayer intentions but I never used it myself.

    You can try to create identical installs by using the same BWS settings various times, but chances are thin, just one single mod download failing or having been updated between two independent installs and you have different games - this may or may not lead to issues. BWS supports it by letting you export your selection and import it on the other PC but it may not be the best option here.




    #600017 BiG World Setup (an attempt to update the program)

    Posted by Roxanne on 03 February 2018 - 11:21 PM in Mega Mod Help

    Thanks enderandrew. Upon re-reading I come to the same conclusion and I'll just skip component 11 and 12.

     

    @Roxanne I started BWS with the "update if needed" file, and it said BG1UB component was added and "press any key". Although, I still can't find the new BG1UB component in the list. Do I need to do something else? Note: this is for old BGT - did you only add it to EET?

     

    Also, under almaterias restoration project a component is missing "minor restorations". Can you add it? I suspect it was removed because of peoples reports of it being broken on non-EE installs. Although, as enderandrew and me just noted, it's already fixed. It's component 11 and 12 which are currently problematic, not the minor restorations one.

    - I added BG1UB updates to BGEE and EET.

    - The only component *missing* from almateria Is "Better Item Import" which is disabled with 'Made obsolete by BG2EE patch 1.3' - again this is for EE games.

     

    Updates for BGT need to wait for somebody who can do changes to that part of the BWS, I do not touch these configurations as I do not risk to break anything in the classic games. Maybe it is worth looking what BWP does with these components?




    #599978 BiG World Setup (an attempt to update the program)

    Posted by Roxanne on 02 February 2018 - 12:43 AM in Mega Mod Help

    Where do you put custom portraits for EET? Are any particular settings that need to be used?

    It is not as easy as to just put portraits into some folder, you also need some code to add them to the menus where you create your creature. Look at the tp2 code of the Isandir portrait mod to see an example of how it can be done.

     

    Something like this to be added to BGEE.lua file

    portraits =
    {
        {'MAN1', 1},
        {'MAN2', 1},
        {'GENDWRF', 1},
        {'GENMELF', 1},
        {'GENMHLF', 1},
        {'NHORC', 1},



    #599406 BiG World Setup (an attempt to update the program)

    Posted by Roxanne on 08 January 2018 - 12:26 AM in Mega Mod Help

    And there is no need to patch anything because
    - BWS always downloads the latest Weidu version
    - the auto-update function in Weidu automatically upgrades all setup Weidu executables for all mods in your game to the latest version
    - if you do not use BWS, all mods will use the highest version of Weidu contained in the game, either included in any of the mods or downloaded by yourself from the link above.
     
    That is fantastic news that BWS grabs the latest Weidu and uses that for all the mod installers. However, if that is a traditional 32-bit executable, it still can't use more than 2 GB of RAM and may run into the "Out of Memory Errors".

    This could be fixed by

    1. The Weidu maintainer(s) pre-patching their version to use more RAM
    2. The Weidu maintainer(s) releasing a 64-bit version that has no RAM restrictions at all
    3. BWS applying a 4 GB patch such as this one to Weidu before replacing all the installers (which can be run from a command line/script) http://www.ntcore.com/4gb_patch.php

    If none of those solutions are likely to occur, I'm curious if it would be possible to pause BWS to where I can apply said 4 GB patch to the Weidu.exe myself before it uses that to replace all the installers.

    You can go here http://forums.pocket...board,44.0.html and make a proposal/request.




    #599224 BiG World Setup (an attempt to update the program)

    Posted by Roxanne on 30 December 2017 - 10:07 PM in Mega Mod Help

    A couple kits from Might and Guile didn't install.

     

    ERROR: cannot convert kit_code or %kit_code% to an integer
    ERROR: [override/QD_MCF04.spl] -> [override] Patching Failed (COPY) (Not_found)
    ERROR: [d5_blads.2da] -> [override] Patching Failed (COPY) (Not_found)
    ERROR: Not_found
    Add Multiclass Kits (Might and Guile) was not installed due to errors.
     

    Sword Coast Stratagems had a bunch of AI patch failures. 32 failures like these:
     

    Failed to apply general-AI patch to CB510BRD (error message Failure("Unable to parse %RESREF_D5_BASP3_KIT_EFFECTS_REMOVE%"))
     
    SCS had a lot of other failures (TONS) including a bunch of out of memory errors. I have 32 GB of RAM on my desktop, but I was doing some heavy Photoshop work while letting this run in the background. Next time I'll run it over night.
     
    Enhanced Edition Trilogy End - I wonder if some other mod broke this, and EET-End just caught it while parsing the file.

     

    [action list near line 472, column 2 of IMOENP_.DLG] PARSE WARNING at line 473 column 1-38
    Near Text: ActionOverride
    syntax error
    WARNING: cannot verify action ~SetGlobal("KickedOut","LOCALS",0)
    ActionOverride("IMOEN2",ActionOverride("IMOEN2",JoinParty()))
    ~: Parsing.Parse_error
     
    I just need to figure out what mods/components to take out before I attempt this again.

     

    Might and Guile, as laid out in a Maximum install, installs and functions in EET properly to the best of my experience (of which I've had a bunch in the last few days), so it's almost certainly an incompatibility with another non-standard option you selected.

     

    SCS AI component is a royal pain in the ass out-of-game and in-game both. I've run into plenty of problems installing that portion of it over the years, and it generally makes combat miserable especially on higher difficulty / against magical enemies. I avoid it whenever possible, and use only the SCS Party AI portion.

     

    EET-End's obviously encountering a problem with another mod, aye - as it's working fine in the selection I gave you earlier. 

    The errors you get in Sandrah are obviously the same as the earlier error in Might and Guile because it missed the QD_MCF04.spl.  It seems Sandrah tries to run the ACTION_IF (NOT FILE_EXISTS_IN_GAME ~qd_multi_spls.qd~) THEN BEGIN block from qd_multiclass.tpa again although this somehow was already unsuccessfully done by M+G. That earlier failure was most likely left something that now makes Sandrah fail as well.




    #596574 BiG World Setup (an attempt to update the program)

    Posted by Roxanne on 16 August 2017 - 01:58 PM in Mega Mod Help

    Thank you. That all looks fine. A few notes:

    - Component 325 should be removed... but that's an oversight on our end, I need to disable it in the .tp2.

    Can be removed in BWS - just for EET or for all games?

    - Most/all of the individual kits require that the main component for that class be installed. E.g. components 201 through 332 require that #200 be checked as well. Not sure if there would be a visual indicator of that or what.

    Such dependencies cannot be shown on the selection screen (one of those issues caused by the non-maintainable system underneath). You can make *stupid' choices and you get the feedback only when you move to the next step(menu) which will then indicate you all the mistakes you have made. The rules are defined in .ini files. You could give the user a hint in the description texts, e,g, saying in 201 blabla (requires component 200)

    - I don't see component 102, the "install everything" component that most players would likely use.

    That is only a matter of my screenshot, I had not expanded the little plus sign of *Select an install method* that would open the choices

    ANN;101 only for IWDEE  (this is not shown to user)
    MUC;Faiths_and_Powers;102;09;0111; (this is pre-selected per default)
    MUC;Faiths_and_Powers;103;09;0000;
    MUC;Faiths_and_Powers;105;09;0000;




    #596727 BiG World Setup (an attempt to update the program)

    Posted by Roxanne on 21 August 2017 - 08:42 PM in Mega Mod Help

    "The current status of BWS is probably known well enough by now," (...)


    I don't understnad your poiint Roxanne. Is bws with no mantainer?

    There is none who maintains the program (software) itself, there are only some modders who try to keep the mod configutations up-to-date best as they can, But even that is limited to EE/EET and not the old game anymore.




    #596371 BiG World Setup (an attempt to update the program)

    Posted by Roxanne on 07 August 2017 - 11:11 PM in Mega Mod Help

    Thanks for the link.

     

    But I do not aim to get a multiple installation, it would be a good result to get just one installation of bws, that will unite my games to Enhanced edition trilogy.

     

    Am I understanding correctly, that c:\gog games\ is not a viable location to perform a clear installation for further modding through BWS?

     

    I would like to remove any traces of previous installations, to attempt to do it right this time.

    The link I gave you was explaining the method of how you could point engine.lua from your copy to another target and take it from there. You just need to adjust that method to your needs.

    And - you are aware of modmerge and that you need it for gog games?




    #596305 BiG World Setup (an attempt to update the program)

    Posted by Roxanne on 04 August 2017 - 06:33 AM in Mega Mod Help

    There is no movie for carnival, but the Nashkel movie (and chapter change) is shown either on entering Nashkel town or the carnival, whatever happens first.
    Other question - does something else happen on those rests, like some NPC talking to you or some assault or whatever type of interuption?

    One thing you can try
    C:SetGlobal("wm_bgt","Global",2) before you rest your party.

    The problem solved itself when I rested several times in a cave in the Gnoll Stronghold, and I got the dream. Still, I think I was supposed to get it when I rested for the first time in a city inn after the start of chapter 2.

    By the way, I am officially still fucked. There is a dude named Allister that prevents me from accessing the part of the stronghold when Dynaheir is hidden.
    If I try to engage him, he obliterates me.

    I have a level 2/2 Fighter/Mage, Imoen (lvl4), Jaheira (lvl 3/3), Khalid (lvl4) and Minsc (lvl3).
    I cannot go ahead and grind some more levels, because Minsc is recruited and if I don't rescue Dynaheir reasonably sure, he will turn on me.
    So looks like I'll either have to temporarily drop Minsc or restart the game :(

    BTW, I know that this Allister dude comes from a tactical mod, but a level 9/9 Mage/Thief (I looked him up in Shadowkeeper) seems a bit too much for the Gnoll Stronghold.

    http://www.baldursga...hp?topic=4832.0 and the mod is clearly marked as such in BWS as well as Rhialto. You install all this and now flood this topic with your rant!

    Find another topic to hijack.




    #596258 BiG World Setup (an attempt to update the program)

    Posted by Roxanne on 03 August 2017 - 03:16 AM in Mega Mod Help


    i) I could list all the mods that I have installed, but it would take quite a long time for you to read. Nevertheless, I can do that if someone has the patience to read it.

     

    Edit: I have installed all the spells and all the kits available, included all Faith and Powers and Might and Guile components, except those that were unticked.

     

    ii) I followed your advice and yes, that component is installed. So... do I have to do a full BWS reinstall to get rid of this, or can I just re-run tweaks anthology?

    That weidu.log you just opened is the list of mods/components you have installed.

    Post the file (not the contents, the file itself) here, and we may see.

     

    https://www.sendspace.com/file/n0pbag

    i) The Jaheira thing may come from the new F&P components. They were released in a new version just a day or so ago and the issue has never been reported before - but this is just a guess. I propose to ask on the F&P forum https://forums.beamd...-divine-caster- about it.

    ii) I suggest you live with it. Uninstalling it is not practical and may even ruin your install. When you look at the weidu.log, you will see that in order to remove the gem component, you would need to 1) uninstall in reverse order everything in the log thereafter 2) remove gems 3) re-install the stuff from 1) in forward sequence. With all of SCS in between, there is a high chance of failure, apart from the fact that it will take many hours.




    #596977 BiG World Setup (an attempt to update the program)

    Posted by Roxanne on 09 September 2017 - 03:50 AM in Mega Mod Help

    Roxanne, here are the files. :)

    https://www.dropbox....05baat.cre?dl=0

    https://www.dropbox....AR0600.bcs?dl=0

    Thank you for the effort.

    I am sure the problem is not with Grey Clan mod but with the new version of another mod interfering in the area script.

    However, I cannot prove it right now, I have the older version of that mod without any issue. Not sure what BWS can do, in case my suspicion turns out to be correct. There is further data required.

    Issue stays open for the moment.




    #597236 BiG World Setup (an attempt to update the program)

    Posted by Roxanne on 04 October 2017 - 07:17 AM in Mega Mod Help

    So I assume this was an intended change? Yesterday it still worked.

     

    And I read that thread, but a reason for removing the classic BGT from BWS is most certainly not discussed there.

    The only thing that happened there is some childish back and forth between people that prefer the classic version or the enhanced version.

    The BWS requires a large update in the BGT configuration after the changes. Nobody is there to do such updates. The BGT section of BWS is not maintained for over half a year now. Any attempt to use it will result in failed installations and a lot of waste of time.

     

    In case someone is found to bring BWS up-to-date, the BGT part can be re-activated. Currently it is better to suspend it instead of suggesting to users an impression that the functionality really exists.

     

    The situation regarding BWS and BGT support has been reported in this thread here repeatedly. Any call for help has been left unanswered, With the latetst update of the crucial files for a BGT install, the BWS does no longer work for the *classic game*.

     

    The EE/EET part works again after a quick and dirty fix was installed, since those games are still maintained by a different group of helpers. All of that is missing for BGT.

     

    Sorry, but please do not blame the messenger.




    #599179 BiG World Setup (an attempt to update the program)

    Posted by Roxanne on 29 December 2017 - 02:48 PM in Mega Mod Help

    Got to where it stopped and asked me to launch the game, make a character and a save. I did. But again the UI was messed up and I couldn't see the continue button. So restore from a backup of the directory and try once again. This time the continue button showed up, but the installer/script just closed down or crashed as soon as I hit continue. From the Weidu log, it certainly wasn't finished. I'm doing an install with about 70 mods (just about everything there is) and Weidu had only installed 27 before shutting down with no obvious error in the log.

    Now I get to restore the backup of the directory and try once more.

    Just to make sure, what you posted was the weidu.log from the EET part that is installed to BGEE prior to EET doing its job. That one looks fine and finished. What is in your BG2EE weidu.log?




    #599135 BiG World Setup (an attempt to update the program)

    Posted by Roxanne on 28 December 2017 - 11:30 AM in Mega Mod Help

    I'm out of the loop. I haven't messed with a BGT/BWP install in years. I'd like to give it another go with BG:EE/SOD/BG2:EE. Is it possible to go BGT/BWP with the enhanced versions?

    If so, what guide should I follow?

     

    I'm interested in trying out most of the available mods to see everything the community has to offer, primarily focused on bugfixes and new content (quests, areas, dialogue).

    The equivalent to BGT in the EE world is EET

    http://gibberlings3....p?showforum=195

    Install is supported by BWS.




    #599089 BiG World Setup (an attempt to update the program)

    Posted by Roxanne on 26 December 2017 - 11:36 AM in Mega Mod Help

    Are you trying to run BWS from the download archive without unpacking it first?

     

    No, it's fully unpacked. As long as I have no User.ini file, it works fine, but once it's built one I get that error when loading BWS when it's doing its check at the beginning.

     

    image.png

    Try

    Attached File  RepairedMod.zip   19.78K   232 downloads




    #598589 BiG World Setup (an attempt to update the program)

    Posted by Roxanne on 28 November 2017 - 10:43 PM in Mega Mod Help

    Rumor has it that a patch for baldur's gate is on the horizon. I've did a fresh install using bws and it seems sandrah mods seem to have problems being installed in the latest installation.

    Which problems? To helo you there is more detail needed, e.g what error message do you get?




    #596170 BiG World Setup (an attempt to update the program)

    Posted by Roxanne on 31 July 2017 - 01:27 PM in Mega Mod Help

    Hello,

     

    I have installed the Tactical version of the BWS for EET with some minor tweaks (no NPC mods and some other minor things, I can go into detail if needed).

    Here's the question. I am aware that some recruitable NPCs that are difficult to reach have been relocated to more convenient locations.

     

    For example, Minsc, Edwin, Xzar, Montaron, Garrick, Khalid and Jaheira are all at their standard locations.

    Tiax, however, is in Beregost, Eldoth is in the Coast Way.

     

    I cannot find Viconia. According to a video I was she was supposed to be in the Friendly Arm Inn area, to the right of the entrance. She is not there, though.

    Nor she is in Peldvale, which is her starting location.

     

    Help?

    Area south of Beregost, NW corner.