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#21 Stone Wolf

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Posted 22 November 2004 - 07:37 PM

There was a thread on TeamBG on alternate folders that you could create. Iirc, you could create folders for certain file types and that folder would act as an override for that file type. Anyone recall which file types you could do that with?

#22 AnnabelleRose

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Posted 22 November 2004 - 08:07 PM

Ok, I was getting that damnable sutter bug in Brynlaw, then again in the Ilithid ciy in the underdark. So I decided to give biffing a go again, based on what has been discussed here.

I did not mess with the .tis files (wasn't brave enough to try that). I did get a few errors while doing it, so after the biff was done, I moved those back into the override. They were:

ERROR: unknown resource extension [BAK]
ERROR: unknown resource extension [G3]
ERROR: unknown resource extension [TXT]
ERROR: unknown resource extension [XXX]


I was not sure if it was safe to assume those types had indeed been biffed. Are they ok to leave in their respecive folders? Yes I did make a notepad and listed which folders they were in before I moved them back. I also kept all my folder sizes under 50.

There was a thread on TeamBG on alternate folders that you could create. Iirc, you could create folders for certain file types and that folder would act as an override for that file type. Anyone recall which file types you could do that with?


Yeah, I remember that one too (somewhat). That was where I learned about the portrait folder. I cannot remember if there were any ohers however.

Edited by MajorTomSawyer, 22 November 2004 - 08:09 PM.

- The transitioned former modder once known as MTS.


#23 hlidskialf

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Posted 22 November 2004 - 08:56 PM

ERROR: unknown resource extension [BAK]
ERROR: unknown resource extension [G3]
ERROR: unknown resource extension [TXT]
ERROR: unknown resource extension [XXX]


You can delete all of those files. The BAK is a backup (Left over from using SK.) the G3 is a file created during the G3 mods installations as a marker for component tagging. Since you've biffed those installs, you don't need it anymore. The txt files are obvious and the xxx are naughty things you've downloaded. (Actually, they are like the G3 files.)

There was a thread on TeamBG on alternate folders that you could create. Iirc, you could create folders for certain file types and that folder would act as an override for that file type. Anyone recall which file types you could do that with?


They are listed at IESDP like most things. ;)

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#24 AnnabelleRose

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Posted 22 November 2004 - 09:00 PM

The txt files are obvious and the xxx are naughty things you've downloaded.


Err... wrong folder.... I mean....... er.... wha are you talking about?

- The transitioned former modder once known as MTS.


#25 Stone Wolf

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Posted 22 November 2004 - 10:08 PM

There was a thread on TeamBG on alternate folders that you could create. Iirc, you could create folders for certain file types and that folder would act as an override for that file type. Anyone recall which file types you could do that with?


They are listed at IESDP like most things. ;)

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DOH! :bash:

#26 AnnabelleRose

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Posted 24 November 2004 - 10:56 PM

A few more biffing questions, then I think the "official" guide to biffing will be ready.

Lets say you have successfully biffed. Now you want to add more mods. Do you have to move all the files into the override prior to this?
- If the answer is yes, when you return them to the biff folders, do you have to move the same files ack to the same folders? Or do you have to make all new biff folders.

Finally, starting over. You have either tired of your mod, or you just want a fresh start. I have found that even if you delete the biff folders, as well as the refrence files (or whatever they are) in the data folder weidu still sees them. Can this be cleared up by replacing the chitin/dialogue.tlk files, or do you have to start over?

- The transitioned former modder once known as MTS.


#27 seanas

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Posted 25 November 2004 - 02:38 AM

if you backup the (pre-biffing versions) of yr override folder, chitin.key and dialog.tlk, then when yr bored of yr currently biffed install, all you have to do is return these backed up versions to yr main BGII folder, and you've got an unbiffed install.

backing up the override folder, chitin.key and dialog.tlk (of a functioning install, of course...) is recommended in *all* circumstances, as it makes for a 2 minute re-install (ie: copy backed up files to main BGII folder -> game reinstalled).

not sure about adding new mods - i would have thought that the game would find all the files it needed in yr biffs, as thir contents are all listed in the chitin.key, so installing new mods into a biffed install should be no problem. however, some of the error reports ive been getting from ppl installing the s_and_h patch seem to be custom-biff related, so i can't swear to this.

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#28 hlidskialf

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Posted 25 November 2004 - 12:06 PM

You can add new weidu mods without a problem on a custom biffed install. No need to throw files back in the override. (Except for a few older code mods which look for specific files in the override to determine whether certain OTHER mods have been installed. Ascension, and Oversite come to mind.) What you do need to do though, is to remove your weidu log file once you've biffed those mods. Otherwise you could wind up corrupting things down the road as "backup" folder files find their way back into the override. (Which could result in the equivalent of a semi-installed mod.)
For reinstalling purposes, Seanas has the right of it. BACKUP your files. If you even want to swap things out temporarily, you can make backups of your new biffed Override, .tlk, and .key files and swap back and forth. The game doesn't care if you have extra biffs in the data folder. If they are not listed in the chitin.key, they are ignored.
As to the bug with weidu not finding some file in a custom biff, I'm not sure about that one. It's something that has occassionally popped up, and I'm not sure if it's custom .biff related or not. *shrug*

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