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BiG World Project (BWP) v8.0


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#301 Miloch

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Posted 26 September 2009 - 11:42 PM

EDIT: Speaking of which, could crashes be caused by a low-spec system?? :ph34r:

No. At least, not traditional assertion error-style crashes, which are almost invariably caused by faulty game or mod data, as recorded in baldur.err if you have Logging On=1 in baldur.ini.

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#302 --Drax--

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Posted 27 September 2009 - 03:16 PM

Hello, first off... amazing mod. I used to attempt the old BP-BGT-ETC batch install from about 2-3 years back, and after a few semi-successful attempts decided to hold off till the whole thing matured.. and WOHA, did it ever.

So over the weekend I've managed a stable tactical install of Big World. And btw, there's still a copy of npcv1.7 floating around on the net (I noticed an earlier post about that), so you don't have to wait till 8.1 if you want to use that mod now. I googled the file name and found it on a japanese sight.

My question though is, how do you all get around the ChSound.cpp assertion error on a large mod install? I've semi-solved the problem by taking one of the backup sound.2da files, editing it and sticking it in the override folder, but I'm pretty sure I'm getting the wrong music at times, like in combat.

The BiG World process automatically biffs the override folder, so as far as I can tell there's no opportunity to grab the .2da and edit out the 99> songs from the file. If someone used an override method like mine, could they post theirs here so I can copy paste it? I'm using the entire tactics install minus the Imoen Romance mod (not because of content, but because I didn't want to play it till the ToB part was done.. and well at this point.. F it). Even though I bought BG II when it first came out I've held off on playing it till now... PUT DOWN THE PITCH FORKS!! I've played through BG 1 and Planescape twice!! Long story, I'm just into about every genre of gaming and very patient about certain things. -_- Point being, I'm a little clueless as to being able to identify a good sound.2da file to go by.

#303 Drax

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Posted 27 September 2009 - 05:39 PM

I just caught mention of a feature of 8.0 that allows a 500 listed song list, I guess the normal tactical install exceeds that 0.o

Due to some trouble getting the widescreen mod to work I'm gonna do another fresh install and just cut out some of the NPC mods that add custom music.

And sorry for the dual posts, I don't think I can edit my original since I logged in as a guest (didn't realize I still had an account here).

#304 Sai

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Posted 27 September 2009 - 06:33 PM

The BG1 Adventures and Forge mods now have a replacement in 'Dark Horizons' (link)

Q: Rumor has it this mod now incorporates the BG1 Adventures and Forge mods. True?
A: True. The original authors were kind enough to add this into Dark Horizons.


I can confirm that this mod at the very least installs without any issues on a (semi)Big World Project installation. I have not yet been able to test the functionality.

#305 Lollorian

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Posted 27 September 2009 - 06:47 PM

Ya know :rolleyes: The Linklist removed BG1 Adventures and Forge right after DarkHorizons came out ;) I don't think it still installs it :P

Cheers,
Lol

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When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#306 Sai

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Posted 27 September 2009 - 07:46 PM

It seems I still had an older version of the BWP documentation on my hard drive; after I ran into this information I searched the pdf for Dark Horizons and found nothing, so - as a good supporter - I reported my findings back here. A little slip on my part (on the positive side I've already found, and helped fix three mods with my current installation attempt!)

This reminds me, does anyone still have 'SeluneArmoury_v2.rar' lying about? I'm also still looking for "The Black Rose Part I: Market Prices", which I may still have stowed away on one of my older hard drives, but I'd prefer it if those kept collecting dust.


PS. Dark Horizons was one of the mods that I found (and resolved) a minor problem in (directory problem, used /sto/ instead of /stores/ ), for those running into problems with it. (Just edit the .tp2)

Edited by Sai, 27 September 2009 - 07:50 PM.


#307 Lollorian

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Posted 28 September 2009 - 01:20 AM

What version of DarkHorizons did you use?? The new one uploaded a few days ago had already solved it (is it still doing that?? :unsure:)

PS: I had the Black Rose mod too (as evident from my last WeiDU.log), but lost it after a disk crash :( I'd love to have it again though :P But, I can live without it, tis only one among an endless sea of modding goodies :D

Cheers,
Lol

Edited by Lollorian, 28 September 2009 - 01:24 AM.

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#308 Gelrof

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Posted 28 September 2009 - 03:23 AM

After biffing everything and doing a nice little defrag, BWP loads up faster than ever. Great!

Got one more question:
After doing this end biff (chose the "biff all" option) can you still add more kits and can you still install the level0 npc mod?
I assume you can, since biffing doesn't really impact any mods and installing kits is advised right before it.

Am I right in this assumption?

#309 OneEyedPhoenix

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Posted 28 September 2009 - 04:15 AM

Got one more question:
After doing this end biff (chose the "biff all" option) can you still add more kits and can you still install the level0 npc mod?
I assume you can, since biffing doesn't really impact any mods and installing kits is advised right before it.

Am I right in this assumption?


Nope. All mods must be installed before biffing.

#310 Lollorian

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Posted 28 September 2009 - 04:16 AM

Well, regarding kits, the BWP pdf says "install kits BEFORE biffing" so i guess there's some reason for that :P

But it is known that Level 1 NPCs (the components that change kits, classes of the NPCs) should be installed before biffing, since it uses a lotta files themselves (which get biffed if GenBiff gets to do its stuff :P) effectively rendering your biffing redundant :D

Btw, are you using End_Biff?? Since BWP8 doesn't actually let you "choose" what to biff (it automatically biffs ALL files ... for maximum compression and lag-busting action :devil:)

Cheers,
Lol

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#311 Jarno Mikkola

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Posted 28 September 2009 - 04:49 AM

All mods must be installed before biffing.

You can't uninstall biffed mods, you can install mods that haven't been installed, yet, yes on top of a biffed game!

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#312 OneEyedPhoenix

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Posted 28 September 2009 - 06:54 AM

You can't uninstall biffed mods, you can install mods that haven't been installed, yet, yes on top of a biffed game!


Not to my experience. Not with Level1NPC mod at least. (although I might have done a cleanup first. Don't remember now.)
Anyway it is best to install mods before biffing as the contents of your mod will also get biffed, which is good for speed purposes.

#313 Gabrielle

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Posted 28 September 2009 - 12:04 PM

The BG1 Adventures and Forge mods now have a replacement in 'Dark Horizons' (link)

Q: Rumor has it this mod now incorporates the BG1 Adventures and Forge mods. True?
A: True. The original authors were kind enough to add this into Dark Horizons.


I can confirm that this mod at the very least installs without any issues on a (semi)Big World Project installation. I have not yet been able to test the functionality.

Yep. There is not such thing as BG1 Adventures or the Forge mod.
For all of your BG modding needs: Chosen of Mystra.

This is The End.

#314 Jarno Mikkola

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Posted 28 September 2009 - 10:49 PM

Not to my experience... although I might have done a cleanup first. Don't remember now.

You did! Either that, or WeiDU.exe couldn't patch the files in CD2, CD3, CD4 and CD5 directories, making new to \override folder! <_<

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#315 Miloch

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Posted 29 September 2009 - 07:12 AM

Thing about Level 1 NPCs is you probably want to experiment with all sorts of different options - changing NPCs from one kit to another. Well, you don't want to biff after installing it then.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#316 Lollorian

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Posted 29 September 2009 - 09:25 AM

Doesn't L1NPCs also change the usabilities of the custom weapons and the class/kit references in dialogs?? (I think former yes, latter no :P) If yes, there's gonna be a LOTTA files in the override after it does its thing :cheers:

So, that's why your biffing gets effectively redundant ... since your override is still full while the aim of biffing is to minimize the override as much as possible :unsure:

Cheers,
Lol

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#317 Miloch

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Posted 29 September 2009 - 11:02 AM

Doesn't L1NPCs also change the usabilities of the custom weapons

I suppose you could try installing the first 2 or 3 components, then biff, then install specific NPC kittings. Not sure if that'd work though. I guess if you know how each and every NPC is going to be permanently kitted, you could biff after everything, but that means you can't change your mind. Maybe you can with this Generalised Biffing... haven't used it.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#318 Jarno Mikkola

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Posted 29 September 2009 - 08:57 PM

Doesn't L1NPCs also change the usabilities of the custom weapons and the class/kit references in dialogs?

It doesn't do either, cause the former is far too heavy to code... think about it, when we have a custom made NPC, if the items they posses are make for them and them alone and they are droppable. How would you recode the weapon and other items? Truthfully there is no way you can do it, easily, so it's not done at all at least in the latest Erics edition.

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#319 Miloch

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Posted 29 September 2009 - 09:56 PM

How would you recode the weapon and other items? Truthfully there is no way you can do it, easily

Sure you could. The first loop would scan the item references of the NPCs you're changing. The second would scan the usability flags and toggle them on for the kit you're switching to if they're not set. Now whether it can be added easily to the existing arcane code that's written in tens of thousands of lines of Linear A is another story.

Also, that would not change some huge batch of items, but just surgically strike the ones it needs to change.

As for dialogue references, that would be stupid unless the whole thing was hardcoded to exact references. Think about it - if Jaheira mentions "druid" in her dialogue, she could be talking about some other druid besides herself, so it wouldn't make sense to switch those to "berserker" if you kitted her to that.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#320 Gelrof

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Posted 01 October 2009 - 04:53 AM

Thanks for the feedback.
Will not install other kits then. No problem.

Another question: I have ran the BiG World Cleanup bat file, but I still have directories and .tp2 files around.
Which of those can be safely deleted? Which directories must be kept? I assume all mod-related stuff is in my override/data directories and those (for example) 1pp_thief_avatar directory can be safely deleted as well as remaining .tp2 files?