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BiG World Setup Beta-Testing


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#1 dabus

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Posted 14 March 2010 - 10:40 PM

Short version:
Get it and test it, please.

Longer version:
If you have a little time to spare, download and test this beta.
In exchange, please tell me if you found some bugs, if you are able to recreate them , maybe run the DebugMode-version and post what the output was.

There may be some issues that I have not encountered or some stuff that has been delayed due to some other work.

I did manage to make a complete run from selection to finish with some less mods then usually selected.
Well, testing takes a lot of time and I did not want to increase it. I know of a few people that tested those builds a few weeks ago and they seemed to install just like the batch does.

So, what's new:
  • You can select components - so exporting your selection and share it does make more sense then before
  • You can select different languages and give priorities to them
  • You can pause, exit and resume your download, extraction and installation
  • 5 download-queues should speed up the download-process
  • The installation is monitored, so it can be stalled if errors are encountered and you want to fix them
    You can choose to try some sort of auto-pilot-mode that will only hold on hefty errors
  • You will see a list of mods/components that you wanted to have but were not installed
  • Dependencies and conflicts are handled more flexible than before
    Those can be solved automatically if you want to or you can do that manually
  • You can create your own "spin-off" for BWP (copy all stuff but the cdX-directories)

Please note that I can only write translations in German and English. Others may be updated when the beta is stable and not much will be added and/or changed.

I hope for some feedback.
Dabus

Edited by dabus, 06 May 2012 - 08:15 AM.

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#2 Mike1072

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Posted 15 March 2010 - 01:52 AM

I'm a bit lazy, so some of this stuff might concern the BWP itself and not just BWS, but I'll try to keep mostly on-topic.


1) When right clicking a mod, on some mods there is an option to 'Jump to the next part of the mod'. If you try to cancel your right click, you will be jumped to the next part of the mod when you probably don't want to.

2) Mod info and component dependency information is shown in the textbox at the bottom. This updates properly when you click on other mods or their components. If you use the arrow keys to move up and down through components, the textbox does not update properly. The same thing applies to the category (Improvements, Post-BP Tweaks, etc.) of the mod/component. It looks like updates are not taking place when you move to a component that doesn't have dependency info (you'll see the old info and category instead).

3) Some strange behaviour with subcomponents: IR's spellcasting in armour component has 4 subcomponents. In a Recommended install, there is a checkbox next to the top-level component. When you expand it, you see 3 Recommended subcomponents and 1 Tactical subcomponent, none of which are selected. Checking the top-level 'Spellcasting in Armor' button will select the yellow subcomponent.

For another example, take a look at SCS Smarter Mages. It has 3 Recommended subcomponents, and 1 Tactical one. By default in a Recommended install, the first Recommended subcomponent is selected. When you uncheck and re-check the Smarter Mages box, the Tactical subcomponent will be selected instead.

4) I'm not sure why these mods are in Standard: Brendan's Book Bags, Potion Cases, Quivers, Crossbow Bolt Quivers, Ammunition Belts, Scroll Cases, and Scimitar of the Arch-Druid. All they do is copy items into the override. There is no in-game way to get them, you have to use CLUAConsole.

5) It's nice to see an attempt at allowing selections for Level 1 NPCs' weapon proficiencies (even though they're in Expert), but it needs some work. The options should appear like component selections in other mods, but a checkmark would add a 1 to the input file and no checkmark would add a 0. There's one question that lets you choose between 1 and 2 that should behave like two subcomponents. Edit: ugh, there's one question that is only displayed if a certain DR component is installed... way to mess up everything.

6) I see no reason why the BG2 Tweak Pack component Change Jaheira to Neutral Good should require Divine Remix's Druid Remix be installed. There is a similar component in DR that does require it (though I assume as a matter of fairness, not of compatibility).

7) Both the Un-nerfed Table and P&P Table subcomponents of BG2 Tweaks' Alter Mage Spell Progression Table are selected by default, leading to a conflict.

8) P5 Tweaks' Increase Spear Range and Damage will be skipped automatically if IR's weapon changes are installed, so there is no conflict between the two components.

9) Cursed Items Revision should be placed earlier in the install order because it overwrites item descriptions. Also, it is incompatible with IR's main component currently. If it is moved before IR's main component in install order, we could probably update IR to make them compatible.

10) Thrown Hammers should be installed before IR's global tweaks, since it adds items to the game.

11) The SCS II versions of Taimon's Mirror Image and Dispel Magic fixes are less comprehensive than the ones from Spell Revisions, though probably placed better in the install order. To resolve the conflict, I've asked if DavidW will include checks in his components so they are skipped when the SR components are installed.

12) The placement of some 1PP components before IR's main component makes the mods completely compatible. There is no need for a conflict warning. The issue was raised because these components are not compatible when installed after IR's main component. I'd also move 1PP component 6 "v3 Paperdolls" out of the first group of 1PP components and into the second. This is because some files may be overwritten by IR's version which will assuredly never be more up-to-date than Erephine's.

Edited by Mike1072, 15 March 2010 - 02:17 AM.


#3 Jarno Mikkola

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Posted 15 March 2010 - 03:49 AM

Sorry, can't really test this now...

9) Cursed Items Revision should be placed earlier in the install order because it overwrites item descriptions. Also, it is incompatible with IR's main component currently. If it is moved before IR's main component in install order, we could probably update IR to make them compatible.

That probably goes against the philosophy the mod was originally planned with... it's was this kind: "So you have these few rare items which have these identified item description that is almost pang on, but not entirelly. So when you equip them, you'll see what disaster you just unleached on the world. Like say you have these bracers that allow you to try to hit a lot.(So the bracers give you double attack rate, but reduce your Thac0 with 10)." No, that's not from the mod...

Of course you might ask is the items primary component installed at the right place... the secondary component(Stone of Recall) probably is. But then again, the question comes, what's the general intention on what overwrites what, and why.

Edited by Jarno Mikkola, 15 March 2010 - 03:53 AM.

Cerberus v1.05, MegaModKits v1.01L, iiSpellSystemAdjustments v7.1; mods by Jarno Mikkola the Imp. FAQ for the Megamods. The Frequently Answered Questions.
BWS - Standard = not imba items spells or cheats. Tactical = AI hardly stupid = stupid hard. Expert = broke.
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#4 Lollorian

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Posted 15 March 2010 - 04:35 AM

4) I'm not sure why these mods are in Standard: Brendan's Book Bags, Potion Cases, Quivers, Crossbow Bolt Quivers, Ammunition Belts, Scroll Cases, and Scimitar of the Arch-Druid. All they do is copy items into the override. There is no in-game way to get them, you have to use CLUAConsole.

Miloch's awesome unique containers mod puts all of them into various stores in the game :)

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#5 dabus

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Posted 15 March 2010 - 04:51 AM

I'm a bit lazy, so some of this stuff might concern the BWP itself and not just BWS, but I'll try to keep mostly on-topic.


1) When right clicking a mod, on some mods there is an option to 'Jump to the next part of the mod'. If you try to cancel your right click, you will be jumped to the next part of the mod when you probably don't want to.

2) Mod info and component dependency information is shown in the textbox at the bottom. This updates properly when you click on other mods or their components. If you use the arrow keys to move up and down through components, the textbox does not update properly. The same thing applies to the category (Improvements, Post-BP Tweaks, etc.) of the mod/component. It looks like updates are not taking place when you move to a component that doesn't have dependency info (you'll see the old info and category instead).

Thanks for the report. :)
I'll look at the misbehaviors.

3) Some strange behaviour with subcomponents: IR's spellcasting in armour component has 4 subcomponents. In a Recommended install, there is a checkbox next to the top-level component. When you expand it, you see 3 Recommended subcomponents and 1 Tactical subcomponent, none of which are selected. Checking the top-level 'Spellcasting in Armor' button will select the yellow subcomponent.

For another example, take a look at SCS Smarter Mages. It has 3 Recommended subcomponents, and 1 Tactical one. By default in a Recommended install, the first Recommended subcomponent is selected. When you uncheck and re-check the Smarter Mages box, the Tactical subcomponent will be selected instead.

This was a logical problem: When clicking a tree, the BWS chooses the items that are in the currently selected pre-selection (recommended, expert...). If I kept the pre-selection as is, you would not be able to select anything if you have a "lower" pre-selection and click an tactic/expert mod. So I adjusted the selection to expert no matter what you did select before to be able to add mods outside of your selection.

Some time ago, I added a new logic to the options though: Click properties.
This will recognize if you select a mod "out of bounds" and ask you what to do.

As you can see, this property is set to expert.
So I may just remove that old "switch to expert" and you well have that enabled by default.


4) I'm not sure why these mods are in Standard: Brendan's Book Bags, Potion Cases, Quivers, Crossbow Bolt Quivers, Ammunition Belts, Scroll Cases, and Scimitar of the Arch-Druid. All they do is copy items into the override. There is no in-game way to get them, you have to use CLUAConsole.

They are.

5) It's nice to see an attempt at allowing selections for Level 1 NPCs' weapon proficiencies (even though they're in Expert), but it needs some work. The options should appear like component selections in other mods, but a checkmark would add a 1 to the input file and no checkmark would add a 0. There's one question that lets you choose between 1 and 2 that should behave like two subcomponents. Edit: ugh, there's one question that is only displayed if a certain DR component is installed... way to mess up everything.

Did they update that mod already? I had these options from a prior PDF. And the DR-specific one is removed if not needed. After you finish your selection.

6) I see no reason why the BG2 Tweak Pack component Change Jaheira to Neutral Good should require Divine Remix's Druid Remix be installed. There is a similar component in DR that does require it (though I assume as a matter of fairness, not of compatibility).

It's in the batch. Don't know why.

7) Both the Un-nerfed Table and P&P Table subcomponents of BG2 Tweaks' Alter Mage Spell Progression Table are selected by default, leading to a conflict.

Ok. Pre-selections are stored in Config\Select.txt. I just had both components marked by setting them to 1. Removing that for 2261 will remove the selection.


8) P5 Tweaks' Increase Spear Range and Damage will be skipped automatically if IR's weapon changes are installed, so there is no conflict between the two components.

Sure, you won't get the component.
Technically, you are right. This will not cause errors in the game because it is SKIPPED.
But the user does not get his selection because the mod solves the conflict on it's own.
If I tell you you can have both ice-cream and cakes, and you want both but never get the cake, you will be angry cause you don't get what you wanted. If I say one or the other, that will not be irritating.


9) Cursed Items Revision should be placed earlier in the install order because it overwrites item descriptions. Also, it is incompatible with IR's main component currently. If it is moved before IR's main component in install order, we could probably update IR to make them compatible.

10) Thrown Hammers should be installed before IR's global tweaks, since it adds items to the game.

11) The SCS II versions of Taimon's Mirror Image and Dispel Magic fixes are less comprehensive than the ones from Spell Revisions, though probably placed better in the install order. To resolve the conflict, I've asked if DavidW will include checks in his components so they are skipped when the SR components are installed.

12) The placement of some 1PP components before IR's main component makes the mods completely compatible. There is no need for a conflict warning. The issue was raised because these components are not compatible when installed after IR's main component. I'd also move 1PP component 6 "v3 Paperdolls" out of the first group of 1PP components and into the second. This is because some files may be overwritten by IR's version which will assuredly never be more up-to-date than Erephine's.


I (hopefully) just created a copy of the BWP 8.3-batch. So when it comes to the components, well...
I don't know a thing about that ordering, thing overwriting others and all that stuff. :)
And I'm not sure to start to get to know that - I never wanted to know, I have enough work with building the GUI.
Currently, until it's stable, I have to look for differences between the batch-versions and merging the info into something that my program can handle. And looking for new translations from time to time.

So think of it as a framework for visualization, the data is just not really important to me.
It is for Leonardo, Leomar and White Agnus if he's back, but not to me.
So I'm sure they will appreciate your comments.
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#6 Mike1072

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Posted 15 March 2010 - 06:11 AM

Sorry, can't really test this now...

9) Cursed Items Revision should be placed earlier in the install order because it overwrites item descriptions. Also, it is incompatible with IR's main component currently. If it is moved before IR's main component in install order, we could probably update IR to make them compatible.

That probably goes against the philosophy the mod was originally planned with... it's was this kind: "So you have these few rare items which have these identified item description that is almost pang on, but not entirelly. So when you equip them, you'll see what disaster you just unleached on the world. Like say you have these bracers that allow you to try to hit a lot.(So the bracers give you double attack rate, but reduce your Thac0 with 10)." No, that's not from the mod...

Of course you might ask is the items primary component installed at the right place... the secondary component(Stone of Recall) probably is. But then again, the question comes, what's the general intention on what overwrites what, and why.

Well, right now the two mods are not even technically compatible. You either get IR items or IR items with some modifications and erroneous descriptions. The compatibility I mentioned would simply give you Cursed Items if it's installed rather than IR items.

4) I'm not sure why these mods are in Standard: Brendan's Book Bags, Potion Cases, Quivers, Crossbow Bolt Quivers, Ammunition Belts, Scroll Cases, and Scimitar of the Arch-Druid. All they do is copy items into the override. There is no in-game way to get them, you have to use CLUAConsole.

Miloch's awesome unique containers mod puts all of them into various stores in the game :)

Ah. Maybe this info should be added to their descriptions, since "You can cheat different bolt quivers into your backpack With the CLUAConsole command" doesn't sound very exciting.


3) Some strange behaviour with subcomponents: IR's spellcasting in armour component has 4 subcomponents. In a Recommended install, there is a checkbox next to the top-level component. When you expand it, you see 3 Recommended subcomponents and 1 Tactical subcomponent, none of which are selected. Checking the top-level 'Spellcasting in Armor' button will select the yellow subcomponent.

For another example, take a look at SCS Smarter Mages. It has 3 Recommended subcomponents, and 1 Tactical one. By default in a Recommended install, the first Recommended subcomponent is selected. When you uncheck and re-check the Smarter Mages box, the Tactical subcomponent will be selected instead.

This was a logical problem: When clicking a tree, the BWS chooses the items that are in the currently selected pre-selection (recommended, expert...). If I kept the pre-selection as is, you would not be able to select anything if you have a "lower" pre-selection and click an tactic/expert mod. So I adjusted the selection to expert no matter what you did select before to be able to add mods outside of your selection.

Some time ago, I added a new logic to the options though: Click properties.
This will recognize if you select a mod "out of bounds" and ask you what to do.

As you can see, this property is set to expert.
So I may just remove that old "switch to expert" and you well have that enabled by default.

That could work. Another option would be for the default case to pick the lowest-level selection available. So, if you were in Standard and a mod had a Recommended and Tactical option, toggling it would toggle the Recommended option, while if it had Tactical and Expert instead (and was off by default), toggling it would toggle the Tactical component.


5) It's nice to see an attempt at allowing selections for Level 1 NPCs' weapon proficiencies (even though they're in Expert), but it needs some work. The options should appear like component selections in other mods, but a checkmark would add a 1 to the input file and no checkmark would add a 0. There's one question that lets you choose between 1 and 2 that should behave like two subcomponents. Edit: ugh, there's one question that is only displayed if a certain DR component is installed... way to mess up everything.

Did they update that mod already? I had these options from a prior PDF. And the DR-specific one is removed if not needed. After you finish your selection.

Who, what? Update? Erm...


8) P5 Tweaks' Increase Spear Range and Damage will be skipped automatically if IR's weapon changes are installed, so there is no conflict between the two components.

Sure, you won't get the component.
Technically, you are right. This will not cause errors in the game because it is SKIPPED.
But the user does not get his selection because the mod solves the conflict on it's own.
If I tell you you can have both ice-cream and cakes, and you want both but never get the cake, you will be angry cause you don't get what you wanted. If I say one or the other, that will not be irritating.

Hmm, I can see what you're saying and how this sort of thing would benefit cases where there are multiple popular choices that are mutually exclusive. I guess I don't like a Recommended install having choices forced on users who may not know what they're being asked. I'd really prefer it if the only conflict and dependency stuff that users would have to deal with on Recommended installs would be for components that they have manually added to or removed from their installs.

#7 dabus

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Posted 15 March 2010 - 06:42 AM

That could work. Another option would be for the default case to pick the lowest-level selection available. So, if you were in Standard and a mod had a Recommended and Tactical option, toggling it would toggle the Recommended option, while if it had Tactical and Expert instead (and was off by default), toggling it would toggle the Tactical component.

It is checking if the mod contains components that belongs to the current level.
If yes, they are selected, if not, the next higher level ist selected and the components are set.

Who, what? Update? Erm...

Well, I was sure I made a copy from the PDF when I created the component-list.
I either missed and update or missed the line, so I sure was hoping for the first one. ;)

Hmm, I can see what you're saying and how this sort of thing would benefit cases where there are multiple popular choices that are mutually exclusive. I guess I don't like a Recommended install having choices forced on users who may not know what they're being asked. I'd really prefer it if the only conflict and dependency stuff that users would have to deal with on Recommended installs would be for components that they have manually added to or removed from their installs.


Yeah, can be done. And it is done when you don't select to adjust your selection.
I only thought that if you want to change the stuff, you would know what you are doing and you should see that there are choices that you have to make.

Also, if you just select to go further by clicking continue, the open dependencies will be solved by adding the missing mods and conflicts will be solved by choosing the component with the best fit (as we see it). You can always decline or accept and adjust these auto-solving.

By the way, open dependencies are solved by removing the component when you don't want to select mods yourself since there would be mods from "upper" pre-selections. Since I think you know what you want in the other mode, I add those missing mods then.

A vast amount of open dependencies and conflicts sure exists since this is the first shot at component-selection and since I just did a copy and an paste from the batch, where components are installed in blocks and SKIPPED components have not been reviewed as I think it has to be done now.

By the way: I can easily remove all conflicts and unsolved dependencies from the default-selections by changing some 1 to 0. I just thought that modders and common "advanced" users would like the opportunity to choose by themselves first and select to auto-solve if the want to.

Edited by dabus, 15 March 2010 - 06:56 AM.

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#8 Tonton Fred

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Posted 15 March 2010 - 06:59 AM

On launch, BWS wants to update. If I let it do it and restart, I get a crash on launch :

00.jpg

then

01.jpg

If I don't update, it works.

Here goes :

  • numbers next to the mods following the PDF numbering would be nice
  • MTS crappack : the component "all-blunt dwarven thrower" has disappeared ?
  • BG2 Tweaks : both sub-components 2260 and 2261 are selected by default (I chose Expert install), when they should be mutually exclusive. Clicking on either clears the selection, clicking again enforces selection correctly ; Components 3000 through 3020 are not selectable/missing in the GUI.
  • PnP Free action : still incorrectly labeled as incomp with Spell Rev.
  • UB : Suna Seni / Valygar still flagged as incompatible with BGT, but I've seen reports to the contrary ?
  • Pressing ESC on the main screen quits the app without warning or confirmation (arrrrgh)
  • Throne of Bhaal Hacks : I can't deselect it, nor any of the subcomponents. However, I would like to install ToB Hacks manually : install mods with BWS, check everything is working, then apply biffing+ToB hacks.
  • BGT Gui : same deal, can't deselect anything. Looks like Minimal components cannot be deselected. That is pretty bad, because the subcomponents here require the respective mods to be installed, so that makes NeJ, TDD, SoS, CtB, TS-BP and RoT mandatory to install. 1) There should be a way to override the dependencies checks. 2) optional mod's GUIs should not be part of the minimal set ;)
  • After I resolved dependencies check, the setup still removes components that didn't seem to cause any problems : notably BG2 Tweak pack's unnerfed progression tables, BGT Tweak pack "import more NPC into SoA", Mix Mod True Grand Mastery, Spell Revision Update Spell book.

I attached my components selection so you can try to reproduce if needed.

Oh, almost forgot : very nice job, it really makes installing a mega-mod much more streamlined. Congratulations ! :cheers:

Fred

Attached Files


Edited by Tonton Fred, 15 March 2010 - 07:09 AM.


#9 dabus

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Posted 15 March 2010 - 07:39 AM

On launch, BWS wants to update. If I let it do it and restart, I get a crash on launch :
If I don't update, it works.


Short version:
Get it and test it, please.
Note: Please do not use program updates! These updates are from the current branch, not from the development-tree.
(Note to me: Adjust the path so this will not happen anyway.)


Yes. That's what I told you and I know that this is bad and I'll fix/change it with some other things.

Here goes :

numbers next to the mods following the PDF numbering would be nice


We intentionally removed them.
It's some work to update these numbers for every release, Leomar did not like them, too, Leonardo seemed to not like them that much either (had some funny stuff, like chapters starting with subs X.0, X.1 or whatever, then X.1.10 (so a sub-sub)... so I took the chance to remove them.

MTS crappack : the component "all-blunt dwarven thrower" has disappeared ?

Seems like I missed some lines. Feel free to add them to BiG World Setup\Config\select.txt if you are impatient.

BG2 Tweaks : both sub-components 2260 and 2261 are selected by default (I chose Expert install), when they should be mutually exclusive. Clicking on either clears the selection, clicking again enforces selection correctly ; Components 3000 through 3020 are not selectable/missing in the GUI.

See above/dito.

PnP Free action : still incorrectly labeled as incomp with Spell Rev.
UB : Suna Seni / Valygar still flagged as incompatible with BGT, but I've seen reports to the contrary ?

Uuuh, yeah. Like I said above, I don't know about this stuff. I just do the coding, no intention to go into the depths of connections. ;)

Pressing ESC on the main screen quits the app without warning or confirmation (arrrrgh)

Yup. You got a point that one could ask so save the settings or cancel.

Throne of Bhaal Hacks : I can't deselect it, nor any of the subcomponents. However, I would like to install ToB Hacks manually : install mods with BWS, check everything is working, then apply biffing+ToB hacks.

Well, ask Leomar about it. He wanted it to fixed. You can always edit the BiG World Setup\Config\Setup.ini to remove any fixed mods and edit BiG World Setup\Config\User.ini to edit the selection afterwards. Pretty self-explaining syntax there.

BGT Gui : same deal, can't deselect anything. Looks like Minimal components cannot be deselected. That is pretty bad, because the subcomponents here require the respective mods to be installed, so that makes NeJ, TDD, SoS, CtB, TS-BP and RoT mandatory to install. 1) There should be a way to override the dependencies checks. 2) optional mod's GUIs should not be part of the minimal set ;)

Huh? The default does not need anything but those minimum mods.
(You can always select Original SoA, wich will even remove itself if selected.)


After I resolved dependencies check, the setup still removes components that didn't seem to cause any problems : notably BG2 Tweak pack's unnerfed progression tables, BGT Tweak pack "import more NPC into SoA", Mix Mod True Grand Mastery, Spell Revision Update Spell book.

Look at the batch and you will see that it does the same. If not, I missed a change.

%IFES%BG2_Tweaks%IFNIF%TDD%S%BG2_Tweaks%L%0%SK% 2240 2250 2260 --logapp | %M%

That's IF exists Tweak if not exists TDD. If you look at the PDF, you can see a ton of SKIPPED-messages, which means that these mods detect that TDD is installed and those did never get install anyway.

I attached my components selection so you can try to reproduce if needed.

Oh, almost forgot : very nice job, it really makes installing a mega-mod much more streamlined. Congratulations ! :cheers:

Fred

Thanks for your help and suggestions, appreciated. ;)

Edited by dabus, 15 March 2010 - 07:57 AM.

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#10 dabus

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Posted 15 March 2010 - 09:19 AM

2) Mod info and component dependency information is shown in the textbox at the bottom. This updates properly when you click on other mods or their components. If you use the arrow keys to move up and down through components, the textbox does not update properly. The same thing applies to the category (Improvements, Post-BP Tweaks, etc.) of the mod/component. It looks like updates are not taking place when you move to a component that doesn't have dependency info (you'll see the old info and category instead).

You are right. I had made the script update these entries only when filled. That's a leftover from the time before I added dependencies and conflicts-texts to component. It was annoying that I saw nothing of the mods description when I was moving through the components.
Since this does not make sense any more, I have removed that.

3) Some strange behaviour with subcomponents: IR's spellcasting in armour component has 4 subcomponents. In a Recommended install, there is a checkbox next to the top-level component. When you expand it, you see 3 Recommended subcomponents and 1 Tactical subcomponent, none of which are selected. Checking the top-level 'Spellcasting in Armor' button will select the yellow subcomponent.

The selection-line which will build the sub-tree had the following subs listed as recommended/standard. This was false, since it is a tactical one. Those that are not selected per default were treated as recommended (though they are tactics) and the one that was selected as tactics was treated as such.

5) It's nice to see an attempt at allowing selections for Level 1 NPCs' weapon proficiencies (even though they're in Expert), but it needs some work. The options should appear like component selections in other mods, but a checkmark would add a 1 to the input file and no checkmark would add a 0. There's one question that lets you choose between 1 and 2 that should behave like two subcomponents. Edit: ugh, there's one question that is only displayed if a certain DR component is installed... way to mess up everything.


Hmm, I can't see errors.


Install Component 1 [Tweak weapon proficiencies for some classes]
Allow clerics one star in any weapon type a fighter can use?
Hit 0 and enter for no change to single class clerics,
1 and enter for allow one star, or
2 and enter to skip all cleric related tweaks.

@1?1_0=No change to single class clerics weapon types
@1?1_1=Allow clerics one star in any weapon type a fighter can use

2 is left out so we don't shoot ourselves in the foot.

Allow druids one star in any weapon type a fighter can use?
Hit 0 and enter for no change,
1 and enter for one star.

@1?2_0=No change to single class druid weapon types
@1?2_1=Allow druids one star in any weapon type a fighter can use


Restrict fighter/druids from armors single class druids cannot wear?
Hit 0 and enter for no change,
1 and enter for yes.
This sub-component will be automatically skipped if you have installed Druid Remix from Divine Remix.
If the component 1 is selected and component 200 is selected from Devine Remix, I strip this selection.
Looks like $Components=StringRegExpReplace($Components, '1\x3f3_\d\s', '')


@1?3_0=No change to fighter/druids armor selection
@1?3_1=Restrict fighter/druids from armors single class druids cannot wear?


Allow grandmastery for fighter multiclasses?
Hit 0 and enter for no change,
1 and enter for yes.

@1?4_0=No change to grandmastery for fighter multiclasses
@1?4_1=Allow grandmastery for fighter multiclasses



Allow thieves, mages, and bards to place one star in any weapon type?
Hit 0 and enter for no change,
1 and enter for yes.

@1?5_0=No change to thieves, mages, and bards weapon types
@1?5_1=Allow thieves, mages, and bards to place one star in any weapon type


Allow thieves and thief multi-classes three stars in dual-wielding?
Hit 0 and enter for no change,
1 and enter for yes.

@1?6_0=No change to thief multi-classes dual-wielding
@1?6_1=Allow thieves and thief multi-classes three stars in dual-wielding


Allow backstab with any weapon a mage/thief, fighter/thief, or cleric/thief can use?
Hit 0 and enter for no change,
1 and enter for yes.

@1?7_0=No changes to backstab weapon type.
@1?7_1=Allow backstab with any weapon a mage/thief, fighter/thief, or cleric/thief can use


Make two-handed weapons unusable for backstabbing?
Hit 0 and enter for no change,
1 to make all two handed weapons do no additional damage on a successful backstab, and
2 to restrict only quarterstaves.

@1?8_0=No change to two-handed weapons forr backstabbing
@1?8_1=Make all two handed weapons do no additional damage on a successful backstab
@1?8_2=Restrict only quarterstaves.


Edit: Uploaded fixed version.

Edited by dabus, 15 March 2010 - 06:20 PM.

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#11 Mike1072

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Posted 15 March 2010 - 06:34 PM

5) The "not working" part of the L1NPCs weapon proficiency stuff: if you click anything with a checkmark already in it, it will disable all other options.

My suggestion was to completely redesign this section.

For normal WeiDU components, you are asked whether you want to [I]nstall or [N]ot Install. In the BWS all you need to ask the user is if they want to install the component. If the box is unchecked, the component is not installed.

For these L1NPC selections, you are asked whether you want the content (1) or no change (0). In the BWS, all you should need to ask the user is if they want to install the content. Based on what the user chooses, a 1 will be added to the input file when a selection is checked and a 0 will be added to the input file when a selection is unchecked. Here's some concept art.


8) For the conflicts and dependencies, it's not clear that users can have them auto-solved if they just hit continue.

Continue:
You may select to skip all the tests and just continue with the installation.

Please note that this is not recommended.

The chances of mods that won't install at all or of encountering known problems during the game, having crashes to the desktop or missing good portion of gameplay is quite high.

Still, I'd like to see most of these resolved since I don't think all users who want to customise their installation know everything about every mod.


1) When right clicking a mod, on some mods there is an option to 'Jump to the next part of the mod'. If you try to cancel your right click, you will be jumped to the next part of the mod when you probably don't want to.

On the conflict/dependency screen, there is some strange behaviour relating to right clicking as well. Often if you right click a component and then right click another component, either the conflict will be resolved (I'm guessing by removing what you initially right clicked on) or the second right click will fail to register (as will any more right clicks until you left click something).

Finally, I mentioned this in the other thread, but I'd still like to find a solution: each component really does not need to show the mod's version number. If it can't be removed with regular expressions, maybe we could get a WeiDU update from the_bigg to help deal with it, either a modification of --list-components or a new command that would return a mod's version string.

Edited by Mike1072, 15 March 2010 - 06:36 PM.


#12 Tonton Fred

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Posted 15 March 2010 - 06:49 PM

Seems like I missed some lines. Feel free to add them to BiG World Setup\Config\select.txt if you are impatient.


Ok, that works.


Throne of Bhaal Hacks : I can't deselect it, nor any of the subcomponents. However, I would like to install ToB Hacks manually : install mods with BWS, check everything is working, then apply biffing+ToB hacks.

Well, ask Leomar about it. He wanted it to fixed. You can always edit the BiG World Setup\Config\Setup.ini to remove any fixed mods and edit BiG World Setup\Config\User.ini to edit the selection afterwards. Pretty self-explaining syntax there.


Does not work for me. I edited Setup.ini and remove the hacks from the Fixed= line so that it now looks like this :

Fixed=BG2FIXPACK,BGT,TxtMusic,BGT-NPCSOUND,TP,BG1TP,BWFixpack,BWTextpack,BWInstallpack,WeiDU,BeregostCF,BG1PatchSound,BG1TotSCSound,Abra,Traduccion_Mejorada,BWPDF,A6XPPatch,A6CharmPatch,crefixer

Then I edited User.ini and removed the hacks line. Fired the BWS again, ToB Hacks still shows as selected and fixed.


BGT Gui : same deal, can't deselect anything. Looks like Minimal components cannot be deselected. That is pretty bad, because the subcomponents here require the respective mods to be installed, so that makes NeJ, TDD, SoS, CtB, TS-BP and RoT mandatory to install. 1) There should be a way to override the dependencies checks. 2) optional mod's GUIs should not be part of the minimal set ;)

Huh? The default does not need anything but those minimum mods.
(You can always select Original SoA, wich will even remove itself if selected.)


Ok, if I start the setup and use a "fresh" configuration, I can indeed select the GUI. However, if I reload from a previously exported INI file, the GUI components are all selected and fixed. (tried with both GUI=0 and GUI=9 in the INI file).


After I resolved dependencies check, the setup still removes components that didn't seem to cause any problems : notably BG2 Tweak pack's unnerfed progression tables, BGT Tweak pack "import more NPC into SoA", Mix Mod True Grand Mastery, Spell Revision Update Spell book.

Look at the batch and you will see that it does the same. If not, I missed a change.


Well, I understand now that because BWS forced all GUI selected, the dependencies checking tool also force-selected all the related mods to be installed, including TDD, which in turn raised a conflict with all the above mentioned components :wacko:

EDIT : don't know if it's related to Mike's findings, but I can't get the Level1 NPC weapon proficiencies selection to 'stick' either by exporting/importing INI files.

EDIT 2 : the following dependency check looks strange :

03.jpg

According to the PDF, the last two components are indeed incompatible with Full Plate, but the thing is, I do not have Full Plate selected. And in this screenshot, they show a conflict with another component from Item Revisions (allow spellcasting in armor).

EDIT 3 : after downloading and extracting the mods, the BWS started the installation without pausing or giving me an option to quit. Maybe some setting I missed before launching the process ?
Also, during install, the process stops and asks for input (eg BG1 NPC project, LoveTalk timers), I thought this should be taken care of by the Smoothpack ?

Edited by Tonton Fred, 15 March 2010 - 08:23 PM.


#13 dabus

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Posted 16 March 2010 - 01:17 AM

5) The "not working" part of the L1NPCs weapon proficiency stuff: if you click anything with a checkmark already in it, it will disable all other options.

My suggestion was to completely redesign this section.

For normal WeiDU components, you are asked whether you want to [I]nstall or [N]ot Install. In the BWS all you need to ask the user is if they want to install the component. If the box is unchecked, the component is not installed.

Yup, and it tells you why it does that.

For these L1NPC selections, you are asked whether you want the content (1) or no change (0). In the BWS, all you should need to ask the user is if they want to install the content. Based on what the user chooses, a 1 will be added to the input file when a selection is checked and a 0 will be added to the input file when a selection is unchecked. Here's some concept art.


I'd rather not do it. It just completely breaks the concept of subcomponents. And I really hate exceptions to the code. You just don't get what you expect when editing the corresponding sections of the config-files. Since level1npcs is already messed up by the Devince Remix-thingy, I might reconsider, but don't count on it.


8) For the conflicts and dependencies, it's not clear that users can have them auto-solved if they just hit continue.

Continue:
You may select to skip all the tests and just continue with the installation.

Please note that this is not recommended.

The chances of mods that won't install at all or of encountering known problems during the game, having crashes to the desktop or missing good portion of gameplay is quite high.

Still, I'd like to see most of these resolved since I don't think all users who want to customise their installation know everything about every mod.

Well, this text was from the last version and the help on this screen needs to be written anew. -_-
I really hate that part and probably skipped it until now just because of that.
After a bit of thinking, I may just do it since the batch did the choosing for for you anyway.

On the conflict/dependency screen, there is some strange behaviour relating to right clicking as well. Often if you right click a component and then right click another component, either the conflict will be resolved (I'm guessing by removing what you initially right clicked on) or the second right click will fail to register (as will any more right clicks until you left click something).

Will take a look.

Finally, I mentioned this in the other thread, but I'd still like to find a solution: each component really does not need to show the mod's version number. If it can't be removed with regular expressions, maybe we could get a WeiDU update from the_bigg to help deal with it, either a modification of --list-components or a new command that would return a mod's version string.

That's not so high in my priority list. There are so much other things to do that are more important, so I did not look at it any further since you mentioned it. :whistling:
Thinking about it, I may adjust the automatic reading of WeiDU-translations by searching the TP2-file for a VERSION-string and remove that from the component-string that WeiDU is returning. :)
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#14 dabus

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Posted 16 March 2010 - 01:55 AM

Then I edited User.ini and removed the hacks line. Fired the BWS again, ToB Hacks still shows as selected and fixed.

Forgot to mention you will have to go to edit the Mod.ini in the same folder.
Go to the [tob_hacks]-section and remove the ,F from the Type-key.

Ok, if I start the setup and use a "fresh" configuration, I can indeed select the GUI. However, if I reload from a previously exported INI file, the GUI components are all selected and fixed. (tried with both GUI=0 and GUI=9 in the INI file).

Aha, you did load it from a selection. Ok, I must admit that I did not test that option for fixed SUBs.

EDIT : don't know if it's related to Mike's findings, but I can't get the Level1 NPC weapon proficiencies selection to 'stick' either by exporting/importing INI files.

Maybe there is something with saved SUBs anyway. :(

EDIT 2 : the following dependency check looks strange :

According to the PDF, the last two components are indeed incompatible with Full Plate, but the thing is, I do not have Full Plate selected. And in this screenshot, they show a conflict with another component from Item Revisions (allow spellcasting in armor).

I'll see if I can reproduce that.

EDIT 3 : after downloading and extracting the mods, the BWS started the installation without pausing or giving me an option to quit. Maybe some setting I missed before launching the process ?
Also, during install, the process stops and asks for input (eg BG1 NPC project, LoveTalk timers), I thought this should be taken care of by the Smoothpack ?


No. The install will go through if no errors are encountered.
You can add a pause before a mod is installed in the selection-screen if you want that.

If I interpret your post correct, the sub-component-selection got messed up during the reload of a save and so you will stuck at these points.
The SUBs are defined as such by an additional token in your User.ini, in the value of mods key underneath your [current]-section. It looks like @0?1_1 for sending a 1 to the first question.

So if you want to, you can solve that by looking into the Weidu-EN.ini. It should contain some components that have Subs (you can search for those by the "1_1"-expression). Add the selections you would like to have to the value of the mod. xyz=1?1_1 1?2_3 would result in answer 1 to the first and 3 to the second question of the component number 1 of the xyz-mod

The sub is treated as standard and thus no additional info is given to WeiDU, which will stop and ask you what to do.

I can't remind having that problems when not using reloads, so there must be something there.
Well, glad that you found it. But bad luck for you though.
Sorry for that, but testers must be tough. ;)

Edited by dabus, 16 March 2010 - 01:56 AM.

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#15 Tonton Fred

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Posted 16 March 2010 - 05:23 AM

Forgot to mention you will have to go to edit the Mod.ini in the same folder.
Go to the [tob_hacks]-section and remove the ,F from the Type-key.


That did the trick, thanks. It also allowed me to correctly select only one GUI, so there definitely seems to be a problem with fixed components and reloaded selections.


No. The install will go through if no errors are encountered.
You can add a pause before a mod is installed in the selection-screen if you want that.


Ah, yes, so theoretically, I could add a pause before installing the first component and quit there if I wanted to. I would still suggest to add an option to have a pause after finishing download/extraction, perhaps on this screen :

04.jpg

So if you want to, you can solve that by looking into the Weidu-EN.ini. It should contain some components that have Subs (you can search for those by the "1_1"-expression). Add the selections you would like to have to the value of the mod. xyz=1?1_1 1?2_3 would result in answer 1 to the first and 3 to the second question of the component number 1 of the xyz-mod


Ok, that went too fast for me... Let's take an example :

[StuffofTheMagi]
Tra=0
@0=Stuff of the Magi: v4
@0?1_1=Use new, less cheesy items (recommended)
@0?1_2=Use original, overpowered items
@0?2_1=Add items to creature's equipment (recommended, enemies will use these items against you)
@0?2_2=Add items to creature's inventory (does not change difficulty of fights)

Let's say I want the core component, answer 2) to the first subcomponent and answer 1) to the second one. My User.ini should contain

StuffofTheMagi=0 0?1_2 0?2_1

Is this right ?

Sorry for that, but testers must be tough. ;)


Well you DID say it was beta-testing, so that's what I signed up for ;)

EDIT : well, my User.ini already contains all the necessay x?y_z , it's just they are not displayed on reloading. So I'd say you definitely should look into that, as people ARE going to share their favorite-and-tested configs. After all, that's one of the main strengths of what you're developing now !

Edited by Tonton Fred, 16 March 2010 - 05:43 AM.


#16 dabus

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Posted 16 March 2010 - 09:40 AM

I would still suggest to add an option to have a pause after finishing download/extraction, perhaps on this screen :

If it makes you happy. ;)

Ok, that went too fast for me... Let's take an example :

Let's say I want the core component, answer 2) to the first subcomponent and answer 1) to the second one. My User.ini should contain

StuffofTheMagi=0 0?1_2 0?2_1

Is this right ?

Yes.

EDIT : well, my User.ini already contains all the necessay x?y_z , it's just they are not displayed on reloading. So I'd say you definitely should look into that, as people ARE going to share their favorite-and-tested configs. After all, that's one of the main strengths of what you're developing now !


Take a look at Includes\15_Select-Helper.au3, line 558.
Change it from

ElseIf StringRegExp($Comp, '(?i)(\A|\s)' & $g_CentralArray[$m][2] & '(\s|\z)') Then
to
ElseIf StringRegExp($Comp, '(?i)(\A|\s)' & StringReplace($g_CentralArray[$m][2], '?', '\x3f') & '(\s|\z)') Then

I switched from splitting and creating Arrays for each String to RegExp, which has ? assigned to something else. So you replace the ? with the hexcode for it and it runs smoothly. You can also wait for a new upload though.

I have rewritten some part of the selection-AI, so you get a hint when you want to select a subtree that does not have a predefined selection in any version. So I'll just make the GUI-stuff optional and when you click it's tree, you will be told that just the first possible selection was made. Also fixed some stuff here and there. And I want to add another column in the select.txt for the recommended install to separate it from the standard-stuff.

Edit: Fix is up.

Edited by dabus, 16 March 2010 - 03:15 PM.

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#17 Tonton Fred

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Posted 16 March 2010 - 06:42 PM

Take a look at Includes\15_Select-Helper.au3, line 558.


I changed the line, at first sight it seems to work on reloading now.

Edit: Fix is up.


Aha ! DLing now... :ph34r:

EDIT : Select.txt still missing what I think should be those lines (starting line 1465)

MUC  BG2_Tweaks               Select    111  
MUC  BG2_Tweaks               3000      000  
MUC  BG2_Tweaks               3001      111
MUC  BG2_Tweaks               Select    111  
MUC  BG2_Tweaks               3010      000  
MUC  BG2_Tweaks               3011      111
MUC  BG2_Tweaks               3012      000

EDIT 2 : on my last install, BGT Worldmap said :

Which travel times do you want?

1. Original Travel Times and Area Visibility
2. Revised Travel Times and Area Visibility.

PLEASE ENTER  1 OR 2  

Original Area Visibility and Travel Times for BG1 & SoA/TOB+BP Family Mods
Copying and patching 1 file ...

Huge worldmap 8000x6300 is required and will be installed

So it appears there is no need for more input if one chooses "Original area..."

EDIT 3 :

It seems the Setup ignores all requests for pausing before specific components, so there is really no way of pausing the install to apply some fixes short of staying in front of the PC (which kind of defeats the purpose).

Edited by Tonton Fred, 16 March 2010 - 09:30 PM.


#18 dabus

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Posted 17 March 2010 - 02:33 AM

Yeah, I did not add that. It was not in before... Don't know if it was for a reason.
I'll will look at the other stuff when I', back at the weekend.
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#19 Tonton Fred

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Posted 17 March 2010 - 08:14 PM

Yeah, I did not add that. It was not in before... Don't know if it was for a reason.
I'll will look at the other stuff when I', back at the weekend.


What ? You mean you're not on it 24/7 ? :devil:

Another thing to consider : there still seems to be a problem with reloading multiple choices fixed components ; all the multiple choices will be selected (try the BGT-GUI for instance). When I remove the 'fixed' flag, behavior is correct (ie it checks only components specified in the INI file on reload).

EDIT : ok, this BGT-GUI component is really a b**** ; the component numbering seems to vary with the installed mods (from the PDF : "Depending from the installed mods the order of the components will vary. The following list you will only get when all related mods are installed."). The list in the GUI contains all the possible GUIs, numbered from 0 to 9 :

@0=Game Graphical User Interface (GUI) -> "Original SoA/ToB"
@1=Game Graphical User Interface (GUI) -> "Neverending Journey"
@2=Game Graphical User Interface (GUI) -> "The Darkest Day"
@3=Game Graphical User Interface (GUI) -> "Shadows Over Soubar"
@4=Game Graphical User Interface (GUI) -> "Check The Bodies"
@5=Game Graphical User Interface (GUI) -> "Tortured Souls"
@6="Tortured Souls" - Just nice in-game fonts
@7=Game Graphical User Interface (GUI) -> "Region Of Terror"
@8=Game Graphical User Interface (GUI) -> "Baldur's Gate Trilogy" (Elminster wielding sword)
@9=Game Graphical User Interface (GUI) -> "Baldur's Gate Trilogy" (Elminster wielding staff)
@10=Game Graphical User Interface (GUI) -> "Big Picture"

In my install, I had none of the content-mods above. I selected '9' to get the Elminster/staff GUI. After the install, I launched the game, and got the standard ToB interface. I then launched the setup-gui manually and got the following choices :

Install Component [Game Graphical User Interface (GUI)]?
[N]o, [Q]uit or choose one:
 1] "Original SoA/ToB"
 2] "Baldur's Gate Trilogy" (Elminster wielding sword)
 3] "Baldur's Gate Trilogy" (Elminster wielding staff)
 4] "Baldur's Gate Trilogy" (Elminster wielding sword)
 5] "Baldur's Gate Trilogy" (Elminster wielding staff)

Don't know about the Elminster duplication trick (slippery wizard), but in any case, selecting and installing 3 got me the right GUI this time. However, that means if you want this thing to be automated, the BWS GUI somehow has to take into account which mods are installed in order to number the components correctly. Good luck, Jim ! :whistling:

Edited by Tonton Fred, 17 March 2010 - 08:36 PM.


#20 dabus

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Posted 18 March 2010 - 04:19 AM

Well, I'll have to take it slower in the next weeks since I have vacations right now and I have some more time to spare. I just wanted to take the chance to get this going somehow and take a few steps forward.

Sure, fixed & multiple-choices do have problems with reloads. I wanted to make sure that you don't remove fixed components from your choice and they would be left out. So I added an additional "option" during the reload-function. If you remove that, it should be fine.

GUI has a separate function to get the component-number.
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