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BiG World Setup Beta-Testing


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#381 dabus

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Posted 06 January 2011 - 03:42 AM

You don't need to quick-save again. It's just to create some default game-settings.
The save folder is moved to that Backup folder since you can't play with them once you install a new game.
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#382 -bob-

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Posted 10 January 2011 - 12:07 PM

Not speicifying a path for BG1 and choosing to forgo the BGT stuff seems to make some BG2 categories such as the BG2 Megamods disappear while the BG1 categories are still there.

#383 dabus

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Posted 10 January 2011 - 02:50 PM

True. After setting up new pairs of chapter-names and their related numbers, the old values from the BG2Only-key from BiG World Setup\Config\Setup.ini don't fit together.

Using
BG2Only=2|3|4|5|6|7|8|BGT|BGTNEJ2|JONDALARFIX|TP|BGT-NPCSOUND|TXTMUSIC|BG1PatchSound|BG1TotSCSound|BG1TP|Abra|BGTNEJ|ACBre|gavin_bg2_bgt|rose|DrizztIsNotStupid|SCS|JA#BGT_Tweak|BP-BALANCER|NSCPortraits|lightmaps|bgtmusic|GUI|ktweaks|NTOTSCv171
will remove most of the stuff.

If you want Gavin and NEJ2, you'll have to adjust a few lines in the [Connections]-section since Leomar added a few lines that install them with mods that need BGT, which is obviously not installed if you leave out BGT. ;)
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#384 Lollorian

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Posted 11 January 2011 - 08:16 AM

Well, I just started dabbling into the BWS again and am using the latest beta build (I think :P)

Anyway, would it be possible to include the mod components that aren't installed by the BWP? (in a different colot like gray or something :unsure:) If there was already a way, I'm sorry :P (but I'd like to know though)

I'm looking at NeJ (and it has 10+ components) but the BWS-beta lists only 6 of them?

Also, a scenario, if you will :)

1) I replicate my current install order in the BWS and create an .ini
2) A new version of the BWP comes out which has added some new mods, moved some mods, some mods had new components and deprecated some mods (that were in my custom install)
3) The BWS-beta updates to use the new BWP's linklist
4) I import my (old) .ini

Now, does everything go KABOOM :lol: or will the BWS-beta be safely able to preserve the mod structure (moved, deprecated, new components)? :P

Sorry for being n00b! :cheers:

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#385 dabus

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Posted 11 January 2011 - 10:44 AM

Sure there are 10. The others are stated as The revised version of this component is installed with BGTNeJ2. So why bother, install stuff that seems to be outdated (as revised implies)?
If you were serious about that, maybe you'd have to do some inquiries why it has been skipped and decide if it's worth or not, look if you are adding problems if install it, then add some lines here, some conflicts there and the profit would be basically... zero?

And just to say it once again - I just never played most of the mods and I lag knowledge about that mod and modding in general, too. So I merely can create a GUI for some type of configuration, which I did by getting most components that are installed. In most cases I added options to select another component if the mod offers that. And I left out most stuff that's left out. Then Leomar did some work, someone told me this or that and what you see in front of you is the result.

If someone knows his stuff and I can copy and paste a few lines, I'm ok with it.
Read the FAQ to get to know about adding a component, conflicts and dependencies.

It does not matter if mods / components are moved. The ini is just used to save your selection.
The BWS tells you about new components if you load an "old" selection.
If your selected items are not found, you will not be informed.
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#386 Chevalier

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Posted 16 January 2011 - 07:46 AM

I got this Error.
13: 528 - 	$FirstIconState=_AI_GetModState($p_First)
13: 529 - 	$g_CentralArray[$p_Num][9] = 0
13: 530 - 	__TristateTreeView_SetItemState($g_UI_Handle[0], $g_CentralArray[$p_Num][5], 1 +$g_CentralArray[$p_Num][14])
13: 531 - 	$g_CentralArray[$p_First][9] -= 1
13: 326 - Func _AI_SetModStateIcon($p_Num, $p_First = '-'); $p_Num=TVitemID; $p_First=first state before 
13: 330 - 		__TristateTreeView_SetItemState($g_UI_Handle[0], $g_CentralArray[$p_Num][5], 3+$g_CentralArray[$p_Num][14])
13: 333 - 	EndIf
13: 334 - 	If $p_First == '-' Then Return
13: 41 - Func _AI_GetModState($p_Num); $a=ControlID of the treeviewitem
13: 532 - 	_AI_SetModStateIcon($p_First, $FirstIconState)
13: 303 - 			_AI_SetSTD_Disable($p_Num)
13: 306 - 		EndIf
13: 307 - 	EndIf
13: 308 - 	;ConsoleWrite('-' & $g_CentralArray[_AI_GetStart($p_Num, '-')][9] & @CRLF)
13: 320 - 	EndIf
06: 877 - 	_AI_SetClicked($p_ControlID, $p_State)
06: 878 - 	;ConsoleWrite(@ScriptLineNumber & ': '&$g_CentralArray[$p_ControlID][0] & ' - ' & $g_CentralArray[$p_ControlID][2] & ' - ' & $p_State & @CRLF)
06: 887 - 	EndIf	
06: 35 - 				_Depend_SetModState($g_ActiveConnections[$a][2], $p_State)
06: 36 - 				;ConsoleWrite($g_CentralArray[$g_ActiveConnections[$a][2]][0] & ' ' & $g_CentralArray[$g_ActiveConnections[$a][2]][2] & @CRLF)
06: 37 - 				$Return[0][0]+=1
I:\BGII - SoA\BiG World Setup\Includes_Traced\06_Depend.au3 (53) : ==> Array variable has incorrect number of subscripts or subscript dimension range exceeded.:
$debug_pDimension=$debug_Line[$debug_l+1]
$debug_pDimension=^ ERROR
 - 36

----------
Variables:
----------
I reloaded and it seem to work now. I hope this helps.

Also in the Setup.ini
BP179 And D0tweak needs MTSCrappack=D:BPV180(-)&D0tweak(-):MTS_CRAPPACK(30)
But the BWS Beta has no selectable 30 component for MTS. :unsure:

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#387 dabus

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Posted 16 January 2011 - 08:09 AM

True, you'll have to remove that line from the setup.ini.
I think I'll have to write another check for those dependencies. Thought I'd get through without it but Murphy proved me wrong once again. :(

Edit: Removed that line with the latest update-package.

Edited by dabus, 16 January 2011 - 08:29 AM.

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#388 Hellcommander

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Posted 21 January 2011 - 12:13 PM

I'm having trouble getting big world setup to autopause at spellpack and the item randomizer mod. Does anyone know how I can fix this. I'm using the current beta version of big world setup.

#389 dabus

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Posted 21 January 2011 - 02:09 PM

What did you do / how did you insert the pause and what's in your user BiG World Setup\Config\User.ini?
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#390 smeagolheart

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Posted 21 January 2011 - 08:06 PM

What did you do / how did you insert the pause and what's in your user BiG World Setup\Config\User.ini?


I'm interested in pausing as well, I read the instructions on the beta website but am not 100% sure I know what I'm doing to start the whole install again and wait the 6 hours if I wasn't sure it was going to work. I'm trying to add the npc kitpack mod before refinements, I could do it in the batch file easily.

#391 Hellcommander

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Posted 21 January 2011 - 09:06 PM

I inserted the pause at the spellpack 5 beta and item randomiser mod on the selection screen.

#392 dabus

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Posted 22 January 2011 - 05:29 AM

@Hellcommander:
What's in your BiG World Setup\Config\User.ini?

This will not work:
[Pause]
randomiser=1100 1200
This will work:
[Pause]
SpellPackB5= 0
If you want the first example to work, edit BiG World Setup\Includes\09_Install.au3, line 267 and replace the first line with the second one:

If IniRead($g_UsrIni, 'Pause', $Setup[2], '') = $Setup[3] Or $g_Flags[11] = 1 Then _Process_Pause($Setup[7]); pause due to preselection or current decision
If StringRegExp(IniRead($g_UsrIni, 'Pause', $Setup[2], ''), '(\A|\s)'&$Setup[3]&'(\z|\s)') Or $g_Flags[11] = 1 Then _Process_Pause($Setup[7]); pause due to preselection or current decision

Just tested it and the result was this:
If the mod existed, the setup halted just fine. If not, it didn't.
If you want to, edit BiG World Setup\Includes\09_Install.au3, line 257 following and insert the red line so it looks like this:

Else
If StringRegExp(IniRead($g_UsrIni, 'Pause', $Setup[2], ''), '(\A|\s)'&$Setup[3]&'(\z|\s)') Then _Process_Pause($Setup[7]); pause due to preselection
_Process_SetConsoleLog(_GetTR($Message, 'L3')); => mod not found
ContinueLoop
EndIf

@smeagolheart:
Go to refinements, right-click on the mod or the first component and add a pause. A [P] should be displayed after the line. Optionally check your BiG World Setup\Config\User.ini if it contains
[Pause]
refinements=10
You should be fine then.

Edited by dabus, 22 January 2011 - 05:30 AM.

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#393 Hellcommander

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Posted 22 January 2011 - 11:59 AM

thank you Ive made changes hopefully I can get it to pause now :D

#394 dabus

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Posted 22 January 2011 - 12:20 PM

Uhm, so can you tell me what was written in the User.inis [Pause]-section?

Edited by dabus, 22 January 2011 - 12:20 PM.

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#395 smeagolheart

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Posted 24 January 2011 - 06:15 PM

I found the not so-hidden pause feature and it worked sometimes. If I saved my selection, it didn't seem to save the pause, even though the screen still showed the pause [p] on the mod, the install would buzz right on by it.

I got a request for a "feature" for the next version or if anyone has any suggestions now. I keep having to reinstall and each time it has to extract all the mods. Is there a way to get a screen where you can select with checkboxes "1 download phase 2. extract phase 3 install phase". So that I can do the first two the first time, make a backup copy, and then continue the install again next time with only step 3. I tried to make a backup before the regular install started but it had already made a couple basic updated to weidu.log and it didn't work so well.

#396 dabus

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Posted 25 January 2011 - 12:37 AM

If someone can confirm that
-replacing all the files that exist as a backup without removing new files
-removing new files in data-directory

will set things up, why not. I mean it should do the job. I'm not so sure about some setups though.
I think that some might delete stuff that would be used to install things like audio while you uninstall them. At least that's what I remind. Would be bad if you cannot install because there was such an issue.
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#397 smeagolheart

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Posted 25 January 2011 - 04:23 PM

If someone can confirm that
-replacing all the files that exist as a backup without removing new files
-removing new files in data-directory

will set things up, why not. I mean it should do the job. I'm not so sure about some setups though.
I think that some might delete stuff that would be used to install things like audio while you uninstall them. At least that's what I remind. Would be bad if you cannot install because there was such an issue.


Yes I can see what you mean. I was thinking maybe because I have to reinstall because I can take out some mod that is causing problems or I don't like. I can just delete the setup file and folder and re-run the install almost the same but without the one component that did not work good. And would then be able to start from the install phase as opposed to extracting all the mods again.

What about this then. Why does it pause the installation to say "You have finished with the automated process and can go ahead" and have to push "continue", can there be a timer of like 5 seconds and it will go ahead automatically there?

#398 smeagolheart

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Posted 25 January 2011 - 06:26 PM

Man, it didn't pause again and it just kept going through refinements before I could instlall my kits... And so to have to start again. Now I'm going to double and triple check the user.ini

Edited by smeagolheart, 25 January 2011 - 07:14 PM.


#399 -Pacek-

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Posted 27 January 2011 - 05:17 PM

Trying to install SCS smarter mages and priest AI, it requires SCS component 75, which is not available on an English install(it seems). Is this intended?

#400 Fennek

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Posted 28 January 2011 - 05:07 AM

@Dabus: And just in case you haven't yet included component 4 of TS25mini (I still can neither access your page nor Kerzenburg... <_< ) you can do that now. Leonardo put the necessary stuff into the fixpack 2 or 3 weeks ago.