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#101 agb1

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Posted 23 January 2017 - 08:46 AM

Definitely - please share your patches.


BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

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#102 -Leandro-

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Posted 13 April 2017 - 05:14 PM

Is this pack mule supposed to be a mule? Because to me its like a walking giant mushroom. Is it correct?

 



#103 The Imp

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Posted 13 April 2017 - 11:43 PM

Is this pack mule supposed to be a mule? Because to me its like a walking giant mushroom. Is it correct?
Yes. Into which game did you install this mod into ? Cause you might have something that overwrites the animation and so you might get the wrong one...

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#104 -Leandro-

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Posted 14 April 2017 - 05:54 AM

Is this pack mule supposed to be a mule? Because to me its like a walking giant mushroom. Is it correct?
Yes. Into which game did you install this mod into ? Cause you might have something that overwrites the animation and so you might get the wrong one...

I'm playing Baldur's Gate Enhanced Edition. I also installed BG1NPC, Neera Expansion and Wand Case mods.



#105 The Imp

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Posted 14 April 2017 - 06:42 AM

Is it with the Siege of the Dragonspear... and if so, did you install the Modmerger tool before the mods to incorporate the SoD to the game, so there's no text freak outs and bad resource troubles.

Edited by The Imp, 14 April 2017 - 06:42 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#106 -Leandro-

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Posted 14 April 2017 - 07:14 AM

Is it with the Siege of the Dragonspear... and if so, did you install the Modmerger tool before the mods to incorporate the SoD to the game, so there's no text freak outs and bad resource troubles.

No, I didn't install SoD. And I didn't install Modmerger either. And it's not on Steam or Gog. I used the installer from Beamdog.



#107 -qwerty123456-

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Posted 23 April 2017 - 04:59 AM

I prefer the giant mushroom any day. It's been mentioned over at Beamdog forums. Some animation incompatibility.

 

@agb1 here's the patch:

--- /Users/adm/Downloads/w_packmule/lib/w_mule2.tpa	2014-06-15 22:58:58.000000000 +0700
+++ w_packmule/lib/w_mule2.tpa	2017-01-23 13:55:19.000000000 +0700
@@ -26,8 +26,8 @@
 COPY ~w_PackMule/bam/uDIWKE.bam~ ~override/µDIWKE.bam~
 COPY ~w_PackMule/bam/udi.2da~ ~override/µdi.2da~
 
-APPEND ~animate.ids~ ~0x5293 PACK_MULE_WOW~ UNLESS ~^0x5293~
-APPEND ~anisnd.ids~ ~0x5293 µDI      CGAMEANIMATIONTYPE_PACK_MULE_WOW~ UNLESS ~^0x5293~
+//APPEND ~animate.ids~ ~0x5293 PACK_MULE_WOW~ UNLESS ~^0x5293~
+//APPEND ~anisnd.ids~ ~0x5293 µDI      CGAMEANIMATIONTYPE_PACK_MULE_WOW~ UNLESS ~^0x5293~
 
 APPEND ~MSCHOOL.2DA~
 ~W_PMuleShadow QWERTY6
@@ -51,7 +51,8 @@
 COPY ~w_PackMule/w_mule.cre~   ~override/w_mule.cre~
   SAY NAME1 @1002
   SAY NAME2 @1002
-  WRITE_SHORT 0x28 0x5293 //Animation ID PACK_MULE_WOW
+//  WRITE_SHORT 0x28 0x5293 //Animation ID PACK_MULE_WOW
+  WRITE_SHORT 0x28 0x7f16 //Animation ID Moose
 
 COPY ~w_PackMule/w_pwrang.cre~   ~override~
   SAY NAME1 @1003
@@ -200,4 +201,22 @@
     END
 
   END
-BUT_ONLY_IF_IT_CHANGES
\ No newline at end of file
+BUT_ONLY_IF_IT_CHANGES
+
+
+<<<<<<<< .../w_baldur.baf
+IF
+  Global("w_combat_run","GLOBAL",1)
+  CombatCounterLT(1)
+  !Exists("w_mule")
+THEN
+  RESPONSE #100
+    SetGlobal("w_combat_run","GLOBAL",0)
+    CreateCreatureOffscreen("w_mule",0)
+    ChangeEnemyAlly("w_mule",NEUTRAL)
+    Continue()
+END
+>>>>>>>>
+
+EXTEND_TOP ~baldur.bcs~ ~.../w_baldur.baf~
+EXTEND_TOP ~baldur25.bcs~ ~.../w_baldur.baf~
diff -ur /Users/adm/Downloads/w_packmule/setup-w_packmule.tp2 w_packmule/setup-w_packmule.tp2
--- /Users/adm/Downloads/w_packmule/setup-w_packmule.tp2	2013-12-03 22:55:10.000000000 +0700
+++ w_packmule/setup-w_packmule.tp2	2017-01-19 05:56:09.000000000 +0700
@@ -28,7 +28,7 @@
 BEGIN @1018
 SUBCOMPONENT @1019
 DESIGNATED 0
-REQUIRE_COMPONENT ~SETUP-INFINITYANIMATIONS.TP2~ "0" @1020
+//REQUIRE_COMPONENT ~SETUP-INFINITYANIMATIONS.TP2~ "0" @1020
 INCLUDE ~w_PackMule/lib/w_mule2.tpa~
 
 COPY ~w_PackMule/w_msaddl.sto~   ~override/w_msaddl.sto~
@@ -45,7 +45,7 @@
 BEGIN @1022
 SUBCOMPONENT @1019
 DESIGNATED 1
-REQUIRE_COMPONENT ~SETUP-INFINITYANIMATIONS.TP2~ "0" @1020
+//REQUIRE_COMPONENT ~SETUP-INFINITYANIMATIONS.TP2~ "0" @1020
 INCLUDE ~w_PackMule/lib/w_mule2.tpa~
 
 COPY ~w_PackMule/w_msaddl.sto~   ~override/w_msaddl.sto~
Only in w_packmule/tra/english: w_mule.tra
diff -ur /Users/adm/Downloads/w_packmule/w_mule.baf w_packmule/w_mule.baf
--- /Users/adm/Downloads/w_packmule/w_mule.baf	2013-12-03 23:06:12.000000000 +0700
+++ w_packmule/w_mule.baf	2017-01-23 11:56:07.000000000 +0700
@@ -31,6 +31,15 @@
     SetGlobal("W_MSTAY2","LOCALS",1)
 END
 
+
+IF
+  !CombatCounterLT(1)
+THEN
+  RESPONSE #100
+    SetGlobal("w_combat_run","GLOBAL",1)
+    EscapeArea()
+END
+
 // avoid combat
 IF
   HP(Myself,1)
@@ -111,7 +120,7 @@
   RESPONSE #100
     SetGlobal("W_MuleToGAM","GLOBAL",1)
     SetGlobal("W_MWAIT","GLOBAL",0)
-    ChangeEnemyAlly(Myself,5)
+//    ChangeEnemyAlly(Myself,5)
     MakeGlobal()
     SetGlobal("W_MSTAY2","LOCALS",0)
     CreateCreature("W_MSUMA",[1.1],12)
diff -ur /Users/adm/Downloads/w_packmule/w_mule.d w_packmule/w_mule.d
--- /Users/adm/Downloads/w_packmule/w_mule.d	2013-11-16 09:14:36.000000000 +0700
+++ w_packmule/w_mule.d	2017-01-19 15:11:58.000000000 +0700
@@ -6,7 +6,7 @@
 + ~CombatCounter(0)~ + @2 DO ~StartStore("w_mpotnc",LastTalkedToBy())~ EXIT
 + ~CombatCounter(0)~ + @3 DO ~StartStore("w_mscrlc",LastTalkedToBy())~ EXIT
 + ~CombatCounter(0)~ + @4 DO ~StartStore("w_mgbag",LastTalkedToBy())~ EXIT
-+ ~CombatCounter(0) Global("W_MWAIT","GLOBAL",3)~ + @5 DO ~ChangeEnemyAlly("W_MULE",CONTROLLED) SetGlobal("W_MWAIT","GLOBAL",0) SetGlobal("W_MSTAY2","LOCALS",0) MoveToOffset([2.3])~ EXIT
++ ~CombatCounter(0) Global("W_MWAIT","GLOBAL",3)~ + @5 DO ~SetGlobal("W_MWAIT","GLOBAL",0) SetGlobal("W_MSTAY2","LOCALS",0) MoveToOffset([2.3])~ EXIT
 + ~CombatCounter(0) GlobalLT("W_MWAIT","GLOBAL",3)~ + @6 DO ~ChangeEnemyAlly(Myself,NEUTRAL) SetGlobal("W_MWAIT","GLOBAL",3)~ EXIT
 ++ @7 DO ~NoAction()~ EXIT
 END

 



#108 DrAzTiK

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Posted 27 August 2017 - 08:05 AM

I also get the giant mushroom animation... any way to fix it ? I don't understand the patch from -qwerty123456-

Edited by DrAzTiK, 27 August 2017 - 08:25 AM.


#109 Periel

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Posted 22 January 2018 - 11:19 AM

Is it possible for qwerty123456's diff patches above to be converted by someone into a patch mod proper for end users? Or if they are valid fixes, to be included in a currently maintained fixpack somewhere (eg. BWP fixpack, which already has Packmule patches)?



#110 The Imp

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Posted 22 January 2018 - 12:13 PM

Here: Attached File  w_packmule-v1.4aplus.zip   9.01MB   54 downloads

 

I can only comment that one of those changes allows the mod to be installed without the Infinity Animations mod... but it will make the mule look like a Moose... what the others do, I can't go into particulars. The mod is still not compattible with EET, unlike the BWS Fixpacked version, but you get that via BWS instead of manual install.

I claim none of the responsibility ... or credit.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#111 Periel

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Posted 22 January 2018 - 12:59 PM

Ouch! How do ~100 lines of diff balloon to a 9MB Zip patch? I assumed it would be possible to patch over the existing text files quite simply without replacing all of them AND the animations.

 

one of those changes allows the mod to be installed without the Infinity Animations mod... but it will make the mule look like a Moose...

 

That's not too helpful, no. I presume it still allows the correct IA mule animation to be installed and works with it, though.

 

Thanks for the help.


Edited by Periel, 22 January 2018 - 01:02 PM.


#112 The Imp

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Posted 22 January 2018 - 09:22 PM

Ouch! How do ~100 lines of diff balloon to a 9MB Zip patch?
The archive is the complete mod, to utilize the above patch to the original files, one would need to run BWS like compilation program... which weidu nor msdos can do by themselves as the above is not programmed for that, but from a merging tool ... meaning that it's far more easy to just remake the original files by hand if done by hand in the first place to ONE mod.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#113 Quorwyf

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Posted 23 February 2018 - 11:35 AM

Here: attachicon.gifw_packmule-v1.4aplus.zip

 

I can only comment that one of those changes allows the mod to be installed without the Infinity Animations mod... but it will make the mule look like a Moose... what the others do, I can't go into particulars. The mod is still not compattible with EET, unlike the BWS Fixpacked version, but you get that via BWS instead of manual install.

I claim none of the responsibility ... or credit.

 

When I did my last EET setup I didn't see packmule as an option. Is it hidden somewhere or do we need to install it ourselves while BWS is paused to get the fixpack version?


Edited by Quorwyf, 23 February 2018 - 11:35 AM.


#114 Roxanne

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Posted 23 February 2018 - 12:01 PM

Here: attachicon.gifw_packmule-v1.4aplus.zip

 

I can only comment that one of those changes allows the mod to be installed without the Infinity Animations mod... but it will make the mule look like a Moose... what the others do, I can't go into particulars. The mod is still not compattible with EET, unlike the BWS Fixpacked version, but you get that via BWS instead of manual install.

I claim none of the responsibility ... or credit.

 

When I did my last EET setup I didn't see packmule as an option. Is it hidden somewhere or do we need to install it ourselves while BWS is paused to get the fixpack version?

Not sure where you found information about an EET compatible packmule. I never found any, nor any usable version for EE. The mod seems to be abandoned, so little hope there will be a version that works for EET.

If there is a trick to use it somehow, it is not via BWS or Fixpack.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#115 DrAzTiK

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Posted 23 September 2018 - 12:50 PM

@The imp : I just tested your version on BG2 EE ToB and I still got the giant mushroom animation :(



#116 Kwiat_W

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Posted 23 September 2018 - 05:39 PM

With help of user Weigo the mod was updated to work with newest release of BG2EE (tested on steam version), should work with BG1EE as well.


icon11.gif W_GUI - a GUI replacement for Baldur's Gate 2/TUTU/BGT/CA
icon11.gif W_PackMule - Your own pack mule for Baldur's Gate 2/Tutu/BGT/CA, BGEE and BG2:EE

icon11.gif Psionics Unleashed - play as a Psion, mod for Baldur's Gate 2/Tutu/BGT/CA

 


#117 DrAzTiK

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Posted 25 September 2018 - 02:41 AM

thank you Kwiat

 

V.    VERSION HISTORY
1.4b (24.09.2017)
- updated to work with newest version of BG2EE

 

================> should be 24/09/2018 :)



#118 ALIEN

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Posted 25 September 2018 - 04:20 AM

@Kwiat_W Thanks, could you please also merge all BWFixpack fixes from here: https://github.com/B...pack/w_packmule

and while you are resurrected, maybe for you other mods as well ?


Edited by ALIEN, 25 September 2018 - 04:21 AM.