Definitely - please share your patches.

W_PackMule
#101
Posted 23 January 2017 - 08:46 AM
BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)
BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)
Latest version: https://bitbucket.or.../get/master.zip
#102
-Leandro-
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
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-
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
Posted 14 April 2017 - 06:42 AM
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-
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-
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
Posted 27 August 2017 - 08:05 AM
Edited by DrAzTiK, 27 August 2017 - 08:25 AM.
#109
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
Posted 22 January 2018 - 12:13 PM
Here:
w_packmule-v1.4aplus.zip 9.01MB
67 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
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
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
Posted 23 February 2018 - 11:35 AM
Here:w_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
Posted 23 February 2018 - 12:01 PM
Here:w_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.
#115
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
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.
W_GUI - a GUI replacement for Baldur's Gate 2/TUTU/BGT/CA
W_PackMule - Your own pack mule for Baldur's Gate 2/Tutu/BGT/CA, BGEE and BG2:EE
Psionics Unleashed - play as a Psion, mod for Baldur's Gate 2/Tutu/BGT/CA
#117
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
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.
You cannot have progress without committing changes... A Basic Modder's Guide to Git and Github
#119
Posted 15 November 2018 - 02:42 AM
I am really sorry to revive this thread after 2 months, but I was wondering how much work it would be to convert the IWD-in-BG2 version of this mod to work in IWD:EE