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BiG World Setup (an attempt to update the program)


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#1521 Lollorian

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Posted 10 August 2015 - 07:55 AM

 

ERROR: Failure("resource [NATALK9.cre] not found for 'COPY'")
Item and XP Balancing for 'Northern Tales of the Sword Coast (v1.70a)' -> Also randomly remove SOME overpowered custom items (will not affect quest relevanted items) (BP-Balancer (Beta)) was not installed due to errors.

 

I think the mod "Northern Tales of the Sword Coast" doesn't copy the file "NATAL9.cre" into the "Override" . If you copy manually the file , you can install BP-Balancer Mod

 

The file is in /NTotSC/CRe

 

You think correct :D And I am to blame :doh:

 

I fix yes? :) Sorry


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#1522 Valikdu

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Posted 10 August 2015 - 11:00 AM

I have the same problem as Chasington and Valikdu, in that the Web spell animation destroys my framerate and makes the game pretty much unplayable. The fixes here didn't work for me either.

So I went into NearInfinity and looked at my own character's Web spell, and saw that it was using the spell animation file spwi215.spl. Then I went to my installation directory and searched for that file. 13 versions came up, different backups in different mod folders. four of them were 1kb in size, three were 2 kb in size, and six of them were 14 or 15kb. I copied all of them into the override and then loaded up the game to see what the animations showed. Here's my results:

  • spell_rev\spwi2##\spwi215.spl: 874 bytes. Showed standard bg2 webs going out in a spread on spell cast. No actual animations on the ground. Half the original spell? Or maybe I'm just in the Copper Coronet?
  • !BInfinitySounds\Backup\1\SPWI215.SPL: 874 bytes. Same deal as above. Pretty predictable based on the same byte size.
  • iwdification\backup\30\SPWI215.SPL: 13.2 kb. Framerate-killing Entangle-looking glowing crap with a fog effect. Exactly the kinda thing I want to avoid.
At this point I didn't want to go through every single file, because its obvious that the large file sizes are the ones that fuck up the game. In the end I went with the 874 byte one that I found at first. It works and doesn't mess up the game.

I've put one of the 1Kb files into Override. The trap webs don't screw up the game anymore, but the spider webs are still the crap ones.



#1523 Usurper

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Posted 10 August 2015 - 09:01 PM

I don't know which spell the spiders use. Maybe ctrl-q one of them into your party and check out its special abilities with nearinfinity?
 
I have another problem. I realized that I installed this component of an Expert install:
~BG1NPC/BG1NPC.TP2~ #0 #25 // Jason Compton's Accelerated Banter Script: v22_20150614

But the banters are coming way too fast. I'm trying to figure out how to slow the banters. I looked at bantergoose.baf, which looks like this:
IF
	GGT("Chapter",1)
	G("FWBanterGooseRun",0)
THEN
	RESPONSE #100
		SetGlobal("FWBanterGooseRun","GLOBAL",1)
		RealSetGlobalTimer("FWBanterGoose","GLOBAL",2500)
END

IF
	RealGlobalTimerExpired("FWBanterGoose","GLOBAL")
	G("FWRanABanter",1)
THEN
	RESPONSE #100
		SetGlobal("FWRanABanter","GLOBAL",0)
		RealSetGlobalTimer("FWBanterGoose","GLOBAL",2500)
END

IF
	RealGlobalTimerExpired("FWBanterGoose","GLOBAL")
	G("FWRanABanter",0)
	CombatCounter(0)
	InParty(Player1)
	InParty(Player2)
	!InParty(Player3)
	!InParty(Player4)
	!InParty(Player5)
	!InParty(Player6)
THEN
	RESPONSE #100
		SetGlobal("FWRanABanter","GLOBAL",1)
		ActionOverride(Player2,Interact(Player2))
END

IF
	RealGlobalTimerExpired("FWBanterGoose","GLOBAL")
	G("FWRanABanter",0)
	CombatCounter(0)
	InParty(Player1)
	InParty(Player2)
	InParty(Player3)
	!InParty(Player4)
	!InParty(Player5)
	!InParty(Player6)
THEN
	RESPONSE #50
		SetGlobal("FWRanABanter","GLOBAL",1)
		ActionOverride(Player2,Interact(Player2))
	RESPONSE #50
		SetGlobal("FWRanABanter","GLOBAL",1)
		ActionOverride(Player3,Interact(Player3))
END

IF
	RealGlobalTimerExpired("FWBanterGoose","GLOBAL")
	G("FWRanABanter",0)
	CombatCounter(0)
	InParty(Player1)
	InParty(Player2)
	InParty(Player3)
	InParty(Player4)
	!InParty(Player5)
	!InParty(Player6)
THEN
	RESPONSE #34
		SetGlobal("FWRanABanter","GLOBAL",1)
		ActionOverride(Player2,Interact(Player2))
	RESPONSE #33
		SetGlobal("FWRanABanter","GLOBAL",1)
		ActionOverride(Player3,Interact(Player3))
	RESPONSE #33
		SetGlobal("FWRanABanter","GLOBAL",1)
		ActionOverride(Player4,Interact(Player4))
END

IF
	RealGlobalTimerExpired("FWBanterGoose","GLOBAL")
	G("FWRanABanter",0)
	CombatCounter(0)
	InParty(Player1)
	InParty(Player2)
	InParty(Player3)
	InParty(Player4)
	InParty(Player5)
	!InParty(Player6)
THEN
	RESPONSE #25
		SetGlobal("FWRanABanter","GLOBAL",1)
		ActionOverride(Player2,Interact(Player2))
	RESPONSE #25
		SetGlobal("FWRanABanter","GLOBAL",1)
		ActionOverride(Player3,Interact(Player3))
	RESPONSE #25
		SetGlobal("FWRanABanter","GLOBAL",1)
		ActionOverride(Player4,Interact(Player4))
	RESPONSE #25
		SetGlobal("FWRanABanter","GLOBAL",1)
		ActionOverride(Player5,Interact(Player5))
END

IF
	RealGlobalTimerExpired("FWBanterGoose","GLOBAL")
	G("FWRanABanter",0)
	CombatCounter(0)
	InParty(Player1)
	InParty(Player2)
	InParty(Player3)
	InParty(Player4)
	InParty(Player5)
	InParty(Player6)
THEN
	RESPONSE #20
		SetGlobal("FWRanABanter","GLOBAL",1)
		ActionOverride(Player2,Interact(Player2))
	RESPONSE #20
		SetGlobal("FWRanABanter","GLOBAL",1)
		ActionOverride(Player3,Interact(Player3))
	RESPONSE #20
		SetGlobal("FWRanABanter","GLOBAL",1)
		ActionOverride(Player4,Interact(Player4))
	RESPONSE #20
		SetGlobal("FWRanABanter","GLOBAL",1)
		ActionOverride(Player5,Interact(Player5))
	RESPONSE #20
		SetGlobal("FWRanABanter","GLOBAL",1)
		ActionOverride(Player6,Interact(Player6))
END



So it sets up the timer FWBanterGoose and gives it a value of 2500. Then resets it each time it reaches zero. I could set the value once to be higher via the console, but then when it got to zero it would automatically reset to 2500 again. How do I modify this script in my installation without having to reinstall the game from scratch?
The Monk is always out to keep a wild mage down. But the Weave, she speaks to me. Together we work our collective will on this brittle, cracking world.
Playing the Big World Project Let's Play both here and on the Something Awful forums.

#1524 The Imp

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Posted 10 August 2015 - 10:37 PM

How do I modify this script in my installation without having to reinstall the game from scratch?
You open the file with near infinity and just modify the 2500's to be 7500 for example, and then you compile the file, which saves the changes.

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.


#1525 Izzy

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Posted 11 August 2015 - 09:35 AM

Missing dialogue ....

 

Well, I ran the BWS. It appeared to be working fine. Alas ... it was not meant to be. Figures.

Anyway, the baseline stuff seems to be working fine, and even some of the mods and NPC's.

 

So far ... the trouble areas are ....

 

Unfinished Business

Keto

Romantic Encounters

 

Anytime I run into anything associated with them I get a blank dialogue screen.

If I click on the blank (continuosly) I see my characters name scroll through multiple times

on the side with nothing for comments and EVENTUALLY it lets you "end" it.

However I have no idea what I said to the person or they me.

Any thoughts?

I dunno but Ostar recently faced something similar - have a look at Mad Mate's instructions :)

 

 

So how can I pinpoint this issue? What could be going wrong between the dialog.tlk being called and a specific numbered entry from ? mod not showing on screen?

I had this problem in my game, and fix is simple:
go to BWP_workspace directory in your game-dir, and copy/rename dialog.bak to main-dir dialog.tlk.

I renamed the dialog.bak to dialog.tlk then copy/pasted it to the main directory.

Worked like a charm!. Thanks guys! Hugs for everyone!

:hug:


Edited by Izzy, 11 August 2015 - 09:37 AM.

Ooo, squirells, Boo! I know I saw them! Quick, throw nuts!

 


#1526 Kaiketsu

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Posted 22 August 2015 - 07:22 AM

Fortunately the site is back online!

 

but, I tried to mod the game today and failed because the following mods for BWS were missing:

 

Sword Coast Stratagems: The Mod itself (stratagems-v30.exe)
BG1 Mini Quests and Encounters: The Mod itself (bgqe_v10.zip)
BG1 NPC Project Music Pack: The Mod itself (bg1npcmusic-v6.exe)
Garrick's Infatuation: The Mod itself (garrick_infatuation-b20140925.exe)
BG2 Tweak Pack: The Mod itself (bg2_tweaks-v16.exe)
Coran's BG Extended Friendship Talks: The Mod itself (coranbgfriend-v4.exe)
BG1 NPC Project: The Mod itself (bg1npc-v22.exe)

 

Any quick fix? :3

 

cheers



#1527 Lollorian

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Posted 22 August 2015 - 07:51 AM

Any quick fix? :3

Probably wait for G3 to come back online :P (they're all G3 mods) - also SHS' downloads are wonky as well somewhat (for Sandrah and aTweaks atleast) :cheers:

 

Maybe someone can upload them for you meanwhile :) OR browse this Beamdog forum thread and maybe they have already upped them :P


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

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

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


#1528 Lollorian

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Posted 03 September 2015 - 07:20 AM

I wonder why this installation doesn't use the latest versions of stuff :unsure: Does the BWS not autoupdate it's links? I remember this functionality used to be there during dabus' version.


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

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

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


#1529 -Rick Rickson or whatever-

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Posted 03 September 2015 - 07:24 AM

I wonder why this installation doesn't use the latest versions of stuff :unsure: Does the BWS not autoupdate it's links? I remember this functionality used to be there during dabus' version.

That would be because it's not a brand new install ;). As I said in my post, it was originally installed on 8-13-2014.



#1530 Lollorian

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Posted 03 September 2015 - 07:43 AM

Ah ok :doh:  Sorry for being blind.

 

Fire Leaf Forest is a pretty early area so I assumed it was a recent install :lol:


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

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

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


#1531 -Your Name-

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Posted 03 September 2015 - 07:47 AM

Ah ok :doh:  Sorry for being blind.

 

Fire Leaf Forest is a pretty early area so I assumed it was a recent install :lol:

No worries!

Yeah, I really just haven't felt up to reinstalling, it's always a day-long process since I inevitably screw up and forget a must-have mod on my first install attempt or two before I get it right.

I probably should after this next play through, since it's been over a year now... don't think this is really the cause of my particular issue, though... very strange (and luckily, minor) problem I'm having. 



#1532 dabus

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Posted 03 September 2015 - 09:59 AM

@Lol: You can see those versions when you look at the fake-version-entries at the top.
~SETUP-WEIDU.TP2~ #0 #0 // 23600
~SETUP-BWS.TP2~ #0 #0 // 20140801 - Updated by Silent
~SETUP-BWS-URL.TP2~ #0 #0 // 20121002103807
~SETUP-BWFIXPACK.TP2~ #0 #0 // BiG-World-Fixpack-master.zip
~SETUP-BWTRIMPACK.TP2~ #0 #0 // BiG World Trimpack v14.0.2.7z
~SETUP-BWINSTALLPACK.TP2~ #0 #0 // BiG World Installpack v14.1.1.7z

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#1533 -qwerty1234567-

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Posted 11 September 2015 - 03:50 AM

Hi guys. You want to open issues/wiki on Bitbucket? I think that could be useful.
Also, are you interested in UI feeedback?

Anyway, thanks for your great job. BWS is the most awesome thing happened since BGT.

#1534 konva

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Posted 25 September 2015 - 05:26 AM

Hello, i tried new installation... but got some errors, can you look please here?
 

http://www.shsforums...e-7#entry581167


#1535 dabus

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Posted 25 September 2015 - 07:18 AM

There's an internal table, linking the treeview-items that you click in the GUI to a modname, component and so on.
The internal dependency table also uses those. It's just speeds up the checking if you know that Sarah is treeview-item 300 and it needs ROT which is item 199 and you don't have to check which of the 3000 items represents Sarahs or the ROT mod.

If the BWS lists dependencies and the result for a mods name does not return a name but an empty string, the GUI-item was not linked / built (or something else is messed up).
The issue for a missing item is most likely that the dependency does not fit your language selection and so I put this in so you don't start to look for something that most likely is not there.

You can click the item and see the text below the listview e.g. Sandrah's Extensions needs Kivan: SandrahNPC (component 11) needs Kivan (component 100).
If you go back you should not be able to find that dependency (component / mod).

If you can find it, remove the dependency and go on. I can load your selection and go on without this issue.
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#1536 konva

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Posted 25 September 2015 - 09:01 AM

well I dont understand what I have to do.. :/ can you please help me?



#1537 The Imp

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Posted 25 September 2015 - 09:10 AM

well I dont understand what I have to do.. :/ can you please help me?
Two options:
1. Remove the mod.
2: Add a language that supports the mod that fixes the issue.
And learn to live with either.

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.


#1538 dabus

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Posted 25 September 2015 - 09:24 AM

You can click the item and see the text below the listview. You will see the "key/description at the beginning, ending at the colon.
Example: "Have Kagain in BG2 and ToB: BG1NPCSoA (component 40 or 41) and BG1NPCSoA (component 110) are installed together."

Look if you can find the dependency in your selection screen. In this example, BG1NPCSoa does not contain component 110.
If you can find it, just remove the faulty dependency.

There is a big section in the BiG World Setup\Config\BWPGame.ini called [Connections]. All dependencies and conflicts are listed there.
The key of each entry is the description that will be shown at the bottom of the selection-screen. The value of the keys is quite flexible but has a simple system so most settings may be covered.
Example: Have Kagain in BG2 and ToB=D:BG1NPCSoA(40|41)&BG1NPCSoA(110)

Delete the line and restart the BWS and the dependency will be removed from the BWS if you wish to continue your install.

Look at the docs\Faq.htm for further details if you'd need Imps solution.

Edited by dabus, 25 September 2015 - 09:27 AM.

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#1539 Roxanne

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Posted 25 September 2015 - 09:55 AM

There's an internal table, linking the treeview-items that you click in the GUI to a modname, component and so on.
The internal dependency table also uses those. It's just speeds up the checking if you know that Sarah is treeview-item 300 and it needs ROT which is item 199 and you don't have to check which of the 3000 items represents Sarahs or the ROT mod.

If the BWS lists dependencies and the result for a mods name does not return a name but an empty string, the GUI-item was not linked / built (or something else is messed up).
The issue for a missing item is most likely that the dependency does not fit your language selection and so I put this in so you don't start to look for something that most likely is not there.

You can click the item and see the text below the listview e.g. Sandrah's Extensions needs Kivan: SandrahNPC (component 11) needs Kivan (component 100).

I think the example here (if it is in current BWS still) is outdated. This has long been corrected in SandrahNPC.


If you go back you should not be able to find that dependency (component / mod).

If you can find it, remove the dependency and go on. I can load your selection and go on without this issue.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#1540 zigma9114

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Posted 30 September 2015 - 08:03 AM

Does the development for BWS still on going or is it stopped right now? Is the latest BWS compatible with the latest BWP