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BWP v15


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#81 Tzarnal

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Posted 23 June 2015 - 01:30 AM

Figured your download idea wouldn't be hard to realize. It wasn't.

 

OodOqm1.png

 

I've created a pull request on bitbucket. Hope to see it merged.



#82 Bill Bisco

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Posted 23 June 2015 - 02:38 AM

Allow multiple mods to be highlighted at once and a right click download button will download them all at once! And if BWP would reference BWS, it would be much appreciated and reduce confusion.
"Real Sharpness Comes Without Effort"

#83 Lollorian

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Posted 23 June 2015 - 07:42 AM

Ran the install.bat, got this :blink:

 

Untitled.png

 

I'm like wut? :blink:

 

Also, the install.bat wanted me to restart my system :o I'm sure I have the necessary codepage needed by IA... meh freaky stuff.

 

@Jarno: IMP STAHP!1!! ur shia lebouf is showing!!!

 

EDIT: Continuing - very nice improvements to the install.bat :coolthumb: Noticed something...

 

Untitled.png

 

Why both NeJs? :crying:


Edited by Lollorian, 23 June 2015 - 07:48 AM.

"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!!!"

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#84 The Imp

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Posted 23 June 2015 - 08:15 AM

You do remember that the NEJ...691+694 and NEJ's 42b, 602, 68 don't work together ? And yeah they have a different contents.

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.


#85 Lollorian

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Posted 23 June 2015 - 08:26 AM

I'm sorry I should've elaborated a bit better - it seemed like the install.bat wanted me to have all 5 parts of NeJ in my BGII-SoA folder :o So I think what is intended is that the install.bat will install whatever version is currently available - I assume there's a check somewhere in there that says I can't install both versions when both are present.

 

In other news, does anyone have my really old modified install.bat? I'd attached it in some post of mine and it would make my job a lot easier :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


#86 The Imp

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Posted 23 June 2015 - 08:41 AM

I'm sorry I should've elaborated a bit better - it seemed like the install.bat wanted me to have all 5 parts of NeJ in my BGII-SoA folder ...
Well duh, it just shows you which mods you have extracted to the game directory at that phase... like it has (nearly) always.

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.


#87 Leonardo Watson

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Posted 25 June 2015 - 12:37 PM

BWP v15.2 released

The only reason for this update is to add the brand new BWP mods SandrahNPC and SandrahRTF for testing purposes. Player who want to test the beta of Sandrah are enabled to do a flawless installation in one go. Because of the many dependences and conflicts with other mods Sandrah is a little tricky to install. As always, this is handled by the BWP Installpack.
Otherwise there are no other changes in BWP v15.2 to the previous release.

The few minutes I played the first chapter of BG1 with Sandrah installed looked very promising and I would like to play the mod sooner rather than later.
 



#88 Bill Bisco

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Posted 25 June 2015 - 07:39 PM

BWP v15.2 released
The only reason for this update is to add the brand new BWP mods SandrahNPC and SandrahRTF for testing purposes. Player who want to test the beta of Sandrah are enabled to do a flawless installation in one go. Because of the many dependences and conflicts with other mods Sandrah is a little tricky to install. As always, this is handled by the BWP Installpack.
Otherwise there are no other changes in BWP v15.2 to the previous release.
The few minutes I played the first chapter of BG1 with Sandrah installed looked very promising and I would like to play the mod sooner rather than later.
 


Thanks for your work Leonardo.
"Real Sharpness Comes Without Effort"

#89 Roxanne

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Posted 26 June 2015 - 12:42 AM

BWP v15.2 released

The only reason for this update is to add the brand new BWP mods SandrahNPC and SandrahRTF for testing purposes. Player who want to test the beta of Sandrah are enabled to do a flawless installation in one go. Because of the many dependences and conflicts with other mods Sandrah is a little tricky to install. As always, this is handled by the BWP Installpack.
Otherwise there are no other changes in BWP v15.2 to the previous release.

The few minutes I played the first chapter of BG1 with Sandrah installed looked very promising and I would like to play the mod sooner rather than later.
 

Sounds promising and I really appreciate the loads of work it required.

While you did your work I did mine in parallel it seems http://www.shsforums...10#entry578470.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#90 Samriel

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Posted 26 June 2015 - 01:49 AM

 Hmmm, I checked Leonardo's guide a bit more attentively after the installation failed a few times and I noticed a "small" detail that could well lead to those problems. Namely it looks like the installation requires over 50 GB of free disc space. I was using a relatively full hard drive with "only" 15 GB left but I did not expect that a relatively small game like BG even with plenty of mods installed would require so much free space. After installing all the stuff the game usually took like 9 GB of free space so I wasn't worried about that. 

 

Of course I might have screwed somewhere else. I certainly will give this new version a try...after I free some space. 

 

How embarrassing *blush*



#91 Roxanne

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Posted 26 June 2015 - 03:49 AM

 Hmmm, I checked Leonardo's guide a bit more attentively after the installation failed a few times and I noticed a "small" detail that could well lead to those problems. Namely it looks like the installation requires over 50 GB of free disc space. I was using a relatively full hard drive with "only" 15 GB left but I did not expect that a relatively small game like BG even with plenty of mods installed would require so much free space. After installing all the stuff the game usually took like 9 GB of free space so I wasn't worried about that. 

 

Of course I might have screwed somewhere else. I certainly will give this new version a try...after I free some space. 

 

How embarrassing *blush*

Your figures seem odd, the small installation I referrred to takes 11,5GB on my drive, however I did not biff it and I have not cleaned it yet as it is used for testing.

The complete super mega installation with about all possible mods installed is 26GB, but again I keep many unnecessary files in that one as well.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#92 Leonardo Watson

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Posted 27 June 2015 - 08:38 AM

My current BWP installation v15.2 with all mods occupies 53 GB. I could reduce this size to 30,6 GB by running the clean-up afterwards. Temporary additional space for the BG1 game and for the downloaded mods is needed.
Note that at least 15% of the disk should be free to allow the operating system to function properly.



#93 The Imp

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Posted 27 June 2015 - 09:10 AM

Note that at least 15% of the disk should be free to allow the operating system to function properly.

That might be just a little hard to do todays, as I constantly have it under that... but it depends on what you do with it and how large the space actually is. By your premise, I would have to have 150GB's free space just for the OS. Note that the system's own library takes more space as it needs, and it's does it dynamically ... so it will tell the user if it's running out. In normal use it's about 1.1 GB's on my computer, not 150GB's.


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.


#94 Lollorian

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Posted 27 June 2015 - 10:45 AM

Hey guys! I'm tracking down the last few mods I'm missing and can't seem to find these anywhere:

 

- BTweaks and BTweaks Lite (I think this is B!Tweaks but I can't find a package without the exclamation in the modname)

- Mortis

- Multistronghold

 

Links would be great!

 

Also, if I understand right, the BWP now supports the following mutually exclusive combinations of old and new mod versions?

 

- TS and TS-BP

- NeJ v68 and NeJ v694

- Imoen Romance 1.2 and 2.4

 

Any other combos I should know of?


Edited by Lollorian, 27 June 2015 - 10:55 AM.

"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


#95 Roxanne

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Posted 27 June 2015 - 12:00 PM

BWP v15.2 released

The only reason for this update is to add the brand new BWP mods SandrahNPC and SandrahRTF for testing purposes. Player who want to test the beta of Sandrah are enabled to do a flawless installation in one go. Because of the many dependences and conflicts with other mods Sandrah is a little tricky to install. As always, this is handled by the BWP Installpack.
Otherwise there are no other changes in BWP v15.2 to the previous release.

The few minutes I played the first chapter of BG1 with Sandrah installed looked very promising and I would like to play the mod sooner rather than later.

I had the time now to download the new version and to take a look at it. Here are some comments:

 

1- SandrahNPC and RtF should be installed either after Haiass the Wolf or do not install Haiass when you have Sandrah installed. The mod adds improvements and additional contents to Haiass which will probably be partly overwritten again if you install Haiass after Sandrah. In some cases you might get a CtD in the RtF part while re-visiting original game areas (e.g. when you leave Irenicus dungeon during RtF).

 

2- Sandrah is not compatible with Level 1 NPCs components after 230 (changing original classes of NPCs).

 

3- Sandrah RtF is not compatible with the BGT Tweak Pack - "Import more NPCs into Shadow of Amn" components

Those will not be detected by the cleanup scripts of the mod and may lead to having NPCs twice in the game or having an NPC in the party that has become a quest character in RtF.

 

And a question - How is the second RtF Folder containing the area TIZ files added to the respective folder?


Edited by Roxanne, 27 June 2015 - 12:25 PM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#96 The Imp

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Posted 27 June 2015 - 12:23 PM

2- Sandrah is not compatible with Level 1 NPCs components after 230 (changing original classes of NPCs).
Is this actually conceptual, or code inclusive... such as "let's check for F-sakes if imoen is a *insert*, and if not we throw grap at the player and turn off his computer" ?
Yeah, the character might get a reward that they won't be able to utilize, but so what... it seemed to me that if the player made Imoen to be a Kensai-> cleric, he might not actually need the +1 mage spell bonus anyways, but that's not a reason to throw a hissyfit about it. Or reduce the story content, even if it was about a mage-Imoen.

Edited by The Imp, 27 June 2015 - 12:26 PM.

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.


#97 Roxanne

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Posted 27 June 2015 - 01:35 PM

2- Sandrah is not compatible with Level 1 NPCs components after 230 (changing original classes of NPCs).
Is this actually conceptual, or code inclusive... such as "let's check for F-sakes if imoen is a *insert*, and if not we throw grap at the player and turn off his computer" ?
Yeah, the character might get a reward that they won't be able to utilize, but so what... it seemed to me that if the player made Imoen to be a Kensai-> cleric, he might not actually need the +1 mage spell bonus anyways, but that's not a reason to throw a hissyfit about it. Or reduce the story content, even if it was about a mage-Imoen.

Sandrah adds some additional quests for some NPCs that are related to their original class, e.g there is a paladin related quest that will trigger when Sandrah and one of the paladins (Keldorn, Ajantis, Saerileth, Anomen) is in the party. As it includes dialogues and interactions those are linked to the dlg and bcs files of the candidate NPCs, not ot their class. Thus such a quest will trigger for Anomen, the kensai, in the same way as for Anomen, the paladin but will not make any sense at all.

Spoiler

Just a few examples, I will not give away all the plot of the mod in this post.

 

The point is that Level1 NPCs has a very long list of NPCs you can change. In a lot of cases such a change of their class and abilities is not very crucial, but for some it will make their story or quests obsolete. Cernd the bard makes as little sense as Chloe the mage.


Edited by Roxanne, 27 June 2015 - 01:45 PM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#98 The Imp

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Posted 27 June 2015 - 02:24 PM

Ahh, there, in that line:

makes as little sense as ...

... it doesn't need to make sense in the post edition phase. I thing I brought up the example where Elminster was a Fighter... MAJOR SPOILERS, then became a a Thief, and then a Cleric and then a Mage, in that order inside a one book, as he wasn't actually a human, but anyways... And then became a Archmage. The story was of course that he was a noble son of a lord, whose family got murdered and he ran away to become a street thief because he was left without a home, he then was taken in by a church(of Mystra), fell in love with the goddess Mystra, and went to help people. END OF MAJOR SPOILERS.
People can take roles that are not directly linked to the primary proficiency of their lives.
I doubt that anyone would make Chloe a mage, a thief perhaps because of the DEX bonuses, or one other kind of a fighter/ranger/paladin... but I bet that most of those can still be a primary fighter(because of stat points hello). And if the player wants to, he can mess with all the characters classes all they want, but their dialogs will still refer to them as "the original kind of a person". Not the 40 NPC assassins.

The reason why the Level 1 NPCs is so popular is because of this fact, that you can make up the ideal Class and Kit, weapon etc selection for your party optimization with any NPC you like and still have the dialog as if it was the original NPC !!!!!! And you do it inside the games current rules set.
So just let go of the "in my mind this character NEEDS to be this way", as others view it as far worse restriction than not being able to sleep with all the tavern wenches... and there's two mods that allows some of that, kinda to a various decrees.


Edited by The Imp, 27 June 2015 - 02:40 PM.

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.


#99 Bill Bisco

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Posted 27 June 2015 - 05:28 PM

When people use Level 1 NPCs to change a character class, they understand that it might possibly interfere with some roleplaying as there might be dialog that would apply to the original class.  That's normal and fine.  I wouldn't call that an incompatibility and people should have the freedom to mod NPCs differently if they really wish.


"Real Sharpness Comes Without Effort"

#100 Roxanne

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Posted 27 June 2015 - 11:20 PM

Ahh, there, in that line:
makes as little sense as ...

... it doesn't need to make sense in the post edition phase. I thing I brought up the example where Elminster was a Fighter... MAJOR SPOILERS, then became a a Thief, and then a Cleric and then a Mage, in that order inside a one book, as he wasn't actually a human, but anyways... And then became a Archmage. The story was of course that he was a noble son of a lord, whose family got murdered and he ran away to become a street thief because he was left without a home, he then was taken in by a church(of Mystra), fell in love with the goddess Mystra, and went to help people. END OF MAJOR SPOILERS.
People can take roles that are not directly linked to the primary proficiency of their lives.
I doubt that anyone would make Chloe a mage, a thief perhaps because of the DEX bonuses, or one other kind of a fighter/ranger/paladin... but I bet that most of those can still be a primary fighter(because of stat points hello). And if the player wants to, he can mess with all the characters classes all they want, but their dialogs will still refer to them as "the original kind of a person". Not the 40 NPC assassins.

The reason why the Level 1 NPCs is so popular is because of this fact, that you can make up the ideal Class and Kit, weapon etc selection for your party optimization with any NPC you like and still have the dialog as if it was the original NPC !!!!!! And you do it inside the games current rules set.
So just let go of the "in my mind this character NEEDS to be this way", as others view it as far worse restriction than not being able to sleep with all the tavern wenches... and there's two mods that allows some of that, kinda to a various decrees.

 

 

When people use Level 1 NPCs to change a character class, they understand that it might possibly interfere with some roleplaying as there might be dialog that would apply to the original class.  That's normal and fine.  I wouldn't call that an incompatibility and people should have the freedom to mod NPCs differently if they really wish.

Just to clarify, it is not my intention to restrict any player to tweak his/her game in any way they want. All I try to do at this point is to say where my mod may conflict with some other aspects of a possible installation. This is in order to prevent disappointment for the player.

One of the major ideas behind the Sandrah mod is to provide a continuos story through the whole game, to tie a lot of existing odds and ends together and to resolve some contradictions in the storyline. It is not just another NPC with a handful of dialogues and quests. Of course you could handle her this way but I try to support rather those players who want to try the mod as it was intended to work.

Maybe talking about incompatability we could distinguish between what is technically feasible in the game and what still makes sense (even if that could differ as well from person to person).

Again, I just tried to warn that some tweaks will interfer to a large degree with the story, especially in Sandrah's case with the RtF sequel, but I also admit that a player who decided on these changes will know why his game has all these oddities and confusion in it.

I think it is only fair to point this out early, especially with a mod of this size and complexity.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*