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conversion of Check the Bodies to EE/EET


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#1 Ikki

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Posted 23 February 2017 - 02:10 PM

Thank to Charles Bisson and King Diamond

 

Check the Bodies for EE/EET and BG2

Attached File  CtB_EE_EET.rar   747.31K   69 downloads

Attached File  CtB_EE_EET_v2.rar   747.3K   81 downloads

Attached File  CtB_BG2_EE_EET_v3.rar   748.54K   52 downloads

Attached File  CtB_BG2_EE_EET_v4.rar   750.2K   180 downloads

 

This conversion try to keep the compatibility with non EE game

It require the original mod (it's only a patch)


 

The conversion to EE has the following consequence :

- the biffing is removed, on nonEE game you have to install the 'generalized biffing' mod at the end of your install

- the Batch file are deprecated for the HANDLE_TILESET fonction

- since the V2 patch of BG2EE the tilseset v1 are broken, they display line in game on EE, i have not convert all those tileset to V2

- the GUI switcher never worked and is deprecated, on nonEE game it means that now ToBex is require because the music above 100 where written in the GUI switcher

- The mod require the 'BP BGT Worldmap' mod

- The new animation are installed on non EE game, but on EE they use now  the defaut animation from EE

- The chores are include in the main tp2 as an optional component : do not install the chores from the old mod ( this component is not recommended : the chores are a real chore )

- The chores fast forward tweak is include as an optional component, install it if you install the chores, do not install the standalone 'chores fast forward 'mod  from king diamond

- The Thetyr forest patch from Hoppy is include, it's optional but recommended for compatibility with other mod ( no need to install the standalone patch 'Thetyr forest patch' )

 

TWEAK

 

the original mod add 1000 line in balbur.bcs with check for item.

those 1000 lines are commented, if not on big install, there may be a lag in game on non EE game, and on EE there is a lag in the inventory

now the moonblade will not damage his user, the ' Cloak of Scalps' will not incure a reputation lost,  the ice won't melt and you won't die if DiseasedByCowl . If you absolutely want those feature the change are documented in 'CtB baldur.bcs cleaner.txt'

 

EET COMPATIBILITY

 

it's done with  k4thos EET_converter

look at the file 'CtB Changes.txt' for detail about the chapter patching

 

BIG WORLD FIXPACK FIXE

 

the 'Big World Fixpack' is require to patch all the file

it will give you reject error, ignore them

 

The chapter 6 bug fixe from the  'Big World Fixpack' won't work on the EE, so I try another one :

 

Spoiler

 

 

NEW BUG

 

On EE the drider don't have an attack animation for the moment (but they will still hit you )

On EE some animation may be missing

the tileset display lines in game

 

 

candlekeep chores

Zhujc9Z.jpg

 

 

The citie of Hlondeth

PyCb0lp.jpg


Edited by Ikki, 20 July 2017 - 06:07 AM.


#2 ALIEN

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Posted 24 February 2017 - 06:46 AM

Thank you Ikki for you hard work  :cheers: One question, does you new fix:

 

EXTEND_TOP    ~AR2500.bcs~ ~CtB/scripts/append/aptp2500.BAF~   // Other part of Chapter 6 fix

will work for old BG2/BGT ?


Edited by ALIEN, 24 February 2017 - 06:49 AM.

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#3 Ikki

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Posted 24 February 2017 - 07:39 AM

Now it let the game handle the chapter change (in bg2 and in EE), the mod don't mess with the chapter anymore



#4 ALIEN

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Posted 24 February 2017 - 08:04 AM

Great, so i just replace old line in fixpack with new :) EDIT: It appears that nothing should be changed inside BWFixapck: https://github.com/B...p-CtB.tp2.patch


Edited by ALIEN, 24 February 2017 - 08:36 AM.

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#5 Creepin

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Posted 03 March 2017 - 02:39 PM

Spoiler

Actually, what are these fugly bold black line outlining characters on the screenshots? I disliked it so much at a first glimpse I even started typing another rant about how bad is EE, but luckily halway through I decided to check if my eyes don't betray me and much to my surprise didn't found the same lines on EE screenshots I've googled -_-  So where is it from, is that some optional toggle in EE or is that something in Hlondeth's air affecting refraction of light?


Edited by Creepin, 03 March 2017 - 03:08 PM.

The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)


#6 ALIEN

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Posted 04 March 2017 - 01:31 AM

Use this settings to get you beloved native BG2 + 1pp look:

a00346f567bb44e4a49fc1fe3a7cdca7.png


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#7 Roxanne

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Posted 04 March 2017 - 02:25 AM

Use this settings to get you beloved native BG2 + 1pp look:

a00346f567bb44e4a49fc1fe3a7cdca7.png

You know that - I know that - any eediots knows that. You cannot expect people who reject games they do not play to know that (or even care about it for any reason).

Not knowing that, does not mean one keeps the mouth shut about things you declare again and again that you do not care about.

 

PS - there is another suitable menu option (this one is provided directly by SHS SW)

Attached File  SHSFeature.bmp   1.69MB   168 downloads


Edited by Roxanne, 04 March 2017 - 03:17 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#8 Creepin

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Posted 04 March 2017 - 04:32 AM

Use this settings to get you beloved native BG2 + 1pp look:
Thanks Alien, sorry for the mess :)
You know that - I know that - any eediots knows that. You cannot expect people who reject games they do not play to know that (or even care about it for any reason).
Not knowing that, does not mean one keeps the mouth shut about things you declare again and again that you do not care about.
Seeing as how question being politely asked and abundantly answered doesn't mean one keeps the mouth shut with ones ever so important opinion I frankly fail too see what are you complaining about.
 
PS - there is another suitable menu option (this one is provided directly by SHS SW)
attachicon.gifSHSFeature.bmp
Oh no, did I hurt your little fragile feelings somehow? Boo hoo! At least thank you for placing me in such a splendid company.

Edited by Creepin, 04 March 2017 - 04:35 AM.

The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)


#9 Roxanne

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Posted 04 March 2017 - 07:30 AM

@lkki

 

I prepare a new EET install and like to incorporate as many new (even if still untested) mods as possible in it.

 

RoT and CtB are on my list with your patches.

 

If you have anything else you think to be ready for testing let me know. I have quite a bit of experience in finding bugs/issues and fixing them, so I am afraid of nothing - also I have a good knowledge of all the big old mods from BGT.

 

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#10 Roxanne

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Posted 05 March 2017 - 12:15 AM

Intermediate feedback on your conversions:

 

I finally succeeded in installing both mods on my EET.

 

If you install both, install sequence is essential CtB has to be installed prior RoT, otherwise you get an error from CtB not being able to read tooltip.2da.

I keep my fingers crossed that whatever RoT does to that file will not affect later mods I want to install.

 

The problem is most likely inherited from the old versions, see here http://www.shsforums...-set-2da-entry/

 

PS - I only installed core RoT and skipped the kits and rule changes (not sure if there are compatibility issues with other mods and my personal assessment is that such stuff is outdated for EET - it already was for later days BGT - there are better and dedicated mods for these and the old mega-mods should just preserve their added contents, like you already did with the GUI changes).


Edited by Roxanne, 05 March 2017 - 12:17 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#11 Ikki

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Posted 05 March 2017 - 01:29 AM

Actually, what are these fugly bold black line outlining characters on the screenshots?

 

Those are too small character picture : when a mod is for vanilla only, EE does not scale those picture and you get these "fugly bold black line"

 

If someone is trying those conversion, i must warn you again that there is much worse than those black line :

I did not manage to convert the tis and mos to the new format ( i try with tile2ee but get worse results ) that mean that all the new area have horizontal and vertical line between the tiles

if someone know how too get rid of them ...

 

If you install both, install sequence is essential CtB has to be installed prior RoT, otherwise you get an error from CtB not being able to read tooltip.2da.

 

I only installed core RoT and skipped the kits and rule changes (not sure if there are compatibility issues with other mods and my personal assessment is that such stuff is outdated for EET

 

Yes CtB must be installed at the very beginning

 

and the kits and rule change (in RoT) are now optionnal component that should better be skipped on the EE,

The chores also are not recommanded, or you must know that with "chores fast forward" you can speak with Gorion again and be teleported back too the future (skipping the chores)

 

There is a fix to the above conversion that should better be installed : Attached File  aptp2500.BAF   712bytes   70 downloads just overwrite the corresponding file (it now use a custom global that doesn't conflict)


Edited by Ikki, 05 March 2017 - 01:03 PM.


#12 Roxanne

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Posted 05 March 2017 - 01:36 AM

I did not manage to convert the tis and mos to the new format ( i try with tile2ee bug get worse results ) that mean that all the new area have horizontal and vertical line between the tiles

if someone know how too get rid of them ...

I will take a look at it. I have done this successfully for a couple of mods (although for areas with a lot of doors there is still an issue).

 

However this may take a bit, as I am doing other things meanwhile.

 

If you have Near Infinity, you may take a look at this

http://gibberlings3....600#entry251891


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#13 Isaya

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Posted 05 March 2017 - 02:59 AM

Thanks for bringing back this mod.

Regarding this
CAREFULL
 
There is a bug with the french translation on EE / EET (even after charset conversion it crash the game at some moment)
I believe there is something missing in the tp2 file.
It loads two files to gain access to texts:
LANGUAGE ~English~
	 ~english~
	 ~CtB/Language/English/wsetup.tra~
     ~CtB/Language/English/script.tra~
but only setup.tra is reloaded after UTF-8 conversion:
  // setup.tra needs to be reloaded after conversion
  ACTION_DEFINE_ARRAY va#reload BEGIN setup END

  LAF HANDLE_CHARSETS // recursively converts all tra files found in tra_path
    INT_VAR
      infer_charsets = 1
    STR_VAR
      tra_path = EVAL ~%MOD_FOLDER%/Language~
      reload_array = va#reload
  END
You need to tell WeiDU to reload script.tra as well:
  // setup.tra and script.tra need to be reloaded after conversion
  ACTION_DEFINE_ARRAY va#reload BEGIN setup script END
It is likely to be enough to avoid crashes due to wrong character encoding.
I believe other languages (except english) also have the same kind of crash if script.tra is not reloaded.

#14 Ikki

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Posted 05 March 2017 - 04:33 AM

Thank you Isaya, that did it !!!

 

but because the mod has named 'wsetup.tra' the file that other mod name 'setup.tra' then should it not be :

// wsetup.tra and script.tra need to be reloaded after conversion 
ACTION_DEFINE_ARRAY va#reload BEGIN wsetup script END

???

 

and why do we not need to reload all the other TRA file (those for the dialog) ???

 

but now the mod does'nt crash with the french translation :new_thumbs:



#15 Isaya

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Posted 05 March 2017 - 06:38 AM

You're right, I didn't pay enough attention to the setup name as well. No wonder it could crash at any time.

You only need to reload tra files that are loaded directly by the tp2 file as part of the LANGUAGE statement. They are loaded before the ALWAYS block that takes care of the conversion is called, as they usually contain the component names and the ALWAYS block is triggered only when a component is installed.

Operations that happen in a component (after BEGIN ~component~), either LOAD_TRA or a COMPILE for a dialog or a script that has an associated tra file, will happen after the ALWAYS block, hence the conversion is already done when the tra file is loaded for the first time.

#16 Ikki

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Posted 05 March 2017 - 07:36 AM

I have spend hour trying to pinpoint the problem with the forein translation, not finding it :cheers:

By the way, does the 'bp_bgt-worldmap mod' convert the foreign characters in the worldmap.tra ?

By looking at those crash i have remove the foreign characters from this file, because it is outside the path of all other tra file, but it is probably not require ?



#17 K4thos

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Posted 05 March 2017 - 10:03 AM

If you install both, install sequence is essential CtB has to be installed prior RoT, otherwise you get an error from CtB not being able to read tooltip.2da.


there is a neat function made by Miloch Mike to edit this file without creating compatibility issues. I think all mods should use it, especially if they add new columns rather than rows only. Check file attached to this post.

 

By the way, does the 'bp_bgt-worldmap mod' convert the foreign characters in the worldmap.tra ?

if I remember correctly Bp-BGT Worldmap readme (or maybe that conversion guide on SHS download section of the mod) mentions that worldmap tra files should always be in UTF-8 without BOOM regardless of language and version of the game. You don't need to use HANDLE_CHARSETS on it if you follow author's instruction.

Attached Files


Edited by K4thos, 05 March 2017 - 12:03 PM.


#18 The Imp

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Posted 05 March 2017 - 10:51 AM

That's 76 liners long .tpa file, you could just use:

Spoiler
-4 lines...


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#19 Roxanne

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Posted 05 March 2017 - 11:23 AM

If you install both, install sequence is essential CtB has to be installed prior RoT, otherwise you get an error from CtB not being able to read tooltip.2da.


there is a neat function made by Miloch to edit this file without creating compatibility issues. I think all mods should use it, especially if they add new columns rather than rows only. Check file attached to this post.

 

By the way, does the 'bp_bgt-worldmap mod' convert the foreign characters in the worldmap.tra ?

if I remember correctly Bp-BGT Worldmap readme (or maybe that conversion guide on SHS download section of the mod) mentions that worldmap tra files should always be in UTF-8 without BOOM regardless of language and version of the game. You don't need to use HANDLE_CHARSETS on it if you follow author's instruction.

 

In my install (just made today) with CtB and RoT conversions, the areas from the mod appear to be installed correctly - name, tooltip and all. But my installation is using english...


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#20 Ikki

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Posted 05 March 2017 - 11:26 AM

Thank K4thos, Hello Imp

 

I have forgotten this .TPA, (i believe it was from mike) and it's in fact very handy

 

quoting mike :

 

You use it like this:

LAUNCH_ACTION_FUNCTION ~ADD_ITEM_TOOLTIPS~ STR_VAR item = ~CBDRDSWD~ tooltips = ~@650284 12094 12026 8786 @32~ END

 

And it will add CBDRDSWD to the file with 5 tooltips. It treats 12094, 12026, and 8786 as string references that already exist in the game, and it looks up @650284 and @32 in your .tra files and writes new strrefs for them.

 

I will give it a try

 

Roxanne the tooltip is for item that have ability, and CtB had always problems dealing with non standar tooltip.d2a

(i believe that's why it must be for the moment installed before other mod that messed with tooltip.d2a)


Edited by Ikki, 05 March 2017 - 11:32 AM.