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Questions to BWS from maintenance perspective


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#1 jastey

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Posted 07 May 2018 - 11:07 PM

The mods are categorized into types: for BGT-BWP there is 20 (distinguishing between e.g. BG1 NPC mods and BGII NPC mods)

For non BWP-games it's 13.

As far as I can see, it's 13 for: BGII, BGII:EE, BG:EE - but also EET.

Wouldn't it be more useful to use the 20-categories for EET, too (i.e. inside the BigWorldSetup\App\Config\BG2EE\InstallOrder.ini?)

Example: Ajantis BG1 Expansion pack is tagged "07 (NPC-Related Mods)" in both BG1EE\InstallOrder.ini and BG2EE\InstallOrder.ini, but "05 (BG1 NPC-Related Mods)" in BWP\InstallOrder.ini.

Edited by jastey, 07 May 2018 - 11:07 PM.


#2 ALIEN

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Posted 07 May 2018 - 11:30 PM

It was something which I wanted from the moment when EET was introduced into BWS. It require code changes which I'm hesitate to make because something else can break. Also I do bevile that distinction between BG1 Big mods and BG2 Big mods are redundant. Uniting into one category set would be beneficial and I would prefer shorten one. Or different one.


Edited by ALIEN, 07 May 2018 - 11:50 PM.

You cannot have progress without changes...

 

 


#3 jastey

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Posted 08 May 2018 - 05:08 AM

I see. In case you might decide to go for unification I'd be all for it.

#4 jastey

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Posted 10 May 2018 - 01:57 PM

From Roxanne's commit to EE Setup Tool:

 

Drake crossbow needs main component=D:drake(1):drake(0)

 

Wouldn't we need this for every mod out there?

 

bg1re components 1 to x need component 0

Ajantis BG2 component 1 and 2 need component 0

Breagar component 1 needs component 0

bg1npc project components 1 to x need component 0

 

etcpp?

 

EDIT: Ah, I see it's partly integrated: from BWP\Game.ini:

 

All NTotSC components require core component=D:NTotSC(-):NTotSC(0)

 

I think there are still some missing, though.


Edited by jastey, 10 May 2018 - 02:02 PM.


#5 ALIEN

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Posted 10 May 2018 - 01:59 PM

Yes, but afair those requirements are already covered.


You cannot have progress without changes...

 

 


#6 jastey

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Posted 10 May 2018 - 02:04 PM

They have to be or there would be lots of error messages. I just don't understand yet how. I edited my above post because I found such definitions of dependencies, but not for all mods that come to my mind.



#7 jastey

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Posted 19 May 2018 - 08:36 AM

For bg1re, the 0th component needs to be installed for the others. Also, if a certain choice is made, some of the others shouldn't be installed (i.e. if components with warnings should be skipped they should be skipped during install.) This would be a conflict that would need to be specified, I fear?

#8 jastey

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Posted 20 May 2018 - 11:47 AM

For bg1re, the 0th component needs to be installed for the others. Also, if a certain choice is made, some of the others shouldn't be installed (i.e. if components with warnings should be skipped they should be skipped during install.)This would be a conflict that would need to be specified, I fear?
I managed to do it myself! (Wohoo! I feel so smart.)
This is what I used:
bg1re - all components need component "0" (install choices)=D:bg1re(-):bg1re((0?0_1|0?0_2|0?0_3)&(0?1_1|0?1_2))
bg1re - all components with adult content need Install choice "BG-style" or "Descriptive version" of component "0"=D:bg1re(12|13|24|25|38|39):bg1re(0?0_2|0?0_3)
bg1re - all components with trigger warnings content need Install choice "Show/install all components" of component "0"=D:bg1re(3|12|13|27|30|38):bg1re(0?1_2)
It won't fill in or empty boxes automatically, but it will give a conflict warning if components are ticked.

For the first one, D:bg1re(-):bg1re(0) would probably also do the trick.

#9 jastey

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Posted 20 May 2018 - 12:54 PM

What exactly are the Mod.ini and all the WeiDU-xx.ini for, and more important, do they have to be changed by hand as well, or do they get their info from the global/[mod].ini? EDIT: OK I noticed they are updated upon execution so I guess they are filled automatically.

Edited by jastey, 20 May 2018 - 02:04 PM.


#10 jastey

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Posted 20 May 2018 - 02:08 PM

I have a question to MUC.

For Keldorn Romance, it's "Init":
MUC;keldorn_rom;Init;14;0111;
MUC;keldorn_rom;1;14;0111;
MUC;keldorn_rom;2;14;0000;
MUC;keldorn_rom;3;14;0000;
MUC;keldorn_rom;4;14;0000;
And in the example of the BWS Documentation, it's "Select":

MUC;scs;Select;16;1111;
MUC;scs;1000;16;0000;
MUC;scs;1001;16;1111;
What exactly do these mean?

#11 Mirandel

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Posted 21 May 2018 - 04:04 AM

Total off-topic: this thread is like a diary of you studying BWS's little secrets - very interesting to follow :)



#12 jastey

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Posted 21 May 2018 - 04:44 AM

Heh. :)

To my above question: The "Select" seems to be outdated, it's "Init" for all "MUC" as far as I can see. (I still don't understand it entirely but if I can work with it I am content.)

Edited by jastey, 21 May 2018 - 04:44 AM.


#13 ALIEN

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Posted 04 June 2018 - 05:23 AM

Yes, please use Init for all MUC


You cannot have progress without changes...

 

 


#14 jastey

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Posted 04 June 2018 - 11:59 AM

Thanks, I noticed in teh meantime that "Select" is no longer used in the inis.

--

Damn, just when I got used to working with GitHub: https://blog.github....thub-microsoft/
This is bad!

Edited by jastey, 04 June 2018 - 11:59 AM.


#15 Cahir

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Posted 04 June 2018 - 12:10 PM

Damn, just when I got used to working with GitHub: https://blog.github....thub-microsoft/
This is bad!

 

Yeah, but would this really changes anything with functioning of Github? I really don't think it would.



#16 ALIEN

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Posted 04 June 2018 - 12:11 PM

Please don't bring 15-years old echos of the Bill Gates Microsoft in 2018. It's not the same company as you might remember from Windows XP and Office 2003. It's Satya Nadella time:

 

- Microsoft as a company has most code contributions to open source projects!
- Microsoft added bash directly inside Windows

- Microsoft made it's automation flagship Powershell as Open Source

- Microsoft buys outstanding mobile tech Xamarin, next day is completely free

- Microsoft has one of TOP3 public cloud, offers linux on it

- Microsoft has created VS Studio Code and make it outstanding open-source tool

 

It's actually a very good news as github struggles financially last year. So unless there will be some drastic actions, please don't panic.


You cannot have progress without changes...

 

 


#17 jastey

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Posted 04 June 2018 - 12:54 PM

@ALIEN That's an interesting point of view. Thank you. Still, I am nervous about giving some / any (copy)right of my work to such a huge company.

#18 Hack'N'Slash

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Posted 05 June 2018 - 12:40 AM

I'll have a look into Git and see how things are done but for now @Alien I have a slight edit to 09_Install.au3 on line 954. changing ini to lua for the IWD 2.5 version. 

 

Attached File  IWDEE2.5.7z   16.47K   3 downloads


Edited by Hack'N'Slash, 05 June 2018 - 12:40 AM.


#19 jastey

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Posted 05 June 2018 - 01:57 AM

Thanks, Hack'N'Slash, BWS is updated with the fix.

#20 Hack'N'Slash

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Posted 05 June 2018 - 11:03 PM

Latest BWS needs a couple of ini files changed. Plus i tried to run the mod generator tool on a couple of mods. not yet included(Southern Edge and Skie - Cost of One Girl's Soul). Please let me know if I'm on the right path or not...Attached File  BWSUpdates.7z   2.13K   8 downloads