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#1 Gaspare

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Posted 28 June 2009 - 09:05 AM

I open a new topic because the other one was specifically about one question, while this one can cover multiple.

I'll start with a question regarding kits :)

I have almost finished a tactic install whithout refinements, bigg quest pack, wildmage mod and tactics mod.
So I installed other mods that changes HLA tables and add new kits (like crappack, divine remix, sword and fist). The tables should have been changed already when the installation is over, while kits aren't added yet.

The question is this: if I remove all the kits already present (the bioware standard ones just to clarify), are also HLA changed/removed, or i don't ruin anything and I can install the kits i want without worrying about HLAs?


Another question is this one: can I install other components from different mods after I finish a mega install (supposing generalized biffing not installed)? The answer is yes for kits, but speaking of other mod components which are not installed by default by BWP install.bat, can i install them if they don't createw conflicts with other components?

And, about RoT kit pack, can I install single kits or i just jave to install the entire pack?

edit: divine remix adds 10 cleric kits, but isn't the maximum number per class 9?

Edited by Gaspare, 28 June 2009 - 09:16 AM.


#2 Leomar

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Posted 28 June 2009 - 08:20 PM

Here the text from the BWP guide about that topic:

25. INSTALLATION OF KITS

Due to a technical limitation it is not possible to have more than nine kits per class. More can actually be installed,
but no more than nine of them will be available for selection during character creation. The few free
places are quickly filled.

If kits are installed along with the mods, they can not be changed later without destroying your whole installation.
Therefore, the kits should only be installed after the real megamod.

In BG2 most classes have 3 kits right from the start. A maximium of 6 further kits can be added to the fighter,
ranger, paladin, cleric, druid, thief and bard classes. All 9 mage places are filled; the sorcerer, monk and barbarian
have no kits.

Now you can install as you wish, kits you have previously had to skip. This can be the TDD or RoT kit packs or
single kits from different mods.


DEINSTALLATION OF KITS WITH ?MOD KIT REMOVER?

The Mod Kit Remover can remove all of the kits in the ?Character creation? screen. The mod was primarily
made because TDD fills all the slots, but also because players wanted to use kits from other mods. Any component
can be installed without having to worry about conflicts. The fighter, ranger, paladin, cleric, druid, magician,
thief and bard kits can be individually removed; in each case either just the mod kits (?Remove Mod Kits?)
or both mod and BioWare kits (?Remove BioWare and Mod Kits?). All kits already installed will still be useable
by NPCs and previously created PCs. Any changes mods have made to the BioWare kits remain active, and
kits from other WeiDU-mods can be installed and will be selectable during character creation.

At this point we have tested only a few kits. You are on your own.

You can create these kits inside a clone of your game without touching your actual installation as described in
the following chapter Multi-Install Tool.

If you have SoS installed, you will find a thief kit ?Fence?. Do not try to use it, it crashes the game. The Fence is
only for the NPC Selence from SoS and is not intended for other use.


FROM THE APPENDIX D

In general, completely new custom kits should be compatible with each other. However, if two mods change an
already existing Bioware kit then they are most likely going to be incompatible, both from the technical and
from the conceptual standpoint. Some kits were coded to use the generic HLA table (the one which their base
class uses) and they should generally work fine. However, other kits were coded with different HLA tables
which were specifically made for those kits and it is not certain how that would work on a Megamod install.

Once you install kits introduced by mods you can no longer change them afterwards without corrupting your install.
Therefore, kits should be installed after the actual Megamods.

Also, due to a technical limitation, it is not possible to have more than nine kits per base class. It is still possible
to install more kits but they will be unselectable at the character screen. It's pretty easy to fill up the few remaining
spaces, but by installing the kits at the end of the installation process, you can adjust your choices or
make the relevant changes.

If you want to use Level-1 NPCs you should install all kits before it.

And, about RoT kit pack, can I install single kits or i just jave to install the entire pack?

Like TDD only the whole package.

edit: divine remix adds 10 cleric kits, but isn't the maximum number per class 9?

With Divine Remix you can choose between 10 kits. If you install all of them, then yes, you will miss the last installed one (or the last four ones if you don't have removed the BioWare kits).

Another question is this one: can I install other components from different mods after I finish a mega install (supposing generalized biffing not installed)? The answer is yes for kits, but speaking of other mod components which are not installed by default by BWP install.bat, can i install them if they don't createw conflicts with other components?

Theoretical yes, but practical not tested and if there exist no conflict with the normal installation order it could cause a conflict if you install a component not there where it belongs to. Hold that in mind. It could be risky. Everytime it is better to plan your mods/components before you install your megamod, not after it.

Greetings Leomar

Edited by Leomar, 28 June 2009 - 08:23 PM.

A Megamod does not mean that you can play all of the mods or all of their content,
but you have more choices or paths through the game.
- Chevalier

BiG World Project - Big Baldur's Gate World

#3 Jarno Mikkola

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Posted 29 June 2009 - 01:11 AM

edit: divine remix adds 10 cleric kits, but isn't the maximum number per class 9?

Well, you also have the pure class... and it's only 10 displayeable kits per class/race(yes, the original class is a Kit too). So if a Kit has race restriction that doesn't include dwarf and you has a dwarf one but no others and other 8+the original class, you can display all of them and play with...

So you can actually install however many kit's you like, but only 10 different kit's are selectiable in the end. And I do not think that any Kit actually does replace the original class, so it's actually it +9 others.

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#4 -lordak-

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Posted 29 June 2009 - 06:19 PM

Hello,

Do you plan to post a description of every existing kit ? It would be great, since some mods like realm of terror don't have details about what are the additional kits, and then your only option to know that is to install them. :)

#5 Gaspare

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Posted 30 June 2009 - 12:00 AM

I surely don't, because I've installed only divine remix, song and silence and sword and fist kit packs, which are already well documented. Dunno if someone is plannign to do a kit list of TDD and RoT, but we are speaking about 100 kits so I don't think anyone is really going to do that....

#6 Jarno Mikkola

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Posted 30 June 2009 - 01:16 AM

a kit list of TDD and RoT,

A kit list of TDD, RoT... should have some info on it's readme.

Isn't it the original mods job to do that, not ours?

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#7 Gaspare

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Posted 01 July 2009 - 05:28 AM

is it normal to find duergar clerics and thieves in nashkel mines (BG1 chapter 3)? They seems nearly impossible for me to kill (my party is still level 1 and they seems at least 2 or 3 level more, do I have to do nashkel quest at least at level 2?). And another thing, one of them is a thief and seems shooting at me a death cloud with his bow/crossbow. I have read the problem regarding konalan's tweaks and i copied the arrow files from backup in kontwk folder into my override. Maybe this problem regards also bolts?

By the way, regarding those duergars, I have almost kill them thanks to that death cloud bolt/arrow trick, but I guess i am too weak to fight them without that sheanigan, and lowering the dfficulty seems sorting no effect at all.. Any clue? i'd like to avoid clua console...

ah, I was forgetting, I have a "tactics" install without tactics mod, wild mage, refinememts and the bigg quest pack.

edit: i forgot another thing. I found an issue with talanthyr in the high edge. There are 2 possible choice for dialogues, one leads to his shop, the other i don't knoe because it is not translated into english but it is in french. I think it regards objects upgrade, but is there a way to correct that issue?

Edited by Gaspare, 01 July 2009 - 05:32 AM.


#8 Chevalier

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Posted 01 July 2009 - 05:45 AM

Dark Horizons is the mod that adds Duergar and Much more as the game goes on! :devil: Thalantyr - ItemUpgrade is the mod that is in French (which is option #1, English is #2) and to fix? I made the same mistake. :doh: Do a new fresh install?? :wacko: Maybe someone else will have a better idea.

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#9 Gaspare

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Posted 01 July 2009 - 05:53 AM

I dont have installed dark horizons (which s not present in BWP) and thalantyr is working half in english and half in french. I have used the BWP automatic bat file to install so I cannot have done mistakes this time :whistling:

I attach my weidu.log, maybe it can help :)

Attached Files


Edited by Gaspare, 01 July 2009 - 05:55 AM.


#10 Chevalier

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Posted 01 July 2009 - 07:02 AM

From your WeiDU.log

~SETUP-BG1ADVENTURE.TP2~ #0 #0 // bg1adventure: LW-BGT
~SETUP-BG1ADVENTURE.TP2~ #0 #1 // Harder Enemies: LW-BGT
~SETUP-COMFORGE.TP2~ #0 #0 // CoM Forge: LW-BGT

These are now part of Dark Horizons, so you have pre-Dark Horizons mods that are not the best conversion to BGT.

The item upgrade part is fully French?
From my setup-thalan.tp2 file:
LANGUAGE ~Russian~ 
		 ~russian~ 
		 ~thalan/russian/setup.tra~
		 
LANGUAGE ~French (Traduit par Deratiseur)~
		 ~french~ 
		 ~thalan/french/setup.tra~
		 
LANGUAGE ~English~
		 ~english~
		 ~thalan/english/setup.tra~
		 
LANGUAGE ~Deutsche Sprache (Übersetzung durch Leonardo Watson)~
		 ~german~
		 ~thalan/german/setup.tra~ 

LANGUAGE ~Español (traducido por Jondalar)~
		 ~castellano~
		 ~thalan/castellano/setup.tra~
 
LANGUAGE ~Italian (by Ilot)~
		 ~Italian~
		 ~thalan/Italian/setup.tra~
So 0= Russian, 1=French, 2=English Check your setup-thalan.tp2.

I Ride for the King!


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#11 amazinggameguru

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Posted 01 July 2009 - 07:37 AM

The cloudkill arrows are probably from konlans tweak install, there was an option that was being installed I think it was storm ammunition, look around there are a couple of other threads with more info on it.
There are 10 types of people in this world.
Those who understand binary, and those who don't.

#12 Gaspare

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Posted 01 July 2009 - 08:34 AM

From your WeiDU.log

~SETUP-BG1ADVENTURE.TP2~ #0 #0 // bg1adventure: LW-BGT
~SETUP-BG1ADVENTURE.TP2~ #0 #1 // Harder Enemies: LW-BGT
~SETUP-COMFORGE.TP2~ #0 #0 // CoM Forge: LW-BGT

These are now part of Dark Horizons, so you have pre-Dark Horizons mods that are not the best conversion to BGT.


I just installed what BWP told me to install...

The item upgrade part is fully French?
From my setup-thalan.tp2 file:

LANGUAGE ~Russian~ 
		  ~russian~ 
		  ~thalan/russian/setup.tra~
		  
 LANGUAGE ~French (Traduit par Deratiseur)~
		  ~french~ 
		  ~thalan/french/setup.tra~
		  
 LANGUAGE ~English~
		  ~english~
		  ~thalan/english/setup.tra~
		  
 LANGUAGE ~Deutsche Sprache (Übersetzung durch Leonardo Watson)~
		  ~german~
		  ~thalan/german/setup.tra~ 
 
 LANGUAGE ~Español (traducido por Jondalar)~
		  ~castellano~
		  ~thalan/castellano/setup.tra~
  
 LANGUAGE ~Italian (by Ilot)~
		  ~Italian~
		  ~thalan/Italian/setup.tra~
So 0= Russian, 1=French, 2=English Check your setup-thalan.tp2.


It is not fully french, it is partially french and partially english. The english part is the dialogue part regarding the shop, the french part is the dialogue part regarding the upgrade of items (if i have understood well, unfortunately i dont know french almost at all)

My setup-thalan.tp2 is slightly different:

VERSION ~v3.5~

AUTO_TRA ~thalan/%s~

LANGUAGE ~English~
		 ~english~
		 ~thalan/english/setup.tra~
		 
LANGUAGE ~Russian~ 
		 ~russian~ 
		 ~thalan/russian/setup.tra~
		 
LANGUAGE ~French (Traduit par Deratiseur)~
		 ~french~ 
		 ~thalan/french/setup.tra~
		 
LANGUAGE ~Deutsch (Uebersetzung von Leonardo Watson)~
		 ~german~
		 ~thalan/german/setup.tra~ 

LANGUAGE ~Español (traducido por Jondalar)~
		 ~castellano~
		 ~thalan/castellano/setup.tra~
 
LANGUAGE ~Italian (by Ilot)~
		 ~italian~
		 ~thalan/italian/setup.tra~	   

BEGIN @0

So i suppose 0 is the choice and should be english...

edit:

@amazinggameguru: yeah I found that and I think i fixed it. I just copied all the arrow and bolt files from backup to my override folder. It seems working :)

Edited by Gaspare, 01 July 2009 - 08:38 AM.


#13 Fouinto

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Posted 01 July 2009 - 09:37 AM

Thalantyr - ItemUpgrade is the mod that is in French (which is option #1, English is #2) and to fix? I made the same mistake. :doh: Do a new fresh install?? :wacko: Maybe someone else will have a better idea.

You can tell me the sentences you want me to translate in English :lol:

#14 Leomar

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Posted 06 July 2009 - 03:34 AM

From your WeiDU.log

~SETUP-BG1ADVENTURE.TP2~ #0 #0 // bg1adventure: LW-BGT
~SETUP-BG1ADVENTURE.TP2~ #0 #1 // Harder Enemies: LW-BGT
~SETUP-COMFORGE.TP2~ #0 #0 // CoM Forge: LW-BGT

These are now part of Dark Horizons, so you have pre-Dark Horizons mods that are not the best conversion to BGT.

I just installed what BWP told me to install...

But here are many threads about both mods (more about BG1 Adventure). The BGT versions were not the best ones and the mods are causing more bugs as we wanted. So we recommended not to install them.

It is not fully french, it is partially french and partially english. The english part is the dialogue part regarding the shop, the french part is the dialogue part regarding the upgrade of items (if i have understood well, unfortunately i dont know french almost at all)
...
My setup-thalan.tp2 is slightly different:
...

That is caused by the new Thalantyr version. The English language selection of the mod is changed since the v3.5, but the Install.bat has the old language selection. That Thalantyr talks in English and in French is correct in your case. The English text is the vanilla one from BG1 and the wrongly installed French text is the text of the mod.

At the moment you can't trust the Install.bat blind and should read the threads and make the changes they must be done. In the BWP main thread you can read about the needed changes. Since the last BWP release, there were 63 new mod-versions released and that causes all the little incompatibilities. If you don't want to do all the mentioned changes, then the best is to wait for the next BWP release.

Greetings Leomar
A Megamod does not mean that you can play all of the mods or all of their content,
but you have more choices or paths through the game.
- Chevalier

BiG World Project - Big Baldur's Gate World

#15 Gaspare

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Posted 06 July 2009 - 08:51 AM

I see...

Actually I am at chapter 5 of BG1 and I'm not going to do a new install after all the time i have spent to have a working one. I didn't know about BG1 adventures and comforge problems and i trusted the bat installer. Never mind, I am satisfied with what I have (even the funny 265 damage that i can do with an arrow :) ), with all the bugs and CTD i'm encountering... At least now I know where they come from...

By the way, if I hypothetically decide to make a new install, are the old saves compatible with the new game?

If the answer is yes, i could consider to do it again, if it is no, well... I would think about it :)

Thanks for the info Leomar :)

#16 Jarno Mikkola

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Posted 06 July 2009 - 02:12 PM

By the way, if I hypothetically decide to make a new install, are the old saves compatible with the new game?

Well..
No. Cause the dialog.tlk references are unique for every item and creature in a saved game, so it would take 10 thousand years to patch them, not worth the effort.

Edited by Jarno Mikkola, 22 July 2009 - 09:17 AM.

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