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Mod Compatibility List for EET


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Hm, I was looking at the code, but did not install it. If you are sure it's CtB I'll tell weigo.

I'm sorry if I've been rude, didn't mean to. Should've contacted Weigo.

 

I did another testing now with CtB and SOS, clean BG2 (with or without fixpack), and then started NI and it doesn't even load SHOUTIDS.IDS. Problem is with biffing.

Both mods (probably same with RoT) biff ALL files from override. I think if IDS files are biffed, next mods can't pick it up, so they make new one.

I commented line in tp2 that biffs all files, and it worked, but after testing, NI found few corrupted files, anyway (WED, CRE, not IDS).

 

And I have a problem with changing name CtB to CtbEE and from setup-Rot To setup-RoTerror. Lots of years big mod (BGT, TS, CtB, RoT, SoS, TDD) detected each other with names of mods, if you change it, they don't detect each other.

I can do thorough search and change name in every tp2, but it is not helping others.

I agree it should stay true to original mod, but I am not sure what you mean by it. I hope NTotSC v2 and up stayed true to the original mod, and yet we changed quite a bit internally and also added quite a bit of content with respect to playability (journal system, no dead ends etc.).

To your question: removal of compatibility with classic BG is not necessary to make a mod EE-compatible, but then the mod has to offer two solutions to some instances to cover the changes (different formatted texts etc.).

In case you really mean NTotSC and are missing compatibility with classic BG1:TotSC, the version I was reworking was never compatible with BG1:TotSC, and making a mod compatible with that is a PITA^3.

What I meant, I know there are some differences between engines and I know that mods for EE don't work on original, but if something works fine on original, it should work also on EE (maybe with some minor changes).

I see that these weigo's mods have different ARE, WED, ITM files for old and for new engine. Is it really necessary?

It leads to this corrupted error that I get EE file and somebody on EE gets old file. And we all had working file to begin with.

 

I own EE's for PC and for Android, and play it mostly on tablet. But on my PC I still like old engine, main reason is that its mods are playtested to the bone. I'm too old to have crashes mid-game, again. :)

 

NTotSC you did, and DSotSC are great examples how it should be done. ToA and Fishing For Trouble are also nicely done. All like original.

 

Sorry again!

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I did another testing now with CtB and SOS, clean BG2 (with or without fixpack), and then started NI and it doesn't even load SHOUTIDS.IDS. Problem is with biffing.

Both mods (probably same with RoT) biff ALL files from override. I think if IDS files are biffed, next mods can't pick it up, so they make new one.

I commented line in tp2 that biffs all files, and it worked, but after testing, NI found few corrupted files, anyway (WED, CRE, not IDS).

This probably has to do with how the files are detected ... or not, as in, the biffing hides them from the other _EXISTS -command. BWS does away from this by not biffing the files ... which is why it's not being affected&detected.

 

This should not have any effect on EE games, as a matter of fact, it's definitely not recommended to biff any files in the EE games, as it has no effect in game speed, like it did in non-EE games. And if you do, do it to only media files.

Edited by Jarno Mikkola
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I'm sorry if I've been rude, didn't mean to.

No, not rude, no need to apologize. Player feedback and bugreports is a goldmine I just can't leave untouched. :D

Thanks for the notes I notified weigo so he can have a look at the rised issues.

 

I see that these weigo's mods have different ARE, WED, ITM files for old and for new engine. Is it really necessary?

It depends on the files and forward / backward compatibility. For areas, using the same graphic files (.tis) is not good and leads to these grids on the area graphics in the EEs, unfortunately. Strictly speaking it's the easiest way to make sure the files for the original game are not being altered, so for a mod that formerly was for classic engine, it's a way to leave the original mod files untouched which should minimize the kind of problems you encountered. NTotSC also works with different .are files for the three games (BGT, BG:EE, and EET) and two sets of area graphics (one for classic and one for the EE).

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And I have a problem with changing name CtB to CtbEE and from setup-Rot To setup-RoTerror. Lots of years big mod (BGT, TS, CtB, RoT, SoS, TDD) detected each other with names of mods, if you change it, they don't detect each other.

I can do thorough search and change name in every tp2, but it is not helping others.

 

 

 

If you mean renaming tp2 files, it doesn't matter if it has "setup-' or not for MOD_IS_INSTALLED.

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It depends on the files and forward / backward compatibility. For areas, using the same graphic files (.tis) is not good and leads to these grids on the area graphics in the EEs, unfortunately. Strictly speaking it's the easiest way to make sure the files for the original game are not being altered, so for a mod that formerly was for classic engine, it's a way to leave the original mod files untouched which should minimize the kind of problems you encountered. NTotSC also works with different .are files for the three games (BGT, BG:EE, and EET) and two sets of area graphics (one for classic and one for the EE).

Thanks for explanation. It just seems that in this case, some files meant for EE slipped to original.

 

If you mean renaming tp2 files, it doesn't matter if it has "setup-' or not for MOD_IS_INSTALLED.

From quick glance at my mod files, most mods check for data\CTB-RULE.bif or data\ROT-RULE.bif, but some like:

Tethyr Forest Patch (don't know if it is included in CTB):

REQUIRE_PREDICATE (MOD_IS_INSTALLED ~SETUP-CTB.TP2~ 0)

Klatu Tweaks and Fixes:

REQUIRE_PREDICATE MOD_IS_INSTALLED ~SETUP-CTB-CHORES.TP2~ ~0~
REQUIRE_PREDICATE MOD_IS_INSTALLED ~CtB/SETUP-CtB.TP2~ ~0~

Didn't go through them all.

And changing names also breaks up BWP. It check for CTB and ROT in lot of places.

I see no benefits of changing old mod name. Nobody will install CTB if they install "CTBEE".

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And changing names also breaks up BWP.

Well, if it doesn't work in the bases of a different game and fixes that need to be game specific, it doesn't work at all.

PS, the BWP's v18 has this in it: "Please note: The BiG WorldProjectis meant only for the classic version of BG1 and BG2 and not for the enhanced edition. Read more about this in the chapter BG classic vs EE." which means page 296 and forward...

I see no benefits of changing old mod name. Nobody will install CTB if they install "CTBEE".

Well, how about being able to identify which mod it is ?

And lump in the CtB chores as a single component into the CtB, so you don't need to carry 20 thousand different .tp2 files references etc, remove the biffing immedietly !!! ... and the REQUIRE_PREDICATE MOD_IS_INSTALLED is old code, you would do better with: require component.

 

For reference:

Tethyr Forest Patch (don't know if it is included in CTB):

was included into the Worldmap mod some 5 years ago. It might have slipped away from it in one point, but it's there today. Edited by Jarno Mikkola
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Well, if it doesn't work in the bases of a different game and fixes that need to be game specific, it doesn't work at all.

PS, the BWP's v18 has this in it: "Please note: The BiG WorldProjectis meant only for the classic version of BG1 and BG2 and not for the enhanced edition. Read more about this in the chapter BG classic vs EE." which means page 296 and forward...

Jarno, CTBEE is supposed to work on classic version and I (would like to) use it on classic version and use BWP to install my mods.

Well, how about being able to identify which mod it is ?

And lump in the CtB chores as a single component into the CtB, so you don't need to carry 20 thousand different .tp2 files references etc, remove the biffing immedietly !!! ... and the REQUIRE_PREDICATE MOD_IS_INSTALLED is old code, you would do better with: require component.

How about putting new version number or something like that, not changing all, name of mod, folder name. They are supposed to be same mods. If they like EEEEE's so much they can attach it by version number or put it in readme's or name a topic, but why change folder name?

And I agree about changes you propose, but they are not my mods. Weigo or Klatu or anybody else in last 20 years who made that check should change it.

For reference:

Tethyr Forest Patch (don't know if it is included in CTB):

was included into the Worldmap mod some 5 years ago. It might have slipped away from it in one point, but it's there today.

Are you sure? Didn't know that, thanks. One mod less. Even Leonardo always installs Tethyr Forest Patch with Worldmap. Edited by Mad Mate
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A lot of text here to read.

Let's put the problems together in a few lines :)

 

Thetyr Forest patch and Chores with fast forward are part of CtBEE

 

My work was to merge both version into one mod.

I also added the components CtB-Chores and the fast forward mod by hlid. The Thetyr Forest patch is still included in the main component (A big thanks to White Agnus).

 

One small thing with the chores.

The chores don't start in the cage in irenicus dungeon anymore. They will start a few moments later in the library north of the starting room in the dungeon. Sorry for the change, but the starting script ar0602.bcs is so difficult to mod and every version BG2, BG2EE, BGT and EET have different script lines. It was not possible to make it compatible with every version. Also for future patches, the risk to brake the code is very high.

I would have thought it a pity, if the chores wouldn't be part of CtB.

The ids problem.

We can add a line like

COPY_EXISTING ~^.*\.ids$~ ~override~

in the biffing routine, so all ids files stay in override folder.

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The ids problem.

We can add a line like

COPY_EXISTING ~^.*\.ids$~ ~override~
in the biffing routine, so all ids files stay in override folder.

 

Rather than this, I would recommend to add that before you check if the file exists, not before you biff them. And like saidm, you don't need and SHOULDn't biff things in the EE games... unless they are specifically; media files. Which don't generally need edits.
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Now I made a small test.

 

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]
~SETUP-BGT.TP2~ #4 #0 // Baldur's Gate Trilogie - Hauptteil: 1.18 (28 Apr 13)
~ROTERROR/SETUP-ROTERROR.TP2~ #2 #0 // Region des Terrors, v3.1 EE : v3.1 EE
~CTBEE/SETUP-CTBEE.TP2~ #4 #0 // Check The Bodies EET: 2.2
~CTBEE/SETUP-CTBEE.TP2~ #4 #1 // Candlekeep Chores, v2.2: 2.2
~CTBEE/SETUP-CTBEE.TP2~ #4 #2 // Check the Bodies Fast Forward, v2.2 (for CtB v2.2 or later): 2.2

The spell.ids file was biffed by RoT and CtB added some new lines and biffed it again at the end.

Shout.ids was Shoutids.ids was in it#s original bif file and was changed correctly by CtB.

Both files are working correctly.

@Mad Mate Can you post your weidu.log file, perhabs we can find the problem.

 

 

I think it's important for the game not to have too much different versions of mods. For example, if someone would make a mod with all big mods (BGT/EET DsotSC, NtotSC, SoS, TDD, CtB, RoT ...) it's much more easier to make it to all mods compatible, when we have only one version for the mods and not two different, with a lot of bugfixing during Big World setup.

 

I think one big point of success for Baldurs Gate modding community was passionate commitment and that we always kept the modding easy. We want to have the game in best case for 20 more years. :queen:

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Now I made a small test.

 

The spell.ids file was biffed by RoT and CtB added some new lines and biffed it again at the end.

Shout.ids was Shoutids.ids was in it#s original bif file and was changed correctly by CtB.

Both files are working correctly.

@Mad Mate Can you post your weidu.log file, perhaps we can find the problem.

 

I think it's important for the game not to have too much different versions of mods. For example, if someone would make a mod with all big mods (BGT/EET DsotSC, NtotSC, SoS, TDD, CtB, RoT ...) it's much more easier to make it to all mods compatible, when we have only one version for the mods and not two different, with a lot of bugfixing during Big World setup.

 

I think one big point of success for Baldur's Gate modding community was passionate commitment and that we always kept the modding easy. We want to have the game in best case for 20 more years. :queen:

First, I want to thank you for updating these 3 big mods. It is huge task and I think those are last ones that wasn't updated to EE (maybe only Dritz Saga, don't know).

 

Second, I think that old engine has some problems with biffed files. It leads to, not only to failed installs, but to crashes ingame. That is why BGT ask you at beginning of install "do you want to biff all files or just some?".

This is last example of crash Chevalier had: http://www.shsforums.net/topic/58231-announcement-lets-play-baldurs-gate-trilogy-mega/page-2?do=findComment&comment=604734

I also like your idea to have all files from each mod nice and all in same-named biffs, but unfortunately that won't work with old engine. Maybe with EE it is solved. Camdawg had also problems with Sensible Entrances and biffs.

Why is that, maybe some veteran modder can explain. You can test it yourself. Install BG2 and then CtBEE, open NearInfinity and try to access shoutids.ids. It can't get file from biff.

To be certain everything works, just biff files that old CtB biffed.

 

Next, BGT should go after all those mods, because it was newer mod then those 3 and had checks for each one so they don't overwrite each other.

Also, there were some corrupted files after installing CtBEE and RoT, I can check what are they and send you list, if you want.

 

Thanks again for your work!

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I also like your idea to have all files from each mod nice and all in same-named biffs, but unfortunately that won't work with old engine. Maybe with EE it is solved. Camdawg had also problems with Sensible Entrances and biffs.

Why is that, maybe some veteran modder can explain. You can test it yourself. Install BG2 and then CtBEE, open NearInfinity and try to access shoutids.ids. It can't get file from biff.

The .bif files are just compilation of the files from their source. And to put them into there, the chitin.key file is edited to include their location. Include the same file several times to different .bifs and only the last one can be located. And then try to unbif the file and you can't find it there anymore, cause it doesn't have a reference, as this applies to all the in game files..

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Just FYI when installing on the EE games you should not biff anything. It doesn't help (my game runs just fine with 30,000 fikes in /override on a pretty anemic 5-year-old tablet) and it can hurt (for one thing, mods that buff files cannot be used on tablets).

 

So, whatever commands are used to buff anything, I suggest wrapping them in

ACTION IF !GAME_IS ~bgee bg2ee eet iwdee~ BEGIN
  ...
END
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