jastey Posted September 30, 2023 Share Posted September 30, 2023 @moggadeet would you post your weidu.log so we can see how you installed BST vs. BGGO? @Weigo my first guess is that BGGO should be installed before BST so BST doesn't "grab" the B1000 numbers for its own area in EET. At least that would be my brief understanding of what happened. The "do not overwrite PVRZ naming scheme" function is the a7_pvrz_tis.tpa in BST's lib folder. EDIT: If it makes any sense for adding night areas, BGGO should use the function too, probably. Quote Link to comment
moggadeet Posted September 30, 2023 Share Posted September 30, 2023 I can post the full log later, but I'm using EET and I had BST installed early (with quest mods) and BGGO installed considerably later. I'll chalk this one down to user error then Quote Link to comment
Weigo Posted October 1, 2023 Author Share Posted October 1, 2023 (edited) When I‘m back home, I will take a Look on it. Quote Bit the Logiker Wolldecke be helpfull Stupid autocorrect. Edited October 2, 2023 by Weigo Quote Link to comment
Graion Dilach Posted October 1, 2023 Share Posted October 1, 2023 (edited) My German is rustier than the Titanic, but this post should cover the logic. Edited October 1, 2023 by Graion Dilach Quote Link to comment
moggadeet Posted October 1, 2023 Share Posted October 1, 2023 Just wanted to report that BGGO being installed prior to BST on EET avoids the night map bug completely. I was forced to trash the prior install for other reasons (read: user error), but things seem to be working just fine now, so perhaps it was for the best. Quote Link to comment
Weigo Posted October 2, 2023 Author Share Posted October 2, 2023 This will be due to the fact that the night map does not exist in BGEE and ET and therefore BST is installed with the PVRZ index of 0. BGGO uses the same index numbering from the day map. As far as I know, with the argent77 PVRZ function for free indices you can also specify at which index it should start. That means, if we add this to BST, it should always work. Zeile 1572 in der setup-bst.tp2 LPF UPDATE_PVRZ_INDICES INT_VAR target_base_index = 8 RET original_base_index new_base_index END I will test it tonight. At the moment it is better to install BGGO first, then BST. Quote Link to comment
jastey Posted October 2, 2023 Share Posted October 2, 2023 3 hours ago, Weigo said: with the argent77 PVRZ function for free indices you can also specify at which index it should start. That means, if we add this to BST I'd rather not add a fixed indices to this- the idea of the function is to not fixing the names? Plus, you can have the same error with any other mod that adds areas names Bxy000.are. I'd rather specific BGGO needs to be installed before any other mods adding areas to BG:EE. Quote Link to comment
Salk Posted October 8, 2023 Share Posted October 8, 2023 Hello, @Weigo! I was in the process of installing BGGO before my local version of Jarl's Adventure Pack and I discovered that those .WED changes made to the Gnoll Fortress and Nashkel (AR3700.WED & AR4100.WED) might actually come from Jarl's Tweak Pack. The ReadMe says: - new Searchmap and Wallgroups for Nashkel (now you can enter the graveyard). - new Searchmap and Wallgroups for Gnoll Fortress (now you can enter the lower wall ring). So my guess is that those changed .WED files allow the player to enter an area of the map that previously was not accessible. So, my question is: what happens if I install BGGO and then use Jarl's modified .WED files? What could happen? A follow-up question: if it's recommended to not use those modified .WED files with BGGO, does it mean that the Searchmap part of the code for those areas is not needed? What I am trying to ask is: is there any point for the searchmap changes in those two areas if the .WED files are not changed too? Thanks! Quote Link to comment
Weigo Posted October 8, 2023 Author Share Posted October 8, 2023 (edited) 2 hours ago, Salk said: A follow-up question: if it's recommended to not use those modified .WED files with BGGO, does it mean that the Searchmap part of the code for those areas is not needed? What I am trying to ask is: is there any point for the searchmap changes in those two areas if the .WED files are not changed too? @Salk I will have a closer look at this over the next few days. Maybe we can get a compatibility so that we can install both mods together without problems. Edited October 8, 2023 by Weigo Quote Link to comment
Salk Posted October 8, 2023 Share Posted October 8, 2023 That would be great! Thanks! Quote Link to comment
TotoR Posted October 8, 2023 Share Posted October 8, 2023 (edited) Hi Salk, 11 hours ago, Salk said: So, my question is: what happens if I install BGGO and then use Jarl's modified .WED files? What could happen? I have use both in my previous intall and I haven't seen any bugs. It was with bggoeet (previous version of bggo); if nothing as changed since, it should also work with last version. Cheers Edited October 8, 2023 by TotoR Quote Link to comment
Salk Posted October 8, 2023 Share Posted October 8, 2023 Hi TotoR! 3 hours ago, TotoR said: I have use both in my previous intall and I haven't seen any bugs. It was with bgoeet (previous version of bggo); if nothing as changed since, it should also work with last version. Cheers Thanks for the information. But perhaps the current BGGO has been adding material that makes that part not fully compatible. Weigo said he will take a look at it. Quote Link to comment
Weigo Posted October 10, 2023 Author Share Posted October 10, 2023 On 10/8/2023 at 9:56 AM, Salk said: A follow-up question: if it's recommended to not use those modified .WED files with BGGO, does it mean that the Searchmap part of the code for those areas is not needed? What I am trying to ask is: is there any point for the searchmap changes in those two areas if the .WED files are not changed too? Without a new wed with the wall polygons you don't need a new searchmap. On 10/8/2023 at 5:36 PM, TotoR said: So, my question is: what happens if I install BGGO and then use Jarl's modified .WED files? What could happen? The day map would work. With the night map you would not be able to enter a graveyard and a lower wall ring. Since the weds are overwritten. My idea would be if we make everything compatible with each other. Regardless of the order. So far I could already implement this for Baldurans Seatower, for Lure of Sirines Call, TDDz and GavinNPC. It is difficult to almost impossible to implement large wed patches. Gnoll Stronghold wed is easy, nothing changes. Only for Nashkel 28 wall polygons are added. Sequence: 1. BGGO then Jarls: easy, we just overwrite the data and copy the day wed to the night wed and change the overlay names. 2. Jarl then BGGO: Then we would have to copy the wed from jarl. I will try to program something suitable for both mods here. Cheers Quote Link to comment
TotoR Posted October 10, 2023 Share Posted October 10, 2023 (edited) Hi, 13 hours ago, Weigo said: The day map would work. With the night map you would not be able to enter a graveyard and a lower wall ring. Since the weds are overwritten. I have no issues when using both toghether in this order : bggo (last version) then jarl. Day and night map allow you to go in the lower ring and enter the graveyard. On 10/8/2023 at 10:56 AM, Salk said: A follow-up question: if it's recommended to not use those modified .WED files with BGGO, does it mean that the Searchmap part of the code for those areas is not needed? What I am trying to ask is: is there any point for the searchmap changes in those two areas if the .WED files are not changed too? 13 hours ago, Weigo said: Without a new wed with the wall polygons you don't need a new searchmap. The search map is the same for day and night maps. The issue of the WED modifications here would be pathfinder bugs and NPC going through walls at night...But, the wed changes done by Jarl are not really visible by players and maybe are not needed... For the lower ring, it only alters some wall polygons of an exiting wall... it seems that it is was not really visible. For the graveyard, the new polygons prevent you from stepping on tombs, however, I haven't been able to do so at night as the search map does not allow you to step on them... So maybe the WED modifications were also not really visible. Anyways, it seems that changes done with Jarl mod are mostly compatible... 13 hours ago, Weigo said: My idea would be if we make everything compatible with each other. Regardless of the order. I would say that BGOO should be installed really early, like just after BGT, and let other mod adapt to it but if you could do both ways, it is even better. EDIT: as .WED changes done by jarl mod are only additions that would work for Vanilla game, without the new search maps, maybe they could be integrated directly in BGGO for night and day maps without problem. Cheers, Edited October 11, 2023 by TotoR Quote Link to comment
Weigo Posted October 11, 2023 Author Share Posted October 11, 2023 8 hours ago, TotoR said: I would say that BGOO should be installed really early, like just after BGT, and let other mod adapt to it but if you could do both ways, it is even better. It's crystallizing more and more. But you never know how people install the mods We now have 2 options. a) both mods have their original wed and SR files. AP - BGGO Adventure Pack provides the two areas and BGGO then copies it and has to create a night wed from the day wed. BGGO - AP BGGO installs the original maps and Adventure Pack copies its data over it + night maps. b) BGGO takes the wed (+ manually created night wed) files and SR maps from AP AP - BGGO BGGO can overwrite everything BGGO - AP AP can take over everything from BGGO b) is the much simpler and more robust version. There I would have the code already as good as ready. What is your opinion? After Jarl gave me the OK for the graphical upgrades of the areas, I will send you another code, that setup-Graphical.tpa will be installed only if BGGO is not installed. Otherwise we will have every candle and torch 2 times in the map Cheers, Quote Link to comment
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