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Posts posted by eyre
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Sorcerer's Place has quite a few IWD2 Mods here. Weimer made several IWD2 mods back in the day that are available here. I'd also grab the IWD2 Fixpack.
Widescreen is supported, grab the mod here. If you are using the widescreen mod I would also recommend downloading and installing the IWD2 GUI Fix.
Other mods I've used that aren't covered by the above links include:
- One Pixel Productions
- Sentrizeal's Alternate Avatar Pack
- KC's IWD2 Modpack
- Thrown Hammers
- Tweaks Anthology
There is also a Special Edition for IWD2 that I've not tried, but I may give that a go on my next playthrough. Additionally, there exists a closed beta of the Icewind Dale 2 Enhanced Edition mod that I believe is still accepting testers.
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Hi Salk,
I've noticed an issue with the usage of various protagonist-specific string tokens (<PRO_HESHE>, <PRO_HISHER>, <PRO_HIMHER>, <PRO_MANWOMAN>, ...) that the GTU utilizes in the class descriptions. The text associated with these tokens is absent in the descriptions during character generation, though it does render properly when the user views the class descriptions after a game has begun. For the sake of consistency it may be best to revert to the wording used by the originals in these cases.
EDIT: This is true for spell descriptions viewed during character generation as well.
EDIT 2: Other strings appearing in character generation are affected as well, such as @9588.
As an example I've attached images of the character generation vs. in game descriptions for the Totemic Druid, though other classes/kits are affected as well:
SpoilerCharacter generation:
In game:
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Many thanks for releasing this!
I have a question regarding a few particular text changes with respect to creature names:SpoilerThe GTU changes the names of the ogres summoned by Cythandria from "Arghh" (strrefs 20409 and 20410) and "Ughh" (strrefs 20412 and 20414) to "Arghh!" and "Ughh." Is the appended punctuation intentional? It struck me as odd since I cannot recall punctuation being used as the last character for names of any other creatures in the game.
I was curious about this and performed a search of all CRE names using NearInfinity. It appears that the GTU also appends punctuation to strrefs 21299 and 21300 used as the name for various creature definitions for Islanne as well, which I assume is not intentional. These string references are used by the following CRE resources:
D2ISL.CRE
DOPISL.CRE
DOPMAG01.CRE
DOPMGR01.CRE
ISLA.CRE
ISLANN.CRE -
Bug Report: fixpack introduces a CTD issue with Tiernon's Sundered Shield (DNTSHD1.ITM). Line 4212 of setup-iwdfixpack.tp2 specifies an invalid modifier type for parameter2 of the CLONE_EFFECT function call:
LPF CLONE_EFFECT INT_VAR match_opcode = 88 opcode = 89 parameter2 = 13 END // add missile damage reduction
Changing the parameter2 argument to 0 solves the issue (and also matches modifier type for the opcode 89 effect present in the upgraded version of the shield DNTSHD2.ITM).
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I'm using that component in my current BGT game. I'm still in the BG portion, but it seems to be working just fine, and I've not noticed any compatibility issues with my current set of installed mods.
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There seems to be a couple of issues related to Edwin's amulet with respect to the Removable NPC Items component installed on BGT, as tested after recruiting level 1 Edwin in Nashkel:
- In the inventory screen, it appears that Edwin should not be able to use the amulet; it has a light red background surrounding the icon. The amulet is indeed droppable, but cannot be re-equipped, apparently due to his insufficient wisdom.
- This component appears to modify the amulet such that it grants 2 additional spell slots during the BG phase of the game. When this component is uninstalled, his amulet (BGMISC89.itm) grants only 1 additional spell slot, which is arguably more appropriate for the BG portion of the game.
Weidu.log for completeness:
Spoiler// 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]
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: v28
~TOBEX/TOBEX.TP2~ #0 #101 // Apply Concentration Check On Damage [WIP]: v28
~TOBEX/TOBEX.TP2~ #0 #102 // Awaken On Damage: v28
~TOBEX/TOBEX.TP2~ #0 #103 // Blindness As Spell Description: v28
~TOBEX/TOBEX.TP2~ #0 #104 // Disable Stoneskin Grey Colour [C]: v28
~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: v28
~TOBEX/TOBEX.TP2~ #0 #106 // Use Caster Level On Mirror Image [C]: v28
~TOBEX/TOBEX.TP2~ #0 #107 // Allow All Races to Dual Class: v28
~TOBEX/TOBEX.TP2~ #0 #109 // Disable Experience Boost: v28
~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: v28
~TOBEX/TOBEX.TP2~ #0 #112 // Level One Proficiency Restrictions: v28
~TOBEX/TOBEX.TP2~ #0 #113 // Remain Hidden On Pickpocket Success [C]: v28
~TOBEX/TOBEX.TP2~ #0 #115 // Dialogue Greeting Subtitles: v28
~TOBEX/TOBEX.TP2~ #0 #116 // Enable Animation Attack Sounds: v28
~TOBEX/TOBEX.TP2~ #0 #117 // Universal Four Inventory Weapon Slots: v28
~TOBEX/TOBEX.TP2~ #0 #118 // Subtitles For Standard Soundsets: v28
~TOBEX/TOBEX.TP2~ #0 #119 // Remove all race-class restrictions: v28
~TOBEX/TOBEX.TP2~ #0 #120 // Drop Inventory on Disintegrate: v28
~TOBEX/TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: v28
~TOBEX/TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: v28
~TOBEX/TOBEX.TP2~ #0 #123 // Enable Auto-Pause On All Screens: v28
~TOBEX/TOBEX.TP2~ #0 #124 // Make All Attack Animations Genuine Attacks: v28
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1001 // BG2 Fixpack - Game Text Update -> GTU Classic (from Baldurdash, by Kevin Dorner): v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #115 // Paws from Shapeshifting Can Not Be Dispelled: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #116 // Remove Thieving Start Bonuses from Bard and Ranger Skills: v13
~BGT/BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: v1.21
~BGT/BGT.TP2~ #0 #3 // Baldur's Gate Trilogy - Music -> Full Baldur's Gate/Shadows of Amn/Throne of Bhaal Music (WARNING: patches BGMain.exe): v1.21
~TXTMUSIC/TXTMUSIC.TP2~ #0 #0 // Restored Textscreen Music for BG1TuTu, EasyTutu, and BGT-WeiDU: 9 (22 Mar 13)
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4180 // Removable NPC Items: v15 -
On 3/18/2022 at 10:15 AM, temnix said:
did the other party members get kicked out when you teleported? Did you lose the equipment? Did you get an XP bump?
The party remained intact; in fact I ended up with two Imoens in the party. Equipment was lost. No XP bump occurred.
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I just tested this on my BGT game. The party arrives at the NW corner of the area, at which point the cutscene begins, although Charname is not in the cage. After Irenicus finishes his monologue, Imoen appears and goes off in search of Charname in order to attempt initiate her dialogue. Presumably Imoen's path to Charname is blocked since dialogue is never initiated, and the game just hangs in the cutscene.
If one is quick, the game can be paused just before the cutscene begins and Ctrl-J can be used to jump the party into room where Irenicus initially appears, after which the game behaves normally, the chapter is set to 1, etc.
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Done. The fixed .D files are in the attached zip archive. Tested in BGEE v2.6.
SpoilerAs you surmised, the fix was easy. I simply added a GivePartyAllEquipment() call after the TakeCreatureItems(LastSummonerOf,BACKPACK) TakeCreatureItems(LastSummonerOf,QUICKITEMS) instances in the .D files. Works perfectly now.
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I've been play-testing this mod on BGEE (both 2.5 and 2.6 versions), and for the most part it functions as advertised. I would like to provide feedback regarding a couple of issues I have encountered thus far. It should be noted that this is the only mod I have installed on both of the above test setups.
- For the hypnosis spell, none of the options for which a hypnotized subject should relinquish backpack and quickslot items are working; the items are removed from the subject, but do not materialize in the hypnotist's inventory, and apparently vanish from the game world. However, there is a workaround; I copied the modified .dlg files intended for the classic BG2 engine (from the 'Compile - Not EEs' folder) and overwrote the corresponding files intended for the EE install (the Compile - EEs folder), which at least results in said options being functional, though the party gains the subject's entire inventory instead of just the backpack/quickslot items.
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Minor typos:
Spoiler
The word 'pumice' appears as 'pumpice' on three occasions in the description of the pumice-sponge:
As far as general feedback is concerned, I find that this mod opens up a new set of role playing possibilities, which I appreciate. Thank you @temnix for creating it and sharing it with the community.
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Just for fun, I commented out the BCS processing at the end of the .tp2 that was causing the install error and re-ran the installer. This time, the mod installed successfully, but with warnings. Taking a closer look using NI it is apparent that one of the DLGs is broken.
SpoilerThis is due to a missing closing parenthesis in the REPLACE_TEXTUALLY call in line 388 of the .tp2 file. The following line:
REPLACE_TEXTUALLY "ActionOverride(\(.*\),GiveItem(\(.*\),\(.*\))" %ActionOverride(\1,DestroyItem(\2)) ActionOverride(\1,GiveItemCreate(\2,\3,0,0,0)%
should be changed to this:
REPLACE_TEXTUALLY "ActionOverride(\(.*\),GiveItem(\(.*\),\(.*\)))" %ActionOverride(\1,DestroyItem(\2)) ActionOverride(\1,GiveItemCreate(\2,\3,0,0,0)%
After making this change, the mod installs without warnings, and the dialog file looks to be in order:
Spoiler -
@temnixI'm attempting to install this mod on a BGT game, but there is an error during the .BCS processing at the very end.
Debug file snippet:
Spoiler...
[./override/AR0800.BCS] loaded, 8915 bytes
[./override/AR0800.BCS] loaded, 8915 bytes
Copying and patching 1 file ...
[./override/AR0800.BCS] loaded, 8915 bytes
ERROR: error loading [+BCS.BCS]
ERROR: [AR0800.BCS] -> [override] Patching Failed (COPY) (Unix.Unix_error(20, "stat", "+BCS.BCS"))
Stopping installation because of error.
ERROR: [AR0800.BCS] -> [override/AR0800.BCS] Patching Failed (COPY) (Unix.Unix_error(20, "stat", "+BCS.BCS"))
Stopping installation because of error.ERROR Installing [Privet Property], rolling back to previous state
Unable to Unlink [Privet Property/backup/0/OTHER.0]: Unix.Unix_error(1, "unlink", "Privet Property/backup/0/OTHER.0")
[Privet Property/backup/0/UNSETSTR.0] SET_STRING uninstall info not found
Will uninstall 4390 files for [PRIVET PROPERTY/PRIVET PROPERTY.TP2] component 0....
Looks like a file named '+BCS.BCS' is missing. Any ideas?
My weidu.log, just in case it happens to be useful:
Spoiler// 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]
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: v28
~TOBEX/TOBEX.TP2~ #0 #101 // Apply Concentration Check On Damage [WIP]: v28
~TOBEX/TOBEX.TP2~ #0 #102 // Awaken On Damage: v28
~TOBEX/TOBEX.TP2~ #0 #104 // Disable Stoneskin Grey Colour [C]: v28
~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: v28
~TOBEX/TOBEX.TP2~ #0 #106 // Use Caster Level On Mirror Image [C]: v28
~TOBEX/TOBEX.TP2~ #0 #107 // Allow All Races to Dual Class: v28
~TOBEX/TOBEX.TP2~ #0 #109 // Disable Experience Boost: v28
~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: v28
~TOBEX/TOBEX.TP2~ #0 #112 // Level One Proficiency Restrictions: v28
~TOBEX/TOBEX.TP2~ #0 #113 // Remain Hidden On Pickpocket Success [C]: v28
~TOBEX/TOBEX.TP2~ #0 #115 // Dialogue Greeting Subtitles: v28
~TOBEX/TOBEX.TP2~ #0 #116 // Enable Animation Attack Sounds: v28
~TOBEX/TOBEX.TP2~ #0 #118 // Subtitles For Standard Soundsets: v28
~TOBEX/TOBEX.TP2~ #0 #119 // Remove all race-class restrictions: v28
~TOBEX/TOBEX.TP2~ #0 #120 // Drop Inventory on Disintegrate: v28
~TOBEX/TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: v28
~TOBEX/TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: v28
~TOBEX/TOBEX.TP2~ #0 #123 // Enable Auto-Pause On All Screens: v28
~TOBEX/TOBEX.TP2~ #0 #124 // Make All Attack Animations Genuine Attacks: v28
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1001 // BG2 Fixpack - Game Text Update -> GTU Classic (from Baldurdash, by Kevin Dorner): v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #115 // Paws from Shapeshifting Can Not Be Dispelled: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #116 // Remove Thieving Start Bonuses from Bard and Ranger Skills: v13
~BGT/BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: v1.21-master-07caba2
~BGT/BGT.TP2~ #0 #3 // Baldur's Gate Trilogy - Music -> Full Baldur's Gate/Shadows of Amn/Throne of Bhaal Music (WARNING: patches BGMain.exe): v1.21-master-07caba2
~BGGOEET/BGGOEET.TP2~ #0 #1 // Baldur's Gate Graphics Overhaul for EET -> No Purple Patches: v2.0 beta
~1PP/1PP.TP2~ #0 #101 // 1ppv4: Core paperdolls (main component): v4.2.0
~1PP/1PP.TP2~ #0 #103 // 1ppv4: Extended palette entries -> Full install (recommended): v4.2.0
~SOME INDIVIDUALS/SOME INDIVIDUALS.TP2~ #0 #2 // Some Individuals: 1.0
~SOME INDIVIDUALS/SOME INDIVIDUALS.TP2~ #0 #0 // Hail Chestnut Supremacism for the North!: 1.0
~SOME INDIVIDUALS/SOME INDIVIDUALS.TP2~ #0 #1 // Viva Swarthy Supremacism for the South!: 1.0
~PRIVET PROPERTY/PRIVET PROPERTY.TP2~ #0 #0 // Privet Property: 1.0 -
@temnix, thanks for creating this fantastic mod. It adds a bit of flavor that was missing from these games.
Since you gave permission earlier in this thread, I decided to look into the issue with the hostile bandits that appear when infiltrating the bandit camp. I also encountered a similar issue with Raiken's bandit group in Peldvale. As you suspected, it was an issue with different CRE files being used by the game in these instances, and I was able to make some minor additions to the mod such that the bandits in these areas function as expected. I tested these additions in both BGEE (version 1.3) and BGT. As a side benefit, while testing in BGT I encountered a couple of crash issues related to other changes made by this mod, and was able to address those as well. The changes I made to ensure compatibility with the original BG2 engine are not applied when installing this mod to an EE game. I have not tested this mod exhaustively in BGT, but I suspect that it is, by and large, compatible with the original BG2 engine provided that the 1PP mod is also installed.
I have attached a zip archive containing the fixes to this post. Anyone wishing to apply these fixes should extract this archive to the directory where the Some Individuals mod folder is located, being sure to overwrite files (only the .tp2 file is actually overwritten). For those interested, I have also included a readme file in the archive that explains the changes I made.
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Bug report: a party is unable to rest in the Vale of Shadows. Uninstalling the first component of the v7 fixpack results in the party being able to rest in the Vale of Shadows as expected.
Edit: Ditto for Kuldahar Pass.
Edit 2: This appears to be related to the fixpack removal of the dungeon flag from several areas. I re-added the dungeon flag to Kuldahar pass using NI, and was subsequently able to rest.
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Bug report: the updated vocalize description is erroneously applied to the strref for the shield spell.
In game screenshot:
SpoilerWeiDU log:
Spoiler// 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]
~IWDFIXPACK/SETUP-IWDFIXPACK.TP2~ #0 #0 // Assorted Fixes: v7For the record I'm playing the GoG version of oIWD.
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First of all, thanks for this mod. I ran into an issue with v4.12.6 when attempting to install the Quickstride component on my BGT game. Seems that a couple of string translation references need updating for the portion of the component that is installed for the classic engine. I've fixed it locally, just posting here so that anyone else still playing classic versions of these games might also benefit.
Spoiler...
Copying and patching 1 file ...
[might_and_guile/misc/d5_stri2.spl] loaded, 298 bytes
ERROR: No translation provided for @2210
ERROR: [might_and_guile/misc/d5_stri2.spl] -> [override/d5_stri2.spl] Patching Failed (COPY) (Not_found)
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.ERROR Installing [Revised Movement Bonuses (Quickstride)], rolling back to previous state
Unable to Unlink [might_and_guile/backup/245/OTHER.245]: Unix.Unix_error(1, "unlink", "might_and_guile/backup/245/OTHER.245")
[might_and_guile/backup/245/UNSETSTR.245] SET_STRING uninstall info not found
Will uninstall 2 files for [MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2] component 245.
Uninstalled 2 files for [MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2] component 245.
Unable to Unlink [might_and_guile/backup/245/READLN.245]: Unix.Unix_error(20, "unlink", "might_and_guile/backup/245/READLN.245")
Unable to Unlink [might_and_guile/backup/245/READLN.245.TEXT]: Unix.Unix_error(20, "unlink", "might_and_guile/backup/245/READLN.245.TEXT")...
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I read "on top of" as after TB#Tweaks, not before, so that's how I installed it.
Since you already posted the vanilla WSPATCK 2DA, for completeness I'll post one with bart_tweaks' Alternative Weapon Mastery installed. I also attached the file if you find the word wrap in the spoiler tag eye-straining.
Spoiler2DA V1.0
0
LEVEL1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
2 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1
3 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
5 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -
Another alternative that might be of interest to you is the Alternative Weapons Mastery component of Bart_Tweaks. It isn't exactly what you asked for in your OP, but you may find it interesting.
https://github.com/BartyMae/Bart_Tweaks#alternative-weapon-mastery
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Excellent! Thank you once again.
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Ok, I found the old install and have attached AR2401.bcs. Additionally, I ran a change-log on AR2401.bcs and attached a zip of the output, as well as my Weidu.log from that install attempt.
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Splitting the subrace content into another component sounds ideal, it would be awesome if you could do that. I'm only halfway through my install, so not a big deal for me to start over.
I backed up the previous install attempt where I was getting the warning, and I'm pretty sure I haven't deleted it yet . If it is still around I'll upload the ar2401.bcs in case you are still interested in investigating.
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I'm reinstalling BGT now, and it would seem that moving the Solaufein mod earlier in the order allows it to complete without the warning I was seeing when installing it late. I installed Eilistraee's Song, then FinnJO's subrace, then Solaufein. Hopefully moving the subrace mod to this relatively early point in the install process won't be an issue. Thanks again.
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I'm using Eilistraee's Song version 6.8.
I would have preferred to install Solaufein earlier. I followed the BiG World Project v19 install order for the most part, with Solaufein being the glaring exception. FinnJO is recommended to be installed quite late in the process, but I wanted to capture the crossmod content, so I decided to try installing Solaufein afterward. I can experiment by installing FinnJO just before the point where BWPv19 recommends installing Solaufein to see if that prevents the warning from appearing.
Thanks for taking time to look into this, it is much appreciated.
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Thank you for the update. The crossmod content with FinnJO's subrace now installs without issues on my BGT game. I also have Eilistraee's Song installed, and noticed a warning when crossmod content for it was being processed. Is this anything to be concerned about?
WARNING: could not find \(!Exists("C#Solaufein")[ ]*!InParty("C#Solaufein")\) in AR2401.BCS
Here's the full context of the Eilistraee's Song portion from the debug file:
SpoilerEilistraee's Song mod detected. Installing crossmod content...
Copying and patching 1 file ...
[./override/AR2401.BCS] loaded, 2245 bytesWARNING: could not find \(!Exists("C#Solaufein")[
]*!InParty("C#Solaufein")\) in AR2401.BCS
[C#Solaufein\Translations\autotra/english\c#solatra.tra] has 1996 translation strings
[./override/c#solau.dlg] loaded, 12213 bytes
[C#Solaufein\Translations\autotra/english\c#solatra.tra] has 1996 translation strings
[./override/c#solau.dlg] loaded, 12213 bytes
Compiling 1 dialogue file ...
[C#Solaufein\Translations\autotra/english/eilistraeessong_compatibility.TRA] has 24 translation strings
[C#Solaufein/crossmod/eilistraeessong_compatibility.d] loaded, 5021 bytes
[./override/STATE.IDS] loaded, 2079 bytes
Processing 1 dialogues/scripts ...
[./override/C#SOLAU.DLG] loaded, 12213 bytes
[C#SOLAU.DLG] loaded
[./override/ESXBIO.DLG] loaded, 2825 bytes
[ESXBIO.DLG] loaded
[./override/ESXMH.DLG] loaded, 3745 bytes
[ESXMH.DLG] loaded
[./override/C#SOLAUJ.DLG] loaded, 127425 bytes
[C#SOLAUJ.DLG] loaded
[./override/ESXYOEA.DLG] loaded, 5838 bytes
[ESXYOEA.DLG] loaded
[C#SOLAUJ.DLG] saved 767 states, 1590 trans, 46 strig, 412 ttrig, 286 actions
[C#SOLAU.DLG] saved 78 states, 156 trans, 6 strig, 49 ttrig, 17 actions
[ESXMH.DLG] saved 38 states, 65 trans, 6 strig, 10 ttrig, 9 actions
override/ESXMH.dlg copied to C#Solaufein\backup/0/ESXMH.dlg, 3745 bytes
[ESXYOEA.DLG] saved 84 states, 178 trans, 8 strig, 30 ttrig, 43 actions
override/ESXYOEA.dlg copied to C#Solaufein\backup/0/ESXYOEA.dlg, 5838 bytes
[ESXBIO.DLG] saved 45 states, 62 trans, 2 strig, 1 ttrig, 0 actions
override/ESXBIO.dlg copied to C#Solaufein\backup/0/ESXBIO.dlg, 2825 bytes
Extending game scripts ...
[C#Solaufein\crossmod\Eilistraeessong_c#solau.baf] loaded, 759 bytes
[./override/EA.IDS] loaded, 238 bytes
[./override/C#SOLAU.BCS] loaded, 101506 bytes
Extended script [C#SOLAU.bcs] with [C#Solaufein\crossmod\Eilistraeessong_c#solau.baf]
Extending game scripts ...
[C#Solaufein\crossmod\eilistraeessong_ar2401.baf] loaded, 517 bytes
[./override/AR2401.BCS] loaded, 2245 bytes
Extended script [AR2401.bcs] with [C#Solaufein\crossmod\eilistraeessong_ar2401.baf]Full debug file is attached in case it is of use.
What is order of operations for BGT setup with a handful of other mods? All mods after? Some before? If so, which ones? TX
in General Mod Discussion
Posted
The Big World Project likely has the information you are looking for.