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ktchong

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Everything posted by ktchong

  1. This was the second time it failed to installed, and it is the only mod that has failed to install. (After the first time, I reinstalled BGEE and cleared the entire game directory.) I've been installing, uninstalling, re-arranging and re-installing mods. The problems with Endless BG happened after I had uninstalled and then tried to reinstall the mod. Install Component [More Flavor to Hero of Baldur's Gate (Includes PC's Residence Inside Palace)]? [I]nstall, or [N]ot Install or [Q]uit? i Installing [More Flavor to Hero of Baldur's Gate (Includes PC's Residence Inside Palace)] [18.1] loading 1 tra file loading 1 tra file loading 1 tra file loading 1 tra file loading 1 tra file loading 1 tra file Processing quests and journals Copying and patching 1 file ... Compiling 1 script ... Compiling 1 script ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Extending game scripts ... Extending game scripts ... Copying and patching 1 file ... Copying and patching 1 file ... Extending game scripts ... Extending game scripts ... Copying and patching 1 file ... Copying and patching 1 file ... Patching: 1 matches found in ACT03.bcs for REPLACE_TEXTUALLY: Opened(\[ANYONE\]) Extending game scripts ... Extending game scripts ... Compiling 1 dialogue file ... Compiling 1 dialogue file ... [tb#_compile_eval_buffer/c#endlessbg1/pc_palaceresidence/add_ee.d] LEXER ERROR at line 2 column 1-11 Near Text: - invalid character [-] ERROR: parsing [tb#_compile_eval_buffer/c#endlessbg1/pc_palaceresidence/add_ee.d]: Parsing.Parse_error ERROR: compiling [c#endlessbg1/pc_palaceresidence/add_ee.d]! Stopping installation because of error. Stopping installation because of error. ERROR Installing [More Flavor to Hero of Baldur's Gate (Includes PC's Residence Inside Palace)], rolling back to previous state Will uninstall 21 files for [C#ENDLESSBG1/C#ENDLESSBG1.TP2] component 1. Uninstalled 21 files for [C#ENDLESSBG1/C#ENDLESSBG1.TP2] component 1. ERROR: Parsing.Parse_error Please make a backup of the file: SETUP-C#ENDLESSBG1.DEBUG and look for support at: https://www.gibberlings3.net/forums/Using Language [English] SETUP-C#ENDLESSBG1.DEBUG
  2. I am trying to set up batch files to automate the removal and (re)installation of individual Weidu mods. (I am NOT interested in using Project Infinity, so please do not recommend it to me.) To remove a Weidu mod and all its components, (using Sword Coast Stratagems or "SCS" as the example,) here is my batch file: setup-stratagems.exe --uninstall Before the removal, I had copied all the installed SCS components from WeiDU.log. I have been trying to script a batch file to automatically reinstall all those components that were previously installed. Let say some SCS lines that were copied and saved from WeiDU.log were: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2050 // Icewind Dale-inspired tweaks to Baldur's Gate/Baldur's Gate II spells: 35.9 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2060 // Rebalancings of slightly-too-powerful spells: 35.9 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Spells increased in power: 35.9 How do I script the batch file to reinstall those three components? I tried this: setup-stratagems.exe --force-install 0 2050 & :: Icewind Dale-inspired tweaks to Baldur's Gate/Baldur's Gate II spells: 35.9 setup-stratagems.exe --force-install 0 2060 & :: Rebalancings of slightly-too-powerful spells: 35.9 setup-stratagems.exe --force-install 0 2080 & :: Spells increased in power: 35.9 (In the first line, 0 to select the English language, 2050 is the component number, and & :: is for inserting comments.) That did not work: setup-strategem.exe ran but then stopped at the language selection.
  3. ktchong

    Suggestion

    The Transitions mod has Sarevok's Sword of Chaos ("SW2H16.itm") in its object folder. Can I just take SW2H16.itm, rename it to "c#stsrvs.itm", and then use it to overwrite your c#stsrvs.itm in the ""sarevok_sword\itm" folder? Is that gonna cause a problem? The only component I want from the Transitions mod is that sword (because it is canon;) otherwise, I do not plan to install Transitions.
  4. Questions about two component — their descriptions are unclear: (A) Are Sarevok's special armor and helmet added into his inventory before his death? i.e., he equips and uses those items in the final battle. Or, (B) The armor and helmet are only for looting purpose? i.e., Sarevok does not actually use those items in the battle. He only drops them upon his death. (A) Does this component completely removes Duke Eltan from the Harbormaster's Building so he never appears there? Or, (B) Does it removes him only after Sarevok is killed? i.e., if BG1 Unfinished Business was installed, he could encountered in the Harbormaster's Building until after Sarevok is killed, then afterward he would be moved into the palace.
  5. I know the support forums for the Infinity Animations mod are at Spellhold Studios, but I am unable to post anything there. Spellhold Studios were supposed to send a validation email for my account registration. I never received the email even after I had repeatedly requested the forums to resend it. (I checked my SPAM folder; nothing.) Anyway, I tried to install Infinity Animations with BG1EE. The installation failed at the start as it tried to load "BGMain.exe". The executable for the Steam version of Baldur's Gate: Enhanced Edition is "Baldur.exe", not BGMain.exe. The debug document is attached at the end. setup-InfinityAnimations.debug
  6. ktchong

    Suggestion

    Why not make Sarevok's Sword into Sword of Chaos +2? i.e., That is the canon. Make a new, restricted version of Sword of Chaos +2 that only Sarevok could wield. The descriptions of Sword of Chaos in BG2: "The sword itself defies identification, likely forged specifically for Sarevok, to best focus the infernal energy he hoped to control..." So the sword is enchanted to be used only by Sarevok. Of course, that enchantment would fade away as "... much of its power died with him," as in the descriptions.
  7. I am backtracking to uninstall, rearrange/reorder and reinstall the three (and other) mods. It would be nice if CDTweaks have options to remove all installed components from each category. Many other WeiDU mods give users the options to "skip all components that are not yet installed" and then "remove all the installed components", so that users can more easily backtrack, uninstall, rearrange, reorder and reinstall mods... ... especially because Tweak Anthology is such a big mod with so many components. It is a hassle to have to go through every component/option one by one to remove them.
  8. These are the versions I installed (in these order): • BG1 NPC Project: v32, released on 2023-Aug-02 (also has the Bardic Reputation Adjustment component) • Tweaks and Tricks: v8.29 released on 2023-Sep-23 (also has a component for Taerom to make more ankheg armor) • Tweak Anthology: v16. Are you guys all re-using the same components, or are those components that do the same things but written by different people?
  9. These were from installing mods for BG1EE: 1. For the Bardic Reputation Adjustment component: I installed the BG1 NPC Project mod before the Tweak Anthology. I skipped (i.e., did not install) the Bardic Reputation Adjustment component in BG1 NPC Project because I planned to install the component in the Tweak Anthology later. When I got to installing the Tweak Anthology, the mod skipped the Bardic Reputation Adjustment and did not give me the option to install that component (as if BG1 NPC Project had already installed it even though I had skipped it.) 2. For the Taerom Makes Additional Ankheg Armor component: I installed the More ankheg armors by Taerom component in Tweaks and Tricks mod for BG2, (before the Tweak Anthology.) The Tweak Anthology did not detect the same/similar component from Tweaks and Tricks had already been installed, and gave me the option to install it again, which I did. I have no idea how these mod component interact internally, but I am thinking Taerom's dialogue later might duplicate the same option, i.e., the same dialogue might show the same/similar option twice (to make additional ankheg armor.)
  10. This mod does not add any much-needed flail in BG1/BG1EE. A few ability/skill mods reassign the Flail/Morning Star proficiency → Mace/Morning Star proficiency, (i.e., morning star is moved from out of the flail into mace proficiency.) The reassignment makes the Mace/Morning Star proficiency into a much more attractive proficiency. On the other hand, flail by itself become a proficiency... and BG1 really does not have enough good flail for it to be a useful or viable proficiency on its own. Most any characters should select one — and only one — weapon proficiency that delivers crushing damages, i.e., flail, hammer, mace, morning star or staff. IMO, putting proficiency points into more than one crushing-type weapon is not economical. Also, some classes and kits may not have enough proficiency points to put points into more than one crushing-type weapon. Which means, the flail proficiency is no longer a viable option BG1 due to the lack of availability. (Which is why I have always avoided and never used any mod that reassigns the Flail/Morning Star → Mace/Morning Star proficiency, e.g., the Item Revisions mod.) Anyway, my point is: I'd like to see some item or weapon mods add flails into BG1, (not BG2; as BG2 already has a couple very powerful flails to make the proficiency worthwhile.) I have been looking around for any mod that adds good flails into BG1 so I can use mods that revise proficiency categorization. Surprisingly, I really have not found any; (which is the reason why I was looking into this mod.) It seems like no one else has thought of moving morning star into the mace proficiency would seriously gimp the flail proficiency in BG1. P.S. Seriously, enough long swords already. Even without any mods, BG1 and BG2 already have too many long swords. Seriously, does Greywolf need to carry/drop TWO enchanted long sword??
  11. A couple implementation issues with the "Send BioWare NPCs to an Inn [DavidW/Zed Nocear]" component: 1. This issue is with the "paired" companions: Xzar and Montaron, Jaheira and Khalid, etc. If I removed BOTH companions in the pair, (i.e., at the "Reform Party" menu, remove one of the pair, and then remove the other one,) one of the pair would bid me farewell and immediately give me the option of sending him to an inn; (I imagine this is how the tweak is supposed to work when I remove an individual companion from the party;) however, the other one would just bid me farewell and NOT give me the option. If I removed only one of the pair at the "Reform Party" menu, the one being removed would bid me farewell and brought the other one along as he left, but he did not give me the option of sending him/her to an inn. I had to speak to him again to get the option of sending him to an inn. Also, after dismissing one of the pair from the party: if I sent one of the pair to an inn, the other one would stay at the same spot and not follow, (i.e., the pair was split up.) Of course, I can speak to the other one and send him to the same inn, or I can send him to a different inn, (which would split up the pair.) Ideally, if I sent one of the pair to an inn, the other one would just automatically follow, (as they are a pair.) 2. When I remove an individual companion from the party, the companion bids me goodbye but does not immediately gives me the options of telling her to wait there or sending him/her Friendly Arm or another Inn. I have to speak to her again to get the option of sending her to an inn. I imagine the companion is supposed to immediately give me the option of sending her to an inn as she bids me farewell. Again, I was using Tweak Anthology version 10.
  12. Discovered a bug caused by the "Send BioWare NPCs to an Inn [DavidW/Zed Nocear]" component: Normally, if Neera is removed from the party, she will say that I can find her at the Friendly Arm Inn. After she departs, she is supposed to go to the Friendly Arm Inn and wait for me there. With the "Send BioWare NPCs to an Inn [DavidW/Zed Nocear]" component installed: If Neera is removed from the party, she does NOT say anything about being at the Friendly Arm Inn before she leaves. She does not give any option of sending her to an inn; ( (I have already visited the Friendly Arm Inn and Jovial Juggler at that point.) She does NOT go to the Friendly Arm Inn as she is default to do after being dismissed from the party. She leaves, and then she is gone for good and unrecoverable. I can't find her at the Friendly Arm Inn. When that problem happened in my game, I immediately suspected the "Send BioWare NPCs to an Inn" component was causing it. So I re-ran setup-cdtweaks.exe, uninstalled only that one component, and left everything else "no change". Afterward, dismissing Neera worked properly again, (i.e., she showed up in the Friendly Arm Inn after being dismissed from the party.) I suspect that, in addition to Neera, other new NPC companions added by the Enhanced Edition — i.e., Dorn, Rasaad, and Baeloth — also have the same problem with the "Send BioWare NPCs to an Inn" component. I don't know if or how the "Send BioWare NPCs to an Inn [DavidW/Zed Nocear]" component deals with the removal of Neera from the party, because Neera has a voiced dialogue line (and text) as she is removed, which says I can find her at the Friendly Arm Inn. Notes: I was using Tweak Anthology version 10 when I had the problem. However, I read the Version History and saw that the problem was not fixed or mentioned in versions 11 and 12.
  13. The "Enforce PnP Proficiency Rules on Dual-Classed Character" component has a bug: The G3 Forums: Help identifying fighter/mage problem (2018) Specifically: I encountered this very same bug when I leveled up Imoen (Thief: L1→L6) and Montaron (Fighter/Thief: L1/1→L5/5) I also leveled up Xzar (Necromancer: L1→L5), which did not triggered the bug. So in my case, the bug seemed to be related to Imoen's and Montaron's thief levels. Immediately after Imoen/Montaron had leveled up and when I had exited the character record screen, Imoen/Montaron played a sound and displayed a line from Imoen's dialogue, "Then I guess I'll talk to you in your sleep." The sound was only played once, but one dialogue line was displayed for every thief level gained, (i.e., when Montaron gained four thief levels, the "then I guess I'll talk to you in your sleep" line appeared four times.) Imoen's voice and line were played/displayed even when I leveled up Montaron, not Imoen. In addition, the animation of a small explosion immediately appeared beside Montaron, (but NOT Imoen; so I assume the explosion was related to Montaron's fighter levels) Montaron had one explosion for for every thief he had gained. Montaron gained four fighter levels at once, so four small explosion popped up beside him. The explosion did not actually hurt anyone or do anything. It was just a visual glitch. I re-ran setup-cdtweaks.exe, uninstalled ONLY the "Enforce PnP Proficiency Rules on Dual-Classed Character" component, and left all other compoents the same. I reloaded a save game and leveled up Montaron again, and the bug was gone. So it was the the "Enforce PnP Proficiency Rules on Dual-Classed Character" component that was causing the weird glitch.
  14. Suggestion: Revert the charge behavior of Sandthief's Ring to its version in the original BG2: Baldur's Gate Wiki: Sandthief's Ring Beamdog forums: Black Pit's Sandthief's Ring (2013) Beamdog forums: Sandthief Ring in the Black Pits only has 1 charge and disappears after use (2016) Beamdog forums: The cost of the Sandthief Ring is daylight robbery! (2016) As I understand it: three different versions of Sandthief's Ring exist across different editions/games: 1. The version with only one charge. The ring cannot be recharged and disappears after use, so it is basically a one-use item — first introduced in the original BG1: TotSC, then used in the Black Pits. 2. The version with one charge per rest. The ring automatically recharges after resting and does NOT disappear when the one charge is used — introduced in the original BG2. (This IMO is the best version.) 3. The version has seven charges when bought from a store. The ring does NOT automatically recharged, and it disappears after all charges are used. It can be recharged at a ridiculously expensive price — introduced in the BG1EE main campaign Would suggest giving players to options to revert to the BG2 version (no. 2) and/or reduce its price, or just allow players to pick from the three versions of the ring. Personally I downloaded the individual fix from one of the discussion threads above, (which patch Sandthief's Ring version no. 2 into the BGEE main campaign,) but it overrides ULGOTH.STO, which may or may not had been overridden by Tweak Anthology or another mod. Please incorporate the fix in a future Tweak Anthology.
  15. So... it the BGEE + SoD problem with Imoen's boosted XP fixable?
  16. This is what I posted in the Beamdog forums: Since Beamdog has not fixed after years of patching the games, I wonder if the Tweak Anthology will be able to incorporate this fix in a future update. Also, a problem with consistency for Imoen in BG1EE and BG2EE: In BG1EE: Imoen joins Charname as a level 2 thief with these thief skills: Open Locks 25, Find Traps 48, Pick Pockets 25, Move Silently 47, Hide in Shadows 15, Detect Illusion 0, Set Traps 5 In BG2EE: Imoen — who has already dualed from thief at level 7 to mage — has these thief skills: Open Locks 95, Find Traps 95, Pick Pockets 35, Move Silently 35, Hide in Shadows 25, Detect Illusion 0, Set Traps 5 The illogical inconsistent here is Imoen's Move Silently skill: it is 47 at level 2 in BG1, but it is reduced/reverted to 35 at level 7 in BG2. The Tweak Anthology has options to adjust the stats for other companions in BG1 to make them consistent with BG2. So I would suggest also making adjustments to Imoen's thief skills in BG1 so that her skills are consistent and logical throughout BG1 and BG2. Of course, in BG1EE: if Imoen joins Charname at correctly level 1 and is given the proper XP boost, then it would be unnecessary to adjust Imoen's Move Silently or any other thief skills — because the player can just assign points to her thief skills after level 1. The original BG1, however, boosts Imoen's level, not XP, when she joins Charname at a higher level; her Move Silently and other thief skills at every higher level in the original BG1 are inconsistent with her thief skills in BG2. The Tweak Anthology should offer and option to make her thief skills consistent throughout the BG saga.
  17. Suggestions on fixing a bug with Imoen's level and XP boost when she joins Charname in BG1EE Chapter 1, and the inconsistency of her Move Silently skill in BG1 and BG1 — moved to the "Future tweak ideas" discussion.
  18. I am installing Tweaks Anthology v10 over BG1EE + SoD. The Make +x/+y Weapons Consistent component is available for install. (i.e., it should be for only BG2, BGT.)
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