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Roxanne

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Everything posted by Roxanne

  1. I have looked at those warnings meanwhile. It appears to me that they are harmless - just probably irritating to the user, They appear for patches inside of EET that can no longer be applied, my assumption is that the issues that EET tries to patch are already corrected in the new BGEE version. However, this needs to be confirmed by someone who can look at the respective new files from 2,5. It should not impact gameplay, but all EET users getting an *Installed with warning* is not a solution for long.
  2. Genius. Do you have by any chance those warnings logged? Another question Would not EET fail with the message that the "EET preparation: Fix ARE actor offsets" mode is unknown when it checks the list of mods to be imported from BGEE? Unless you delete this entry from Weidu.log.
  3. Genius. Do you have by any chance those warnings logged?
  4. This implies that whatever they did to the are was a valid change and not a mistake. this is not something that just appears if you tweak some existing are-file unless you screw something up. Before everyone panics and hastily tries to implement solutions on their end, why not wait until the source may be fixed. We are talking about some beta version out for testing vs a community using their stuff that works.
  5. If you already beforehand which mods are just *candidates* you can leave them out of the tool selection and install them after the automation has finished. Unless those are NPC or quest mods requiring EET_end this will work. You cannot change anything that is installed in the BGEE part prior EET. For anything else there may or may not be a solution - this is not a question of using a tool to install or doing it manually, it is dictated by the way WEIDU is working. All mod installations depend on that. The method to change a running installation depends on what you want to change - there is not a global answer to this. In addition, some changes require starting a new game , some do not. This is depending on which files/data structures are affected by the change and especially HOW they are stored in the saved games. Long story short. It depends on the individual case.
  6. You can try to verify with change-log on ar2200.are in BGEE (Cloackwood First area I think) if there is any mod that changes the file. I know of no EET-compatible mod that touches this are-file prior to EET, but then I do not know everything. If that leads to no result, the only remaining source for this error that never was reported until the last 2.5beta came out would in deed be that new build. Whatever bean dogs do in the wood....?
  7. This in a way applies to all the fixes. The ToB chapter change one comes directly out of the Sandrah mod where I discovered the problem and then I added it to to Amber when a similar problem appeared with testing her. Some time later, jastey discovered the same problem with one of her mods, so she added something in her mod. So the idea was that it may happen also on other occasions and it would be a nice idea to make this a global patch instead of needing it done in every mod that uses chapter references in ToB. And if some modder is unaware of it, then there may be a failure in his mod... Same for the Black Pit one. I found it while developing the Black Pit access from BG1 mini-quest and repaired it there. Later I found a similar report from someone playing the standalone campaign in EET and it worked after he used my fix. Again I thought it would be a good idea to share it. I know of four mods that make references in one way or other to Mae'Var as having delivered the protagonist to Irenicus. Those mods may add the reference to the transition scene to achieve continuity. Again the idea was rather to share it than to do it in four (or even more) places. You have convinced me that such a central effort is not needed. All the issues can be solved by those who think they need it. As there are no issues left afterwards, the fixpack idea can be trashed. I will close this topic.
  8. I would agree to you if we talk about vanilla content. But we talk here specifically about EET, i.e. a mod in itself. To be even more precise, we talk about bd6100.bcs. as used by EET. The creatures in the cutscene are clearly identified as "Shadow Thief" BDfinal1....5.cre and one of them is the one referred to as Mae'Var And I am saying that the EET transition owes to BGT in many ways, as it was that scene in ARAM000.bcs that introduced the concept of the final transition party that makes it into Irenicus Dungeon regard less of who was in your final party while you still had active control of the game yourself. This is more than just a *visualisation of the movie*. For me this stands as an influential factor of how players have perceived the game for a long time The impact is so strong that the new official version of the game picked it up and reunites you with that transition party. It is a development that has gone beyond the classic game and it is also some credit the developers pay to the modders who kept the game alive for so long. It should not be watered down now but honored.
  9. The only one to answer this would be K4thos. As the readme for EET explains, he tried to restore as much as possible from the originally planned transition scene for SoD which by itself was based on the BGT transition. At which step which line was lost or revised only those involved would know since these files are not somewhere in the game vaults, we cannot unearth them in UB fashion. I treated it as a fix, because it is something that was there before but now is missing - so different from the things that were never released.
  10. The shadow thieves under Aran and Renal are at war with Irenicus and Bodhi - not those of Mae'Var who decided to play his own game while his masters are in trouble.Did you notice that Bodhi and her vampires (former shadow thieves from Aran) only attack that guild but not Mae'Var's (and later yours if you take over the guild).? Iamgine the scene: Mae'Var makes a deal with a hooded man, *Get me those six people you find in the clearing west of Baldur's Gate. Deliver them to Athkatla within a day. Here's 4000GP. Another 6000GP when I have my prey.". No names given, no questions asked, like in a Gangster movie. They nauseate you with some spells in the dark, they put you into large sacks and carry you to Amn. You are nothing but cargo, your identity and why Irenicus wants you are of no interest. Nobody takes a portrait with his mobile phone and posts it on the Shadow Thieves' website. Most likely Mae'Var never saw your face.He appears on the scene to co-ordinate the operation after his men already captured you. But even if he saw you, why should he care when you turn up in Amn. You were capable of escaping that mage, fine. Why bother. It the mage wants you back he needs to pay a second time. As long as YOU do not confront Mae'Var with the fact that you may know, why should he tell you. He has no personal issues with you, and his deal with Irenicus is history, he has no obligation to bring you back to him. Saemon does not have Shadow Thieves in his service. He is far too clever to interfere with Renal&Co. The only other potential thieves are those from Baldur's Gate, but unlikely they are still capable to act after the events in their town, and more unlikely that they would bring you to Amn. And Irenicus by that time is located in Athkatla, so he would hire the locals. So it is a logical choice. But what is more important is the fact that a whole generation of players who used BGT are aware of that version. Bringing in some new name makes little sense.
  11. I have used one of my own mods under test (Tamoko in BG1+SoD) to see how such a mod works in the revised context. - colour marking - attention text - requires individual selection by user to be included. It is up to any modder to decide for such a treatment or wait for other test results. There is argument for both decisions, one may get more players testing it but may lead to a negative perception by others.
  12. I found that too. It is from 2014? It is for the older version. The download has a comprehensive readme, that is sufficient for all the information needed to configure the mod in the setup tool.
  13. It looks like it is now available in English as well, formerly it was German only. I will take a look at it and include it. Do you by any chance have a link to some forum about the mod, currently there is a lot of re-building Kerzenburg. I only found German pages for the older versions, the one to be used would be beta3, which is linked in your post. It may be best to wait until jastey makes some official announcement about the new version, she usually does when she thinks her mods are ready for public use. It has some crossmod dependencies that need to be confirmed, this appears ti be just a matter of install sequence. Plus one component is EET only (Silver dagger).
  14. Compilations are in the folder BWS_EE/Compilations that you download with the setup tool. How to load one is described in picture 5 here http://gibberlings3.net/forums/index.php?showtopic=29337&do=findComment&comment=259940. A brief description of what each one contains is here http://gibberlings3.net/forums/index.php?showtopic=29337&do=findComment&comment=259941. At this early stage there are just a few examples I made myself. The idea is that players who have successfully finished a game may want to share their experience and setup with others, so that this base can grow, In the topic above I made a description of how you can contribute your compilation if you want. Comilations are just stored as ini files so just a couple of KB each, they come with the download of the tool or you can grab new ones with the update feature.
  15. It was interesting for me as well when I did that research for the fix. Until I started searching for the original line to restore it and not finding it in EE, I was thinking it was original game stuff, it just fit in perfectly. I had to unearth the old game with BGT install (only version I still have since I lost the CDs) to finally find it. When the only source appeared to be ARAM000.bcs, i.e. the big BGT transition script, it finally dawned on me. I was still considering whether a line introduced by a mod would justify that status, but my argument is that the EE game itself (or its SoD team) made this reference by adopting the BGT ambush scene.
  16. Mae'Var Short answer "From BGT" If you never played classic game this way, then you may need the long answer:
  17. Drake In principle, yes. This was a special case because the mod appears in part1 of the EET Compatibility list,i.e. it is a mod without native EET compatibility installed in BGEE and imported and made compliant by EET itself. Anyway, I re-checked the mod download and current version now includes the missing code. It is removed. Thanks for the reminder.
  18. Moving the archive to the new location or pointing the tool from the menu where you set all your directories will both work. Note however that (just like with original BWS) some mods will be always downloaded if the github-master is used, since for those mods the current version cannot be confirmed. This is a nblessing or a curse - how you want to see it - because those are mods that fix issues more frequently and quicker than others on the cost of being very dynamic.
  19. I know in the past you've said you have a personal collection of fixes that you didn't include in BWFixpack for various reasons. It sounds like you're deprecating fixes only needed for the Classic Games. Is there any chance you'll be able to include some of those fixes for EE games that have otherwise only been in your personal collection? Where still applicable this has been done. I am still reviewing some remaining mods that I have not used for a long time myself. In any case, I will not publish upgrade-patches for mods for which the owner has decided not to release them for EE or EET.
  20. Not needed Current fixes: Not needed - can be done my mods that use it
  21. Most likely you refer to some project about *Balduran's Sea Tower*? For many years, every six months or so you see some discussion about it, so no telling how alive or dead that idea is. PS - In EET I added my small Corwin mod, that lets her appear prior to SoD and she can join you after you met Scar on the bridge. She adds some content to BG City in later chapters concerning Iron Throne vs Flaming Fist and the internal struggle in the Fist when Angelo takes over and other related stuff like savin Eltan and gathering those not being blinded by Sarevok/Angelo. Also one of the large episode mods (BG1RE or BG1UB, not sure which) has recently added more events to the City chapters of BG1.
  22. So is BWS not functioning well enough to handle an EET install right now? Well thanks to everyone who has worked hard to keep this tool alive. I know that without BWS and this new version, gamers like me wouldn't get the opportunity to play many of the Mega Mods, and other mod combinations that are out there because a manual Weidu install just appears like a massively daunting task otherwise. BWS today will probably handle an EET install well enough, depending on your choice of mods. Last time I visited it, it did. Not that much has changed within a week. Like I tried to point out - I was not waiting with the alternative until it would be too late. In addition Alien has introduced a couple of changes made for the new tool back into BWS to fresh it up, technically.
  23. This is a valid summary. At this moment, the difference to BWS is marginal because they shared the same base until a few days ago. I bailed out with this tool at the very last minute before the EE part of BWS went down the same way the classic part already did. Understand this as an attempt to rescue what was still usable in late BWS. The possibility to enhance very much in the tool is limited by the software that was used to develop it. The only real way ahead was changes in concept of use and how this could be accomplished by the existing GUI menus and options. You cannot really go deeper into the core of the coding without breaking it. We tried but had to revert much of it again. This is not the future. It is just an attempt to preserve what still works and can be helpful for players. This is done in the absence of any alternative in the near future. The only other thing would have been a *do nothing*. BWS did not deserve that. (Who knows, maybe some hero now appears to save BWS, would that not be great?)
  24. Most changes are conceptual since changing the old code is only possible in a limited way, although with Alien's help we cleaned a few things. Here are a few examples Free selection instead of pre-selection - while valid for classic games this is not adequate for the quick changing EE_Scene. Offering *Recommended* or other selections is very biased and personal and also unfair to users as it gives them a false impression of what to expect. Instead: Compilations - based on user's experience and preferences. You can select one and get all the included mods in one click (you can still fine tune them if you miss one or other mod). However, default mode is free selection with a minor aid for mods with a large number of components and choices - here you get a one-click option to activate a pre-setting. Simplified conflict/dependency handling - it should be more visible that conflicts are warnings but not stoppers, It is easier to acknowledge and ignore them if you know what they are about. Maintenance only needs to take EE into account - This is not visible for the user to a large extend but big difference for maintainers. In old BWS we could have a mod dependency e.g. on 1pp or Tobex and it did not exist for EE for the same mod. Some components worked only for some games. If a mod was updated, those often changed but were not notified to BWS, so many conflicts and dependencies appeared for the wrong game. EE users got warnings only valid for classic etc. Fixpack dependencies are simplified. BWS used BWFixpack, a monster serving different game types with often overlapping mods. Some patch applied for EE but not classic or vice versa. Also BWFixpack was meant to serve both BWS and manual installs or BWP. A nightmare. BWSEE used its own base independent of all those considerations and with less than 10 percent of old heritage.
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