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Roxanne

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Posts posted by Roxanne

  1. I do not think I saw any errors during his installation.

    But I was not in front of all the time. In any case, I did not have any interruption of BWS.

    You will find everything that happened during SCS installation in

    Setup-stratagems.debug

    which is in your bg2ee folder.

    You can open it with any text editor and do a search for *warning" or *error* or *DW#2TMG8*.

  2. Hi everybody.

     

    Hi Isaya ...

     

    I just spent more than 24 hours installing Baldu's Gate Enhanced Edition with "Big World Setup".

    I'm at the end.

     

    When the BWS installs the "Setup-EET_End.exe", at the end, it makes a mistake:

     

     

    Patching BDINTRO.BCS: BDSKIEJ => SKIEJ - dlg

     

    Patching BDINTRO.BCS: BDTIAXJ => TIAXJ - dlg

     

    Patching BDINTRO.BCS: BDXANJ => XANJ - dlg

     

    Patching BDINTRO.BCS: BDXZARJ => XZARJ - dlg

     

    Patching BDINTRO.BCS: BDYESLIJ => YESLIJ - dlg

     

    Patching CUTDN2A.BCS: DORNJ_ => DORNJ - dlg

    ERROR: error loading [./override/DW#2TMG8.BCS]

     

    ERROR locating resource for 'COPY'

    Resource [DW#2TMG8.BCS] not found in KEY file:

    [./chitin.key]

    Stopping installation because of error.

     

    ERROR Installing [EET end - last mod in install order], rolling back to previous state

    Will uninstall 1194 files for [EET_END.TP2] component 0.

    Uninstalled 1194 files for [EET_END.TP2] component 0.

    ERROR: Failure("resource [DW#2TMG8.BCS] not found for 'COPY'")

    PLEASE email the file SETUP-EET_END.DEBUG to K4thos (swit)

    Automatically Skipping [EET end - last mod in install order] because of error.

    Using Language [English]

     

    NOT INSTALLED DUE TO ERRORS EET end - last mod in install order

     

    D:\Bracwoody\Baldurs Gate II Enhanced Edition>

    ERROR: error loading [./override/DW#2TMG8.BCS]

    ERROR: Failure("resource [DW#2TMG8.BCS] not found for 'COPY'")

    Enhanced Edition Trilogy End (Enhanced Edition Trilogy End) was not installed due to errors.

     

    Without this component the installation cannot be continued.

     

    You can try to repair the problem and install the component again afterwards. In this case please select "retry" after the repair.

     

    If you don't want to spend time on that now, you can also exit the program.

    Enter [r]etry or [e]xit.

    I do not want to all reinstall.

     

    Please help me !!!!!

     

    I'm waiting to answer the BWS...

    Here is the file to be extracted into BG2EE/override folder

    DW#2TMG8.zip

    Did you maybe encounter errors while installing SCS mod?

  3. Enteri's Dagger, ENTERISD, does not seem to do its poison damage, as a result of the entries in # dice thrown and dice size. I have no idea why, but removing those entries caused the poison damage to be dealt again.

     

     

    On a related note, do you know how the amount poison per damage effect is supposed to work anyways? When I tried it with Enteri's Dagger, it dealt 2 x 19 poison damage, instead of 2 x 10 as I'd expect. But then I checked other (mod) weapons with poison damage per second and saw the same effect of damage being applied almost twice more often than specified. I'm unsure if modders are just using the code incorrectly or something about EE changed how it worked.

    The item has not been changed from the original design as it was in the mod. Does EE change the way Poison(25) works?

     

    We (group of modders) are currently creating a new RoTerror version that is supposed to work for EE and classic game, so your input will be taken into account and also item descriptions are overhauled.

     

    Can you give us the details of what exactly you changed in the settings?

     

    PS - did you run change-log on Enterisd.itm to see if any mod had affected it?

  4. I have mentioned this to the mod itself(Ascalon Breager) but wonder if any have come across this area and know of a fix or why it might display this way? ACCEM3.are has the lines running across it but the other 2 areas before hand do not. It's not game breaking but wonder if anyone else have come across this?

    You can easily fix the issue locally if you have Near Infinity. Just go to the respective TIS file of the area and *Export* > PVRZ-based TIS. This will result in a new TIS file and some corresponding PVRZ files. Put them all into override and you are done.

  5.  

    I found a small issue regarding incorrect utf-8 characters and reported this as "issue" in PaulaM's github site.

    @PaulaMigrate

    Please have a look at the translations and iconv configuration. There seems to be an issue with the french journal entries as well.

     

    I tested the update and it seems to work now. Quick response!

  6. The default behavior for BG1 cities is that they are not revealed.

    There used to be BGT Tweaks mod for the classic games to reveal the town areas. This component had issues and bugged games,

    I do not know if an equivalent exists for BGEE, but I know of none for EET.

     

    You can easily do it yourself by adding this to the area scripts of the areas you want revealed:

    IF
        OnCreation()
    THEN
        RESPONSE #100
            Explore()
            Continue()
    END

    Or with console

    C:Eval('Explore()')

  7. Not sure if I messed up my EET installation but should the city areas for BG1 (ie Bargost and the like) be showing by default? The maps are still covered and I did not select the "Do Not Reveal Cities" option during install.

     

    This was installed via BWS.

    Go to your BG2EE folder and open weidu.log with a text editor. See if you have this:

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1101 // Do Not Reveal City Maps When Entering Area: v3

     

    The component is selected in BWS per default, so unless you de-selected it prior install this is how it is supposed to be. Why should you have knowledge of a city you never visited before?

  8. Kathos has been absent for long periods of time before and EET is currently stable and perfectly playable so I don't see a reason to believe that he is gone for good.

    I think he has said he intends to wait for the next patch before releasing IWD-in-EET so that would indicate that we can expect him to return once the patch hits live.

     

    Even if he is gone for good, as Roxxanne has said, whether the patch actually requires any work on EET or not seems to be up in the air at this point. Matter of fact, Kathos seemd to have quite a good grasp of what is coming with the next patch (see IWD-in-EET discussion) and didn't mention EET needing any major updates for that. So, there is a good chance EET will remain perfectly viable for the forseeable future even if Kathos doesn't return.

     

     

    Who is "you all?"

    For a mod of this magnitude, it is quite impressive that we have a stable, bug free and enjoyable version since more than half a year.

    So far the stuff I found that could be improved all are inherited from the original games. EET just makes them more apparent.,

  9. I am in desperate need of the correct chapter number for Solaufein, as well, as all his banters distinguish whether they are called in SoA or ToB... I am thinking about adding a chapter check and SetGlobal("chapter","GLOBAL",%bg2_chapter_8%) into my mod(s) in AR4500.bcs...

    Be careful - ToB has 3 chapters

     

    Chapter 20 Begin of ToB ------> Reaching Amkethran

    Chapter 21 Reaching Amkethran ------> Entering ToB Final

    Chapter 22 Final Fight at Throne of Bhaal

     

    You visit ar4500 in chapters 20 and 21.

  10. Very good find find, thank you. I'm not sure where I looked in my search to have overlooked this.

     

    My save is in AR4500.are, already.

     

    Iit seems I am guilty of blocking the chapter transition with Breagar... will update the mod, soon. This also explains why I couldn't reproduce it, as I tested with Ajantis installed, only.

     

    I think an EETFixpack would be appreciated. I am sure k4thos will integrate it as soon as he's back. I'm not playing enough EET myself yet to be in desperate need of one, though - so for me personally waiting longer for k4thos' return is currently an option, too.

    Do not blame yourself - and even if you correct it in your mod, the next one may block it again. It is that stupid use of OnCreation() by bean dog that is still in many places. It serves absolutely no purpose since there is a second global in the block that is checked as well. The only thing it does is that it prevents things from happening if there is a previous event triggering.

    Since mods were added, the use of that trigger should be been forbidden...

  11. Just as a side note

     

    The chapter change performed in this way is inherited from the base game. EET only applies its own numbering scheme to the chapters. Missing the chapter increment can therefore happen in non-EET as well. Just the consequences may be less visible.

     

    SetGlobal("Chapter","GLOBAL",8) in non-EET.

     

    The special case in EET is the handling of PIDs, everything lower than chapter 20 is taking the SoA PIDs, thereafter the ToA PIDs since EET uses a single J-dialogue file for NPCs.

  12. I currently opened an issue in the EET github repository. Let us see what happens.

     

    Longer term, I am considering to turn the BlackPitFix I already contributed to EET into an EET_Fixpack where we could solve things as interim until they are included into EET. Personally I hate this idea after the extremely bad experience made with BWFixpack. But on the other hand, this one would target just one mod and all the entries in the fix can be accompanied by a respective entry in the EET repository.

  13. I noticed he is a important piece to the EET Machine for a long long time now, but due to his long absence that it is high time you all try to find someone that can stand in for him that is also familiar with the kind of coding involved. Hope I'm not being rude to suggest this, but with the way things are going that you all might need some alternative help until he can come back when he is ready.

     

    Too much time lost at this rate.

     

    There is also the matter of the new official patch coming around the corner for Baldur's Gate, and that is going to cause a few hiccups.

    Do you have any insider information about what the EE patch may affect in EET?

    And if so, what it may mean to all the EE/EET compatible mods?

     

    So far nobody provided evidence that the patch would require changes to mods,

     

    Otherwise, as you see in this post http://gibberlings3.net/forums/index.php?showtopic=29295&hl=, I agree to your requirement.

     

    Alternatively we may need to have a EET_fixes mod for such things...

  14. The chapter is set in EET when you enter Ar4000 (the Ancient Grove) with the stone heads.

    It is in the area script in a code block that has

    OnCreation().

    IF
        OnCreation()
        Global("TurnDay","AR4000",0) 
    blabla 
    SetGlobal("Chapter","GLOBAL",20)

    This is probably something that might break if some mod adds code on TOP of ar4000.bcs and blocks it. OnCreation() never was a good trigger and in EET it is even worse.

     

    The best way (and without losing anything, I think) would be to simply remove

    IF
    OnCreation()
    Global("TurnDay","AR4000",0)

    THEN

    all the blabla

    SetGlobal("TurnDay","AR4000",1)

    SetGlobal("Chapter","GLOBAL",20)

    further blabla

    END

     

    The question is, how do we do that without k4thos?

     

    We can have a simple EXTEND_BOTTOM ar4000.bcs

    with

     

    IF

    Global("TurnDay","AR4000",0)

    GlobalLT("Chapter","GLOBAL",20)

    Global("MoveChapter","ar4000",0)

    THEN

    RESPONSE #100

    SetGlobal("MoveChapter","ar4000",1)

    SetGlobal("Chapter","GLOBAL",20)

    END

     

    Question - where to put the fix?

     

    PS - If you have a save of the problem, could you just add the above code to the bottom of ar4000.bcs and jump to the area to verify that it indeed fixes the issue?

  15.  

    Does someone know about any plans to make the de Arnise Romance mod EET.compatible?

     

    Not long ago, Kulyok gave permission for technical updates of her mods, however this one has

    jcompton, Kulyok

    as authors, so it may not be covered by this.

     

    It would be nice to have this mod in EET, it is one of the best romance mods for BG2 part involving vanilla NPCs.It really breaks Nalia out of the original stereotype frame.

     

    There is a (BWS?) patch for the de Arnise mod available. My copy of the setup tp2 file starts with

    ACTION_IF GAME_IS ~eet~ BEGIN
        OUTER_SET bg2_chapter = 12
      END ELSE BEGIN
        OUTER_SET bg2_chapter = 0
      END
      OUTER_FOR (i=1; i<=10; i=i+1) BEGIN
        OUTER_SET bg2_chapter = bg2_chapter + 1
        OUTER_SPRINT name_source ~bg2_chapter_%i%~
        OUTER_SET EVAL ~%name_source%~ = bg2_chapter
      END
    

    I guess that means there is hope.

     

    Obviously a modder had a native EET version ready and and tested and was just waiting for a confirmation to publish it.

    http://www.shsforums.net/topic/56670-big-world-setup-an-attempt-to-update-the-program/page-258?do=findComment&comment=601171

     

    The one you use is most likely the BWS + BWFixpack one that was the interim solution until a day ago. You see that at the top of the tp2 file if it has" VERSION ~v5 BWP Fix".

     

    The downside of those fixes always is that they become unusable if the original mod is updated without incorporating the fixes. This is why they are only an interim solution and should be overcome in foreseeable time.

    Those are the mods in the last block of the EET-compatibility list, that has become pretty short during the last months. Ideally one day we can get rid of it.
  16.  

    I think you talk about BWS here?

     

     

    Aye, I was.

     

    The way it is currently handled is totally fine.

    All I am saying is that marking it as expert (assuming BWS still uses Recommended/Standard/Tactics/Expert flags, tbh I couldn't say for sure without checking right now) might spare newer users some grief. The BWS mod selection is huge and I can imagine someone just taking pretty much all the quest/npc mods available without taking a closer look at what the description says.

     

     

     

    The expert flag actually was meant for another pupose, i.e. when it would require console or code knowledge to handle certain situations in a mod as you else would get stuck.

    In an NPC mod not understanding some words or finding language switching immersion breaking would not justify this. You can kick out an NPC you do not want at anytime and just play on. It is not a valid criterion to discriminate a mod. I recently ran into an asian mod that was FULLY translated to English, but...I did not understand anything - it was some google translation that made no sense most of the time.

  17.  

    I

     

     

    On a unrelated note; it looks like you've taken the BWS under your wing, at least to a certain extend. Thank you so much for that! :beer:

     

     

    The important part is *at least to a certain extend*

    I have limited knowledge of the coding used and I only have the BGEE games myself, so I limit myself to maintain the EE/EET selections for those mods I have in SUPPORT status and I try to help those that fumble to do the same for their mods.

    There are some other modders that do the same thing for mods they support, some even beyond BG.

  18. Hi,

     

    I have the urge to play BG2 again. I have on 2 occasions played it w/ SCS and ended with exact same problem. When I get to fighting Sendai in ToB i cannot kill Sendai. When he gets to what I think is 0 HP he just stays there while my party beats on him forever. I found other people online with the same problem.

     

    Is this avoidable? Did I male a mistake during install?

     

    I can deal with some weird things of SCS like my summoned fire elementals standing there and not moving or fighting for me but the Sendai issue is obviously a killer. I have twice played ToB w/ SCS and been unable to finish due to the Sendai never dying.

     

    Has this been fixed?

     

    Thanks.

     

     

    SCS is a mod with many components and you select the difficulty yourself. Just take a bit more time during mod selection as to which components you chose. There is nothing to *fix* with Sendai, it is just that you selected a component that is quite hard. The improved Sendai e.g. requires you to defeat all her copies first before the real one can die. But that component is optional.

    Depending on your choices you can configure your BG2 SCS from *challenging* to *pure madness*,..

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