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AL|EN

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Everything posted by AL|EN

  1. I've created proposal for new feature: Global WeiDU Log - additional installation debug info - let me know what you think.
  2. Hi, I've added beta feature to PI: WeiDU-PI-Global.log will record the status of all mod installations that was preformed for particular game folder. So far, those are features: log contains every attempt of mod installation, successful, failed, warring's time and date is recorded exitcode from weidu process is recorded Next additions might be component language, the list of files after the installation etc Example: 2022.07.11-00꞉56꞉28;Started;GlobalAndLocalRulesSub:3000 2022.07.11-00꞉56꞉31;Success;GlobalAndLocalRulesSub:3000;ExitCode:0 2022.07.11-00꞉56꞉31;Started;BG1Aerie:0 2022.07.11-00꞉56꞉31;Failed;BG1Aerie:0;ExitCode:2 It might be useful when someone has been installing/uninstalling mods over and over again. If this is something that you find useful, or if you have an idea what info cold be useful please let me know.
  3. Project Infinity 0.10.0 breaking change: Install Order Rules are checked only once when Set-InstallSequence/Start-Installation buttons are pressed beta feature: WeiDU-PI-Global.log will record the status of all mod installations elimination of UI lag when scanning mods elimination of UI lag when there are multiple components selected install sequence will use globally unique labels if the mod supports them application updates will be checked once per day duplicated mods will be reported and excluded instead of blocking application usage importing WeiDU.log will now give feedback to users about missing mods and components fixed missing "BG1 Unfinished Business" mod from Pocket-Plane-Group list Project PageDownload Additional info: https://forums.beamdog.com/discussion/comment/1187733/#Comment_1187733
  4. About the guide: - the weidu download link is wrong, should be: https://github.com/WeiDUorg/weidu/releases/latest (I will post more if I find anything )
  5. It's not quite the same method when it comes to the origin and outcome. My originated from the troubles of dealing with different encoding of the localized files and extra work required during translation updates. The outcome is not only immutability but also the ability to translate files directly using GitHub web editor. IMHO, the UTF8 variant should be default approach when it comes for multi-edition mods (classic+ee) but I agree that it's out of the scope of this guide.
  6. No it doesn't. That's general rule I try o follow: do not install anything that is not selected by user himself and can be easy identified when debbuging.
  7. @jastey I'm not sure what's the question. Mordekaie is simply pasting installation installation log for bg1npc, component 22. There is nothing for PI to 'handle' here. @Mordekaie Please post full setup-bg1npc.debug file from the game directory. This will provide more info as of what mods were installed before bg1npc.
  8. https://kenzie.snhu.edu/blog/what-is-rubber-duck-debugging/
  9. @LichDiet You can use https://forums.beamdog.com/discussion/74335/project-infinity-mod-manager-for-baldurs-gate-icewind-dale-planescape-torment-and-eet/p1 If the company forum will go offline, I will reach to you and update the link.
  10. @LichDiet Apparently, there was some more edits by roxanne: Mod Managers It didn't stop there, the Mods page was also altered with paragraph. The EET wiki page got it's additions too. Lastly, look at those 'helpful' comments here. Ofc, there is a chance that some 'random person' had such misguided views on Project Infinity and omit inconvenient details about roxanne's tool but it's highly unlikely. You can clearly see the agenda behind those actions. I could edit those pages myself but I fear that such actions would be seen as ''cockfight" between one mod manager and another. And I really don't want to be forced to constantly monitor this site for changes that will be done afterwards. I'm not aware about hierarchy of the site or it's policy but I may suggest you to restore pages to the versions before edits/additions and make them editable only by logged users/wiki moderators so there are no more malicious edits. If this can't be done, IMHO, it's better to not have a place where malicious actor can misguide newcomers at all.
  11. Add ProjectInfinity.exe as process and file exclusion for Windows Defender.
  12. @marchitek You might change the download link to: https://github.com/m-architek/Diablofication/releases/latest
  13. It does under the condition that both mods uses the same "language folder name". During your mod installation, the themed_tweaks/languages/%s is evaluated to 'themed_tweaks/languages/English' because your mod uses 'English' folder name but themed_tweaks uses 'american' and so the path doesn't exist.
  14. @Coldaine The code is partially wrong: the "BACKUP" variable value must have "modname\backup" or even better "weidu_external/backup/modname" format. The code above will clutter and possible destroy you mod during installation.
  15. @silver_eagle Hey, none of the links works, and I can no longer find code repository.
  16. @Nathan82 This bug was fixed in recent version. Since reinstalling the mod can bork you installation, check this: https://www.weaselmods.net/showthread.php?tid=368&pid=1198#pid1198
  17. @Gwendolyne There are no hacked version on the list, I've added official one.
  18. For EE/EET people are using https://forums.beamdog.com/discussion/34840/bgee-leveled-spawns-mod-v0-3-updated-2014-12-27
  19. @subtledoctor PI is always ready, you don't have to report component numbers changes, I believe that I mention this few times.
  20. Yes, this is how it works. Thanks for poking me. I take look at the whole update process again and decided to add separate PI settings to enable Pre-Release updates for mods and some minor improvements.
  21. Hi Michael, the error tell us that you launched setup-amber.exe inside an non BG2:EE directory.
  22. I've just checked and DISABLE_FROM_KEY logo.wbm doesn't work for BG1EE/BG2EE Renaming file to logo.wbm.disabled works ...
  23. @Sam. Yep, there is no point replacing startup movie files to the empty one inside biff if the process involves inherently modification of CHITIN.KEY.
  24. Such tweak already exist: https://github.com/BGforgeNet/bg2-tweaks-and-tricks/blob/master/tnt/tnt.tp2#L466
  25. @Sam. Well, such tweak already exist: https://github.com/BGforgeNet/bg2-tweaks-and-tricks/blob/master/tnt/tnt.tp2#L466. There is also possible to do such tweak by modifying bgmain.exe. I wanted to do it on my own where I could simply replace movie files, without touching CHITIN.KEY. It seems that it wont be enough.
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