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AL|EN

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Posts posted by AL|EN

  1. @Greyjungle While you can use different weidu setup-modname.exe for another mod, it has to be the same version. By taking it from older mod version, you have downgraded WeiDU 249 to 246. This time you were lucky because  "Unfinished Business for Icewind Dale" mod can be installed with version 246. The general rule is to always match weidu version.

    Why this is happening? The 64-bit version of WeiDU has been using OCaml with Unicode support long time ago. Since WeiDU 249, the Unicode was 'enabled' also for 32-bit architecture. Unfortunately it means that it doesn't work on Windows XP. Workaround is as I said above to use special Windows-249-x86-legacy build.

    P.S. If you are still on Windows XP, you need to regularly check for WeiDU release page: https://github.com/WeiDUorg/weidu/releases/latest and use the latest "...-legacy.zip" every time when there is a new release. Please do yourself a favor and update to atleast Windows 7 SP1. You can do "windows xp to windows 7 in place upgrade" to keep all data/programs/settings etc

  2. On 11/3/2021 at 3:41 PM, argent77 said:

    Issue with the installation process:
    When the mod is installed interactively it introduces long delays (which takes several seconds) between the individual stages of the installation process, e.g. after the prompt for displaying readme, prompts for component groups, etc. I could track it down to the heavy use of LABELs within the mod. The issue itself can probably only solved by WeiDU. However, if the delays become too annoying for the players I'd suggest to temporarily disable LABELs until the underlying issue has been solved.

    I can confirm that this is no longer an issue for WeiDU devel branch. Can you confirm too?

  3. @Graoumf I'm assuming you are viewing the (a github hosted) file via web browser? Then this is expected results as the file is not using UTF8 encoding. The solution is to convert this file from "Windows 1252" encoding to UTF8 locally and then replace inside mod repo an this extra repo for documentation. 

  4. @Bartimaeus Speaking from player perspective, I disagree that "a spell description is not the place to point out differences in behavior between the mod and the vanilla experience; that should be in a Readme." If a mod changes some spells mechanic and the description is not updated to reflect that, for me it's a bug. I rather had proper English description explaining altered spell behavior than translated 'vanilla' description. Having to have side-by-side the game and readme to read spell description is nonsense. Even if I read such readme once, the next minor update/bugfix could alter how the spell is working -> I'm noticing the difference vs old behavior -> I'm assuming that it's yet another bug.

    Please continue to do whatever description updates you want.

  5. Huh? I'm on vacation and there is yet another 'modding list' project? WoW. 

    @UMNiK

    I have skeptical views about such kind of project because the success of it depends on the things that you have no control of it. Please look at previous attempt: https://forums.beamdog.com/discussion/72166/gitlab-megamod-project-all-the-mods/p1

    Now, quoting one of your own GH question:

    Quote

    How to reliably get modders to contribute new mod links themselves rather than waiting for someone else to list them?

    You can't. There is ZERO benefits at the cost of double the work. It's how it is. Face it, accept it and make peace with it. Then try to live on.

    To be more precisely: most of the modders uses 3 main forums for announcing the mods: BD, G3, SHS while some modders use other regional forums: forums.blackwyrmlair.net, baldursgateworld.fr, baldurs-gate.de etc. Some other modders even use their own, personal forum/site. When the new mod is published on those forums, that's where people know about new mod, not by monitoring some unknown to everybody GitHub List. Adding new mod into the extra list means twice the work and no benefits <- this is the reason why this wont happen. It's very simple: 1 actions is less than 2 actions.

    Relaying only on community contribution is a road to nowhere. IMHO, the only way how such 'mod list' project would success would be to have combined effort of all those forum owners towards this goal and establish automated way to report newly published mods. So individual community contributions could be needed only for some corner cases (mods as attachments etc). And a dedicated webiste with a lot of features for modders that all old websites are lacking. Basically, a nexusmods.com for IE community, without ads and premium.

    I"m not expecting you to stop doing what you want but I have no intention of contribution to this project or similar ones that lack strong foundations.

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