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agb1

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Everything posted by agb1

  1. I've updated v4 beta 14 on GitHub to include your updated translation files and re-enabled the French language option when installing SR. The only differences were in arcane.tra.
  2. Graoumf, the following English translation lines were changed in beta 14: arcane.tra changed: 586, 812, 876 (typo at end of line) -- added: 877, 878 divine.tra changed: 336 (missing period at end of line) Can you confirm the French tra files you've attached include the appropriate changes in these files? I'll replace the files (and re-enable the French translation) after you confirm. Thanks.
  3. It does update automatically, but only locally. Our "auto-update" feature is a bit draconian and wipes out any local changes when re-syncing to the public master.
  4. I didn't actually make any changes in the Fixpack for the NTotSCv171 patch. That patch is for classic edition installs, and remains valid. BWS however doesn't use the same version of NToTSC when doing an EE install, so I added an instruction to BWS to remove the unnecessary NToTSCv171 patch. That was a change to BWS, not to the Fixpack itself, so in this case there was no need to download the Fixpack again. As for the problems with download size, as Jarno noted, BWS keeps track of expected file sizes and file names in the modname.ini files in BWS\Config\Global. During the download phase, BWS uses each download link to check the online file to see if it matches the expected size and name. If there is a mismatch, BWS attempts to download the (presumably changed) file. Then BWS updates its local files to reflect the new expected size, but that change will be reverted the next time you restart BWS using the "with updates" bat file, because those updates haven't been made to the public BWS release yet. ALIEN and I periodically update the public files to sync them up. In the interim, you can use the 'f'orce answer in BWS to make it use the newer version that you know is correct. That should avoid the "not found" error later in the process. If you get a "not found" error despite choosing the 'f'orce option in BWS, that would be a bug in BWS.
  5. Demi gave me access to the SpellRevisions repository on GitHub, and I was able to update it with the new release. So you can get it from GitHub now, too: https://github.com/Gibberlings3/SpellRevisions/releases
  6. Existing tactical mods do some of that. Kozah - The Vault Trademeet Crypt - Hanna(6) AzenMOD(1) RevisedBattles(15)
  7. BWS will now remove the unnecessary NTotSCv171 patches for EE installs.
  8. I don't think Lavok should have a pet lich. A lich is generally the one in charge, unless the master is also a lich... Perhaps AI mages need a new form of HP boost .. Something to let them survive a few more rounds. Or just give them more simulacra / clones...
  9. This new mod released by Lava is EET compatible: https://forums.beamdog.com/discussion/62741/wilson-chronicles-expansion-of-the-furry-paragon/p1
  10. A terminal slash is a slash terminating the line, i.e., at the end. So don't include a \ or / at the end of the path.
  11. Don't bother running the setup files to uninstall. Restore your game folders to their original state (delete everything you have now and either restore from backups if you have them or use the official Bioware/Beamdog game installers). Run each game unmodded once, creating a saved game (just to ensure everything works and to set some basic config checked by some mods, such as your game language). Proceed from there with installing mods as normal (ensuring User Account Control and antivirus quarantine features are disabled while the mods are actually being installed).
  12. My recollection (not at my computer now) is that there would be a TobEx.log file also, but if you do not see anything meaningful in any log files, the crash must be happening very early in the start process. I would go ahead with re-installing at this point since we have reason to believe your current install is incomplete. If you still have the same problems after reinstalling, we can do further investigation of the logs (or lack thereof).
  13. When it comes to very large mods, the likelihood that uninstalling will be perfectly symmetrical (will restore all files to exactly the same original state) is low. Therefore I always recommend starting from scratch even though it might take longer. Since you want to investigate further before taking that step, try the debug log method first. If you still see no log files after setting all debug lines to 1, I will be very surprised.
  14. If you are missing 2.5 GB of data due to antivirus quarantine during installation then I'd solve that first (by reinstalling from scratch with antivirus off). Second make sure the HD and CD lines in the baldur.ini file point to the correct location (the folder where that file - and the rest of BG2 - actually is). Do that before installing any mods. Third, if it still crashes, edit the ini and run again.
  15. I think AI mages are always desperate; who wouldn't be when a full adventuring party appears in view? I do like the idea of a chance of the summoned fiend turning on the enemy caster too, though. A nice bit of entertaining randomness there.
  16. I can see merit in two different approaches for XP: 1) Leave it alone - plenty of other tweak mods provide a full range of % customization 2) Adjust it so the total XP is the same as if you weren't using the mod (giving zero XP for killing the clones would probably be the easiest way to do this) I would also consider making the clones' inventory items non-droppable so THE HORDE doesn't flood the party with even more drops. That could be optional too.
  17. Try editing TobEx\TobEx_Core.ini and setting all of the Debug options to 1, then re-run to the crash and look at the TobEx log again. Also, make sure you've enabled 3D Animations as ChDimm assertions are sometimes related to graphics.
  18. I can't reproduce it on BGEE or BG2EE nor find the original report, so ... I guess assume it's fixed for now.
  19. You may want to use AT_UNINSTALL if something other than WeiDU's usual backup-restore behavior is needed when uninstalling. AT_UNINSTALL is like AT_NOW ... except such actions execute only when the tp2 is being processed during an uninstall, and (by default) only after all of the other WeiDU backup-restore operations are done (undo COPY / MOVE / DELETE).
  20. That baldur.ini was created by the EET Tweaks "3E Sneak Attacks" component last time you installed it. The file is not used so safe to delete.
  21. To clarify, I was referring to the "other mods" that subtledoctor was mentioning (BGSpawn/BGSpawnEE), and trying to explain how their implementation is different from the mod being discussed in this thread.
  22. If I recall correctly, the "BGSpawn[EE]" mods place new "spawn trap" regions on various area maps and those trigger creature creation via script when the party triggers those spawn traps, i.e., it is a custom area-by-area done-by-hand modification. I think the idea here to increase creature spawns by a fully dynamic method, potentially applying for mod areas / creatures too.
  23. Took me a bit of time to find it: http://gibberlings3.net/forums/index.php?showtopic=27884&page=8&do=findComment&comment=245327 Might not be an issue still - haven't tested recently.
  24. You can unpack cdtweaks' exe using the 7zip archive tool. Just right-click the exe and choose 7zip -> extract. No known issues. Remember no known issues is not the same as no issues.
  25. Usually any setup exe will auto-update to the latest version by checking all other setup exes and replacing itself if a newer version is present. You can also copy the newest setup exe manually and rename it to replace all of the others. The exes are all the same weidu.exe program, and it is usually best to use the latest stable version.
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