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Lightbringer

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Everything posted by Lightbringer

  1. I guess that was my own assumption that EET was supposed to supersede EEs much like BGT (and before that TuTu) did the originals. I apologise if that is not the case (I feel like maybe there was something to that effect on the GitHub page at some point?..) Understandable. It may not have been a development goal explicitly stated by K4thos, but I do recall the sentiment being expressed by several of the more prominent posters and modders that EET may well become the new standard modding platform. I too have been under the impression that the EET community has been largely viewing EET as hopefully the "new standard", like BGT or TuTu.
  2. A word on this. I have noticed this issue, to varying degrees across the several BWS/EET installs I have attempted. Roxanne and I and another discussed it a bit on her Sandrah Saga mod page as well. I have seen this with and without Sandrah Saga, though it was worse with -- around that ~1 sec you report. Without Sandrah Saga, but with plenty of fixes, tweaks, and content mods (NTotSC, DSotSC, TDDz, and most of the quest mods), the delay is a much more manageable amount -- perhaps a quarter of a second. It does however make stack splitting difficult. I have found that -- with a quarter second delay -- repeated clicking rapidfire will eventually cause the split to trigger. I have no idea if that will still work with a longer ~1 sec delay. Of course, of primary note here is that I did not use BP series Party AI, and you did not (I assume) use Sandrah Saga. There is something else at work here that may or may not be endemic to EET as a whole. It could be a particular arrangement of component mots, another common trigger among our experiences, or even a threshold of some sort that we're all breaching. Clearly, at this point I'm out of my depth, so I'll hand the matter off to the coding wizards out there
  3. This is not used anymore in the EE generation. Some game configuration entries are in a file Baldur.lua (you can open and edit with a text editor > best wordpad). The file is in your user/documents/Baldur's Gate - Enhanced Edition Trilogy (may be slightly different on your computer). PS - I have no idea what you will do there about your cleric/ranger (I would not have known wjat you do about it in Baldur.ini either). Ah thanks, didn't think to check out that file. Found what I was looking for. There's a line "Cleric Ranger Spells". Setting it to 0 instead of 1 restores pre-EE functionality for multi/dualed cleric/rangers. There was a "bug"(feature!) that allowed a cleric/ranger to get access to the full druid spell list as a cleric, once the ranger gets high enough level to grant access to the druid's spell list. Ironskins, Insect Plague, Elemental Summoning, etc. It was "fixed" in EE, but the bug/feature was popular enough that Beamdog was kind enough to leave the option to undo the fix, if one is so inclined. It's cheese, but it's yummy cheese Now just to get Minsc to level 9
  4. Hrmm ... Where's my Baldur.ini? The file in Documents\Baldur's Gate EET only has one line -- it looks like some SQL code to create a table. There's no Baldur.ini in either the EET game directory, or the BG:EE or BG2:EE directories. I've got a cleric/ranger who wants his druid spells
  5. Between learning the ins and outs of Near Infinity, figuring out which mods to use and which not, and various things, I must have played Candlekeep to Nashkell about 6 times in the last several weeks. I'm beginning to feel a bit like Bill Murray in Groundhog's Day. "Yes, Imoen, I feel fine select 2, select 3, bury Gorion, get the Diamond, beat the bandit caravan leader, get the Rings of Prot and Wizardry, Yes a Flamedance ring for rep, Now beregost, spider body, yes Silke sucks but you're weak Garrick, Sneaky boots from a lame hobgob, another ring of prot, Portalbenderwinden still lets me say the best bit of dialogue in any game I've ever seen and I must see it every time, FINALLY! Nashkell and Ankheg armor and Noober is still annoying, I'll look for a greenstone ring, Samantha tell your boyfriend to stop attacking me. oh wait, I found some garbled text. You mean I really can't do that with Near Infinity between installs? But I only changed that one little thing! <sigh> Ok let's reinstall and try this again ... phlydia's missing a book, cat clawed me don't worry, dreppin's cow has the sniffles, hull needs a sword ... " I never understood the reason for Dungeon-Be-Gone until now
  6. link? Last time I've checked this mod didn't have BG2:EE support. And since it's an item mod it would need tons of work to make it in line with EE style item descriptions (notice that item descriptions looks entirly different in EE games and I don't mean just "Usable by" section) So now I understand the EET-converter tool is not something for me. From what I've read on various forums, Item Upgrade is fully BG2EE playable. According to the readme, it has been updated as such as of v40. According to at least one other poster on this forum, he was able to install it directly on top of EET, and it was working fine in-game. So maybe nothing is needed. Mod Readme Webpage
  7. Welcome back K4thos. I'll wish you the perfect balance between work and hobbies Dude's still gotta eat, ya know?
  8. Ok, the last thing I want to do is to appear ungrateful for the many hundreds of hours that mod authors spend on their wonderful creations. Honestly, I really am just curious as to what might have caused the behavior I noticed. It seems odd that a busy modder would take extra steps to lock down their items. I hear that new items are often created by copying an existing item then modifying it's properties until you shape it into the item you want. Maybe all these things got inherited multiple times from a few rogue items? Anyway, hope I didn't sound too irritated up above. Love all the work all you guys do!
  9. I discovered something interesting while playing around with Near Infinity. First off, I saw a mage robe in a store at the FAI that my version of Imoen (multi-classed Swashbuckler/Mage) was unable to equip. I found the item in Near Infinity and saw that the Thief/Mage class was unchecked in the "Unusable By" field. Imoen, therefore, should be able to wear it. She is a Thief(Swashbuckler)/Mage. Then I saw the 4 sub-fields filled with Kits. Sure enough, Swashbuckler was checked as "unusable" for this mage robe. In fact, every non-mage kit was checked as unusable. Unchecking the box allowed Imoen to equip the robe (in theory, it's a bit pricey at the moment). My question is this: What is the point of checking all the non-mage-kit sub-fields for a mage robe, when you've already checked all the non-mage main classes in the main field? I tested this, and it looks like if you check thief, that covers all thief kits too. The kit inherits the properties of the parent class. Checking Swashbuckler, Assassin, and Bounty Hunter is redundant if Thief is checked. One might argue that it is harmless to do so, as thieves already can't use mage robes, and you can't kit a multiclass character. Well, clearly, you can kit a multi-class with the Keepers -- just not with the base rules of the game. Play with house rules (mods and editors) and the harmlessness of that checkbox evaporates. I found many items from many different mods that needlessly checked boxes for kits that were already disallowed by virtue of a main class being checked. Am I missing a modding best-practice here? I would think one would apply a principle of simplicity -- to use the simplest method to achieve the intended result. This reduces the chances of unanticipated consequences, like the use an editor to add a kit to a multiclass making an item unusable when it should be usable. I don't think it is bug caused by the EET process, as a majority (I think) of items did not have "extra" boxes checked in those fields. Probably 20% of the items of the types that I checked (robes and bracers) had this issue. Sorry about the minor rant -- I just spent several hours pouring through items and "sanitizing" their properties so my characters can use the items they should be able to use. For all I know, I am unaware of a modding best-practice and there is a very good reason for the referenced behavior. I am very curious as to what that reason might be. Any ideas?
  10. I would be interested in those as well. Interesting equipment for purchase, right in the ol' FAI!
  11. Of further interest, all of my successful installs (now 3, thanks for the help) have included the Lure of the Sirine's Call, albeit without the Expanded Lighthouse. It is marked expert, as I recall because of a graphical issue that causes crashes. No problems to report. Some bugs are hard to squash! Gotta find the little suckers first
  12. Might very well be that the simplest and most effective work around is for us to just know to (f)orce if we're in between public updates. Besides, once EET becomes more widespread and 1.0+ stable, we'll have fewer folks doing repeated installs within the same day or two I imagine normal behavior would be a new install every few months, at most frequent.
  13. 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. I'll try the force option. That's an interesting issue to untangle. I'm not sure where you'd begin, giving the large number of mods that can trigger local updates every time they change. Perhaps with BWS not automatically thinking it needs to download the new version? I like that aspect of BWS Pros and Cons on both sides... Thanks for the explanation, Jarno and agb1.
  14. During my most recent attempt to install EET with BWS, I ran into some inconsistencies and things that don't make sense. These are new problems that did not exist with my first two BWS installs. First, I notice during the Download Test phase that several mods register as that a different size is available, and that this is likely to be an updated version of said mods. However, during the actual download phase, those mods are not downloaded. They are already present on my system (apparently as an older version though?), but there appears to be no additional action taken by BWS to acquire the presumed new version. Is this normal behavior? Second, I noticed during the Archive Test (or whatever it's called when BWS tests to see if mods are already present and correct in the Downloads folder) that several mods show as not present that are. Again, during the Download phase, these indicated mods were not downloaded. agb1, your fix worked for BWPFixpack, but BWS did not automatically update the Fixpack. I had to delete the Fixpack from my download folder to cause BWS to download the latest version. I'm unsure that this is intended behavior for BWS. Finally, when I proceeded to the install, the below error appeared: The key issue is that the Might and Guile zip file already existed in my downloads folder. I tried removing the existing file, downloading it at the indicated URL, and selecting it. That resulted in the "not expected size" error. I then tried replacing the newly downloaded file with the old file and selecting it in BWS. The same "not expected size" error occurred. In my previous two installs, this mod was selected identically to how it is now -- I changed no settings. Incidentally, Might and Guile was one of the mods listed as not present during the above mentioned Archive Test. I have not proceeded further in the install, but I'm guessing that similar errors will occur with some of the other mods listed. This did happen with different mods in a previous install attempt, but manually providing the archives solved the problem and allowed BWS to continue. Those mods have not appeared in the above lists and have not caused problems since. It all worked so flawlessly, originally!
  15. Nothing was changed in NTOTSC recently. Also, the interim version should run without fixpack (like it did in your previous install). Must be something in BWS/fixpack. (Certainly abg1 will read this and correct it pretty soon), That's what I was thinking. Thanks Roxanne. Wonderful! Thanks for quick work, agb1!
  16. I can also add that I have not experienced the Out of Memory Error. I ran two different installs, mostly the same, except for a few tweak changes. These were both full Sandrah installs with many optional quest mods installed. I used BWS, and only BWS. In case it's a hardware issue, I have a 64-bit OS (Windows 10) and 6gb of RAM. I followed the BWS instructions precisely, to include disabling of antivirus and UAC, as well as closing all other programs. I also performed the install on a fresh boot of my PC each time. Would it be helpful to post my WeiDu logs (of the latest install) to aid in the troubleshooting process?
  17. I decided to try installing a second instance of EET with BWS, with a different mod configuration, to compare to the first one. Much was the same as my first (all the big mods, lots of tweaks and quest mods). The main difference is that this new instance does not include the Sandrah Saga. I adjusted a couple minor tweaks as well. Early in the BWS install, I ran into this error: It looks like this is still in the Fixpack phase of the install, before everything is fully installed. What's more, NTOTSC installed just fine in my first instanced EET install. Indeed, that install completed flawlessly. I checked and that .tp2 file exists within the NTOTSCv171 folder. Did something change, that BWS isn't recognizing the file anymore? Should I just copy over the file from my first instance of EET? Thanks for any advice
  18. Nice! So if I'm using BWS, then I just install it manually after BWS does its thing?
  19. What would it take to get Weimer's Item Upgrade EET ready? It looks like the v40 update by CamDawg is BG2EE compatible. Is it something I can run the EET-converter tool on? What about BWS inclusion? Sorry for all the questions, I'm an experienced mod installer, but that's about it
  20. Anyone know why the component in Klatu's Tweaks of "free action effect doesn't prevent haste or movement increases" is marked expert in BWS? Is it truly troublesome?
  21. So I found the Tweaks Anthology and all its massive list of components. Last time I used it it was called BG2Tweaks. BWS has nicely streamlined it to only show the EET compatible components, as advertised. Onward and Upward!
  22. Yes indeed. During the BWS conflict resolution phase, Isra (which I wanted) asked about installing crossmod content for two mods (Gavin and Valerie) that I didn't want to install. I would have normally just selected 'no' during a typical WeiDu install. When attempting to resolve the conflict in BWS (just say 'no' Isra! Gavin and Valerie don't exist in my game!), I apparently misinterpreted what I was selecting. Turns out, what I selected had BWS adding the Gavin and Valerie mods instead of just telling Isra to leave well enough alone. I'm assuming that getting the choice correct next time will resolve the entire issue. Even more fun! That whole notion of, I don't know , looking at the sub-components of a mod selection before you install it was the cause of my whole issue. Mea Culpas all around. Silly Lightbringer is still learning how to properly use BWS In my first time using BWS to install Sandrah, I didn't explore all the expanded nodes with the mods I selected. It turns out the Isra mod had two subnodes that installed crossmod content for Valerie and Gavin. I had selected the entire Isra mod without looking at the sub-components. Naturally, Isra then looked for Gavin to be installed because I apparently asked it to do so. Then everything spiraled out from there. It was complete I-D Ten T, PICNIC (Problem In Chair, Not In Computer), and User Error. Nothing to see here. Move along!
  23. Haha, never mind I found it. Turns out it is during the mod selection process in BWS that you select all the optional components, including answering all the questions for a tweak mod. Now just to determine if I'm going to break my install by exploring the other tweak mods besides EET Tweaks
  24. I have a question that spans EET, BWS, and EET Tweaks: Is EET Tweaks the only tweak mod that should be used with EET? I seem to recall reading that as such in the EET forum, but I couldn't find the reference. I know there were many aspects of the old BGTweaks and EETweaks (non-EET) that really made the game work for me and aren't yet included in EET Tweaks (especially potion, ammo, gem, and jewelry stacking) understand I can request such features in the EET Tweaks forum, but simply using the existing tweak mods seemed simpler, if it was possible. Also, BWS never gave me the option of selecting which tweaks I wanted or didn't want or how I wanted them, even in EET Tweaks. It auto selected components for me. Is that normal behavior? How can I select a different option for, say, xp scaling or familliar death? Thanks!
  25. Yes indeed. During the BWS conflict resolution phase, Isra (which I wanted) asked about installing crossmod content for two mods (Gavin and Valerie) that I didn't want to install. I would have normally just selected 'no' during a typical WeiDu install. When attempting to resolve the conflict in BWS (just say 'no' Isra! Gavin and Valerie don't exist in my game!), I apparently misinterpreted what I was selecting. Turns out, what I selected had BWS adding the Gavin and Valerie mods instead of just telling Isra to leave well enough alone. I'm assuming that getting the choice correct next time will resolve the entire issue.
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