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BWS setup sequence problem


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#1 eugene

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Posted 08 December 2017 - 12:20 AM

hi everyone,

 

I was trying to add support of my mod to EE games (specifically to EET). I managed to fix the standalone installation and it seems to work fine. As next step I tested BWS (BigWorldSetup) and with minimal mods it worked fine. Setup was ok but I have not tested game.

 

To start my first game I decided to add almost everything in BWS also to see any conflict if there is any. My mod failed to install because of a conflict. Now one of the interjection cannot find the specific node in a dialog of HaerDalis TOB.

INTERJECT_COPY_TRANS2 ~HAERD25J~ 11 EU#LenaTalk.InterjectHaerDalisAsgarethIntro.1
    == ~EU#LENAJ~ IF ~InParty("EU#Lena")
        !StateCheck("EU#Lena",CD_STATE_NOTVALID)~ THEN @5539
END

Weidu says HAERD25J does not have node 11 during setup in BWS. In vanilla BG2 it is there, in BG2EE it is there but during BWS setup it is not.

 

As a quick workaround I wanted to put the interject into a condition, "if node exists" but I could not find such a thing in weidu.

 

Is there any way to check if node 11 exists in HAERD25J and add interject if it is there but ignore the interjection if it is not there?

 

regards

 

EDIT: title was incorrect as the problem was about something else


Edited by eugene, 08 December 2017 - 11:34 PM.


#2 Roxanne

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Posted 08 December 2017 - 01:32 AM

hi everyone,

 

I was trying to add support of my mod to EE games (specifically to EET). I managed to fix the standalone installation and it seems to work fine. As next step I tested BWS (BigWorldSetup) and with minimal mods it worked fine. Setup was ok but I have not tested game.

 

To start my first game I decided to add almost everything in BWS also to see any conflict if there is any. My mod failed to install because of a conflict. Now one of the interjection cannot find the specific node in a dialog of HaerDalis TOB.

INTERJECT_COPY_TRANS2 ~HAERD25J~ 11 EU#LenaTalk.InterjectHaerDalisAsgarethIntro.1
    == ~EU#LENAJ~ IF ~InParty("EU#Lena")
        !StateCheck("EU#Lena",CD_STATE_NOTVALID)~ THEN @5539
END

Weidu says HAERD25J does not have node 11 during setup in BWS. In vanilla BG2 it is there, in BG2EE it is there but during BWS setup it is not.

 

As a quick workaround I wanted to put the interject into a condition, "if node exists" but I could not find such a thing in weidu.

 

Is there any way to check if node 11 exists in HAERD25J and add interject if it is there but ignore the interjection if it is not there?

 

regards

Where in the BWS install sequence do you place your mod? Especially where in the EET is it?

If you try to install the interject at the end of an EET install, you get the problem you describe because the EET end moves the 25J contents into the BG2J dialogues. (In my EET install, Heard25J is empty after EET_end, as is any other 25J)..In EET the continuous NPCs use a continuous J file.

Try to install your mod in the BG2EE part of EET after EET_core but before EET_end - this should work.

 

As a rule, all mods that add or interject with dialogue files must be installed in EET prior to EET_end.

 

PS - just to test this you can 1. uninstall EET_end 2. install your mod (see that it works) 3. install EET_end again, >>your interject should now be somewhere in HaerdaJ.dlg in the state that formerly was 11.


Edited by Roxanne, 08 December 2017 - 01:42 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*


#3 eugene

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Posted 08 December 2017 - 01:51 AM

 

hi everyone,

 

I was trying to add support of my mod to EE games (specifically to EET). I managed to fix the standalone installation and it seems to work fine. As next step I tested BWS (BigWorldSetup) and with minimal mods it worked fine. Setup was ok but I have not tested game.

 

To start my first game I decided to add almost everything in BWS also to see any conflict if there is any. My mod failed to install because of a conflict. Now one of the interjection cannot find the specific node in a dialog of HaerDalis TOB.

INTERJECT_COPY_TRANS2 ~HAERD25J~ 11 EU#LenaTalk.InterjectHaerDalisAsgarethIntro.1
    == ~EU#LENAJ~ IF ~InParty("EU#Lena")
        !StateCheck("EU#Lena",CD_STATE_NOTVALID)~ THEN @5539
END

Weidu says HAERD25J does not have node 11 during setup in BWS. In vanilla BG2 it is there, in BG2EE it is there but during BWS setup it is not.

 

As a quick workaround I wanted to put the interject into a condition, "if node exists" but I could not find such a thing in weidu.

 

Is there any way to check if node 11 exists in HAERD25J and add interject if it is there but ignore the interjection if it is not there?

 

regards

Where in the BWS install sequence do you place your mod? Especially where in the EET is it?

If you try to install the interject at the end of an EET install, you get the problem you describe because the EET end moves the 25J contents into the BG2J dialogues. (In my EET install, Heard25J is empty after EET_end, as is any other 25J)..In EET the continuous NPCs use a continuous J file.

Try to install your mod in the BG2EE part of EET after EET_core but before EET_end - this should work.

 

As a rule, all mods that add or interject with dialogue files must be installed in EET prior to EET_end.

 

 

I see. I forgot what EET is supposed to do. Probably all of my interjections with vanilla companions need to be updated

 

I do not know anything of BWS install sequence. Is there any documentation of it that I can check? I followed this topic only and it does not mention anything of install order regarding EET:

 

http://gibberlings3....showtopic=27751

 

 

also how can I make my mod to install like what you mentioned here: "Try to install your mod in the BG2EE part of EET after EET_core but before EET_end"

you know, mod tp2 is single and my mod component is single. Do I need to separate it for such parts?

 

thanks



#4 Roxanne

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Posted 08 December 2017 - 03:11 AM

 

 

hi everyone,

 

I was trying to add support of my mod to EE games (specifically to EET). I managed to fix the standalone installation and it seems to work fine. As next step I tested BWS (BigWorldSetup) and with minimal mods it worked fine. Setup was ok but I have not tested game.

 

To start my first game I decided to add almost everything in BWS also to see any conflict if there is any. My mod failed to install because of a conflict. Now one of the interjection cannot find the specific node in a dialog of HaerDalis TOB.

INTERJECT_COPY_TRANS2 ~HAERD25J~ 11 EU#LenaTalk.InterjectHaerDalisAsgarethIntro.1
    == ~EU#LENAJ~ IF ~InParty("EU#Lena")
        !StateCheck("EU#Lena",CD_STATE_NOTVALID)~ THEN @5539
END

Weidu says HAERD25J does not have node 11 during setup in BWS. In vanilla BG2 it is there, in BG2EE it is there but during BWS setup it is not.

 

As a quick workaround I wanted to put the interject into a condition, "if node exists" but I could not find such a thing in weidu.

 

Is there any way to check if node 11 exists in HAERD25J and add interject if it is there but ignore the interjection if it is not there?

 

regards

Where in the BWS install sequence do you place your mod? Especially where in the EET is it?

If you try to install the interject at the end of an EET install, you get the problem you describe because the EET end moves the 25J contents into the BG2J dialogues. (In my EET install, Heard25J is empty after EET_end, as is any other 25J)..In EET the continuous NPCs use a continuous J file.

Try to install your mod in the BG2EE part of EET after EET_core but before EET_end - this should work.

 

As a rule, all mods that add or interject with dialogue files must be installed in EET prior to EET_end.

 

 

I see. I forgot what EET is supposed to do. Probably all of my interjections with vanilla companions need to be updated

 

I do not know anything of BWS install sequence. Is there any documentation of it that I can check? I followed this topic only and it does not mention anything of install order regarding EET:

 

http://gibberlings3....showtopic=27751

 

 

also how can I make my mod to install like what you mentioned here: "Try to install your mod in the BG2EE part of EET after EET_core but before EET_end"

you know, mod tp2 is single and my mod component is single. Do I need to separate it for such parts?

 

thanks

 

The references etc are all correct.

 

If your mod is for BG2EE/ToB only, there is nothing special you need to do for EET except that you may (or may not) want to check the ToB transition to switch your override script from BG2 to ToB and maybe see if you want to modify your fatesp.dlg append if you have one.

Normally you need not to do anything with respect to dialogues and interjects for EET. The EET_end takes care of that.

 

BWS install sequence - does your mod already exist in BWS, what is its name?

 

Also, for BWS or manual install, it is always that you install any contents/dialogue mod prior to EET_end. My assumption for the errors you received was that you tried to install your mod on top of an already completed BWS/EET install. If that was not your case, then my advice was invalid.

 

So, in a nutshell - your ~HAERD25J~ 11 interject should work as intended, you just need to install your mod prior EET_end as afterwards this state has become something like HaerdaJ 2351 (including your interject) but you cannot predetermine the state number as it depends on other mods that are maybe installed.


Edited by Roxanne, 08 December 2017 - 03:23 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*


#5 eugene

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Posted 08 December 2017 - 03:41 AM

Sorry, I am not clear on some topics. I should have told these first :(

 

Let me clarify a few things:

 

1. my mod is the Lena NPC mod: http://gibberlings3....showtopic=25048 .With the BWS/EET thing I learnt, I wanted to integrate my mod into it instead of installing multiple mods on my local. It has single component actually (second is not necessary as first component requires the second component)

2. by "copying" stuff from other mods in BWS ini files, I am able to see the mod under NPC group. [I have no idea if I am not supposed to touch there]

3. the failure happens inside the BWS setup itself. in other words BWS tries to install the mod, not me. I told BWS to ignore and continue so that I can check stuff later but it is taking time and not finished yet.

4. I saw the mod's old info at https://bitbucket.or...e-view-default already so I am just trying to update it to support EE.

 

I am only trying to support my mod in EE and to install other mods (for my own game sessions because without the mods like SCS game is dull for me), I am using BWS to install a bunch of mods I learnt with it.

 

if I do not touch the BWS ini files, I cannot make BWS see my mod. I suspect I made an incompatible change there, especially under "select.ini"

 

btw, it seems like my problem is not related with Weidu modding so feel free to tell me to stop here and I can put the question in the BWS's forum instead at SHS.

 

thanks

 

 

EDIT:

 

to answer my own question and some idea to fix the issue,

 

I put the select.ini file changes at the end of the file as default Windows INI files have no order related issues but I am wrong. I saw at line 2794 there is EET_End in the github's select.ini so if i put the select ini changes before that line probably the mod will work fine.

 

my question would be how to automate that then :D. how to make BWS to put the mod into select.ini before that (perhaps it is put there manually)


Edited by eugene, 08 December 2017 - 03:57 AM.


#6 Roxanne

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Posted 08 December 2017 - 04:15 AM

Do this

 

1. In the ini file you referenced, update your data to the new version.

2. In the BiG World Setup\Config\BG2EE open select.txt

 

Search for Fade and enter those lines below her entries:

STD;Lena;1;05;0111;
STD;Lena;2;05;0000;

 

Do not start the BWS vbs in update mode.

 

Alternative

Select *Pause* in BWS prior to SCS. Install your mod manually. Continue BWS.


Edited by Roxanne, 08 December 2017 - 04:20 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*


#7 eugene

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Posted 08 December 2017 - 11:35 PM

thanks a lot for your support Roxanne,

 

problem solved with the lines added next to Fade's component.

 

cheers





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