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[MOD] BGEENPC Tweaks for BGEE / SOD / BG2EE / EET

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Comments

  • smeagolheartsmeagolheart Member Posts: 4,700
    Thels said:

    @megamike15: Do you have SOD? If so, do you know what Weidu version you are running?

    Weidu version 239 does NOT support the ~sod~ tag. The ~bgee~ tag works on both BGEE and SOD.

    There are newer beta versions of Weidu that DO support the ~sod~ tag. The ~bgee ~ tag works on BGEE without SOD, and the ~sod~ tag works on SOD only.

    Unfortunately, if one of the mods sitting in your BGEE folder uses the beta version, then all the mods will update to the beta version, and therefor, no longer install properly on SOD. This is an unfortunate side effect of Weidu, which was designed around a system that was no longer receiving new expansions.

    I'll update op to beta weidu I guess and include SoD tags.
  • subtledoctorsubtledoctor Member Posts: 7,842
    Corollary to @Thels' point: mods should really not be using the ~sod~ tag. Unless they have specific reasons to - i.e. ~sod~ should only be used of you want a change to exclude regular BGEE games. Frankly I cannot imagine a circumstance where this would be desirable (maybe something to do with the XP cap?).

    So to recap:
    - don't use the ~sod~ tag.
    - do use the stable Weidu release 23900. (Or, if absolutely necessary, the 'better beta' 239.02.)
  • ThelsThels Member Posts: 911
    edited September 2016
    Well, I just tried to install modmerge and then this on a fresh install:
    [E:\BGEEPPE\Setup-S9BGEENPCTweaks.exe] WeiDU version 23901
    This is a non-stable version. Unless you're sure about what you're doing, consider downgrading.
    Using Language [English]

    Please choose the language in which you wish to play the game.
    If you later wish to play the game in a different language you will need to edit the file weidu.conf and reinstall your mods.
    0 [Czech]
    1 [German]
    2 [English]
    3 [Spanish]
    4 [French]
    5 [hu_hu]
    6 [Italian]
    7 [Japanese]
    8 [Korean]
    9 [nb_no]
    10 [Polish]
    11 [Portuguese]
    12 [Russian]
    13 [Turkish]
    14 [Ukrainian]
    15 [Simplified Chinese]
    2

    Using .\lang\en_us\dialog.tlk

    Would you like to display the components from [Adjust NPC Classes]?
    [Y]es, [N]o? y

    Install Component [NPC Portraits]?
    [I]nstall, or [N]ot Install or [Q]uit? i

    Installing [NPC Portraits] [1.1]
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    SKIPPING: [Add Priest of Tempus kit]
    This component is not compatible with your game

    SKIPPING: [Convenient NPCs]
    This component requires either BG:EE or EET to be installed.

    SKIPPING: [Make Branwen a Priest of Tempus]
    This component is not compatible with your game

    SKIPPING: [Make Dynaheir a Sorcerer]
    This component requires either BG:EE or EET to be installed.

    SKIPPING: [Make Eldoth a Jester]
    This component requires either BG:EE or EET to be installed.

    SKIPPING: [Make Faldorn an Avenger]
    This component requires either BG:EE or EET to be installed.

    SKIPPING: [Make Garrick a Skald]
    This component requires either BG:EE or EET to be installed.

    SKIPPING: [Make Kagain a Dwarven Defender]
    This component requires either BG:EE or EET to be installed.

    SKIPPING: [Make Khalid a Fighter/Mage]
    This component requires either BG:EE or EET to be installed.

    SKIPPING: [Make Kivan an Archer]
    This component requires either BG:EE or EET to be installed.

    SKIPPING: [Make Safana a Swashbuckler]
    This component requires either BG:EE or EET to be installed.

    SKIPPING: [Shar-Teel's Class -> Make Shar-Teel a Berserker]
    This component requires either BG:EE or EET to be installed.

    SKIPPING: [Shar-Teel's Class -> Make Shar-Teel a Barbarian]
    This component requires either BG:EE or EET to be installed.

    SKIPPING: [Make Skie a Shadowdancer]
    This component requires either BG:EE or EET to be installed.

    SKIPPING: [Dual Class Friendly Stats for Branwen, Dynaheir, Safana and Xzar]
    This component requires either BG:EE or EET to be installed.

    SUCCESSFULLY INSTALLED NPC Portraits

    Press ENTER to exit.


    @Smeagolheart: You're including Weidu 23901. It's highly recommended not to do that, because it no longer registers BGEE+SOD as BGEE (but instead as a separate game SOD).

    While it's technically possible to keep using 23901 and update your setup files, keep in mind that the way Weidu works, it automatically updates the installer of all other Weidu mods! Which means you screw up all the other mods.

    So, the best course of action here is to ship this mod with Weidu 23900.

    Once 24000 comes out, update your setup file to also apply to SOD, then include Weidu 24000 in your installation. You should do that asap for all your mods.
    megamike15
  • subtledoctorsubtledoctor Member Posts: 7,842
    Just to clarify: you should remove Weidu v239.01 and use the stable release 23900. Shipping with the bad beta actually has the side-effect of breaking other mods. So, you know, don't do that. :wink:

    Using 23900 will require you to remove every instance of ~sod~ from the .tp2 and .tpa/tph files. That's a bit of work but honestly not much. A global find/replace run once in each file. Less than 5 minutes' work.

    The mod WILL still work fine on SoD if you do that.

    If you really need something to affect *only* SoD games and not BGEE games, then you can easily use
    ACTION_IF FILE_EXISTS_IN_GAME ~bd1000.are~
    If you want to affect only BGEE and not SoD, you can use
    ACTION_IF GAME_IS ~bgee~ AND NOT FILE_EXISTS_IN_GAME ~bd1000.are~
    But again, I really can't imagine a circumstance where that would be useful, especially in a mod like this.

    If you do the above things, then when Weidu 24000 is released, you will need to do... nothing! This method should be future-proof.
  • smeagolheartsmeagolheart Member Posts: 4,700
    edited September 2016
    The Weidu included must have updated from my install on EET.

    I updated the OP with v23900 but I don't have time to test it before work.
  • ThelsThels Member Posts: 911
    edited September 2016
    It seems to install properly now. Perhaps @megamike15 can give it another try as well?

    I would recommend upping the version in some way, even if only a small change was made, like 1.1a, so it's clear which version people use.
  • smeagolheartsmeagolheart Member Posts: 4,700
    Normally I'd do that, I was thinking this would be an easy fix and not require 3 or 4 attempts lol. Well now that bg1ee is restored, hope BG2EE is still working
  • megamike15megamike15 Member Posts: 745
    everything seems to have installed properly. sorry for all the trouble.
  • StevevdlStevevdl Member Posts: 73
    Hi, sorry to disturb, but for whatever reason, the standardize npc colors does not come up as an option on a fresh install of sod, I get every other choice except that one. Am I missing something?
  • smeagolheartsmeagolheart Member Posts: 4,700
    The consistent colors is no longer a part of the mod - for some reason. I can't recall why it is out now, I may re-add it if requested. Viconia's colors do standardize as part of "Consistent NPC Portraits" component to SOD colors.

    If I recall correctly effects on guys like Edwin were negligible.
  • megamike15megamike15 Member Posts: 745
    i don't see it as that much of a loss. i don't really pay that much attention to the paper dolls anyways. the only parts i use is the npc class part for bg1 and moving the npcs.
  • shawneshawne Member Posts: 3,239
    edited October 2016
    I'm having the same problem - downloaded the mod from OP, nothing's installing because it doesn't recognize a post-modmerge BG:EE+SoD. EDIT: So I renamed and swapped the latest WeiDU, so far so good...
  • shawneshawne Member Posts: 3,239
    A suggestion, if I may - the "Convenient NPCs" component should really allow selective implementation: I'm playing the first game now, and some of the changes really worked out for me (disabling Neera, moving Dorn and Eldoth, etc.) but I would've liked to keep Baeloth's original intro...
  • ZaghoulZaghoul Member Posts: 1,689
    edited May 22
    @smeagolheart Having trouble with Xan's portrait, only the info page pic shows up. The smaller side screen portrait is a ?. I posted this in my other discussion, but just found it was this mod that added it tonight.

    https://forums.beamdog.com/discussion/64843/xan-portrait-problem#latest

    EDIT: Oh, BG & SoD v2.3 BEAMDOG supplied.
    Also using your PPE if that matters.
  • DoodlerooDoodleroo Member Posts: 25
    Zaghoul said:

    @smeagolheart Having trouble with Xan's portrait, only the info page pic shows up. The smaller side screen portrait is a ?. I posted this in my other discussion, but just found it was this mod that added it tonight.

    https://forums.beamdog.com/discussion/64843/xan-portrait-problem#latest

    EDIT: Oh, BG & SoD v2.3 BEAMDOG supplied.
    Also using your PPE if that matters.

    I had the same issue in my last play through. I believe it was caused by PPE. Looking into my override folder, one of the image files for Xan was missing (XANL.bmp, XANM.bmp and XANS.bmp), do not remember which one though. Fixed it by copying and renaming one of the other files.
  • SomeSortSomeSort Member Posts: 761
    Doodleroo said:

    I had the same issue in my last play through. I believe it was caused by PPE. Looking into my override folder, one of the image files for Xan was missing (XANL.bmp, XANM.bmp and XANS.bmp), do not remember which one though. Fixed it by copying and renaming one of the other files.

    This is timely, as I had just recruited Xan and noticed the same bug. PPE is almost certainly the culprit, as I have that installed but not BGEENPC Tweaks.
  • ZaghoulZaghoul Member Posts: 1,689
    My override actually has all the xanl,m,s, .bmp's, so don't know how to go about the fix.
  • DoodlerooDoodleroo Member Posts: 25
    Hmm, mine also has a XAN.bmp - maybe that was the missing one.
  • ZaghoulZaghoul Member Posts: 1,689
    edited May 22
    Mine is missing the XAN.bmp, but for ex. XZAR.bmp is there, BUT VICONI.bmp is not, yet both of those work despite the discrepancy. Does not make sense at the moment, looking at it.
    EDIT: Maybe I'm just holding my drink wrong, hehheh. Good enough reason as any. :)
  • SomeSortSomeSort Member Posts: 761
    Zaghoul said:

    My override actually has all the xanl,m,s, .bmp's, so don't know how to go about the fix.

    My override doesn't have any Xan-related .bmps at all and I'm still getting the same bug. Larger portrait displays fine, smaller portrait gives the question mark icon.
  • ZaghoulZaghoul Member Posts: 1,689
  • smeagolheartsmeagolheart Member Posts: 4,700
    There is one portrait, it is copied to different sizes.

    XAN is copied as XANL, XANM, and XANS to your override. If you don't have those files there, I'm not sure what to tell you about how they are gone.

    That being said you can manually make a copy the file and rename it to the name. You could also download and open nearinfinity to see what portrait is being put on xan.cre for the small portrait.
  • ZaghoulZaghoul Member Posts: 1,689
    @smeagolheart Thanks for checking. All of those were there, they were all 210x which I thought strange but all I manage is just the CHARNAME's which I go by using 210x,169x, and 54x. I tried rizing that but to no avail. Ill have to check on the xan.cre file. Does the small portrait not just use the XANS file?
  • smeagolheartsmeagolheart Member Posts: 4,700
    not xans, showing as xanm for my on my bgee install.
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