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Project Infinity - mod manager for Baldur's Gate, Icewind Dale, Planescape Torment, and EET

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  • The user and all related content has been deleted.
  • ALIENALIEN Member Posts: 1,271
    @Endarire I can't reproduce this, please send logs.
    nWC19EQ.png

  • jasteyjastey Member Posts: 2,785
    Request to add PPG Github account: :)
  • ALIENALIEN Member Posts: 1,271
    jastey PPG Github account added, thanks!

    ## 0.7.10
    • added Pocket Plane Group Github account
  • EndarireEndarire Member Posts: 1,519
    edited January 2020
    @ALIEN
    The problem may have been with duplicate entries on my end.

    In PI, how to automatically check for mod updates for mods I have installed/selected?

    Request: Instead of needing to restart PI every time I put a new mod in the Mods directory, add a 'refresh' button to do this while keeping PI open. I'd also like a toggle for auto-refresh so users needn't manually refresh every time new mods are added to the directory.

    Clicking the Mods button brings up the window as normal, but trying to X out of it (close the window) brings up a dialog box every time with this error. (Maybe it's because I have no extracted mods directory set.) I can only close the program by force quitting it via Windows Task Manager.
    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.Management.Automation.CmdletInvocationException: Cannot bind argument to parameter 'Name' because it is null. ---> System.Management.Automation.ParameterBindingValidationException: Cannot bind argument to parameter 'Name' because it is null.
    at System.Management.Automation.ExceptionHandlingOps.CheckActionPreference(FunctionContext funcContext, Exception exception)
    at System.Management.Automation.Interpreter.ActionCallInstruction`2.Run(InterpretedFrame frame)
    at System.Management.Automation.Interpreter.EnterTryCatchFinallyInstruction.Run(InterpretedFrame frame)
    at System.Management.Automation.Interpreter.EnterTryCatchFinallyInstruction.Run(InterpretedFrame frame)
    at System.Management.Automation.Interpreter.Interpreter.Run(InterpretedFrame frame)
    at System.Management.Automation.Interpreter.LightLambda.RunVoid1[T0](T0 arg0)
    at System.Management.Automation.ScriptBlock.InvokeWithPipeImpl(ScriptBlockClauseToInvoke clauseToInvoke, Boolean createLocalScope, Dictionary`2 functionsToDefine, List`1 variablesToDefine, ErrorHandlingBehavior errorHandlingBehavior, Object dollarUnder, Object input, Object scriptThis, Pipe outputPipe, InvocationInfo invocationInfo, Object[] args)
    at System.Management.Automation.ScriptBlock.<>c__DisplayClass57_0.<InvokeWithPipe>b__0()
    at System.Management.Automation.Runspaces.RunspaceBase.RunActionIfNoRunningPipelinesWithThreadCheck(Action action)
    at System.Management.Automation.ScriptBlock.InvokeWithPipe(Boolean useLocalScope, ErrorHandlingBehavior errorHandlingBehavior, Object dollarUnder, Object input, Object scriptThis, Pipe outputPipe, InvocationInfo invocationInfo, Boolean propagateAllExceptionsToTop, List`1 variablesToDefine, Dictionary`2 functionsToDefine, Object[] args)
    at System.Management.Automation.ScriptBlock.InvokeUsingCmdlet(Cmdlet contextCmdlet, Boolean useLocalScope, ErrorHandlingBehavior errorHandlingBehavior, Object dollarUnder, Object input, Object scriptThis, Object[] args)
    at Microsoft.PowerShell.Commands.ForEachObjectCommand.ProcessRecord()
    at System.Management.Automation.CommandProcessor.ProcessRecord()
    --- End of inner exception stack trace ---
    at System.Management.Automation.ExceptionHandlingOps.CheckActionPreference(FunctionContext funcContext, Exception exception)
    at System.Management.Automation.Interpreter.ActionCallInstruction`2.Run(InterpretedFrame frame)
    at System.Management.Automation.Interpreter.EnterTryCatchFinallyInstruction.Run(InterpretedFrame frame)
    at System.Management.Automation.Interpreter.EnterTryCatchFinallyInstruction.Run(InterpretedFrame frame)
    at System.Management.Automation.Interpreter.Interpreter.Run(InterpretedFrame frame)
    at System.Management.Automation.Interpreter.LightLambda.RunVoid1[T0](T0 arg0)
    at System.Management.Automation.ScriptBlock.InvokeWithPipeImpl(ScriptBlockClauseToInvoke clauseToInvoke, Boolean createLocalScope, Dictionary`2 functionsToDefine, List`1 variablesToDefine, ErrorHandlingBehavior errorHandlingBehavior, Object dollarUnder, Object input, Object scriptThis, Pipe outputPipe, InvocationInfo invocationInfo, Object[] args)
    at System.Management.Automation.ScriptBlock.<>c__DisplayClass57_0.<InvokeWithPipe>b__0()
    at System.Management.Automation.Runspaces.RunspaceBase.RunActionIfNoRunningPipelinesWithThreadCheck(Action action)
    at System.Management.Automation.ScriptBlock.InvokeWithPipe(Boolean useLocalScope, ErrorHandlingBehavior errorHandlingBehavior, Object dollarUnder, Object input, Object scriptThis, Pipe outputPipe, InvocationInfo invocationInfo, Boolean propagateAllExceptionsToTop, List`1 variablesToDefine, Dictionary`2 functionsToDefine, Object[] args)
    at System.Management.Automation.ScriptBlock.InvokeAsDelegateHelper(Object dollarUnder, Object dollarThis, Object[] args)
    at System.Windows.Forms.FormClosedEventHandler.Invoke(Object sender, FormClosedEventArgs e)
    at System.Windows.Forms.Form.OnFormClosed(FormClosedEventArgs e)
    at System.Windows.Forms.Form.CheckCloseDialog(Boolean closingOnly)


    ************** Loaded Assemblies **************
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    PoshExeHostWinV5
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    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_64/System.Transactions/v4.0_4.0.0.0__b77a5c561934e089/System.Transactions.dll
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    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.

    For example:

    <configuration>
    <system.windows.forms jitDebugging="true" />
    </configuration>

    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.
    ]
    Post edited by Endarire on
  • ALIENALIEN Member Posts: 1,271
    edited January 2020
    Endarire wrote: »
    @ALIEN
    In PI, how to automatically check for mod updates for mods I have installed/selected?
    Right now, when you click at the mod name/display name it will check for updates in the background. This feature will get a major rewrite once I finalize other things.
    Endarire wrote: »
    Request: Instead of needing to restart PI every time I put a new mod in the Mods directory, add a 'refresh' button to do this while keeping PI open.
    There is a small "Rescan" button. It didn't bring enough attention, right?

    Regarding error - I've fixed it for 0.7.10 but it turns out that not really :wink:
    Post edited by ALIEN on
  • EndarireEndarire Member Posts: 1,519
    edited January 2020
    @Alien
    I've found a buncha "Big World Setup" related mods in my PI mods dir like _ApplyPatches. How important are these to use for PI?

    Request: Allow us to use the mouse scroll wheel to scroll the mod list while we have a mod selected for moving. Also, allow us to hold a mod at the top of the list (instead of only the bottom) to scroll up the list so we don't need to place a mod, manually scroll up, then move the mod up again.

    At present, I'm unsure why we can click and hold a mod to move it down the list near the bottom of the list part of the screen, but not toward the top part.

    Request: Allow us to move multiple mods simultaneously.

    Request: Allow us to right-click a mod and move it to the top or bottom of any existing category like Late or AI or Default/Unsorted.

    Request: Allow us a method to automatically check for the newest version of all mods we have listed and ask if we want to download/replace each of them. This would be a toggle so as not to force users to switch versions mid-game and possibly break stuff.

    Request: Add 'undo' and 'redo' to mod moving (Control-Z and Control-Y respectively on Windows), preferably for the past 100+ moves, just in case we bumped something and seemed to lose a mod in a sea of them.

    Request: Allow us to scroll the window up and down via arrows and page up/page down while clicking and holding to select a mod.

    Request: Allow us a separate window or/and the ability to click and drag mods between PI windows so as to be able to easily reorder things. For example, this is useful to keep one window in the unassigned mods section and the other in the current mod section (Quests, etc.)

    Request: If Default/Unassigned category mods aren't loaded (and, in my opinion, they shouldn't be), make this explicit to users! Change the category name to Default/Unassigned (These Mods Won't Load/Install Even If Selected)

    Request: If a selected mod is already at the top of a list (Quests, etc.), pushing Control-Alt-Up will move it to the next category up on the list. Likewise with Control-Alt-Down and moving down.

    Bug: Control-Alt-Down Arrow will move a mod to the bottom of the list and 'center view' on the newly-moved mod. Control-Alt-Up Arrow moves mods to the top of the list but doesn't center view as it should.
    Post edited by Endarire on
  • EndarireEndarire Member Posts: 1,519
    edited January 2020
    Bug?: I purposely kept my PI mods directory and BGEE/BG2EE directories separate. Attempting to install my mod list gives a long list of

    FATAL ERROR: #FATAL ERROR: Failure("Not a game directory")
    #[<filename>] WeiDU version 24600
    Post edited by Endarire on
  • jasteyjastey Member Posts: 2,785
    Endarire wrote: »
    Attempting to install the attached mod list
    Which attached mod list?

  • The user and all related content has been deleted.
  • jasteyjastey Member Posts: 2,785
    @ArthasII thanks, me blind.
    @Endarire
    As mentioned at G3 there are inofficial versions on that list which should be replaced by the original ones (Amber, Arath, Dace, Iylos).
  • SumSineRegnoSumSineRegno Member Posts: 25
    I might have to try to install again to get some logs, but I got some interesting outcomes this time. Interestingly Xan BG2, and the Djinni mod installed for me when they haven't in the past along with the Stalkers component of ascension. Though in exchange, it couldn't somehow find SoA or the Tweaks Anthology component Personalized Saves. And it seems to have overlooked the existence of Wheels of Prophecy, and another mod, might be more.

    And it couldn't find the .tp2 for iwdification, even though I have installed it in the past. Though I wonder if it is a packaging issue. Also had some issues wrangling with the location of SoD for the EET install, though I am sure that is on my end.

    So should I post my current weidu log for you to look at? And then maybe try again later? And anything else I can do on my end that would be helpful?

    And could packaging mods wrong, or perhaps repackaging them wrong create issues? Just wondering, because it occurs to me that I could have created some issues by the way I copied them over into my folder.
  • ALIENALIEN Member Posts: 1,271
    edited January 2020
    @SumSineRegno Your post is too general, can you narrow it a bit? Especially the first paragraph of your post. Are you telling that PI has installed wrong mods? What exactly did you do and what you want to achieve? What was the issues with providing SoD path for EET? Please zip and send Logs folder.
    Post edited by ALIEN on
  • SumSineRegnoSumSineRegno Member Posts: 25
    ALIEN wrote: »
    @SumSineRegno Your post is too general, can you narrow it a bit? Especially the first paragraph of your post. Are you telling that PI has installed wrong mods? What exactly did you do and what you want to achieve? What was the issues with providing SoD path for EET? Please zip and send Logs folder.

    I apologize, I am likely not as coherent as I should be due to lack of sleep. Going to get some sleep soon. I'll work on a clear and concise explanation when I get up, since I don't think I'll write anymore clearly or concisely in this state. Sorry about that.

    And I'll work on setting up the files to be sent off, after I get up as well.

    And on the SOD issue it is probably nothing, I was probably getting confused at how it worked and thought I had already provided it. Again sorry.

    Anyways, have a nice night, or good morning.
  • SumSineRegnoSumSineRegno Member Posts: 25
    edited January 2020
    To explain better, I meant to say that I had recognized multiple problems that arose this time.. But also had some good news to share, that some mods and components wouldn't previously install now do.

    1. Tweaks Anthology Personalized saves and Stone of Askavar weren't recognized as actually being in the folder when I tried to set install sequence.
    2. Wheels of Prophecy and Verr'sza for BG2 did not appear in the sequence even though selected.
    3. IDWification's TP.2 file wasn't recognized during installation even though it existed.

    And I apologize for double-posting. Does this clear things up? And I'll work on zipping up the relevant logs.

    Well, going to edit it in now, so that I don't triple post. Found the problem with IWDification it seems. I wasn't using SCS, but the duplicate tp.2 that SCS had still confused it. Removed, SCS from my folder and it worked fine.
    Post edited by SumSineRegno on
  • ALIENALIEN Member Posts: 1,271
    @Endarire I saw your post, no need to sen me PM's about it. I will take look at the bugs when I can. Most if not all requests can't be done until I will switch to a new GUI Framework.
  • ALIENALIEN Member Posts: 1,271
    Well, I guess I need to implement the "Report bug/Upload logs" button instead of asking about them multiple times.
  • EndarireEndarire Member Posts: 1,519
    @ALIEN Thankee for clarifying.
  • SumSineRegnoSumSineRegno Member Posts: 25
    ALIEN wrote: »
    Well, I guess I need to implement the "Report bug/Upload logs" button instead of asking about them multiple times.

    I know I owe you the logs, I'll collect them. Just trying to figure out which ones I should all send, and then make sure that any thing like user name can be omitted, because of privacy.
  • CryosaurCryosaur Member Posts: 15
    @ALIEN After performing some heavy edits to a mod's tp2 file, clicking on the mod entry in your app causes its tree node to vanish. I checked the mod's ini file but that does not seem to be the problem, so I assume the tp2 parse is crashing or something. Is there a way to have the app show an error dialog on a failed parse, with a message containing the line number or some other helpful message on what went wrong?
  • ALIENALIEN Member Posts: 1,271
    @Cryosaur

    1. Check backup path: modname\backup
    2. Try
    setup-modname.exe --nogame --list-components-json modname\modname.tp2 0
    
    If this dostn' produce component list, please post you edited tp2 (it it can be installed probperly).
  • GroomGroom Member Posts: 7
    edited January 2020
    Hi
    I'm unable to Set-InstallationSequence (pressing the button blanks the box) nor Update mod (it's greyed).
    I tried to manually extract the mods and downloaded mods by pressing the green Mod button (just a simple NPC-mod).
    They all appear in the section: "Default/Unassigned".

    Manually extracted (no difference if I check the mod):
    smffxpsuufkn.png


    P.I. downloaded mod (behaves the same way as manual extraction even when checked):
    bzjv75q1jfxr.png



    Are there some steps I'm missing? Why doesn't P.I. recognize any of my mods?
    I have no logs to show, as there are non generated.

    My system and setup:
    Windows 10, and fully updated (latest Netframework and PS 5.1).

    My ProjectInfinity ini-file :
    [Config]
    BGTBGTotSCDir=
    EETBGSoD=
    GameDirBG1=
    GameDirBG1EE=
    GameDirBG2=
    GameDirBG2EE=G:\Steam\steamapps\common\Baldur's Gate II Enhanced Edition
    GameDirBGSoD=
    GameDirBGT=
    GameDirEET=
    GameDirIWD1=
    GameDirIWD1EE=
    GameDirIWD2=
    GameDirPST=
    GameDirPSTEE=
    LanguageOrder=English
    ModSourceExtracted=G:\vikt\Games Setups and Mods\BG\Extracted Mods
    SelectedGame=BG2EE
  • SumSineRegnoSumSineRegno Member Posts: 25
    edited January 2020
    So, it turns out that all but one of the issues I have is solved, by just persistence or work on my end. And none of them require logs to actually fix, except perhaps my issue with IDWification and SCS's duplicate tp2 file. Though I'll still upload what I think is relevant and paste the error from Stone of Askavar and the CDtweaks not being recognized.
    #INSTALLATION ABORTED.
    # Install sequence contains non-existent mods:
    Default version
    Use scheme

    Attached the relevant logs for IWDification, need anymore logs for IWDification? Just tossing those in, in hopes they might help.

    I am going to look into gathering the logs for SCS, since I have been having trouble with it for some time, that is the core component failing to install on EET, thus causing all the dependent parts to fail. Entirely on my end.
    Post edited by SumSineRegno on
  • ALIENALIEN Member Posts: 1,271
    @Groom Click the + sign. The empty box is confusing but it can't be removed due to the technology limitation.

    @SumSineRegno Thanks for the logs, the IDWification error comes with the fact that there are duplicate tp2 files. There is a warning at the start of the program regarding this. The next version will prevent installation if it detects duplicate files.

    I can't reproduce Stone of Askavar and the CDtweaks not being recognized.
  • SumSineRegnoSumSineRegno Member Posts: 25
    edited January 2020
    ALIEN wrote: »
    @Groom Click the + sign. The empty box is confusing but it can't be removed due to the technology limitation.

    @SumSineRegno Thanks for the logs, the IDWification error comes with the fact that there are duplicate tp2 files. There is a warning at the start of the program regarding this. The next version will prevent installation if it detects duplicate files.

    I can't reproduce Stone of Askavar and the CDtweaks not being recognized.

    I had figured that out, though I still shared the logs figuring they'd still be of help. It probably took me some time to figure that out, since I wasn't using SCS, and thus it wouldn't have occurred to me until I actually read the warning.

    Huh, that is odd. I am not sure how it happened, it came with the last update or something. I wonder if I did something on my end.

    So I just might have fixed SoA on my end by installing the wrong component and uninstalling it on bg1ee so that it was in my bgee folder. Going to see if I can't fix it, by doing that for CDtweaks on bg2ee, and then I'll go to bed and see if I can't do my full EET install tomorrow and report back. Well, the personalized saves component installed now... Huh, weird.
  • EndarireEndarire Member Posts: 1,519
    @ALIEN
    I'm still not sure how I should be handling my EET install and request your aid.

    The way I learned to install a large batch o' mods was with Big World Setup (BWS). I switched to Project Infinity (PI) from that due to unpredictable install results using even the same batch o' mods.

    On BWS, I put BGEE (with SoD) in F:\BGEE and put BG2EE in F:\BG2EE. (These are clean directories using GOG installers.) Selecting the various EET components in BWS caused the EET components to install correctly in F:\BG2EE. I'm unsure how the game files combined, but perhaps it was from BWS copying all relevant files to F:\BG2EE.

    In PI, I wanted to do an EET install and tried the same method: BGEE with SoD was in F:\BGEE and BG2EE was in F:\BG2EE. (I didn't specify an EET directory since I wasn't sure what files to put where.) Installing the relevant mods including EET this way failed since critical mods like the DLC Merger couldn't find relevant game files.

    Thus, for an EET install with many other mods, what directories should have what game files to ensure everything properly works? (Note that this mod list is meant as an idea. Other mods and versions may be included in the final install.)

    Thankee!
  • ALIENALIEN Member Posts: 1,271
    First, please read EET mod readme, then FAQ about how to install EET. Everything that you need is there. For a clean installation, you need BG:SoD and BG2EE. Nothing unusual.
    Endarire wrote: »
    @ALIEN
    Installing the relevant mods including EET this way failed since critical mods like the DLC Merger couldn't find relevant game files.
    Well, it's because you selected the wrong DLC Merged component. Please read readme of this mod.
  • SumSineRegnoSumSineRegno Member Posts: 25
    edited January 2020
    @ALIEN So I just figured out exactly what my problem with some mods not being set in the install sequence... That somehow the check boxes in the left pane get reversed and being checked means they are inactive and being unchecked means they are active. Might have to see how I can reproduce this, I think it might happen due to checking boxes in the wrong order, but I'll do some testing next time I want to reinstall my mods.

    edit: So this selection bug seems to be responsible for the bug I had with SoA and cdTweaks. I was able to get the save component, by not selecting it, but selecting the sub-component I wanted.

    Post edited by SumSineRegno on
  • Jarp_HabibJarp_Habib Member Posts: 1
    edited January 2020
    This has been a massive headache. I've spent the entire day trying to set this up with a clean Steam install of both BGEE and BG2EE. I open Project Infinity, set the install folders. I click the green download mods button, then Spellhold Studios. Click BGT and it downloads. Drag it up to Enhanced Edition Trilogy - Core. Select the components and the subcomponents. Set installation sequence, then start installation. It prompts me for the installation directory again and I enter it, but no avail.


    Edit: UGH. Am an idiot. BGT is for original games, need to find EET for Enhanced Editions
    Post edited by Jarp_Habib on
  • ALIENALIEN Member Posts: 1,271
    @ALIEN I am really interested in trying this tool, i.e., Project Infinity, which I have downloaded. BUT, once I open it, I have no idea what to do. I set my game path (I think), and it gives me a recommended mod order on the left, none of which can be checked, although the up/down arrows seem to work.

    Where do I provide the mods I selected? It doesn't even seem to see the folder I have them in. I'm used to doing it manually but thought this would be cool. CT

    Can you try "How to use:" instructions and provide feedback on what was unclear?
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