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

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  • FrenzgynFrenzgyn Member Posts: 80
    Langy wrote: »
    Then to find out the "export" doesn't take into account any of the checkboxes and just creates pretty much blank file... Yeah, I'm not happy with this software.

    I feel you on the firtst issue, unfortunately is quite harsh to check that boxes once you have more than a few mods, but on the second point IF I AM NOT COMPLETELY MISTAKEN AND WASTED HOURS OF MY LIFE IN A LIE (lol) after you've clicked "Set-Install Sequence" you could at least copy-paste what's in that box for the next time (and manually edit the order in Notepad++ if it's the case). Not a complete workaround, but it spare a few of headaches.

    Still better than manually installing all the stuff if more than 20 components needs to be installed.

  • LangyLangy Member Posts: 3
    Frenzgyn wrote: »
    Langy wrote: »
    Then to find out the "export" doesn't take into account any of the checkboxes and just creates pretty much blank file... Yeah, I'm not happy with this software.

    I feel you on the firtst issue, unfortunately is quite harsh to check that boxes once you have more than a few mods, but on the second point IF I AM NOT COMPLETELY MISTAKEN AND WASTED HOURS OF MY LIFE IN A LIE (lol) after you've clicked "Set-Install Sequence" you could at least copy-paste what's in that box for the next time (and manually edit the order in Notepad++ if it's the case). Not a complete workaround, but it spare a few of headaches.

    Still better than manually installing all the stuff if more than 20 components needs to be installed.

    Once it was described that hitting the 'refresh' button A. clears the current list of selected mods and B. temporarily fixes whatever bug results in the absolutely massive UI lag and so the recommend mode of operation is to:
    A. Create a new text file
    B. Select components from one mod
    C. Hit 'Set-Install Sequence'
    D. Append the install sequence text box into the text file created in A
    E. Hit the 'refresh' button
    F. Repeat from B until all mods have been selected

    The operation of the program became significantly less frustrating. The problem is that nothing in the documentation of the program - either of the first two posts - indicates that this is a reasonable mode of operation.

    It still remains annoying that you have to do that, but it doesn't take hours to literally just click check boxes strictly due to UI lag any longer, which is nice. However, I strongly recommend putting those warnings and instructions in the documentation and make a note of the UI lag being a known defect in the 'Planned Features' or 'Long-Term Goals' sections if you don't want to put a dedicated 'Known Defects' section. Warning people that adding a new mod or hitting the 'refresh' button clears out the currently selected component list is another really good idea.
  • ALIENALIEN Member Posts: 1,271
    @Langy I've added the 'Known Issues' section.
  • EndarireEndarire Member Posts: 1,519
    @ALIEN
    Greetings!

    I'm on Win 10 64 bit. I added a security exclusion for Project Infinity 0.99 (the latest version as of this writing) but double clicking the program didn't launch it. Rebooting didn't help. I'm an administrator and running as an admin did nothing. How to fix?

    Thankee!
  • PellinorePellinore Member Posts: 11
    Endarire wrote: »
    @ALIEN
    Greetings!

    I'm on Win 10 64 bit. I added a security exclusion for Project Infinity 0.99 (the latest version as of this writing) but double clicking the program didn't launch it. Rebooting didn't help. I'm an administrator and running as an admin did nothing. How to fix?

    Thankee!

    I have the exact same issue. Also added the exclusion but nothing happens when I try to launch the program.
  • EndarireEndarire Member Posts: 1,519
    @Pellinore
    I got it working (alleluia!) by opening Windows Security and disabling real time threat protection. Because Windows thought PI was a severe trojan.
  • EndarireEndarire Member Posts: 1,519
    How do we fix the TINY, TINY TEXT of the Project Infinity windows, especially on a 4K display?
  • ALIENALIEN Member Posts: 1,271
    @Endarire https://github.com/ALIENQuake/ProjectInfinity/issues/24

    @Pellinore Add 'process exclusion' as an exception in Windows Defender settings.
  • HillgroveHillgrove Member Posts: 17
    Endarire wrote: »
    How do we fix the TINY, TINY TEXT of the Project Infinity windows, especially on a 4K display?

    by using windows scaling.. I have same issue.
  • PellinorePellinore Member Posts: 11
    Endarire wrote: »
    @Pellinore
    I got it working (alleluia!) by opening Windows Security and disabling real time threat protection. Because Windows thought PI was a severe trojan.

    This fixed the problem. Thanks!
  • ALIENALIEN Member Posts: 1,271
    ## 0.10.0
    - breaking change: Install Order Rules are checked only once when Set-InstallSequence/Start-Installation buttons are pressed
    - beta feature: WeiDU-PI-Global.log will record the status of all mod installations
    - elimination of UI lag when scanning mods
    - elimination of UI lag when there are multiple components selected
    - install sequence will use globally unique labels if the mod supports them
    - application updates will be checked once per day
    - duplicated mods will be reported and excluded instead of blocking application usage
    - importing WeiDU.log will now give feedback to users about missing mods and components
    - fixed missing "BG1 Unfinished Business" mod from Pocket-Plane-Group list
    - logging improvements
  • ALIENALIEN Member Posts: 1,271

    It took five long months to change mod scanning to be fully dynamic and it was the biggest code change I have ever done. It required creating eight proof-of-concept projects, some code techniques provided by the developers of PowerShell themself, and rewriting the most sensitive parts of the application code. This spikes an avalanche of code changes in other parts. I did suspect that introducing such major design changes can lead to extensive code changes but I never expect them to be so wast. One of the reasons is technology, the other one is me being an inexperienced coder. Nope, it was not fun at all. I need to figure out a way to improve things as spending half a year only to add another feature is not something that can be done for a long period of time.

    But there is some good news too!

    The 'dynamic mod scanning' is the last piece of something that has never existed in the Infinity Engine modding community - a reliable mod compilation that players can use to recreate installation.
    As long as the mods selected for the compilation use the 'Globally Unique Labels' feature, the mod compilations created by PI are not affected by the mod internal structure changes (DESIGNATED) or when some of the mod components are donated to another mod. It was a long and difficult road to get there. But the work is done. It always will be. I will add some user-friendly features around this feature later.

    The project is approaching the '1.0.0' version and the end of the BETA. But what does 'no longer BETA' means? For me, 80% of major features are implemented and ready for modders and players to use. It doesn't mean that I'm satisfied with the look, UI, general user experience, or responsiveness of the application. Those parts can and will be improved later. One of the long-term goals that won't be shipped with 1.0.0 is "mod conflicts" because it turns out it was more difficult than I have thought. I'm not planning big changes or new features for 1.0.0.

    Soon after 1.0.0 version, Project Infinity will only run on Windows 10 or Windows 11. Compatibility with older Windows versions is a major drawback when it comes to improving things, no to mention that Windows 7 is already out-of-support without security patches. If you still using Windows 7 please consider updating to Windows 10 as it has almost the same look and feel as Windows 7 and you can even install https://open-shell.github.io/Open-Shell-Menu to have a fully Windows 7 experience.

    BTW: While I tested this version, it was the biggest code change ever so please report any bugs.

  • HillgroveHillgrove Member Posts: 17
    ALIEN wrote: »
    ## 0.10.0
    - breaking change: Install Order Rules are checked only once when Set-InstallSequence/Start-Installation buttons are pressed
    - beta feature: WeiDU-PI-Global.log will record the status of all mod installations
    - elimination of UI lag when scanning mods
    - elimination of UI lag when there are multiple components selected
    - install sequence will use globally unique labels if the mod supports them
    - application updates will be checked once per day
    - duplicated mods will be reported and excluded instead of blocking application usage
    - importing WeiDU.log will now give feedback to users about missing mods and components
    - fixed missing "BG1 Unfinished Business" mod from Pocket-Plane-Group list
    - logging improvements


    SWEEEET !!

    Looks like I'm giving BG a whirl again some time soon. Was waiting for the "fix" to the install order stalls.
  • KinasinKinasin Member Posts: 6
    Windows refuses to let me install no matter what exlusions i use but it does work by setting off anti virus. I'm trying to install https://github.com/morpheus562/Baldurs-Gate-Install-Order-List-Repository/blob/main/user-submitted-weidu-logs/morpheus562/WeiDU-BGEE-2022-03-19.log but when it gets to ariel it throws this error.
    //Installing [Aerie for BG:EE]
    //Copying 1 file ...
    //ERROR: error loading [BG1Aerie/audio]
    //Stopping installation because of error.
    //ERROR Installing [Aerie for BG:EE], rolling back to previous state
    //Will uninstall 0 files for [setup-BG1Aerie.tp2] component 0.
    //Uninstalled 0 files for [setup-BG1Aerie.tp2] component 0.
    //ERROR: Unix.Unix_error(20, "stat", "BG1Aerie/audio")
    //
    //WARNING: BG1AERIE:0 has encounter errors durring installation, exited with ExitCode = 2
    //INSTALLATION FINISHED.
    //Please make a backup of the file: Setup-BG1Aerie.debug and look for support at: Coutelier (mail@coutelier.org.uk)
    //Automatically Skipping [Aerie for BG:EE] because of error.
    //Using Language [English]
    //NOT INSTALLED DUE TO ERRORS Aerie for BG:EE
  • ALIENALIEN Member Posts: 1,271
    @Kinasin While this is a mod bug and shouldn't be reported here, I know the cause: you are trying to install "Aerie for BG:EE" into BG2EE game.
  • KinasinKinasin Member Posts: 6
    edited July 2022
    ALIEN wrote: »
    @Kinasin While this is a mod bug and shouldn't be reported here, I know the cause: you are trying to install "Aerie for BG:EE" into BG2EE game.

    I'm following this guys video and it works for him also im not installing it into bg2 I have it set to sod. https://www.youtube.com/watch?v=wt1mWX2zo_4
  • ALIENALIEN Member Posts: 1,271
    @Kinasin The mod has problems, it's not the correct thread to report mod problems. Please report it here: https://forums.beamdog.com/discussion/38824/aerie-in-bg-ee-v1-1
  • KinasinKinasin Member Posts: 6
    edited July 2022
    ALIEN wrote: »
    @Kinasin The mod has problems, it's not the correct thread to report mod problems. Please report it here: https://forums.beamdog.com/discussion/38824/aerie-in-bg-ee-v1-1

    it's installing on the v0.9.9 version of your mod manager.
  • ALIENALIEN Member Posts: 1,271
    @Kinasin This. Now, that's a bug, will check. Thanks for the report.
  • GraionDilachGraionDilach Member Posts: 599
    @ALIEN To put the regression in technical terms, mods which package the tp2 to the game folder next to weidu instead of having it on the mod's top folder are all end up copied to the game folder without their content folder.
  • ALIENALIEN Member Posts: 1,271
    edited July 2022
    ## 0.10.2

    - fixed duplicated entries at mod info box (regression)

    ## 0.10.1

    - fixed detection of mod data folder (regression)

    @Kinasin @GraionDilach Fixed!
    Post edited by ALIEN on
  • OlorinielOloriniel Member Posts: 49
    Glad to see the new version.

    My last, finally successful install was a multi-day affair. This should be much better, though I'm already hitting a few snags.

    First, I uploaded my install sequence, applied my sorting order, and set my install sequence, Then started my insallation.
    Unpacking the mods to my game directory took about half an hour (an observation, not a complaint). Then about another 25 minutes to install EET.

    First snag came loading "Imoen4Ever" component "Compatibility with Alternatives." It shouldn't have installed when it did, because I had placed this component after "Alternatives." It did load successfully, however.

    Second snag came with Transitions ("Use EndlessBG1's handling of Sarevok's equipment.")
    //In state 232, I expected one of these tokens:
    // [3] <<<<<<<<
    // [14] ACTION_GET_STRREF_S
    // [18] OUTER_TEXT_SPRINT
    // [22] RANDOM_SEED
    // [23] ADD_KIT
    // [27] AT_INTERACTIVE_UNINSTALL
    // [34] LAUNCH_ACTION_FUNCTION
    // [40] LOG
    // [42] COPY_ALL_GAM_FILES
    // [45] SILENT
    // [50] ADD_MUSIC
    // [52] BIFF
    // [56] GET_DIRECTORY_ARRAY
    // [63] PRINT
    // [70] WITH_SCOPE
    // [73] WITH_TRA
    // [75] ACTION_RERAISE
    // [79] ACTION_IF
    // [84] APPEND
    // [86] DEFINE_ACTION_MACRO
    // [87] ACTION_TO_UPPER
    // [88] ACTION_GET_STRREF
    // [93] ABORT
    // [96] ACTION_GET_STRREF_F
    // [97] STRING_SET_EVALUATE
    // [98] OUTER_FOR
    // [102] FAIL
    // [103] AT_UNINSTALL
    // [106] CLEAR_ARRAYS
    // [108] ACTION_GET_STRREF_FS
    // [125] COPY_EXISTING
    // [126] REINCLUDE
    // [129] MOVE
    // [134] ADD_AREA_TYPE
    // [144] EXTEND_TOP_REGEXP
    // [147] ADD_PROJECTILE
    // [148] OUTER_PATCH_SAVE
    // [149] CREATE
    // [156] MKDIR
    // [158] OUTER_SET
    // [159] WARN
    // [161] STRING_SET
    // [163] COPY_RANDOM
    // [164] ADD_JOURNAL
    // [170] DISABLE_FROM_KEY
    // [172] AT_INTERACTIVE_EXIT
    // [173] ACTION_READLN
    // [175] ACTION_DEFINE_ARRAY
    // [176] UNINSTALL
    // [184] ACTION_SORT_ARRAY_INDICES
    // [185] VERBOSE
    // [187] DEFINE_PATCH_FUNCTION
    // [195] ACTION_BASH_FOR
    // [203] ACTION_MATCH
    // [204] REQUIRE_FILE
    // [212] ACTION_FOR_EACH
    // [214] CLEAR_CODES
    // [221] EXTEND_TOP
    // [222] ACTION_TIME
    // [224] CLEAR_MEMORY
    // [225] DECOMPRESS_BIFF
    // [236] COPY
    // [237] APPEND_COL_OUTER
    // [241] DEFINE_PATCH_MACRO
    // [244] COPY_LARGE
    // [254] END
    // [257] COPY_KIT
    // [262] ADD_SECTYPE
    // [263] ACTION_CLEAR_ARRAY
    // [267] EXTEND_BOTTOM
    // [285] ALTER_TLK
    // [287] COPY_EXISTING_REGEXP
    // [293] EXTEND_BOTTOM_REGEXP
    // [294] FORBID_FILE
    // [295] CLEAR_IDS_MAP
    // [298] ALTER_TLK_LIST
    // [308] OUTER_SNPRINT
    // [310] OUTER_PATCH
    // [314] AT_INTERACTIVE_NOW
    // [316] AT_EXIT
    // [318] AT_INTERACTIVE_UNINSTALL_EXIT
    // [324] STRING_SET_RANGE
    // [325] APPEND_COL
    // [328] ACTION_TO_LOWER
    // [333] ADD_SPELL
    // [336] CLEAR_EVERYTHING
    // [337] GET_FILE_ARRAY
    // [342] AT_NOW
    // [344] LOAD_TRA
    // [349] ACTION_PHP_EACH
    // [359] ACTION_TRY
    // [361] ACTION_DEFINE_ASSOCIATIVE_ARRAY
    // [365] INCLUDE
    // [366] DEFINE_DIMORPHIC_FUNCTION
    // [375] ALTER_TLK_RANGE
    // [380] DEFINE_ACTION_FUNCTION
    // [381] OUTER_SPRINT
    // [384] LAUNCH_ACTION_MACRO
    // [405] COMPILE
    // [410] AT_UNINSTALL_EXIT
    // [416] ADD_SCHOOL
    // [423] APPEND_OUTER
    // [426] CLEAR_INLINED
    // [430] DELETE
    // [445] OUTER_WHILE
    //Parse error (state 232) at IF
    //[transitions/components/sarevok1.tpa] PARSE ERROR at line 10 column 8-9
    //Near Text: IF
    // GLR parse error
    //[transitions/components/sarevok1.tpa] ERROR at line 10 column 8-9
    //Near Text: IF
    // Parsing.Parse_error
    //ERROR: parsing [transitions/components/sarevok1.tpa]: Parsing.Parse_error
    //Stopping installation because of error.
    //ERROR Installing [Give Sarevok his armor, helm, and sword -> Use EndlessBG1's handling of Sarevok's equipment, if available, else use Option 2], rolling back to previous state
    //Will uninstall 6 files for [transitions\transitions.tp2] component 22.
    //Uninstalled 6 files for [transitions\transitions.tp2] component 22.
    //In state 232, I expected one of these tokens:
    // [3] <<<<<<<<
    // [14] ACTION_GET_STRREF_S
    //WARNING: unpausing installation will continue from next component.
    //
    //WARNING: transitions:22 has encounter errors durring installation, exited with ExitCode = 2
    // [18] OUTER_TEXT_SPRINT
    // [22] RANDOM_SEED
    // [23] ADD_KIT
    // [27] AT_INTERACTIVE_UNINSTALL
    // [34] LAUNCH_ACTION_FUNCTION
    // [40] LOG
    // [42] COPY_ALL_GAM_FILES
    // [45] SILENT
    // [50] ADD_MUSIC
    // [52] BIFF
    // [56] GET_DIRECTORY_ARRAY
    // [63] PRINT
    // [70] WITH_SCOPE
    // [73] WITH_TRA
    // [75] ACTION_RERAISE
    // [79] ACTION_IF
    // [84] APPEND
    // [86] DEFINE_ACTION_MACRO
    // [87] ACTION_TO_UPPER
    // [88] ACTION_GET_STRREF
    // [93] ABORT
    // [96] ACTION_GET_STRREF_F
    // [97] STRING_SET_EVALUATE
    // [98] OUTER_FOR
    // [102] FAIL
    // [103] AT_UNINSTALL
    // [106] CLEAR_ARRAYS
    // [108] ACTION_GET_STRREF_FS
    // [125] COPY_EXISTING
    // [126] REINCLUDE
    // [129] MOVE
    // [134] ADD_AREA_TYPE
    // [144] EXTEND_TOP_REGEXP
    // [147] ADD_PROJECTILE
    // [148] OUTER_PATCH_SAVE
    // [149] CREATE
    // [156] MKDIR
    // [158] OUTER_SET
    // [159] WARN
    // [161] STRING_SET
    // [163] COPY_RANDOM
    // [164] ADD_JOURNAL
    // [170] DISABLE_FROM_KEY
    // [172] AT_INTERACTIVE_EXIT
    // [173] ACTION_READLN
    // [175] ACTION_DEFINE_ARRAY
    // [176] UNINSTALL
    // [184] ACTION_SORT_ARRAY_INDICES
    // [185] VERBOSE
    // [187] DEFINE_PATCH_FUNCTION
    // [195] ACTION_BASH_FOR
    // [203] ACTION_MATCH
    // [204] REQUIRE_FILE
    // [212] ACTION_FOR_EACH
    // [214] CLEAR_CODES
    // [221] EXTEND_TOP
    // [222] ACTION_TIME
    // [224] CLEAR_MEMORY
    // [225] DECOMPRESS_BIFF
    // [236] COPY
    // [237] APPEND_COL_OUTER
    // [241] DEFINE_PATCH_MACRO
    // [244] COPY_LARGE
    // [254] END
    // [257] COPY_KIT
    // [262] ADD_SECTYPE
    // [263] ACTION_CLEAR_ARRAY
    // [267] EXTEND_BOTTOM
    // [285] ALTER_TLK
    // [287] COPY_EXISTING_REGEXP
    // [293] EXTEND_BOTTOM_REGEXP
    // [294] FORBID_FILE
    // [295] CLEAR_IDS_MAP
    // [298] ALTER_TLK_LIST
    // [308] OUTER_SNPRINT
    // [310] OUTER_PATCH
    // [314] AT_INTERACTIVE_NOW
    // [316] AT_EXIT
    // [318] AT_INTERACTIVE_UNINSTALL_EXIT
    // [324] STRING_SET_RANGE
    // [325] APPEND_COL
    // [328] ACTION_TO_LOWER
    // [333] ADD_SPELL
    // [336] CLEAR_EVERYTHING
    // [337] GET_FILE_ARRAY
    // [342] AT_NOW
    // [344] LOAD_TRA
    // [349] ACTION_PHP_EACH
    // [359] ACTION_TRY
    // [361] ACTION_DEFINE_ASSOCIATIVE_ARRAY
    // [365] INCLUDE
    // [366] DEFINE_DIMORPHIC_FUNCTION
    // [375] ALTER_TLK_RANGE
    // [380] DEFINE_ACTION_FUNCTION
    // [381] OUTER_SPRINT
    // [384] LAUNCH_ACTION_MACRO
    // [405] COMPILE
    // [410] AT_UNINSTALL_EXIT
    // [416] ADD_SCHOOL
    // [423] APPEND_OUTER
    // [426] CLEAR_INLINED
    // [430] DELETE
    // [445] OUTER_WHILE
    //Parse error (state 232) at IF
    //[transitions/components/sarevok1.tpa] PARSE ERROR at line 10 column 8-9
    //Near Text: IF
    // GLR parse error
    //[transitions/components/sarevok1.tpa] ERROR at line 10 column 8-9
    //Near Text: IF
    // Parsing.Parse_error
    //ERROR: parsing [transitions/components/sarevok1.tpa]: Parsing.Parse_error
    //Error Uninstalling [transitions\transitions.tp2] component 22:
    //Parsing.Parse_error
    //ERROR: Parsing.Parse_error
    //Please make a backup of the file: Setup-transitions.debug and look for support at: For help troubleshooting installation problems, go to the Transitions forum at https://www.gibberlings3.net/forums/forum/227-transitions/
    //Automatically Skipping [Give Sarevok his armor, helm, and sword -> Use EndlessBG1's handling of Sarevok's equipment, if available, else use Option 2] because of error.
    //Using Language [American English]
    //NOT INSTALLED DUE TO ERRORS Give Sarevok his armor, helm, and sword -> Use EndlessBG1's handling of Sarevok's equipment, if available, else use Option 2
    This compoent did not install.

    Next issue came with IWDification:
    //[C:\Users\healy\Downloads\Tools\WeiDU\249.00\weidu.exe] WeiDU version 24900
    // WeiDU (version 24900: "Master Doom")
    //Unknown argument: []
    //usage: WeiDU [options] BAF,BCS,D,DLG,TRA,TP,TP2-files
    //General Input Options:
    // --game X set main game directory to X
    // --game-by-type X set main game directory to the one where X is installed (BG,BG2,IWD,IWD2,PST)
    // --nogame do not load any default game files
    // --search X look in X for input files (cumulative)
    // --search-ids X look in X for input IDS files (cumulative)
    // --tlkin X use X as DIALOG.TLK
    // --ftlkin X use X as DIALOGF.TLK
    // --use-lang X on games with multiple languages, use files in lang/X/
    // --tlkmerge X merge X into loaded DIALOG.TLK
    // Press Enter For More Options
    // --yes answer all TP2 questions with 'Yes'
    // --uninstall answer all TP2 questions with 'Uninstall'
    // --reinstall reinstall all installed TP2 components
    // --language X Set the language to X
    // --force-install X installs component X number (cumulative)
    // --force-uninstall X uninstalls component X number (cumulative)
    // --force-install-rest X Y... installs component number X, Y... (cumulative)
    // --force-install-list X Y... installs component number X, Y... (cumulative)
    // --force-uninstall-rest X Y... uninstalls component number X, Y... (cumulative)
    // --force-uninstall-list X Y... uninstalls component number X, Y... (cumulative)
    // --quick-menu X installs the quick menu selection X
    // Press Enter For More Options
    // --process-script X process installation script X
    // --skip-at-view kills AT_* ~VIEW this~
    // --quick-log Doesn't print the name of components in weidu.log (much faster)
    // --safe-exit Prints weidu.log after starting the installation of every component
    // --version print version number and exit
    // --exit print version number and exit
    // --no-exit-pause Don't ask to press enter to exit
    // --ask-every ask about every TP2 component
    // --ask-only X Y... limits the interactive installer to asking only about the specified components (cumulative)
    // --list-languages X lists the languages in X
    // --list-components X Y lists all components in X using language Y
    // Press Enter For More Options
    // --list-components-json X Y lists all components in X using language Y with JSON output EXPERIMENTAL!
    // --save-components-name rewrites weidu.log, printing every component name
    // --change-log generates a changelog for the given resource (cumulative)
    // --change-log-list generates a changelog for the given resource (cumulative)
    // --change-log-rest generates a changelog for the given resource (cumulative)
    // --noautoupdate do not auto-update WeiDU setup files
    // --no-auto-tp2 do not run setup-mymod.tp2 even if argv[0] is setup-mymod.exe
    // --noselfupdatemsg do not print any self-updating messages
    // --update-all auto-update all WeiDU setup files
    // --args X X will be stored in the %argv[x]% variable (cumulative)
    // --args-rest X Y... X, Y... will be stored in the %argvx% variables (cumulative)
    // Press Enter For More Options
    // --args-list X Y... X, Y... will be stored in the %argvx% variables (cumulative)
    // --case-exact apply no case transformations to file-system IO
    // --print-backtrace prints OCaml stack trace when reporting an exception (rarely of interest to end-users)
    // --debug-ocaml enables random debugging information for the Ocaml source (rarely of interest to end-users)
    // --debug-boiic prints out which files have been changed by BUT_ONLY_IF_IT_CHANGES
    // --debug-change prints a warning if a file is being COPY_EXISTED without receiving a change.
    // --modder X Y... enables the MODDER mode and sets the MODDER option X to Y (cumulative)
    // --clear-memory calls CLEAR_MEMORY after every action evaluation.
    // --script-style X use BCS/BAF style X (BG, PST, IWD1, IWD2)
    // --min X lower range for some commands (like --tlkcmp)
    // --max X upper range for some commands (like --string)
    // Press Enter For More Options
    // --parse-check X Y parses file Y as file type X and returns 0 if the file was parsed without errors; X must be one of D, BAF, TP2, TPA or TPP
    //General Output Options:
    // --out X emit to file or directory X
    // --append X append to file or directory X
    // --backup X backup files to directory X before overwriting
    // --extract-kits X extract all kits starting with kit #X
    // --tlkout X emit X as new DIALOG.TLK
    // --ftlkout X emit X as new DIALOGF.TLK
    //D Options:
    // --transin X use translation file X (cumulative)
    // --testtrans test all translations files
    // Press Enter For More Options
    // --noheader do not emit .D header comments
    // --nofrom do not emit .D "// from:" comments
    // --full-from Generate complete "// from:" comments
    // --nocom do not emit ANY .D / .BAF comments
    // --transitive Follow EXTERN links when making D files
    // --toplevel Emit top-level DLG states only
    // --text emit string text with refs in comments
    // --traify X convert .D file X to use TRAs (use with --out)
    // --traify-old-tra X the given .TRA file contains the initial strings to traify
    // --traify# X start --traify .TRA file at @X
    // --traify-comment output @1 /* ~Hello~ */ rather than @1 when traifying
    // Press Enter For More Options
    // --untraify-d X convert .D file X to use hardcoded strings...
    // --untraify-tra X ...from TRA file X
    // --forceify X convert .D file X to use forced strrefs (use with --dout)
    // --transref emit string reference numbers in TRA files
    // --trans emit coupled .D and .TRA files
    //TLK String Options:
    // --traify-tlk emit a .TRA file for the given .TLK file (see --out, --min, --traify#)
    // --make-tlk X make a .TLK file from .TRA file X (cumulative, see --tlkout)
    // --string X display string reference #X (cumulative)
    // --strfind X display strings that contain X (cumulative, regexp allowed)
    // --strapp X append string X to DIALOG.TLK (cumulative)
    //BIFF Options:
    // Press Enter For More Options
    // --list-biffs enumerate all BIFF files in CHITIN.KEY
    // --list-files enumerate all resource files in CHITIN.KEY
    // --biff X enumerate contents of BIFF file X (cumulative)
    // --biff-type X examine all BIFF resources of extension X ... (cumulative)
    // --biff-str X ... and list those containing X (cumulative, regexp allowed)
    // --biff-name X assume matching items have a strref name at offset X
    // --biff-value X ... or list those containing value X ...
    // --biff-value-at X ... at offset X
    // --biff-get X extract resource X from game BIFFs (cumulative, regexp allowed)
    // --biff-get-rest X, Y, ... extract resources X, Y, ... from game BIFFs (regexp allowed)
    // --biff-get-list X, Y, ... extract resources X, Y, ... from game BIFFs (regexp allowed)
    // Press Enter For More Options
    // --make-biff X make data\X.bif from all files in folder X, update CHITIN.KEY
    // --remove-biff X remove references to biff X and its resources, update CHITIN.KEY
    //ARE/ITM/SPL/CRE Options:
    // --automate X automatically make a TP2 file for ARE/ITM/SPL/CRE/EFF/STO files in X
    // --automate-file X automatically make a TP2 snippet for ARE/ITM/SPL/CRE/EFF/STO file X
    // --automate-min X minimum strref # for --automate (default is SoA)
    //Comparison Options:
    // --cmp-from X emit WRITE_BYTEs to turn this file ...
    // --cmp-to X ... into this one
    // --dcmp-from X emit REPLACEs to turn this DLG file ...
    // --dcmp-to X ... into this one
    // Press Enter For More Options
    // --tcmp-from X compare this TRA file (or directory of TRA files)...
    // --tcmp-to X ... with this one (or this directory)
    // --bcmp-from X emit APPLY_BCS_PATCH to turn this BCS file...
    // --bcmp-to X ... into this one
    // --rcmp-from X emit REPLACE_TEXTUALLY patches to turn this file...
    // --rcmp-to X ... into this one
    // --textcmp-from X emit APPLY_BCS_PATCH to turn this textual file...
    // --textcmp-to X ... into this one
    // --bcmp-orig X original file to apply ...
    // --bcmp-patch X ... this patch to
    // --tlkcmp-from X emit STRING_SETs to convert this TLK file ...
    // Press Enter For More Options
    // --tlkcmp-to X ... into this one
    //WARNING: unpausing installation will continue from next component.
    //
    //WARNING: iwdification cdtweaks:10 70 has encounter errors durring installation, exited with ExitCode = 1
    // --tlkcmp-use-strings modifies --tlkcmp behavior
    //Log Options:
    // --log X log output and details to X
    // --autolog log output and details to WSETUP.DEBUG
    // --logapp append to log instead of overwriting
    // --log-extern also log output from commands invoked by WeiDU
    // --debug-assign Print out all values assigned to TP2 variables
    // --debug-value Print out all value expressions
    // --continue continue despite TP2 action errors
    //Help Options:
    // -help display this list of options
    // --help display this list of options

    From there, I noticed that it was installing an IWD component I wanted much later in the setup, and aborted the install.
    Each of these mods were successfully installed a month ago, with PI v0.99

    This was my second install attempt, the first time I aborted when The Darkest Day failed to install, but I deleted that installation and don't have the error log handy.
  • GraionDilachGraionDilach Member Posts: 599
    Transitions is Transitions's bug. This was already reported in that mod's forum.

    I also have a weird bug to report but I'm not sure what could that be. Every time I launch PI dedicated for my EET setup and do the first mod check, I end up with 199 mods. I've noticed this doesn't pick up all of them however and forcing another refresh will bring it up to 202 which looks to be the correct one. I'd be happy to provide debug info on this, but I'm not sure where to start (and looking at the logs PI creates, it seems the way mod detection works isn't logged).

    I'll mention because this might be relevant, I have a separate PI instance and download folder for my EET and my IWD setup, which looks like this:

    E:\ProjectInfinityDownload\
    E:\ProjectInfinityDownload - BGEE\ (set as EET download folder)
    E:\ProjectInfinityDownload - BGEE\shared\ ==> E:\ProjectInfinityDownload\ (symlink)
    E:\ProjectInfinityDownload - IWDEE\ (set as IWDEE download folder)
    E:\ProjectInfinityDownload - IWDEE\shared\ ==> E:\ProjectInfinityDownload\ (symlink)

    As you can see, mods which can be installed to both games, like say, Tweaks Anthology, are extracted to the pure ProjectInfinity folder.
  • Fishmalk_1Fishmalk_1 Member Posts: 58
    I am having the same issue as Oloriniel: when PI gets to IWDification it starts returning the generic weidu.exe opening prompt after installing the component 'cd_iwdification_bard_songs;iwdification - IWD Class Updates: Bard: Add IWD Bard Songs'. After this happens it continues to return the generic weidu.exe opening prompt, but mods can be manually installed/uninstalled without this happening. It continues to happen in PI even after uninstalling all IWDification components.

    Additionally, I am seeing two mods not being detected by PI: Sheena https://forums.beamdog.com/discussion/60784/npc-mod-sheena-the-half-dragon-tale/p1 and Summon Bhaalspawn https://github.com/GwendolyneFreddy/Summon_Bhaalspawn. Sheena was being detected prior to 0.10, and both can be installed manually.
  • markimgetmarkimget Member Posts: 4
    hm, the "returning the generic weidu.exe opening prompt" part of Fishmalk_1 makes me think my problem is related, I also got `weidu run without arguments` output in my installation window where I had to click enter to progress.

    It seems that the installation had a few problems which led to mods not being installed, in my case:
    `iwdification cdtweaks:10 70`, `iwdification cdtweaks:160 2390` and `iwdification cdtweaks:170 2400`

    log is huge, but just search for `Unknown argument: []` and `has encounter errors durring` will take you right to the weird parts, to me at least (the rogue rebalancing error is a red herring, warning that I always get installing the "additional rogue items").

    thanks and hope this is of some help
    logs.zip 493.4K
  • MordekaieMordekaie Member Posts: 269
    Was jus testing the latest version of PI. The installation stopped with:

    // WeiDU (version 24900: "Master Doom")
    //Unknown argument: []
    //usage: WeiDU [options] BAF,BCS,D,DLG,TRA,TP,TP2-files
    //General Input Options:
    // --game X set main game directory to X
    // --game-by-type X set main game directory to the one where X is installed (BG,BG2,IWD,IWD2,PST)
    // --nogame do not load any default game files
    // --search X look in X for input files (cumulative)
    // --search-ids X look in X for input IDS files (cumulative)
    // --tlkin X use X as DIALOG.TLK
    // --ftlkin X use X as DIALOGF.TLK
    // --use-lang X on games with multiple languages, use files in lang/X/
    // --tlkmerge X merge X into loaded DIALOG.TLK
    // Press Enter For More Options
    // --yes answer all TP2 questions with 'Yes'
    // --uninstall answer all TP2 questions with 'Uninstall'
    // --reinstall reinstall all installed TP2 components
    // --language X Set the language to X
    // --force-install X installs component X number (cumulative)
    // --force-uninstall X uninstalls component X number (cumulative)
    // --force-install-rest X Y... installs component number X, Y... (cumulative)
    // --force-install-list X Y... installs component number X, Y... (cumulative)
    // --force-uninstall-rest X Y... uninstalls component number X, Y... (cumulative)
    // --force-uninstall-list X Y... uninstalls component number X, Y... (cumulative)
    // --quick-menu X installs the quick menu selection X
    // Press Enter For More Options

    I never got that kinf of message. Any idea ? bug ?
  • MordekaieMordekaie Member Posts: 269
    With the latest version of PI i have also noticed that Half of the mods come with an unusual install sequence : "the line numbers" associated with each component are missing.

    For example see below a sample of Tweak Anthology Install sequence :
    ...
    cd_tweaks_icon_improvements;cdtweaks - Icon Improvements
    cd_tweaks_force_all_dialogue_to_pause;cdtweaks - Force All Dialogue to Pause Game
    cd_tweaks_fix_boo_squeak;cdtweaks - Fix Boo's Squeak
    cd_tweaks_glowing_magical_shields;cdtweaks - Make Magic Shields Glow [plainab/grogerson]
    cd_tweaks_unique_icons;cdtweaks - Only replace icons that aren't already unique
    cd_tweaks_unique_containers_full;cdtweaks - Unique icons and names
    cd_tweaks_char_colors_all_helms_shields;cdtweaks - For all shields and helmets
    cd_tweaks_remove_equipped_blur_spell_trap_effects;cdtweaks - Remove all of the above
    cd_tweaks_replace_fire_cold_resist_icons;cdtweaks - Separate Resist Fire/Cold Icon into Separate Icons [Angel]
    cd_tweaks_more_interjections;cdtweaks - More Interjections
    cd_tweaks_alter_wounded_triggers;cdtweaks - Alter HP Triggers for NPC Wounded Dialogues
    cd_tweaks_improved_athkatla_guard;cdtweaks - Improved Athkatlan City Guard
    cd_tweaks_mp_kickout_dialogue;cdtweaks - Improved Multi-Player Kick-Out Dialogues
    cd_tweaks_send_bg_npcs_to_inn;cdtweaks - Send BioWare NPCs to an Inn [DavidW/Zed Nocear]
    cd_tweaks_add_bags_of_holding;cdtweaks - Add Bags of Holding
    ...
    cd_tweaks_I_am_a_servant_of_the_Secret_Fire_wielder_of_the_flame_of_Anor_You_cannot_pass_The_dark_fire_will_not_avail_you_flame_of_Udun_Go_back_to_the_Shadow_You_cannot_pass;cdtweaks - NPCs Cannot Use Doors
    ...
  • GraionDilachGraionDilach Member Posts: 599
    That's "intentional". If the mod is already using labels, then the install order also uses the labels (which were already used for save/load afterall). This doesn't prevent one to still reuse an earlier install order which has the components referenced via their component number either.

    Regarding the bolded one - Cam had fun. Technically speaking; a label should be globally unique for the component and I dare you claiming that label isn't globally unique...
  • MordekaieMordekaie Member Posts: 269
    edited July 2022
    That's "intentional". If the mod is already using labels, then the install order also uses the labels (which were already used for save/load afterall). This doesn't prevent one to still reuse an earlier install order which has the components referenced via their component number either.

    First, i am gettting used to the new improvements of PI. Beside some annoying effects (installation stopping with the Weidu unknown argument..., eratic behavior of the dynamic checking...), PI is really getting better in my opinion.

    About the disapearence of components with certain mods, it makes the install-sequence.csv way less easy to read. I do really prefer how it was done before because i was constantly working with those install sequences files.

    I have an issue, i can't complete any install without having the following message on the installation window which makes me to abort the installation :

    //SUCCESSFULLY INSTALLED Change Viconia's Skin Color to Dark Blue
    //[C:\Zone Bruno\BALDUR\EET Section MODS and TOOLS\ProjectInfinity\Tools\WeiDU\249.00\weidu.exe] WeiDU version 24900
    // WeiDU (version 24900: "Master Doom")
    //Unknown argument: []
    //usage: WeiDU [options] BAF,BCS,D,DLG,TRA,TP,TP2-files
    //General Input Options:
    // --game X set main game directory to X
    // --game-by-type X set main game directory to the one where X is installed (BG,BG2,IWD,IWD2,PST)
    // --nogame do not load any default game files
    // --search X look in X for input files (cumulative)
    // --search-ids X look in X for input IDS files (cumulative)
    // --tlkin X use X as DIALOG.TLK
    // --ftlkin X use X as DIALOGF.TLK
    // --use-lang X on games with multiple languages, use files in lang/X/
    // --tlkmerge X merge X into loaded DIALOG.TLK
    // Press Enter For More Options



    Post edited by Mordekaie on
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