I dont have them, but I remember you need 3 - 5 in all?
You need a world map mod that fits the megamods, and it should be at the far right when the map mod is installed. You should g’et the map mod if not to late for your install?
Much appreciated. I'm sure that I am, but I know the mod installed as I have access to the Ancient Library. I'd hoped that installing the worldmap mod would fix this, but no dice. I'll see if I can console myself there. Would you also have the Academy of Kuldin code? Thank you for your assistance.
Here is a list of the areas that should appear on the Worldmap :
AR3597 : Neng Horse Ranch
AR3540 : Academy of Kuldin
These are linked to quests, so be careful not to go there before the quest was initiated and variables have been set :
AR3520 : Stormhorns (related to a npc in the city gate)
AR3534 : Snowflake Mountains (related to a npc in the bridge district)
AR3675 : Brimstone Bridge (related to Hlondeth quest)
I don't remember what quest initiate these , so be extra careful :
Has someone recently tried this mod, as well as the latest world map, and noticed any issues? Just asking as I'd like to try the Check the Bodies mod again eventually.
I was experiencing a bug from this one. A messenger, after I get Nalia's Keep, will offer me an invite to Lord Farrahd's manor in two days, but hitting end dialogue with him causes the game to crash.
I would report this to SHS but their website went down. A google search left me with this.
Anyway for future players I found a way to avoid the guy was by casting timestop then imprisonment on the guy. As long as he can't talk to you he won't be able to crash your game.
I was experiencing a bug from this one. A messenger, after I get Nalia's Keep, will offer me an invite to Lord Farrahd's manor in two days, but hitting end dialogue with him causes the game to crash.
I would report this to SHS but their website went down. A google search left me with this.
Anyway for future players I found a way to avoid the guy was by casting timestop then imprisonment on the guy. As long as he can't talk to you he won't be able to crash your game.
You'll lose 10 REP though, unfortunately.
Are there any fixes to this other than force killing the messenger?
I am also getting this crash to desktop problem with the messenger for the "Marriage of Surayah" quest, where you get invited to Farrahd's house. Using version 3 of the mod, downloaded from the SHS github, BG2EE, English.
Is there perhaps a chance for some of the main modder communities to take over maintenance of this mod (and hopefully fix a few issues)? Every now and then I want to re-test older mods; sometimes I remove mods that do not work (for instance, the cliff-mod in regards to keyrings seems to consistently overwrite some item descriptions, so I transitioned into using keyrings from other mods, if I recall correctly). The mod here has a few issues, but some things I actually like, like fetching the ice mini quest. I don't know to which modgroup this belonged (spell hold studio?), but it would be great if someone could put it up on github, perhaps with a disclaimer that this may not have many maintainers or something. This would still be better than trying to find download links that may disappear (I think the various sls or whatever the old forum was, no longer work. I am currently going through all old mods I used to install at one point in time, and checking whether there may be updates or so.)
May be a stupid question, but does anyone know how to actually install this mod without setup-ctb.exe?? When I download it as a zip from github it does not include an exe. I have a few mods with that issue, and they sit and collect dust.
So while the answer is naturally correct, it is indeed strange to see that some mods come with weidu.exe, renamed to the name of the mod, whereas others don't. In my opinion for user-convenience, it would be easier to just copy it to the directory.
This is also something odd with mods. Some mods work extremely well, other mods do very strange things that seem to cause issues. Especially some of the older mods, even when automatically ported, seem to cause issues. This is unfortunate because a lot of old content is still interesting to play through. I was thinking of writing more code to solve some of these issues (e. g. I can easily automatically copy weidu.exe and rename it automatically via ruby or python), but the more advanced handling of the game requires some stronger understanding of game internals. The gibberlings have collected quite some useful documentation, but even then I find weidu as well as the internal DSL used by the infinity engine(s) sooooo awkward. It would be nice if all the mod communities would come together and improve the documentation, jointly, e. g a shared github repository. (I understand that all of this takes a lot of effort and coordination; see how long it took Spellhold Studio to set up the new github repository at https://github.com/Spellhold-Studios; I still keep on finding the older one via google search result.)
So while the answer is naturally correct, it is indeed strange to see that some mods come with weidu.exe, renamed to the name of the mod, whereas others don't. In my opinion for user-convenience, it would be easier to just copy it to the directory.
The scene has not one, but two GitHub Action-based release solutions to autopackage weidus, with both solutions always grabbing the latest release. Additionally, Windows users have access to Project Infinity which even ignores a mod-packaged weidu in favor of the same release. Linux only needs to place weidu to the path and use the weinstall TP2 command instead (can't talk about Ubuntu or Red Hat, but weidu is packaged on the AUR as a binary(!) which covers this on Arch-derivates). There's zero reason to maintain the binary within the mod's own repository. I fail to see the issue here.
The issue would be, that it's common among ppl using software that there is an installer somewhere if you want to install something.
Keep in mind, that 90% of the Gamers playing Baldurs Gate are no Modders at all.
@Kensei_xXx Those people should only use the releases so they can actually provide bug reports on specific and thereby reproducible states of mods instead of Download Zip. I yet again fail to see the issue.
If you know what you're doing, then you should be able to figure out where you venture into experimental mode and you should be able to provide exact info/feedback based on that. If you don't know what you're doing, then you should just do what the mod suggests you to do... and use explicit releases which will include installers due to the aforementioned automations.
I can easily flip your point - just because "90%" of the "Gamers" lack basic sense of logic shouldn't necessitate modders to read crystal balls, tarot cards or acquire telekinetic powers to comprehend the mondegreen reports these "Gamers" provide as debug info because they fail to properly explain what version of the mod or what other mods said mod are interacting with (despite the standard weidu.log providing this information within their game folder!).
Modding is a hobby as well and if the "90%" are incapable of doing their research, then they shouldn't be entitled to burn out the 10% who attempts keeping up with them and end up frustrated upon repeating themselves over and over again. Because that's the behaviour what sours and turns away the modders to begin with.
@Kensei_xXx Those people should only use the releases so they can actually provide bug reports on specific and thereby reproducible states of mods instead of Download Zip. I yet again fail to see the issue...
My fault. I thought you were talking about the latest release and not about the masters Files.
In this case you're right.
Comments
You need a world map mod that fits the megamods, and it should be at the far right when the map mod is installed. You should g’et the map mod if not to late for your install?
AR3610 : Central Hlondeth
AR3611 : East Hlondeth
AR3613 : West Hlondeth
But these aren't the only areas of CtB that need the Worldmap, you're probably missing a lot of content.
AR3597 : Neng Horse Ranch
AR3540 : Academy of Kuldin
These are linked to quests, so be careful not to go there before the quest was initiated and variables have been set :
AR3520 : Stormhorns (related to a npc in the city gate)
AR3534 : Snowflake Mountains (related to a npc in the bridge district)
AR3675 : Brimstone Bridge (related to Hlondeth quest)
I don't remember what quest initiate these , so be extra careful :
AR3570 : Secluded Meadow
AR3585 : Hunting Lodge
AR3587 : Druidic Circle
May also be useful to consider a new release at https://github.com/SpellholdStudios/Check_the_Bodies as the last one happened in 2020 but I see many updates since then; latest one a month ago, for instance.
May be a stupid question, but does anyone know how to actually install this mod without setup-ctb.exe?? When I download it as a zip from github it does not include an exe. I have a few mods with that issue, and they sit and collect dust.
This is also something odd with mods. Some mods work extremely well, other mods do very strange things that seem to cause issues. Especially some of the older mods, even when automatically ported, seem to cause issues. This is unfortunate because a lot of old content is still interesting to play through. I was thinking of writing more code to solve some of these issues (e. g. I can easily automatically copy weidu.exe and rename it automatically via ruby or python), but the more advanced handling of the game requires some stronger understanding of game internals. The gibberlings have collected quite some useful documentation, but even then I find weidu as well as the internal DSL used by the infinity engine(s) sooooo awkward. It would be nice if all the mod communities would come together and improve the documentation, jointly, e. g a shared github repository. (I understand that all of this takes a lot of effort and coordination; see how long it took Spellhold Studio to set up the new github repository at https://github.com/Spellhold-Studios; I still keep on finding the older one via google search result.)
Okay, I will give it a try some day soon! Much appreciated.
The scene has not one, but two GitHub Action-based release solutions to autopackage weidus, with both solutions always grabbing the latest release. Additionally, Windows users have access to Project Infinity which even ignores a mod-packaged weidu in favor of the same release. Linux only needs to place weidu to the path and use the weinstall TP2 command instead (can't talk about Ubuntu or Red Hat, but weidu is packaged on the AUR as a binary(!) which covers this on Arch-derivates). There's zero reason to maintain the binary within the mod's own repository. I fail to see the issue here.
Keep in mind, that 90% of the Gamers playing Baldurs Gate are no Modders at all.
If you know what you're doing, then you should be able to figure out where you venture into experimental mode and you should be able to provide exact info/feedback based on that. If you don't know what you're doing, then you should just do what the mod suggests you to do... and use explicit releases which will include installers due to the aforementioned automations.
I can easily flip your point - just because "90%" of the "Gamers" lack basic sense of logic shouldn't necessitate modders to read crystal balls, tarot cards or acquire telekinetic powers to comprehend the mondegreen reports these "Gamers" provide as debug info because they fail to properly explain what version of the mod or what other mods said mod are interacting with (despite the standard weidu.log providing this information within their game folder!).
Modding is a hobby as well and if the "90%" are incapable of doing their research, then they shouldn't be entitled to burn out the 10% who attempts keeping up with them and end up frustrated upon repeating themselves over and over again. Because that's the behaviour what sours and turns away the modders to begin with.
My fault. I thought you were talking about the latest release and not about the masters Files.
In this case you're right.