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Topic Summary

Posted by: Cahir
« on: April 09, 2014, 07:39:45 AM »

I install all my mods manually:) Unpack them to game folder first and then fire up the setups. But hey, I'm oldschool:p
Posted by: jastey
« on: April 09, 2014, 07:13:33 AM »

Yes, but most players do not install it manually, so the profit os zero - or negative, if they want to read the readme or make personal adjustments before installing it.

It would be interesting to know how much players still install mods manually, actually.
Posted by: Kulyok
« on: April 09, 2014, 01:03:19 AM »

Unless it's a BG2EE installation, the mod chooses the installation path for the player - they don't have to choose anything. I'd be happy to include BG2EE installation path, too, I just don't know the requisites yet.
Posted by: jastey
« on: April 08, 2014, 11:53:54 PM »

I second Creepin's request. Not only for PPG-mods, but for all. Personally, for the same reasons. I also think that the image of the BG player that downloads manually mods and installs them one-by-one, is horribly outdated in times of Megamodifications and BWS.

Plus, if you count on players being able to chose the right installation path in the automated installer, they'd probably also be capable of copying the content of a zip there and run the exe themselves.
Posted by: Kulyok
« on: April 08, 2014, 04:12:04 PM »

Remember, you're not supposed to be a clever person who's capable of reading .tp2 files. :) The "non-modder" end user just clicks the exe file(or reads the readme first), chooses their BG2 directory and presses install - Weidu does the rest. Um, I think.
Posted by: Creepin
« on: April 08, 2014, 03:49:49 PM »

Umm... is it a right place to ask to please, pretty please with cherry on top not to package mods in anything but rar/zip? :)

I just hate so much that when I want to simply doubleclick the archive and check the readme or read tp2 or just drag-n-drop mod to already opened window I'm forced instead first bother to create a dummy folder, then bother to show mod installer the path thereto, then had to wait while all the occasional oggdecs that might be included run their course, then I had to further bother to find that dummy folder and only then I could finally had my readme! Oh, and if I just wanted to unpack the mod to the game folder, then add manually erasing debug file created by forced and obviously aborted install attempt, and only then am I allowed to copy mod content to where I wanted it in the first place :( Compare this abomination with standard rar archive: doublclick, ctrl-a, drag-n-drop.

BTW, the topic name is hilarious: "End User Ease of Use", really? ;D
Posted by: The Imp
« on: February 22, 2014, 05:23:01 PM »

Now that we've got BG2EE and BG2EE versions of the mods for our players, I've been wondering - is it possible to make NSIS install the mod straight into BG2EE directory? And is it possible to insert several regpaths to NSIS installer, so it could choose BG2EE or BG2(if BG2EE isn't installed and regular good old BG2 is)?
You know, you could just go and package the mods to a .zip format as the unarchiving tool comes in all the Windows'es... and you wouldn't need to package them into hostile combat formats. The Assassinations_v10.zip package is probably the stupidest packaged mod ever... why is it packaged in a two layers ? The two readme's ... the one should be in the mod folder and opened with the .tp2 action at the start of the install if so desired ... its saving grease is that it doesn't contain an ALWAYS block. Including one in a NSIS installer is a capital offense. Well, unless it's there just to make sure the weidu.exe is updated, but for anything else... it's like a death sentence.

There are particular reasons why the site upload tools only accept particular file formats... one is that the programs that a browser uses to autorun the downloaded files can be set, but it can also get autoset which leads to bad situations when the program is not user selected. One particular case involved the Fallout Mod Manager for cheese sake.
Posted by: Kulyok
« on: February 21, 2014, 12:28:18 AM »

Now that we've got BG2EE and BG2EE versions of the mods for our players, I've been wondering - is it possible to make NSIS install the mod straight into BG2EE directory? And is it possible to insert several regpaths to NSIS installer, so it could choose BG2EE or BG2(if BG2EE isn't installed and regular good old BG2 is)?
Posted by: Kulyok
« on: July 31, 2013, 01:34:26 AM »

Another update on NSIS on July 14th - quite useful, since I'm going to repackage Assassinations and package new Xan/RE/Sellswords/another mod.
http://nsis.sourceforge.net/Download

Incidentally, Happy Harry Potter Day!
Posted by: Kulyok
« on: June 23, 2013, 07:38:28 AM »

And there's a new update for NSIS - v3, updated on May 19, 2013.
http://nsis.sourceforge.net
Posted by: Kulyok
« on: March 02, 2013, 03:29:33 AM »

An important point about subfolders I have discovered only today, thanks to Silent:
If you put
File /r "C:\Games\BGII\Folder"
into your .nsi script, it may take ALL subfolders with the name Folder, no matter how deep they are. For example, Coran NPC(Folder=Coran) accidentally took RE/Coran subfolder into itself. So be careful which folders you have in the main BG2 directory while NSIS-packaging.

And, naturally, since NSIS is rather dormant right now, all links to a new self-extracting software with a pretty screen that would automatically unpack into BG2 directory are also welcome.
Posted by: Kulyok
« on: May 21, 2008, 07:13:55 AM »

Oh! Thanks. Will test as soon as we finish with Teri and Nella. :)
Posted by: the bigg
« on: May 21, 2008, 07:03:51 AM »

According to Weimer (WeiDU/src/reg.c),

CAMLprim value get_bg2main_path(void)
{
  result = RegQueryValueA(HKEY_LOCAL_MACHINE, "Software\\Microsoft\\Windows\\CurrentVersion\\App Paths\\BG2Main.Exe", buf, &size);
}

CAMLprim value get_bgmain_path(void)
{
  result = RegQueryValueA(HKEY_LOCAL_MACHINE, "Software\\Microsoft\\Windows\\CurrentVersion\\App Paths\\BGMain.Exe", buf, &size);
}

CAMLprim value get_iwdmain_path(void)
{
  result = RegQueryValueA(HKEY_LOCAL_MACHINE, "Software\\Microsoft\\Windows\\CurrentVersion\\App Paths\\IDMain.Exe", buf, &size);
}

CAMLprim value get_pstmain_path(void)
{
  result = RegQueryValueA(HKEY_LOCAL_MACHINE, "Software\\Microsoft\\Windows\\CurrentVersion\\App Paths\\Torment.Exe", buf, &size);
}

CAMLprim value get_iwd2main_path(void)
{
  result = RegQueryValueA(HKEY_LOCAL_MACHINE, "Software\\Microsoft\\Windows\\CurrentVersion\\App Paths\\IWD2.Exe", buf, &size);
}
Posted by: Kulyok
« on: May 21, 2008, 02:51:36 AM »

I have a question - I think it will be useful for other IWD modders, as well: how do I find IWD path? And will it differ for HoW/TotL/non-HoW installs?

Code: [Select]
# [Finding the BGII install path]
# This will scan your registry for the BG2Main.exe entry, and thus find the path to BG2.  I'm sure BioWare has the registry keys for the other games online somewhere.  IWD and BG1 and whatnot.
InstallDirRegKey HKLM \
                 "Software\Microsoft\Windows\CurrentVersion\App Paths\BG2Main.Exe" \
                 "Path"
Posted by: Kulyok
« on: March 23, 2008, 06:31:59 AM »

Update: since Weidu 204, the .bat script above is redundant. All you need is a link to Setup-Yourmod.exe.

And another goodie: thanks to the_bigg, here's a brand new way of installing your audio, currently used in Assassinations. This way, Weidu will not fill your .debug file with "Unable to unlink" errors on uninstall.

Code: [Select]
@echo off
cd MyMod\Audio
oggdec a#cr*.ogg
move *.wav ..\..\override