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Quest Pack / Version 3.5 has been released
« Last post by Wisp on September 12, 2020, 02:42:30 AM »
This version features a complete French translation. Thanks, Deratiseur!
Tutu Mods and Modding / Re: TESTERS NEEDED: Finch v4.0 BETA for Tutu, BG:EE and BGT!
« Last post by jastey on September 10, 2020, 12:35:31 AM »
I would like to integrate the changes into the official mod versions. Here is hope Erg might read this. If you do, I'd be happy if you would get in contact with me. :)
WeiDU / Re: Two tp2 files inside one mod folder
« Last post by Wisp on September 09, 2020, 11:06:00 AM »
If you keep a TP2 inside a directory, it needs to have the same name as the directory or the TP2 look-up won't work. You can have foo/foo.tp2 or foo/setup-foo.tp2, but not foo/bar.tp2. ID_OF_LABEL needs to do TP2 look-up because moving your TP2 from setup-foo.tp2 to foo/foo.tp2 is a supported action. I could have used the log file (like MOD_IS_INSTALLED etc.) except ID_OF_LABEL does not return different results for mods that are not installed (and the log is only useful for installed mods).
WeiDU / Re: Bug? - Problem with uninstalling subcomponents
« Last post by jastey on September 08, 2020, 09:49:27 AM »
Thank you!
WeiDU / Re: Two tp2 files inside one mod folder
« Last post by The Imp on September 08, 2020, 01:30:19 AM »
Weidu has individual mod components, that you just use BEGIN to start ... so I don't see a reason to have two different .tp2 files... And you can also include a .tp_ files* into the same mods files, so why would you need to have different .tp2 files for one mod ?
*This being a .tpa -files for example that you INCLUDE ... into the same component, or different ones like the BG2 Tweaks Pack does for example with everyone of it's components, today.
WeiDU / Two tp2 files inside one mod folder
« Last post by AL|EN on September 07, 2020, 09:35:27 AM »
Hi, I'm experimenting again:

Mod structure:
Code: [Select]

I'm aware that weidu won't be able to detect/launch those two files so I'm using two helper commands in order to install two parts of the mod:

Code: [Select]
Setup-FearunStuff.exe FearunStuff\FearunStuff-Armors.tp2and
Code: [Select]
Setup-FearunStuff.exe FearunStuff\FearunStuff-Weapons.tp2
Related part of component code:
BEGIN "Faerūn Items: Armors" DESIGNATED 1000 LABEL "Armors"
    //doesn't work, weidu can't find FearunStuff\FearunStuff-Armors.tp2
    OUTER_SET num = ID_OF_LABEL "FearunStuff\FearunStuff-Armors.tp2" "Armors"
    PRINT "%num%"

Does weidu supports such non-standard setup? So far, the only thing which I tested is that getting correct "ID_OF_LABEL" doesn't work. A LABEL bug or unsupported dead end?
Mod Discussion and Announcements / Re: Modlist Dead Link Notification Thread
« Last post by The Imp on September 05, 2020, 05:31:57 PM »
Well, your primary site has gotten a new face and so it lacks this entire feature from it's links, and so here's the old one that's is still here.
WeiDU / Re: error installing >256 kits
« Last post by subtledoctor on September 01, 2020, 08:48:40 AM »
Are you actually hitting the kit limit? I think that’s pretty hard. I only get up to about 200 kits.

Also, while you can spoof ToBEx to allow kits to be installed, that will not make them *work* in the game. The 257th kit will cause a hard crash if you try to use it. So there's not much point.

(The exception being multiclass kits - they work fine. If you want to install multiclass kits beyond 256, then I recommend using mods that support doing so by using a method that works - lime ADD_KIT_EX.
WeiDU / Re: Bug? - Problem with uninstalling subcomponents
« Last post by Gwendolyne_FP on August 31, 2020, 02:23:33 AM »
WeiDU / Re: Bug? - Problem with uninstalling subcomponents
« Last post by Wisp on August 31, 2020, 01:56:36 AM »
Fixed. Next WeiDU should not ask about subcomponents that cannot be installed because of failing component flags.
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