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Hey,

So I'm currently working on a campaign for gm mode and I'm using 3 mods in it.

Two of those mods are automatically being downloaded/installed for players who are joining the campaign when I start it.
The third mod though does not do so and "kicks" players out of the game with a "missing dependency" message.

So my question is: What determines, if a mod can be automatically downloaded/installed when lanching a campaign and what determines if a mod has to be manually installed beforehand? Because otherwise it will show "missing dependency".

Would appreciate any help & clarification on this, thank you.

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I'm running a lot of mods. I plan on clearing the mod folder from both computers, unsubscribing from all with the player computer, loading the gm computer and letting it update, then noining a campaign with the player xomouter to see which ones download. Maybe that will show a pattern.

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I tried what I said above. The game crashed at least 5 times when trying to load on my main computer. It probably couldn't handle trying to download that many mods at once.

Looks like my player computer is stuck on a mod at 100% when connecting from lobby. I'll see which ones don't load if it crashes. I think it got about 5 loaded before hanging up.

Edit: after about 20 minutes on stuck at 100% I decided to abort.

The mods I got loaded on the player computer were
CityScape
Faux_Amyr (shows 0kb)
GMAddon1
GMaps_Little_Hamlet_
Gogots-MAPS
JRavens toolkit II (shows 0%)
MarketPlace

I'm not sure which one it hung up on

Last edited by WMC51; 18/10/17 11:59 PM.
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Kept campaign open and reinvited the player which went right back to installing 100%. I'll leave it for an hour just to be sure.

I lied. I couldn't wait an hour. I subbed to jravens on the player computer and then when I tried inviting the player they just got stuck showing installing 100% again. This time void knoght was in the folder at 0KB.

Steam download added a second jravens addon II to the folder with a different name than the one downloaded from the GM computer.

Disabled addon II and trying again.

Last edited by WMC51; 19/10/17 12:22 AM.
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I haven't figured out much yet tonight. Think I'm about to give up. It does appear that if I select the campaign before inviting players they download mods when joining the lobby but if I do it after then download the mods after I hit load game.

Not sure if this is a useful trick or just a tidbit of info.

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well ive been wasting my time. I just figured out the not being able to turn off mods issue is back so I've been changing mods, reloading and saving the campaign for nothing.

Looks like it's stick to preloading.

THe 3 mods I listed are the ones that showed 0% though when the player computer got stuck on 100%

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I dont have any issues with loading, downloads being stuck or the game crashing at all.


My question is just about what determines, if a mod that is being used in a campaign can be downloaded by joining players or has to be manually downloaded / installed before they can successfully join (dependencies?).

To elaborate more on my initial statement.

One of the three mods Im using is a map I made in the divinity engine. This one downloads automatically for each player who joins my lobby and works fine.

The second one is GMAddon1 which also downloads automatically for each joining player and works fine.

The third one I had was JRavens GMToolkit II - New Status Effects and Animated Emotes!, which does -not- download automatically for players and returns them to the title screen with a "missing dependencies" message. To successfully join the players need to manually install this one.


So again the question is what determines, if a mod is going to be automatically downloaded for a player or not?

Last edited by Feuertin; 19/10/17 02:00 AM.
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Sounds a lot like to me that mods with dependencies of their own won't be downloaded through the game. Like, when you create a mod, you can have it depending on other mods for their assets. So the downloads in game does the first layer, but doesn't know how to handle the second layer of downloads.

At least that is what it sounds like from reading that. GMToolkit should be loaded first though, probably.

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Hello!
Every mod should be downloaded/sync automatically with a peer upon connection. We currently investigating an issue why some mods cannot be downlaoded/autosynced.

There could be a case that if you have older version of addon than a client - it may cause some issues.


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@The Composer
I don't think that's the case here. I don't think JRavens GMToolkit II - New Status Effects and Animated Emotes! has any dependencies of its own. It's just that people who try to play a campaign, which uses that mod get thrown to the main menu. Basically it'll tell them they are missing the dependency "JRavens GMToolkit II - New Status Effects and Animated Emotes!".


@Seter
Ah, I see. It's atleast good to know that it's intended for every mod to automatically be downloaded/synced.


With the second statement did you mean the client having a different version of a mod than the host? In my case here I, as the host, had the mods installed (both enabled in the main menu and for the campaign itself) and the clients didn't have any of them at all.

And the results were then stated as above. With only the first two mods it works perfectly, people download the mods automatically and everythings perfectly playable. With the third one included (JRavens GMToolkit II in this case) people get thrown to the main menu with the previously mentiond message of missing the dependency.


Earlier I was thinking that it might the depend on the type of mod. E.g. a simple custom level mod works fine, but perhaps a mod that adds new status effects to the gm tools might not? Something like that. Though I don't have any data to back that up, just a guess.

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Originally Posted by Feuertin

With the second statement did you mean the client having a different version of a mod than the host? In my case here I, as the host, had the mods installed (both enabled in the main menu and for the campaign itself) and the clients didn't have any of them at all.


I mean the case when both host and client have Mod A installed from workshop but then for example Mod A will be updated by author and host will succeed in getting update but not the client. In that case things may cause de-sync issue during playthrough together.


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Ok the testing I was doing I has all mods unsubscribed on the player computer and cleared the mod folder every time. I wont be trying anymore because I lost a lot of work and having them preinstall the mods is more of a pain but appears to work.

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Hi WMC51

I'm really sorry to hear that my mod doesn't automatically download for the players. Have you manually installed and tested it just to see that the mod does indeed work on both host and client? (It should but if it doesn't then I've got a big problem on my hands!?). I tested it locally on my machine, but not over a network.

That mod has no dependencies other than Gamemaster. It does however contain story goals (as those control giving and removing the animations). Not sure why or how that might affect anything.

I've also not updated that mod even once since uploading it (working hard at fixing and updating the first mod) so Steam shouldn't be downloading multiple copies of it hmmm...

Last edited by JRavens; 20/10/17 04:06 PM.
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I can confirm this problem happening with JRaven's Toolkit I (Larger scenes and more objects). It makes my players stuck at 100% of the installing process. One of my players was Steam user, the other GOG users, both reported the same result.

I really like this mod, so I hope it can get fixed.

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I was actually talking about Toolkit II (the new statuses and emotes)

Toolkit I is fairly massive (over 500 megs now) and the current version on Steam has issues (I edited some of the root template which was a really badddd idea) so I rolled back the mod and was working on a stable update to fix people's maps I screwed up.

Unfortunately now I'm getting crashes on my local machine so who the hell knows what's gone wrong now. Grrrr.

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@JRavens
First off, thank you for creating those toolkits, they're super useful and I feel they should be baseline parts of gamemaster mode!

Especially some of the new statuses in the Toolkit II I've found to be extremely useful. It allows me to make trader npcs invincible and root them into place without placing visual effects on them, which can be super useful to prevent players from accidently moving or even killing them, while also not making each npc into a big glowing sphere. :P
Haven't personally used Toolkit I yet, because as you said there might have been some issues with it, so I held off for now.


Anyway back to the topic at hand. In my testing your mod did work when it was pre-installed on two different clients/pcs. Only when it isn't pre-installed any client joining into the game lobby will be automatically thrown back to the main menu with the missing dependencies message. Once the client then manually installs the mod before joining, it will allow them to join successfully.
When I checked the mod menu of the client inbetween it also downloaded and installed the first two mods, but then got thrown out when trying to download the Toolkit II.

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@Feuertin - Thank you. Also thanks for confirming at the very least the mod can be manually installed and does work.

I just updated the mod to include a few new status effects, cleaning up unused entries in my tables and such, but mostly just to remove all special characters from the name and description. I know Larian says they fixed that issue, but... well I'm hoping something I did with the update resolves this auto synching issue with the mod.

Last edited by JRavens; 21/10/17 11:00 AM.
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so, there is no salvation for Toolkit I? those maps were nice :/

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Originally Posted by JRavens
@Feuertin - Thank you. Also[... ...]well I'm hoping something I did with the update resolves this auto synching issue with the mod.


I know several players have had gameplay issues when their game was installed on a path with "weird letters", such as æøå, and Icelandic(?) letters. Their issues was solved when moving their install to a clean english a-z path.

Here's for hoping!

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Originally Posted by Nedrapter
so, there is no salvation for Toolkit I? those maps were nice smirk


I've uploaded a fix for Toolkit I for missing items I caused in the last update. Just like the other Toolkit mod I went ahead and removed all hyphens, exclamation marks, parentheses, etc from the name and description.

The stability issue I currently have with it is a very strange bug with a particular campaign. If I click it and click load then it loads fine and seems to have no issues, but if I double click it's name then the game crashes to desktop... which is bizarre because double clicking a campaign to load them isn't even a supported feature - it was just something I accidently did out of habit. It almost feels like a flash bug with the UI, but I can ONLY reproduce it with that one campaign... which I didn't build (it belongs to another player). I submitted all the crash reports and am going to open a support thread, but it's just really really odd.

The larger issue overall though is my mod is so damn big... the levels contain thousands of custom objects (intractable versions of rocks, trees, etc) so the thing is a beast of a pak file... I did get it back down to just under 500MB but that's still half a gig for a mod :O Which I'm sure is straining the limits of what the system expects to handle. To be fair though any real custom campaign of significance is going to have many huge maps with thousands of objects so the system HAS to support large mods like this.

Hopefully they figure it out. I'm REALLY close to a full release. I just need to know the game and Steam will hand off the files correctly. It's frustrating that things are going wrong outside of my control to fix.

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