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CTD in gnollish stronghold - possible incompatibility with Dark Horizons


ray

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Hi DavidW,

 

I am running an Easytutu game with SCS and some other mods (my weidu log is below) and when I get to the gnollish stronghold (AR5100) my game crashes to desktop after 4-5 seconds.

Here is the error log:

 

ASSERTION FAILED!

File: ObjCreature.cpp

Line: 12162

 

Exp: pCreature != NULL && creatureSize > 0

 

Msg: no msg.

Run Debugger?

 

As I understand it, the game is trying to spawn a creature and can’t do it correctly? Tried to uninstall some mods and found out that the incompatibility is between SCS and Dark Horizons (the mod adds in the area a party of bounty hunters and a new type of Gnolls IIRC). If I uninstall one of them, no CTD.

 

Any help or a quick way to fix this would be greatly appreciated, since I would like to keep both mods in my game if possible. Thanks in advance.

 

 

WeiDU log:

 

// Log of Currently Installed WeiDU Mods

// The top of the file is the 'oldest' mod

// ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]

~SETUP-TUTUFIX.TP2~ #0 #2 // Restored BG1 Loadscreens

~SETUP-TUTUFIX.TP2~ #0 #3 // BG2 Ammo Stacks

~SETUP-DARKHORIZONS.TP2~ #0 #0 // "Dark Horizons" Mod (Requires Tales of the Sword Coast, TuTu or BGT): Tutu v204

~SETUP-BONEHILLV275.TP2~ #0 #0 // Secret of BoneHill (Requires BGT or Tutu): v2.75a

~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #0 // The Drizzt Saga for Tutu/BGT (modified for post Durlag Tower launch): v2.0

~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #1 // Install Worldmap v7 Support: v2.0

~BGQE/SETUP-BGQE.TP2~ #0 #0 // Baldur's Gate Mini-Quests and Encounters Mod: 6

~SETUP-TGC1E.TP2~ #1 #0 // The Grey Clan Episode One: In Candlelight, BG1TUTU edition v1.11 -> Normal edition

~SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v10

~SOA/SETUP-SOA.TP2~ #0 #0 // The Stone of Askavar: 1.5

~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v18

~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v18

~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v18

~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v18

~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v18

~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v18

~BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v18

~BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v18

~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v18

~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v5

~SETUP-INDINPC.TP2~ #0 #0 // Indira NPC for BG1Tutu

~SETUP-FINCHNPCV3.TP2~ #0 #0 // Finch NPC for Tutu v3.0

~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #25 // Elven Charm and Sleep Racial Resistance: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #26 // The Original Saga Music Playlist Corrections: v12

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1110 // Add Map Notes: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v9

~SETUP-SCS.TP2~ #0 #10 // Detectable Spells: v16

~SETUP-SCS.TP2~ #0 #20 // Allow enemy AI to detect the party's magic items: v16

~SETUP-SCS.TP2~ #0 #30 // Correct various errors on race, class etc: v16

~SETUP-SCS.TP2~ #0 #40 // Bugfix: Fix the Mirror Image spell so it doesn't block area-effect magic: v16

~SETUP-SCS.TP2~ #0 #50 // Bugfix: Fix the Dispel Magic spell so it correctly allows for caster's level: v16

~SETUP-SCS.TP2~ #0 #60 // Prevent random crashes in Beregost (by Ascension64): v16

~SETUP-SCS.TP2~ #0 #3000 // Standardise spells: BG1 vs BG2 -> Remove spells not in BG1: v16

~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v16

~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v16

~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v16

~SETUP-SCS.TP2~ #0 #5022 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v16

~SETUP-SCS.TP2~ #0 #5033 // Smarter mages -> Mages use spells from BG1 and BG2; mages pre-buff: v16

~SETUP-SCS.TP2~ #0 #5043 // Smarter priests -> Priests use spells from BG1 and BG2; priests pre-buff: v16

~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v16

~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v16

~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v16

~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v16

~SETUP-SCS.TP2~ #0 #6000 // Improved doppelgangers: v16

~SETUP-SCS.TP2~ #0 #6005 // Harder giant and phase spiders: v16

~SETUP-SCS.TP2~ #0 #6010 // Tougher Black Talons and Iron Throne guards: v16

~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v16

~SETUP-SCS.TP2~ #0 #6030 // Dark Side-based kobold upgrade: v16

~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v16

~SETUP-SCS.TP2~ #0 #6050 // Improved Ulcaster: v16

~SETUP-SCS.TP2~ #0 #6060 // Improved Balduran's Isle: v16

~SETUP-SCS.TP2~ #0 #6070 // Improved Durlag's Tower: v16

~SETUP-SCS.TP2~ #0 #6080 // Improved Demon Cultists: v16

~SETUP-SCS.TP2~ #0 #6090 // Improved Cloakwood Druids: v16

~SETUP-SCS.TP2~ #0 #6100 // Improved Bassilus: v16

~SETUP-SCS.TP2~ #0 #6110 // Improved Drasus party: v16

~SETUP-SCS.TP2~ #0 #6120 // Improved Red Wizards: v16

~SETUP-SCS.TP2~ #0 #6130 // Improved Undercity party: v16

~SETUP-SCS.TP2~ #0 #6140 // Improved minor encounters: v16

~SETUP-SCS.TP2~ #0 #6150 // Tougher chapter-two end battle: v16

~SETUP-SCS.TP2~ #0 #6160 // Tougher chapter-three end battle: v16

~SETUP-SCS.TP2~ #0 #6170 // Tougher chapter-four end battle: v16

~SETUP-SCS.TP2~ #0 #6180 // Tougher chapter-five end battle: v16

~SETUP-SCS.TP2~ #0 #6190 // Tougher chapter-six end battle: v16

~SETUP-SCS.TP2~ #0 #6200 // Improved final battle: v16

~SETUP-EASYTUTUSPAWNRANDOMIZER.TP2~ #0 #7 // EasyTutu Spawn Randomizer -> Base Spawn Chance: 100% (default)

~SETUP-EASYTUTUSPAWNRANDOMIZER.TP2~ #0 #8 // Respawn Interval Selection -> Respawn Interval: 1 game day (default)

~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #1 // Worldmap for Baldur's Gate v7.1 - including colored Baldur's Gate map icons -> New Worldmap for use with TuTu/EasyTutu...: v7.1

~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #0 // Baldurs Gate I GUI for Tutu, SoA/ToB, or BGT

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At a guess, some creature has been misedited by Dark Horizons and when SCS tries to modify the misedited creature, it gets corrupted.

 

It's also possible that the error is on the SCS side, but for some reason doesn't show up in a vanilla install.

 

It's not something I can sort out without moderately detailed research, unfortunately, as I have no experience with Dark Horizons (I looked at it briefly but the quality of the dialogue was disappointing). If you can find the specific files of the creatures added by DH, prior to SCS being installed, and then post them here, I might be able to help.

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First of all thank you for the immediate response.

 

At a guess, some creature has been misedited by Dark Horizons and when SCS tries to modify the misedited creature, it gets corrupted.

 

 

Without having any modding knowledge, what you said seems to be the problem. At least that's what I understood when I found the creatures that cause the CTD and looked at them in Shadowkeeper. All of them are missing a name (<NO TEXT>) and when I try to open them I get a ''Missing CRE signature'' error.

The .CRE files in question are:

 

CMBOU04

CMBOU05

CMBOU08

CMBOU09

CMBOU10

CMSEC11

CMSEC13

CMSEC16

CM03A514

CM1803A3

 

 

And correct me if I am wrong but, if I replace the above files in the override folder with the original ones, then at least I should not get any CTD but the creatures will not get modified by the SCS, right?

And now I realize that I should have posted this at the Dark Horizon's forum :) .

Thanks again for your help.

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First of all thank you for the immediate response.

 

At a guess, some creature has been misedited by Dark Horizons and when SCS tries to modify the misedited creature, it gets corrupted.

 

 

Without having any modding knowledge, what you said seems to be the problem. At least that's what I understood when I found the creatures that cause the CTD and looked at them in Shadowkeeper. All of them are missing a name (<NO TEXT>)

 

That's probably not a bug - Shadowkeeper tends to give odd results for names and other text fields when you use it to look at mod-added content.

 

and when I try to open them I get a ''Missing CRE signature'' error.

 

And correct me if I am wrong but, if I replace the above files in the override folder with the original ones, then at least I should not get any CTD but the creatures will not get modified by the SCS, right?

Try it and see - but it's pretty likely you're right.

 

And now I realize that I should have posted this at the Dark Horizon's forum :) .

 

Well, not necessarily. SCS has a lot of algorithms that modify all files in the game of a given kind. This bug probably means either (i) something's wrong with the algorithm that only comes to light when DH is installed (in which case it's an SCS problem), or (ii) DH in some way damages the creature file but the damage is non-fatal until SCS tries to edit it (in which case it's a DS problem). I'd guess (ii) is more likely, but I don't know for sure. I'll download DH sometime and have a look.

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Replacing the .CRE files in the override folder worked. No more CTD but the creatures I have replaced appear with no name in the game. Oh well.

 

Also I just found a post at the Dark Horizon’s forum, where someone reported the same bug and without SCS installed. Link.

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Those CREs probably have nonstandard orders, and any subsequent patching will hose them if they're not hosed to begin with. You should be able to prevent that (as a modder) by calling FJ_CRE_VALIDITY in the next WeiDU, or use the existing fj_cre_reindex macros provided with mods like aTweaks and Aurora.

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Those CREs probably have nonstandard orders, and any subsequent patching will hose them if they're not hosed to begin with. You should be able to prevent that (as a modder) by calling FJ_CRE_VALIDITY in the next WeiDU, or use the existing fj_cre_reindex macros provided with mods like aTweaks and Aurora.

 

OK, though I only have limited patience for fixing other people's mistakes...

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OK, though I only have limited patience for fixing other people's mistakes...
Yeah, and some folks have little patience for fixing their own mistakes :). But if you're doing mass-patching of creatures (via regexp or whatever), calling that function is practically necessary, as you never know what some other mod may have messed up (even with vanilla game resources, which may have been overwritten or patched suboptimally).
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