Nathan82 Posted May 29, 2021 Author Share Posted May 29, 2021 Hello Nearly finished Durlag's Tower and had a few minor issues i thought I'd ask about. I had a prbolem fighting the 4 warders. One of them, Avarice?, goes invisible, backstabs then seems to completely vanish. So you cant get the ward stone for the next level as you havent killed all four of them. I searched the whole level with true seeing, couldnt find him anywhere. Spawned another one via the console and same thing happened. So i spawned the wardstone and went to level 2 and there they both were. Is there any way of stopping them being able to do this? As, potentially your stuck on level one without using the console. @Angel I think theres a couple of minor issues with the sword Terminus Est. When you right click on the item to read the description its not displaying all of it, like who can and can't use it. The poison icon doesnt get displayed on the character portraits even though the effect works. And i think the poison effect is slightly different than the description, it seems to do 1 point of damage over 10 rounds rather than 2 points over 5. Im using version 5 of item pack. And finally the Bishops in the Chess battle seem to have duplicate items, equipped and in inventory. I ran achangelog on BGBISHOP.CRE, copied the extra .cre files to the override so i could look at them in NearInfinity but i cant work out whats causing them to duplicate. Minor things but i thought id ask. Anyone got any ideas? TERMINUS EST.7z BGBISHOP.7z Quote Link to comment
Nathan82 Posted May 30, 2021 Author Share Posted May 30, 2021 (edited) I found another odd thing. On the last dungeon level of Durlag's Tower. The Mace +2 BLUN11.ITM Its Identified name and Identified Description are all messed up. Im not sure if this is being caused by IR/IRR or Unfinished Business identified name strref is getting changing from 88162 to 103012 identified description strref is getting changing from 88163 to 103013 I looked up 103012/3 in NI and they are dialog strings from BELDOT.DLG Changing them back in NI fixes it, just wondering whats going wrong. BLUN11.7z Edited May 30, 2021 by Nathan82 Quote Link to comment
Bartimaeus Posted May 30, 2021 Share Posted May 30, 2021 My assumption would be IRR's fault, but it's nothing I'm seeing on my end, so I'm not sure. Would have to do a changelog on it, I guess. Quote Link to comment
Nathan82 Posted May 30, 2021 Author Share Posted May 30, 2021 @Bartimaeusthere's a change log in the attachment Quote Link to comment
jastey Posted May 30, 2021 Share Posted May 30, 2021 1 hour ago, Nathan82 said: The Mace +2 BLUN11.ITM That is from UB. I filed an Issue here. EDIT: sorry, that was for BGT, though. In my EET the 103012 + 103013 give the correct descriptions for BLUN11.itm. Quote Link to comment
Nathan82 Posted May 30, 2021 Author Share Posted May 30, 2021 (edited) Here's the changelog. Should of just posted it in the first place rather than just going "download it" [WeiDU.exe] WeiDU version 24700 weidu_external/lang/english/ubsetup.tra file not found. Skipping... Mods affecting BLUN11.ITM: 00000: /* created or unbiffed */ ~BGT\BGT.TP2~ 0 0 // Baldur's Gate Trilogy - Corev1.21 00001: ~ITEM_REV/ITEM_REV.TP2~ 0 0 // Item Revisions by DemivrgvsV4 Beta 10 (Revised V1.3.201) 00002: ~BP\SETUP-BP.TP2~ 0 0 // Big Picture, core component (required for most subcomponents)v181-b4611 BWP Fix 00003: ~UB\SETUP-UB.TP2~ 0 12 // Item Restorationsv28beta 00004: ~ITEM_REV/ITEM_REV.TP2~ 0 17 // Weapon ChangesV4 Beta 10 (Revised V1.3.201) 00005: ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ 0 2430 // Change Equipment Restrictions for Druid Multi-ClassesLoosen Equipment Restrictions for Druid Multi-Classesv9 00006: ~ATWEAKS\SETUP-ATWEAKS.TP2~ 0 160 // PnP Undeadv4.53 00007: ~SETUP-LOLFIXER.TP2~ 0 11 // Item Stuff - Duplicate Item Effect Remover19022016 00008: /* acted upon in an undefined manner */ ~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 1 // Generalized BiffingBiff all files (recommended by the Big World Dudes)v2.4 I think the strrefs get changed between 00003 and 00004 Here's the changelog for BELDOT.DLG as well if its any use to anyone. [WeiDU.exe] WeiDU version 24700 weidu_external/lang/stratagems/english/setup.tra file not found. Skipping... Mods affecting BELDOT.DLG: 00000: /* created or unbiffed */ ~BGT\BGT.TP2~ 0 0 // Baldur's Gate Trilogy - Corev1.21 00001: ~BG1NPC\BG1NPC.TP2~ 0 0 // The BG1 NPC Project: Required Modificationsv24.9 00002: ~BG1NPC\BG1NPC.TP2~ 0 10 // The BG1 NPC Project: Banters, Quests, and Interjectionsv24.9 00003: ~BG1NPC\BG1NPC.TP2~ 0 120 // The BG1 NPC Project: Bardic Reputation Adjustmentv24.9 00004: ~MUR'NETH\MUR'NETH.TP2~ 0 0 // The Mur'Neth NPC Modv12 00005: ~GLAMNPCPACK\SETUP-GLAMNPCPACK.TP2~ 0 0 // Glam's NPC Pack for BG:EE, BGT and BG TUTU 00006: ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ 0 4050 // Decrease the rate at which reputation improvesReputation increases at about 2/3 the normal rate33.7 00007: /* acted upon in an undefined manner */ ~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 1 // Generalized BiffingBiff all files (recommended by the Big World Dudes)v2.4 @jastey thanks, i was lazy and hadnt actualy got round to googling it Edited May 30, 2021 by Nathan82 Quote Link to comment
jastey Posted May 30, 2021 Share Posted May 30, 2021 15 minutes ago, Nathan82 said: i was lazy and hadnt actualy got round to googling it Nah, I just remembered I've seen this recently. Quote Link to comment
Angel Posted May 31, 2021 Share Posted May 31, 2021 On 5/29/2021 at 2:13 AM, Nathan82 said: I think theres a couple of minor issues with the sword Terminus Est. When you right click on the item to read the description its not displaying all of it, like who can and can't use it. The poison icon doesnt get displayed on the character portraits even though the effect works. And i think the poison effect is slightly different than the description, it seems to do 1 point of damage over 10 rounds rather than 2 points over 5. Im using version 5 of item pack. The description of the sword (and every other item in the pack for that matter) is written for EE, which doesn't need usability info. The installer is supposed to dynamically add this on non-EE games, but it might not be working right for this item. I'll look into it, but since the old games are not my main target it's not going to be high priority. The poison damage is 1 damage every 3 seconds for 30 seconds. Since a round is 6 seconds in the engine, that translates to 2 damage per round for 5 rounds. Nothing wrong there as far as I can see. The 'poisoned' icon was indeed not set though (I assumed the poison effect already did this), so I added it. Quote Link to comment
Nathan82 Posted May 31, 2021 Author Share Posted May 31, 2021 (edited) I've found another issue. This one seems like it might potentially cause more problems than i've encountered so far. Orc mages and priests aren't casting spells or even attacking in melee. They just walk towards my party and don't actually do anything. I hate orc mages and priests because they normally cast loads of really annoying spells. They're normally a massive pain in my arse but not this time, other mages and priests are casting spells so its not everything, just certain creatures that seem to be affected. In NI ORC03.CRE(Priest) and ORC04.CRE(Mage) have the following scripts assigned;. override script GENSHT01.BCS Class script AGRANDRB.BCS Race script none General sript none Default script BPWDASGT.BCS Dialogue script none So I ran changelog on them and on the scripts. It looks like BP component 650 - Humanoids is changing their default script from DW#MG388.BCS / DW#PR195.BCS to BPWDASGT.BCS ORC03 changelog Spoiler Mods affecting ORC03.CRE: 00000: /* created or unbiffed */ ~NTOTSC\NTOTSC.TP2~ 0 0 // Northern Tales of the Sword Coast (NTotSC) for BGT-Weidu, BG:EE, and EET4.2.0 00001: ~AURORA\SETUP-AURORA.TP2~ 0 0 // Aurora's Shoes and Bootsv5.2.2 00002: ~AURORA\SETUP-AURORA.TP2~ 0 420 // Realistic random treasuresBoth 1 and 2 (no treasures lost)v5.2.2 00003: ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ 0 5900 // Initialise AI components (required for all tactical and AI components)33.7 00004: ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ 0 6000 // Smarter general AI33.7 00005: ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ 0 6040 // Smarter Priests33.7 00006: ~BP\SETUP-BP.TP2~ 0 650 // Humanoidsv181-b4611 BWP Fix 00007: ~SETUP-BP-BALANCER.TP2~ 0 17 // Restore original BG1 creatures' XP and itemsKeep custom items from other Mods 00008: ~SETUP-LOLFIXER.TP2~ 0 1 // Creature Stuff - Creature Resource Fixer19022016 00009: /* acted upon in an undefined manner */ ~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 1 // Generalized BiffingBiff all files (recommended by the Big World Dudes)v2.4 ORC04 changelog Spoiler Mods affecting ORC04.CRE: 00000: /* created or unbiffed */ ~AURORA\SETUP-AURORA.TP2~ 0 0 // Aurora's Shoes and Bootsv5.2.2 00001: ~AURORA\SETUP-AURORA.TP2~ 0 420 // Realistic random treasuresBoth 1 and 2 (no treasures lost)v5.2.2 00002: ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ 0 3010 // Maximum HP for NPCs (the bigg)For All Creatures in Gamev9 00003: ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ 0 5900 // Initialise AI components (required for all tactical and AI components)33.7 00004: ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ 0 6000 // Smarter general AI33.7 00005: ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ 0 6030 // Smarter Mages33.7 00006: ~BP\SETUP-BP.TP2~ 0 650 // Humanoidsv181-b4611 BWP Fix 00007: ~SETUP-LOLFIXER.TP2~ 0 1 // Creature Stuff - Creature Resource Fixer19022016 00008: /* acted upon in an undefined manner */ ~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 1 // Generalized BiffingBiff all files (recommended by the Big World Dudes)v2.4 I think there's something wrong with BPWDASGT.BCS. I compared the BPWDASGT.BAF that comes with BP witht he version i can see in NI and there are a lot of differences. I did run the BWP Fixpack before i started the installation, as i was following BWP18.2 as a guide for install order so maybe that did something too, though from what i can tell the relevant component in the fixpack just adds NoAction() to a few blocks. BPWDASGT.BAF patch Spoiler --- BP\BAF\RE-BAF\CORE\BPWDASGT.BAF Sat Jun 08 05:06:40 2013 +++ C:\BWP Patchstudio\patched files\BP\BAF\RE-BAF\CORE\BPWDASGT.BAF Sun Dec 20 19:42:29 2015 @@ -182,6 +182,7 @@ !Detect([GOODCUTOFF]) THEN RESPONSE #100 + NoAction() END IF @@ -519,6 +520,7 @@ Allegiance(LastSeenBy(Myself),GOODBUTRED) THEN RESPONSE #100 + NoAction() END @@ -528,6 +530,7 @@ Specifics(LastSeenBy(Myself),65) THEN RESPONSE #100 + NoAction() END IF @@ -536,6 +539,7 @@ RESPONSE #80 Continue() RESPONSE #20 + NoAction() END @@ -643,6 +647,7 @@ RESPONSE #25 Continue() RESPONSE #75 + NoAction() END IF BPWDASGT.BCS changelog Spoiler [WeiDU.exe] WeiDU version 24700 %MOD_FOLDER%/lang/en/setup-d0tweak.tra file not found. Skipping... ERROR: No translation provided for @25 Continuing despite error. ERROR: No translation provided for @25 Continuing despite error. Mods affecting BPWDASGT.BCS: 00000: /* created or unbiffed */ ~BP\SETUP-BP.TP2~ 0 1080 // Vampire EncountersChapter 3 and 6 (no bodhi)v181-b4611 BWP Fix 00001: ~D0TWEAK\SETUP-D0TWEAK.TP2~ 0 6 // UNDEFINED STRING: @25v25 00002: /* acted upon in an undefined manner */ ~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 1 // Generalized BiffingBiff all files (recommended by the Big World Dudes)v2.4 Also if I use Find References to this script and select CRE NearInfinity crashes. I'll try setting the default script back to the SCS one and see what happens. But, am i going to need to do this for every cre thats been assigned BPWDASGT as a default or general script? Whats gone wrong with it, looking at the original script it looks like it does a lot more than the ingame version? Is there anyway of replacing it by putting a copy of the original file in the override folder and seeing what happens? The original (in the extracted mod folder) is a .BAF and ingame is .BCS. Is BCS the compiled version of the BAF? Any help greatly appreciated. I've attached the .baf exported using NI and the changelog for BPWDASGT BPWDASGT.7z Edited May 31, 2021 by Nathan82 Quote Link to comment
Nathan82 Posted May 31, 2021 Author Share Posted May 31, 2021 (edited) @Angel Thanks for the reply. I thought you're mods were mainly aimed at the EE games, glad some of it works on the original though. I've found the same issue with a few more items - the description cutting off at the items weight, and one item doesnt have an icon assigned. All minor things though. MH#BTAX2.ITM - description ends at item Weight MH#BRAC5.ITM - description ends at item Weight MH#COMP4.ITM - description ends at item Weight MH#CLCK2.ITM - description ends at item Weight and no icon set Anyway, thanks for your mods. I'll get round to doing a megamod using the EE games one day Edited May 31, 2021 by Nathan82 Quote Link to comment
Nathan82 Posted May 31, 2021 Author Share Posted May 31, 2021 (edited) Another crash to desktop ASSERTION FAILED! File: ChDataTypes.cpp Line: 1591 Exp: !(x >= pBitmapInfoHeader->biWidth || x < 0 || y > pBitmapInfoHeader->biHeight || y < 0) Msg: no msg. Run Debugger? Googled it and found these posts about the same thing but no solution. https://www.baldurs-gate.de/index.php?threads/crash-bei-rückkehr-nach-ulgoths-beard.44107/ https://translate.google.com/translate?hl=en&sl=de&u=https://www.baldurs-gate.de/index.php%3Fthreads/crash-bei-r%C3%BCckkehr-nach-ulgoths-beard.44107/&prev=search&pto=aue http://www.shsforums.net/topic/57283-game-crash-assertion-failed-chdatatypescpp-line-1591/ I've finished Durlag's Tower, travelled to Ulgoth's Beard, the fight starts with the Cult people and then there was a crash. Imoen had been poisoned , was trying to get her to drink a potion (Elixir of health?) and then the crash happened. Don't suppose anyone has any ideas of this one? I ran changelog on ARU000.ARE Mods affecting ARU000.ARE: 00000: /* created or unbiffed */ ~BGT\BGT.TP2~ 0 0 // Baldur's Gate Trilogy - Corev1.21 00001: ~BGGRAPHICS\SETUP-BGGRAPHICS.TP2~ 0 0 // BGT Extended Night and Baldur's Gate Map Fixesv1.8 BWP Fix 00002: ~BGTMUSIC\SETUP-BGTMUSIC.TP2~ 0 2 // Baldur's Gate Trilogy - MusicFull Baldur's Gate/Shadows of Amn/Throne of Bhaal Music (WARNING: patches BGMain.exe) 00003: ~SETUP-INFINITYANIMATIONS.TP2~ 0 9000 // Fix AreasCreature Referencesv5 BWP Fix 00004: /* acted upon in an undefined manner */ ~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 1 // Generalized BiffingBiff all files (recommended by the Big World Dudes)v2.4 changelog and the ARU000.0000# files attached Thanks I've just tried the suggestion in one of those links about using ctrl + j to transport the party across the screen a bit. And that worked. Teleported everyone near the tree and then carried on with the fight and no crash. Weird. Why's it happening only in the spot where you first enter Ulgoth's Beard? ARU000 changelog.7z Edited May 31, 2021 by Nathan82 Quote Link to comment
Angel Posted June 2, 2021 Share Posted June 2, 2021 On 5/31/2021 at 12:12 PM, Nathan82 said: MH#BTAX2.ITM - description ends at item Weight MH#BRAC5.ITM - description ends at item Weight MH#COMP4.ITM - description ends at item Weight MH#CLCK2.ITM - description ends at item Weight and no icon set Alright, thanks. I'll fix the missing icon. I'll see what I can do about the descriptions, but as said it's not very high prio to me. On 5/30/2021 at 9:19 PM, jastey said: That is from UB. I filed an Issue here. EDIT: sorry, that was for BGT, though. In my EET the 103012 + 103013 give the correct descriptions for BLUN11.itm. Yes, I received the report. Looks like there is a difference in strings in BG2 and BG2EE here. Silly me for assuming they would have kept them the same. Oh well, will fix in the next version. Quote Link to comment
jastey Posted June 3, 2021 Share Posted June 3, 2021 6 hours ago, Angel said: Silly me for assuming they would have kept them the same. I sense sarcasm here. Quote Link to comment
Nathan82 Posted July 4, 2021 Author Share Posted July 4, 2021 (edited) Hello I'm getting another crash to desktop [Sun 04 Jul 2021 09:58:44] ASSERTION FAILED! Return Address: 0x9997ED File: ChDimm.cpp Line: 7641 Expression: pBiffHeader->dwFileType != mmioFOURCC('B', 'I', 'F', 'C') Message: c:\bgt all\bgii - soa\cd3\DATA\AREA110A.BIF: attempted to use compressed BIF from CD, check free hard drive space Its happening when trying to enter a specific building in Garrotten in the second half of the Secret of Bonehill mod. I'm pretty sure the crash happens when trying to enter BH2016.ARE from BH2000.ARE I looked at BH2000.ARE in NearInfinity, and the x and Y co-ordinates of the bounding box for Tran2016 match up with the co-ordinates of the door ingame, hope i've done that right. The file AREA110A.BIF does exist in the location shown in the error and I have 128GB of hard drive space free. Anyone got and ideas whats going wrong this time? Some possibly useful files attached. Thanks bonehill2 CTD.7z Edited July 4, 2021 by Nathan82 Quote Link to comment
Nathan82 Posted July 4, 2021 Author Share Posted July 4, 2021 The idiot returns. And I've fixed it. Well, i gave it a through googling and found solution which has fixed it. Yes, i should have googled it harder before posting about it but She who must be obeyed was shouting at me to do stuff so i didnt have time earlier. Anyway, the fix was to use DLTCEP - Extract from Bif Bob's your uncle, Fanny's your aunt area110a.bif is now in C:\BGT all\BGII - SOA\data and everything seems to be ok. http://www.shsforums.net/topic/57209-bwsbwp-crashing-on-entering-tazoks-tent/page-2 http://readme.spellholdstudios.net/aurora-english.html#trouble Quote Link to comment
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