jastey Posted June 12, 2022 Share Posted June 12, 2022 1 hour ago, Gwaihir said: While the mission worked (I think: it was the very first time for me playing with transitions, so I wouldn't know for sure. It definitely wasn't vanilla), doing it this way might have left a variable unchanged? Maybe? I guess it most definitely borked something. Was Imoen your "tourguide" in Korlasz' Crypt? If yes, it worked not the way Transition wanted it. Thanks for the link. Something seems to to not work with Transitions mod, at least in your install. 1 hour ago, Gwaihir said: I agree it seems more likely an item interfered.. something placed in charname's chest? It would be worth a try to remove all items for testing. Also, did you try to start the transition with the item from a different area than bd0103? I see in your link that it also crashed when you started it from the palace ground floor. The offending script block shouldn't run there. I think. Quote Link to comment
Gwaihir Posted June 12, 2022 Author Share Posted June 12, 2022 1 hour ago, jastey said: Was Imoen your "tourguide" in Korlasz' Crypt? Nope, she remained a party member like the rest of the game. 1 hour ago, jastey said: Also, did you try to start the transition with the item from a different area than bd0103? Yes, same result. It really looks like the crash occurs right after BD0103 is loaded. Quote Link to comment
jastey Posted June 12, 2022 Share Posted June 12, 2022 bd0103 doesn't get loaded if the transition is started somewhere else via the item, it jumps right to bd6100. Or at least that's what I'm reading out of the mod files. EDIT: That's for the transition to BGII. Which reply options did you chose? Quote Link to comment
Gwaihir Posted June 12, 2022 Author Share Posted June 12, 2022 18 minutes ago, jastey said: Which reply options did you chose? I'd like to settle into my room at the palace (Start SoD). Quote Link to comment
jastey Posted June 12, 2022 Share Posted June 12, 2022 This moves the group into #LBD0103.are during fade-to-black. Can you cheat the group into this room without a crash? That's what I meant: if your PC accepted the third level of the palace as their room, it's no longer bd0103. are but #LBD0103.are from the mod Transitions. I am confused that you are still in bd0103 in your game. It would explain why the identified script block runs upon transition, though - because it couldn't fire before if the area was not active for you. Did you accept the room as your place and where you greated by a servant? - Could be EndlessBG1's too, though, and the official area swap never triggered for you because of the Korlasz' Dungeon problems. Quote Link to comment
Gwaihir Posted June 12, 2022 Author Share Posted June 12, 2022 (edited) 1 hour ago, jastey said: if your PC accepted the third level of the palace as their room, it's no longer bd0103. are but #LBD0103.are Huh. That's right. Checked a few previous saves, the third floor it's definitely #LBD0103.are. I know I accepted the room, don't recall any servant but it's been a while. However I'm sure the crash happened in BD0103.are after using the item. I remember loading that quick save and immediately pausing to check which area I was in. Should the third floor remain #LBD0103 even after the transition? EDIT - checking the area script of #LBD0103.are and taking another look at the script block I removed, I noticed that the areas #LBG0006 #LBG3201 #LBG3347 #LBG1107 are not present in my install. Can't even find them with NearInfinity. Could be that the script is causing the crash when it tries to take items from the chests in those areas, but can't find the resources? Edited June 12, 2022 by Gwaihir Quote Link to comment
Graion Dilach Posted June 13, 2022 Share Posted June 13, 2022 (edited) I might be looking at a different Transitions version (v2.4), but I only see #LBG3347's chest being referenced with a MoveContainerContents and I have that area file in my game. Yes, I also have the other three listed area included in checks, but AFAIK AreaCheck doesn't crash the game if the area checked doesn't exist. A MoveContainerContents called on a missing area does sound like a source of a crash though. EDIT: The missing areas are the other options Eltan can provide in the 7X components. Edited June 13, 2022 by Graion Dilach Quote Link to comment
jastey Posted June 13, 2022 Share Posted June 13, 2022 8 hours ago, Gwaihir said: Could be that the script is causing the crash when it tries to take items from the chests in those areas, but can't find the resources? Interesting idea. You could edit the script block in but without the offending area references for testing. Which version of transitions are you playing? (Is your weidu.log somewhere, I'm not aware.) 8 hours ago, Gwaihir said: However I'm sure the crash happened in BD0103.are after using the item. I remember loading that quick save and immediately pausing to check which area I was in. Should the third floor remain #LBD0103 even after the transition? v2.4 has a custom "Imoen attack scene" that happens in the custom third floor, yes. Transitions changes some things behind the scenes the player is not aware of. But I have the impression you are not playing v2.4 so I'd need verification first. Quote Link to comment
Frenzgyn Posted June 13, 2022 Share Posted June 13, 2022 (edited) * wrong post, please delete me * Edited June 13, 2022 by Frenzgyn Quote Link to comment
Gwaihir Posted June 13, 2022 Author Share Posted June 13, 2022 12 hours ago, jastey said: You could edit the script block in but without the offending area references for testing. Which version of transitions are you playing? I have Transitions v2.4. Here's what I did just now: pasted back the block without the offending area references: IF Global("#L_AcceptedRoom","GLOBAL",1) !Global("#L_PlayerChestLocation","GLOBAL",10) THEN RESPONSE #100 SetGlobal("#L_PlayerChestLocation","GLOBAL",10) MoveContainerContents("#LBD0103*PlayerChest00","BD0103*PlayerChest00") SmallWait(1) Continue() END loaded the famous quicksave, everything works. Then, I added a single line with one of those areas, like so: IF Global("#L_AcceptedRoom","GLOBAL",1) !Global("#L_PlayerChestLocation","GLOBAL",10) THEN RESPONSE #100 SetGlobal("#L_PlayerChestLocation","GLOBAL",10) MoveContainerContents("#LBD0103*PlayerChest00","BD0103*PlayerChest00") MoveContainerContents("#LBG0006*PlayerChest00","BD0103*PlayerChest00") SmallWait(1) Continue() END loaded that same save again, game crashes just like before. Quote Link to comment
jastey Posted June 14, 2022 Share Posted June 14, 2022 Cool, thank you! Then I know how to fix it. Recommendation until then: install all components with reward houses from Duke Eltan if using Transitions, so they are present in the game technically. (Do not chose houses as a reward ingame that would conflict with other mods.) Quote Link to comment
Mordekaie Posted July 29, 2022 Share Posted July 29, 2022 On 6/14/2022 at 7:58 AM, jastey said: Cool, thank you! Then I know how to fix it. Recommendation until then: install all components with reward houses from Duke Eltan if using Transitions. Just saw this recommandation to install all the rewards from Transitions : 70 - Duke Eltan's reward option: House near Ducal Palace71 - Duke Eltan's reward option: Cabin in High Hedge Used by Ascalon's Questpack and Glam's NPC Pack 72 - Duke Eltan's reward option: Gray house in NW Beregost73 - Duke Eltan's reward option: House across from Flaming Fist compound Is it sitll relevant ? Quote Link to comment
Isewein Posted October 2, 2022 Share Posted October 2, 2022 If I understand correctly, installing them alone shouldn't break compatibility with these other mods. Simply don't actually choose them as rewards (the house in BG City should be fine; I can't recall any mod affecting that). Quote Link to comment
jastey Posted October 3, 2022 Share Posted October 3, 2022 @Mordekaie what @Isewein said. I edited my post above to make it more clear. Quote Link to comment
jastey Posted January 28, 2023 Share Posted January 28, 2023 (I moved the question about saves against wands here.) Quote Link to comment
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