Coelacanth Posted September 23, 2023 Share Posted September 23, 2023 Still trying to troubleshoot why my game keeps crashing with the new modlist I'm trying out. SCS installer reports warnings on Initialize AI, but will install further AI components afterwards without errors or warnings. I thought Infinity Animations was the culprit but tried to install without it and still received the same "Installed with warnings". Here is stratagems debug: https://www.mediafire.com/file/exo75z2nvd50hml/SETUP-STRATAGEMS.DEBUG/file and I'll also submit my WeiDU.log WeiDU.log Quote Link to comment
DavidW Posted September 23, 2023 Share Posted September 23, 2023 Don't worry, it's harmless. SCS expected to find Holy Smite in a certain state and didn't (probably because it didn't anticipate what it looks like under Spell Revisions). It failed to make a minor change fixing a vanilla bug. It shouldn't cause you any trouble. Quote Link to comment
jmerry Posted September 23, 2023 Share Posted September 23, 2023 (edited) I think I looked at that one; it's that there was a bug in Holy Smite in older SR versions, SCS stepped in to fix that bug, and then SR fixed it at the source. So now, when installed over up-to-date SR, SCS sees Holy Smite in a fixed state, makes an edit that doesn't change anything, and throws the warning. It's specifically a bug in old versions of SR, not vanilla. The update which fixed the blindness duration is dated 4 years ago. ACTION_IF demivrgvs BEGIN // Holy Smite blindness has the wrong duration ACTION_IF FILE_EXISTS_IN_GAME "sppr313e.spl" BEGIN OUTER_SPRINT file sppr313e END ELSE BEGIN OUTER_SPRINT file sppr313 END COPY_EXISTING "%file%.spl" override LPF ALTER_EFFECT INT_VAR match_opcode=74 duration=6 END BUT_ONLY Vanilla (or, at least, the current EE) Holy Smite uses EFFs to do everything; you'd have to check that the opcode 177 calling BLIND.EFF had the correct duration (it does) if that needed fixing. Edited September 23, 2023 by jmerry Quote Link to comment
Coelacanth Posted September 23, 2023 Author Share Posted September 23, 2023 Okay, one concern off the list that is. While I'm here, this was the crash message I got last attempt, if anyone knows off hand what goes wrong (crashed during the fight with Illasera as well as the first ToB trial against Irenicus, so I'm assuming something spell related is off). Also what is the general wisdom regarding Infinity Animations? Certain parts of IWDification relies on it (which implies installing early) but elsewhere I've read suggestions to put it almost last. Quote Link to comment
Bubb Posted September 23, 2023 Share Posted September 23, 2023 Some of your spells have invalid opcodes. You can check which spells are crashing using a recent release of Near Infinity: Spoiler Quote Link to comment
Coelacanth Posted September 23, 2023 Author Share Posted September 23, 2023 Thank you, I've attached the output. Looks like it's mostly coming from @subtledoctor's random tweaks? result.txt Quote Link to comment
jmerry Posted September 23, 2023 Share Posted September 23, 2023 From the readme for that set of tweaks: Quote Note: most or all of these use EE 2.0 engine features. One or two may work on the pre-EE game (e.g. adding saving throws to level drain attacks), but most will not. Most of those lines are opcode 321, an EE-only effect most often used to prevent effects from stacking with themselves. If you're installing these on a non-EE game, no wonder you're having trouble. Recommended fix for the mod: prevent the affected components from installing on non-EE games. Or if it's too much trouble figuring out which components need the EE, just put that restriction in the ALWAYS block. Quote Link to comment
Coelacanth Posted September 23, 2023 Author Share Posted September 23, 2023 I guess one of these days I will have to cave and move over to EE. That's on me for not reading documentation, somehow I missed that line and with many other mods having checks for EE-only modules I just assumed this one did too and went on with my day. Quote Link to comment
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