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About Nathan82

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  1. @HotaruPL Download the pdf from here http://www.shsforums.net/files/file/534-big-world-english/ There are a number of mods, or parts of mods, that get installed before BGT. Its been done that way for a long time now, if not right from the start.
  2. @HotaruPL try using the install order i gave you in the other thread, thats based on the current BWP install order. As Greenhorn said, your current install order is a mess. Or just ue the BWP installer to do it all for you. Follow the instructions and it will use the mods you put in the relevant folder and install those for you
  3. Have a look at the readme for Aurora, it recommends installing it fairly late in the install order, and has a troubleshooting section, but it would probably be best to do a fresh install before looking at trying to troubleshoot it as where you've currently got it installed may be the main issue. http://www.spellholdstudios.net/ie/aurora http://readme.spellholdstudios.net/aurora-english.html And in regard to reusing an old save, again im far from an expert but its generally not a good idea, too much to go wrong.
  4. Did you get an error log in your game folder? You might need to enable it. right click on baldur.ini and add the following under [Program Options] Debug Mode=1 Logging On=1 Then save the file and start the game again and replicate the problem and then see if you get an error log in the game folder. If you do, post it here and other people who know lots more than me might be able to help, but im thinking your install order is probably the main cause. Yeah, pretty much. Safest to start from scratch. Jarno wrote a big long guide about megamodding over at SpellholdStudios, probably worth giving that a read too. Mod install order is really important for a lot of stuff, and seems like a nightmare to sort out, which is why I rely on other peoples hard work. And Alien's Project Infinity makes installing lots of mods much easier, you just need to spend a bit of time working out how to use it and getting everything in the right place before you start. Can save a load of hassle in the long run
  5. Hello What actual error do you get? Your install order seems a bit random as well I re-ordered what you posted above, using the BWP 19.2 order You could try re-intalling everything in that order and see if it helps try this.7z
  6. @Bartimaeus this is what it says in the BWP pdf 19.2 I just had a quick check and this is only in the newest version, prior to 19.2 it says to install all components. Thanks
  7. Goddamit. The newest BWP PDF(19.2) says not to install LOLfixer components; ~SETUP-LOLFIXER.TP2~ #0 #0 // Area Stuff - MAJESTIC Area Fixer: 19022016 ~SETUP-LOLFIXER.TP2~ #0 #2 // Creature Stuff - Inventory Unborker (removes spurious references to the item table): 19022016 ~SETUP-LOLFIXER.TP2~ #0 #4 // Creature Stuff - Inventory Overhauler (moves invalid but equippable items to inventory and equips anything in the inventory to a free slot): 19022016 Why? Because it buggers stuff up, as @Bartimaeus and @Magus pointed out, thanks. But I was using 18.2 as a guide and that says to install all of them. I have nearly finished a sorting order csv file based on BWP 19.2 but as Leonardo is still busy working on refining it, i'll wait before i post it here, un;less anyone wants it now. Good job i double checked that, I thought for a moment that I'd been a proper numpty and had ignored it and achieved a newer, greater level of stupid. It also explains the weird bug i had with the Merchant League quest, that I mentioned a few months back, thanks for taking a look at that @jastey at least we know it what the problem probably was now - me not using the newest version and LOLFIXER.TP2~ #0 #0 // Area Stuff - MAJESTIC Area Fixer. Next, probably dumb idea, What will happen if I uninstall them? Those three components? Will that cause problems with my current playthrough? I know i'll have to dick about uninstalling stuff with different versions of weidu but thats not too much of an issue. Me uninstalling stuff and my saved game then breaking will piss me right off though. So do i uninstall them and hope for the best or not bother and just ignore all the duplicated items and hope there are no other fun and exciting bugs waiting to be discovered? Anyway, thanks for all the help and suggestions. And not calling me a dunce.
  8. I was starting to wonder if that was the cause, I've found quite a lot of enemies with numerous suits of armour etc, I thought it was supposed to do the opposite but might be wrong. I've attached it, thanks WeiDU.7z
  9. 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
  10. 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
  11. Hello. I've been poking around in NearInfinity and .CRE files can have up to 6 different scripts applied to them. I think override script Class script Race script General sript Default script Dialogue scrip This is probably a big, broad, vague question, but what gets used where and when and what takes precedence over something else? Whats the difference between them all? What happens if something has no scripts applied to it? Thanks
  12. 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
  13. @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
  14. 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 ORC04 changelog 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 BPWDASGT.BCS changelog 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
  15. 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
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