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Brogan

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  1. I know what you mean. I think my 'pre-game' of collecting and planning the order of mods took me like 3 weeks, lol. But it was so worth it. So much nostalgia and moments. I've taken my time and enjoyed playing through this game so much. I'm currently starting Siege of Dragonspear, which looks great. Also, it's interesting observing the variance of how those 2 components effected your EET install versus my BG:EE+SOD (the crash on death). Just goes to show how complex these things are, which just makes me want to echo your statement of saying THANK YOU to all the authors of these mods as well as the great community surrounding it all.
  2. Quick question for anyone who might know.... I'm kind of stuck on what is definitely a mod-added component (which one, I'm not sure) located near the eastern side of Peldvale. I found a 'Golem brain' in a barrel and a bit farther north there is this 'Damaged Golem' I can talk to and into which put the brain. It then comes to life and attacks and I have nothing that can damage it (level 2 weps). I know I have Made In Heaven's Encounters & Quests installed which revises Golems, and specifically the Adamantite Golem (which is what this Golem looks like) - gives it +4 or better weapons to hit, OK, but also "loses their immunity to acid and lightning". Problem is when I hit it with Melf's Acid Arrow, Vitriolic Sphere, or Lightning Bolt it is 'unaffected'. Any ideas about something I might be missing with this component, or any other ways I can do damage to this thing with level 5 spells or lower?
  3. Quick question. I installed this mod with no problems, and I've just finished doing practically everything in Beregost without seeing anything or anyone I would assume is part of this mod. Where are you supposed to start? Nevermind. Found the stairs. I noticed over on the Beamdog forums somebody mentioned the only way to get the quests with a paladin is via an alignment changing item, correct?
  4. Thanks. If anything out of the ordinary happens in my playthrough, I'll be sure to post here. Great mods, btw.
  5. I would assume #2 as well, since I reinstalled fresh with no debris in any of the relevant folders, and without anything other than DLC merger installed.
  6. Indeed, as I said on the first page whilst still wearing my Guest hat, I was still able to pause the game immediately on character death in time to hit quickload and avoid the crash. But it would not crash while paused. And it did vary in terms of when the real time crash would occur, anywhere from 1 second to about 5-6 seconds after the portrait went grey.
  7. Agreed, it is odd. What I'm trying to figure out is how there's nothing out there regarding this crash w this mod. Nobody else had this happen? Which makes me skeptical of my testing environment, but like I said I tried it with a variety of factors. Or perhaps it's just my Google skills that are bad, lol. As to your question, honestly I just wanted to make sure. Thank you, sir.
  8. @Angel, quick question. If I'm using Spell Revisions to tweak Improved Haste, will the error I get from your Revised Corporal Undead ("no effects added to spwi613.spl") cause that component to not work correctly, or at all? (SR changes this spell from vanilla by adding a single extra attack per rd instead of doubling the rate, as well as +2 bonuses to thac0, AC, and saves vs breath.) Thanks.
  9. All right. So I just confirmed that both Expanded Racial Bonuses and INT/WIS/CHA-based Bonus Spell Slots are the 2 components (that I originally used) from this mod (Artemius' House Rule Tweaks) that cause this specific crash. On a BGEE+SoD installation with only DLCMerger v1.3 installed, the above components installed individually, or together, will cause a crash whenever any non-protag character dies. To reproduce, start a game and create 2 generic characters, pick a fight with the Candlekeep Guard patrolling the Inn and allow the non-protagonist character to die. Usually within 1-4 seconds the game crashes. The question I have for those more technically inclined: Do I need to further test this crash with this mod in combination with the handful of mods I listed above that were installed when I first identified the issue with House Tweaks? Or does the fact that it happens on a vanilla installation more than likely rule that issue out?
  10. OK, found it. The mod causing a crash whenever a non-protag character gets killed (grey portrait) and ~ 1 round passes is Artemius' House Tweaks. The only components installed from it were: ~HOUSETWEAKS/HOUSETWEAKS.TP2~ #0 #2 // House Tweaks: Expanded Racial Bonuses: 1.91 ~HOUSETWEAKS/HOUSETWEAKS.TP2~ #0 #7 // House Tweaks: Increased Constitution Bonuses -> Constitution Bonuses for All Classes + Regeneration Changes: 1.91 ~HOUSETWEAKS/HOUSETWEAKS.TP2~ #0 #10 // House Tweaks: INT/WIS/CHA-based Bonus Spell Slots: 1.91 ~HOUSETWEAKS/HOUSETWEAKS.TP2~ #0 #12 // House Tweaks: Improved Dialogues (BG:EE )1.91 Each one installed by itself also caused the same crash (edit actually both Increased Constitution and Improved Dialogues do NOT result in a crash, either separately installed or installed together). However, I am only about half-way through this process. I got the crashes with this and a couple other mods installed ahead of it, namely 3 kits from the same author (Artisan's Kitpack), Dan_P 's Blood Minister kit, Avenger's Wizard Slayer kit, Tweaks Anthology, Tome & Blood, JMerry's Tweaks, 3 of the Made In Heaven mods (all save for Tweaks), AC's Miscellaneous, and some of 'Reddbane's 3.5 Edition/Pathfinder style Tweaks. Obviously not every component of every mod was installed but NONE of those mods resulted in a crash before House Rules was added. Right now I'm going to reinstall with ONLY the House Tweaks to isolate the behavior. Will post more shortly.
  11. Yea, I found that out. LOL It's funny because I did it once for the component you mentioned, and after the long recompile it looked like Skills & Abilities was the only mod that failed to (re-) install. Then after testing I went back in and changed one more thing, and when the recompile finished, like EVERY MOD either outright failed or installed with warnings. It was honestly impressive to look at, like 40 lines of FAILED or WITH WARNINGS! Heh! I'm confident I'll be able to figure it out though. Now that I know specifically what to test. Just hoping it's not a mod I really wanted to use.
  12. Testing. Just got validation email. edit: Yes! OK, so I just re-did my install with some of your suggestions. Moved a few things around, eliminated a couple minor components that didn't affect things, but nothing that would prevent me using the old saves. Ran the scenario again with Shoal, and it still crashed. Not the end of the world though. Obviously using the same save has something to do with it. The characters have all the same attributes, with all the same mods/components installed the same way. What I guess I'll do now is test the dynamic (non-protag character death causes crash after ~ 1 round) with each individual mod in place. Just got to whittle it down.
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