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Ayce

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About Ayce

  1. This is all interesting.............I currently have v7 installed, The Voice appeared in the artisan district once (and never again), I never saw him again until Brother Harken summoned him when we went into the priests' chambers with all the undead. There hasn't been any dialogue options about appeasing the voice, rather, after destroying the idol, Brother Harken keeps summoning the Voice (he doesn't revive either. So he is actually in the room full of undead contrary to above posts....................... In any event, I haven't killed Nym yet, so I don't know what will happen then, but so far, the dialogue seems stuck.............
  2. ok, here is an update................. I tried this quest again without trying to pickpocket Marketh first, it ended up the same way, with the same dead ends described in the previous post.............. I read the "OK, need help with Marketh" string which stated that you have to get Ginafae's help with this and she would give you a hint as to where to go next, she didn't.......................... I should also state that I had v4 installed, but upgraded to v7 before either of the attempts I described above.............. Help :-)
  3. I too am experiencing an invincible Marketh, though the my current sketch is a bit different............. Here is exactly what happened................ We talked to Ginafae, then tried to pickpocket the ring from Marketh............... this triggered the usual dialog strings which ended with him saying "you're going to have to catch me first" and DD away.............. He then DD right back, called for the guards, turned hostile and attacked....................... We fought him and couldn't kill him, so we left................ We then talked to Norl, who said he needed the actual ring in order to make a copy of it.............. We went back to Ginafae who asks if we found a way to deal with Maketh's ring, we can only reply that we are working on it, then are taken to the two farewell options (yeah whatever or take care), no other dialog options are available (even after we acquire the oil of null effect).,............... When we go back to Norl, he asks us if we have the ring, we can only tell him we're still working on it........................... we are stuck at this point with no way to kill Marketh, obtain his ring or dialog options to advance this quest................ I was under the impression that Ginafae was supposed to steal the ring from Marketh so that we can take it to Norl to get copied, is this off??? In any event, we are stuck now with no way to advance and complete this quest............ Please help!!! :-)
  4. Rats, it looks like I'm SOL with a lot of my current projects. However, I did make one discovery I would like to share with the community. Unknown affect #290 can be applied to items as well as spells. As it exists in the Holy Smite spell, the resource key is set as sppr324 (Holy Smite). I found that if I create an extension header and enter my custom item as the resource key, the affect would make non-evil creatures immune to that particular extension header. In other words, my weapon did it's usual standard damage, plus addition damage to evil-only, plus requiring a save vs. spell to avoid blindness. When striking non-evil creatures, the dialog box reads "Armored Skeleton - Unaffected by effects from War Hammer." I don't know why it reads "War Hammer" whereas in the Holy Smite spell the dialog box "random creature" Unaffected by effects from Holy Smite. When Holy Smite is cast, the dialog uses the specific spell, when used with my custom War Hammer, it uses a generic name. Minor issue I can live with. Using unknown effect #290, you can create a myriad of evil-specific effects (not just random/fixed damage). For example, it can just blind evil-creatures, or cause weakness, etc. However, you must enter the correct resource key. I tested the item with the Holy Smite resource key (sppr324) and the message still read "Armored Skeleton - Unaffected by effects from War Hammer," but the listed effects still took affect. As long as I'm at it, I made another discovery a few weeks ago regarding the effect "double damage vs. undead" used in the magic stone spell (sppr106). In times past, I tried using this effect (unsuccessfully) because I thought all you had to do was place the effect in an extension header in order for it to work i.e., create a weapon with standard features and add the "double damage vs. undead" effect and that was it (I was wrong). What I have since discovered is that "double damage vs. undead" is a modified random/fixed damage effect. You can set it to do any type of damage you want and can set the random/fixed damage as you please. For example, you could create a "holy fire" spell or item effect that would do fire damage, but do double damage vs. undead. "Lay on Hands is unclear if it uses the actual spin109 spell or if it's dictated entirely by the layhands.2da. If it's the former, you should be fine, but your testing suggests the latter." I'm not sure, but I seem to remember that all abilities that improved with level seem to have the same problem. Perhaps I will revisit this soon. Peace
  5. Greetings, Recently, I have returned to IWD (implementing a host of item/spell/innate abiltiy mods I had been designing/planning over the last several months). Most of them work just fine, but I have run into a general modding snagg that I am stuck on. Several items in the game have race, class or alignment specific bonuses, such as............. Guktok's Chopper (+2 Battle Axe, +4 vs. dwarves).............ZZN6GC.ITM Axe of Caged Souls (+3 Battle Axe, +5 vs. cadaverous undead)...ZZU6CS.ITM Bonecleaver (+1 Tow-handed Axe, +3 vs. skeletal undead..ZZZ6BC.ITM Misery's Herald (+3 Flail, +4 vs. elves)....................ZZM5MH.ITM Conlan's Hammer (+1 War Hammer, +4 vs. Iron Golems).........ZZA7CH.ITM Mace of Weal & Woe (+1 Mace, +2 vs. lawful creatures)..........ZZ05WE.ITM Selune's Promise (+1 Mace, +3 vs. spectral undead)...........ZZJ6SP.ITM Giant Killer (+1 Sling, +4 vs. giants)...................ZZH8GK.ITM Alamion (+3 Long sword, +5 vs. salamanders).........ZZF6AL.ITM Pale Justice (+4 Long sword, +7 vs. evil)................ZZ57PJ.ITM Troll Killer (+1 long sword, +5 vs. trolls)..............ZZTOP.TIM These are all of the ones that I am aware of anyway...........so here's the thing................. I have used both NI and IEEP to examine the various item's files and their properties and I found nothing that indicates the above mentioned bonuses within the ITM files. I know for a fact, that in BGII, these bonuses are easily applied to such items (like Daystar) with the use of an EFF file, however IWD doesn't use EFF files and when I try to create and apply an EFF file, it doesn't work (NI doesn't even read EFF in the chitin.key file for IWD). I had begun to wonder whether or not the game really applies these bonuses. After all, there is no 2DA file that governs these items that I can tell. Nor any LUA files either. I may have missed something, but so far I don't see how these bonuses are applied to these items (and therefore how I might have them applied to items I am trying to create). I have noticed that Holy Smite (3rd-level priest spell) does seem to read alignment on cre files and do damage to only evil creatures. However, when I have tried to create items using the same properties of that spell, it doesn't work as intended (damage to only evil creatures). This makes me think that these bonuses are hard-wired into the game itself. I hope not. I have noticed that these items have a pattern to the ITM file names, i.e., ZZ followed by two random characters, followed by a two-character abbreviation of the item's name (with the exception of Troll Killer). This gives me some hope that there is a rule file of some kind, some where that governs these ZZ#### files. That is everything I can think of on this issue. If someone out there knows how to apply these race, class & alignment-based bonuses to IWD item files, I would greatly appreciate the help in order to complete some mods I have in mind (but cannot finish because of this issue). Thank you in advance. While I'm at it, there is a 2nd issue I am having trouble with as well...................... I have several ideas for custom innate abilities for some characters that I have designed. One of the problems that I have encountered with these mods is that level-based abilities don't work on multi-classed characters (example, giving lay on hands to a fighter/cleric, you are never able to heal more than 2hp, the ability doesn't improve with levels). My guess is that the ability doesn't know how to read the level of the character when you just install said ability via a "potion of innate ability" or something like that. I figure if you can write it into the level progression abilities, that problem can be overcome. Again, in BG2, this is easily done by editing CLAB#### files. However, I can't find any such files in IWD, certainly not in the 2DA files. Again, if anyone out there knows which IWD files govern class abilities gained as levels increase (per BG2 CLAB#### files), I would greatly appreciate it. Thanx in advance. :-)
  6. Hi, Long time, no post, but I have a question now....................... :-) Which variables govern the harper plot for Jaheira? Here's my problem, Jaheira is supposed to leave after Dermin's second "visit," the next time you rest that is. Well, I am running the D'arnise Romance mod and what happened is that Nalia woke up from a night mare at the time Jaheira was supposed to disappear, I think this broke the Harper Plot, I've rested three times now and Jaheira has still not left (followed by the note from the mage). I've opened up both my latest save game as well as the save game right before Dermin appears (for the second time), the Global Variable in both games read almost identical.............. JaheiraCursed 10 JaheiraHarper Plot 3 JaheiraMatch 1 JaheiraNotHarper 1 JaheiraReleased 1 JaheiraReturn 1369896 JaheiraReturns 2 JaheiraRomance 1586760 JaheiraRomanceActive 3 JaheiraTraitor 1 HarperFight 1 HarperJob 3 DerminAppear 2879243 DerminSpawn 3 (4 in most recent save game) As I said, these variable are identical in my most recent game and in my save game before Dermin's arrival (with the above mentioned exception). Not sure if I'm barking up the wrong tree here or not. But I would appreciate any help\insight\illumination on this. Thanx. Ayce
  7. 1. I don't have a weidu for NBF as I can barely write kit weidus at this time (I could probably write simple item weidus too), i'd been so used to IEEP, I was very late in learning any weidu at all. So writing NBF in weidu form is beyond me at this point. I remember you had done one for NBF1.0, but never sent it to me as updates and bugfixes were already in the works.............. 2. Yes the SHS forum describes a very similar issue, I wonder what his crashes were like. Mine would save my current game, try to load Copper Coronet, then crash. It wouldn't simply close as is often the case with crashes, it would stay open with a pitch black window and I would need to right-click-close the tab or cntl-alt-delete and select that BG2 to be shut down. Anyway......................... My comp just took another dump, faulty hard drive (BG2 may have been installing ar407 to a bad sector). So we'll see what happens with the new hard drive. The only other potentially relevant thing I can think of is that I started having problems like this when I installed TDD with some weidu mods as well. Certain crashes I could tell were triggered by certain events (example, a crash at D'arnise keep was triggered when I lowered the draw bridge). Since abandoning that game, and doing a regular game with the mods I mentioned, my crash problems have been limited to the Copper Coronet, but I've only played so far into the game (Dungeon D'Irenicus, Waukeen's Promenade, Kalah's Realm, Govt District, Docks Area, Harper Hold/Prebek's Home, City Gates/Crooked Crane, Trademeet/Druid Grove & Umar Hills/Shade Dungeon). Anyway......... I still suspect the new "priest settings" I did with several spells for NBF may be the culprit as well. Again, we'll see when I get my new HD and do a fresh install on it.
  8. Yes, and I'm beginning to suspect that may be the problem. You see, I've been adding custom spells and items for years with no such errors ever occuring, all the NBF spells I'd developed so far have been working just fine. However, having eliminated other potential problems, I'm forced to examine my most recent update more closely and I have some suspicions................... The most recent NBF update included a couple of new spells, which have already been tested to work just fine, but I've also started messing with some of the base settings................................ I.e., in my earlier posts about NBF, i'd noted that I lamented the loss of some of the unique flavor of the 1st edition druid and felt the 2nd edition druid got much watered down (even more so in black isle games, so much so there was very little difference between a cleric and a druid IMHO). So, I did as I proposed and reclassified a number of priest spells as "cleric/palidan only" only and "ranger/druid only". I noticed that I did overwrite an override file or two in doing this, could overwriting those apparent bugfixes be the root of the problem? But why would this only occur only at the Copper Coronet? I've played the whole Trademeet/Druid Grove & Umar Hills/ Shade Dungeon Quests with no such crashed. I had also been to most areas in Athkatla before attempting to enter the Copper Coronet. Then it occured to me that there are conflicts with Anomen's .cre files. I'd assumed any spells already known by a certain .cre would just be accepted regardless of priest/wizard setting. This may be stretching, but it's the only reason I can think of for these crashes to be specific to the Copper Coronet. Then again, I've experienced no such crashes with Aerie or the Circus Illusion. This also doesn't explain why baldur.err is reporting some sort of item problem which I still can't figure. The only other thing I did was to use a trick I learned from spell revisions to get rid of the 7th level priest spell Confusion (replacing it with a 5th level druid only version). I learned from the author of spell revisions to create an erroneous priest setting so that now priest characters would be able to "learn" it. Have there been any similar reports of crashes from SR? These are only two things different from previous successful playthroughs, so I figure somewhere therein lies the answer, but I lack sufficient expertise to determine the exact cause, my best guess is the new priest settings on some spells are causing problems. But why only in the copper coronet?
  9. groan............ did both these suggestions, change-log reports no mods are affecting ar0406.are, which is odd because the Shazzelim sub-quest affects Bernard's dialog at the very least. I looked at are0406.are with both NI and AreaEdit.exe and found no funky items that I don't remember being in the game from previous playthroughs I have some suspiciouns now that all these other things have been eliminated.............
  10. Yes, I saw this before. At the time, I was trying to avoid all the headache of uninstall/reinstall. Since then, I have uninstall/reinstall twice (the first time without BWF, the second time with BWF) with the same result, a crash at ar0406 (the coppoer coronet). The BWF install did fix the erroneous reporting of installed components though. All that said, it's still a mystery why this problem started at all, I have had 2 or 3 playthroughs with questpack installed without this problem. It's also a mystery as to why all the bizarre Weidu behavior I've been experiencing lately (fixpack not uninstalling completely, uninstalling fixpack affecting UB & questpack, etc.). Most importantly, I still have the crash issue with the Copper Coronet, which I now believe is not a fixpack issue. I have some suspicions, see below..............
  11. Ok, first of all, you lost me there. weidu change-log? Wouldn't know where to begin. I went to spellhold and seached "megamod" and didn't find anything about that, not that I really know what I'm looking for. Sorry, I'd need more direction with that. I have found that questpack keeps reporting "all creature & area improvements" as installed. I try to run the set up again and tell it to uninstall that component, it seems to uninstall it, then weidu.log reports it as installed again. I've never encountered this problem before. I tried to completley uninstall questpack and start over, same result, I said not to install "creature & area improvements" and it does anyway (at least it reports that component as installed). Sorry, so long to reply to your last post, but my comp was down, then I got sick, I'm just now getting back into things. Thanx
  12. 1. Whoops, see below for latest baldur.err info. 2. Actually, my fresh restart did not include fixpack, just certain UB and Questpack items. Btw, where do I find this bwp version, I didn't see it on PPG. Maybe I missed it. Anyway, here is baldur.err info. --------------- ASSERTION FAILED! File: CItem.cpp Line: 1049 Exp: FALSE Msg: no msg. Run Debugger? ---------------------Start Logging Session--------------------- ---------------------Start Logging Session--------------------- ---------------------Start Logging Session--------------------- ---------------------Start Logging Session--------------------- ASSERTION FAILED! File: CItem.cpp Line: 1049 Exp: FALSE Msg: no msg. Run Debugger? ---------------------Start Logging Session--------------------- ASSERTION FAILED! File: CItem.cpp Line: 1049 Exp: FALSE Msg: no msg. Run Debugger? ---------------------Start Logging Session--------------------- ASSERTION FAILED! File: CItem.cpp Line: 1049 Exp: FALSE Msg: no msg. Run Debugger? ---------------------Start Logging Session--------------------- ---------------------Start Logging Session--------------------- ASSERTION FAILED! File: CItem.cpp Line: 1049 Exp: FALSE Msg: no msg. Run Debugger? ---------------------Start Logging Session--------------------- ASSERTION FAILED! File: CItem.cpp Line: 1049 Exp: FALSE Msg: no msg. Run Debugger? ---------------------Start Logging Session--------------------- ASSERTION FAILED! File: CItem.cpp Line: 1049 Exp: FALSE Msg: no msg. Run Debugger? ---------------------Start Logging Session--------------------- ASSERTION FAILED! File: CItem.cpp Line: 1049 Exp: FALSE Msg: no msg. Run Debugger? ---------------------Start Logging Session--------------------- ---------------------Start Logging Session--------------------- ASSERTION FAILED! File: CItem.cpp Line: 1049 Exp: FALSE Msg: no msg. Run Debugger? ---------------------Start Logging Session--------------------- ASSERTION FAILED! File: CItem.cpp Line: 1049 Exp: FALSE Msg: no msg. Run Debugger? ---------------------Start Logging Session--------------------- ASSERTION FAILED! File: CItem.cpp Line: 1049 Exp: FALSE Msg: no msg. Run Debugger? ---------------------Start Logging Session--------------------- ASSERTION FAILED! File: CItem.cpp Line: 1049 Exp: FALSE Msg: no msg. Run Debugger?
  13. BTW, here is my latest baldur.log entry, it seems to have more information than the last, maybe this will shed some light on something? ---------------------Start Logging Session--------------------- CVisibilityMap::AddCharacter : ( 3823, 3035 ) #:11665586 R:14 CVisibilityMap::AddCharacter : ( 3721, 2982 ) #:11731123 R:14 CVisibilityMap::AddCharacter : ( 3888, 2911 ) #:11796660 R:14 CVisibilityMap::AddCharacter : ( 3768, 2922 ) #:11862197 R:14 CVisibilityMap::AddCharacter : ( 3768, 2970 ) #:11927734 R:14 CVisibilityMap::AddCharacter : ( 3720, 2934 ) #:11993271 R:14 ---------------------Start Logging Session--------------------- CVisibilityMap::AddCharacter : ( 3823, 3035 ) #:11665586 R:14 CVisibilityMap::AddCharacter : ( 3721, 2982 ) #:11731123 R:14 CVisibilityMap::AddCharacter : ( 3888, 2911 ) #:11796660 R:14 CVisibilityMap::AddCharacter : ( 3768, 2922 ) #:11862197 R:14 CVisibilityMap::AddCharacter : ( 3768, 2970 ) #:11927734 R:14 CVisibilityMap::AddCharacter : ( 3720, 2934 ) #:11993271 R:14 ---------------------Start Logging Session--------------------- ---------------------Start Logging Session--------------------- ---------------------Start Logging Session--------------------- ---------------------Start Logging Session--------------------- CVisibilityMap::AddCharacter : ( 2472, 234 ) #:10616994 R:14 CVisibilityMap::AddCharacter : ( 2488, 282 ) #:10682531 R:14 CVisibilityMap::AddCharacter : ( 2520, 210 ) #:10748068 R:14 CVisibilityMap::AddCharacter : ( 2568, 282 ) #:10813605 R:14 CVisibilityMap::AddCharacter : ( 2552, 258 ) #:10879142 R:14 CVisibilityMap::AddCharacter : ( 2520, 306 ) #:10944679 R:14 CVisibilityMap::AddCharacter : ( 1688, 3078 ) #:19726637 R:14 CVisibilityMap::AddCharacter : ( 1431, 3029 ) #:19792174 R:14 CVisibilityMap::AddCharacter : ( 1480, 2970 ) #:19857711 R:14 CVisibilityMap::AddCharacter : ( 1522, 3110 ) #:19923248 R:14 CVisibilityMap::AddCharacter : ( 1512, 3018 ) #:19988785 R:14 CVisibilityMap::AddCharacter : ( 1448, 3078 ) #:20054322 R:14 CVisibilityMap::AddCharacter : ( 3144, 2994 ) #:19726637 R:14 CVisibilityMap::AddCharacter : ( 3176, 2970 ) #:19857711 R:14 CVisibilityMap::AddCharacter : ( 3176, 3030 ) #:19792174 R:14 CVisibilityMap::AddCharacter : ( 3224, 2994 ) #:19988785 R:14 CVisibilityMap::AddCharacter : ( 3208, 3042 ) #:20054322 R:14 CVisibilityMap::AddCharacter : ( 3256, 3018 ) #:19923248 R:14 ---------------------Start Logging Session--------------------- CVisibilityMap::AddCharacter : ( 2472, 234 ) #:10616994 R:14 CVisibilityMap::AddCharacter : ( 2488, 282 ) #:10682531 R:14 CVisibilityMap::AddCharacter : ( 2520, 210 ) #:10748068 R:14 CVisibilityMap::AddCharacter : ( 2568, 282 ) #:10813605 R:14 CVisibilityMap::AddCharacter : ( 2552, 258 ) #:10879142 R:14 CVisibilityMap::AddCharacter : ( 2520, 306 ) #:10944679 R:14 CVisibilityMap::AddCharacter : ( 1954, 2678 ) #:17039620 R:14 CVisibilityMap::AddCharacter : ( 1905, 2640 ) #:17105157 R:14 CVisibilityMap::AddCharacter : ( 1984, 2687 ) #:17170694 R:14 CVisibilityMap::AddCharacter : ( 1896, 2622 ) #:17236231 R:14 CVisibilityMap::AddCharacter : ( 1958, 2663 ) #:17301768 R:14 CVisibilityMap::AddCharacter : ( 2002, 2654 ) #:17367305 R:14 CVisibilityMap::AddCharacter : ( 2472, 234 ) #:10616994 R:14 CVisibilityMap::AddCharacter : ( 2488, 282 ) #:10682531 R:14 CVisibilityMap::AddCharacter : ( 2520, 210 ) #:10748068 R:14 CVisibilityMap::AddCharacter : ( 2568, 282 ) #:10813605 R:14 CVisibilityMap::AddCharacter : ( 2552, 258 ) #:10879142 R:14 CVisibilityMap::AddCharacter : ( 2520, 306 ) #:10944679 R:14 CVisibilityMap::AddCharacter : ( 3144, 2994 ) #:10616994 R:14 CVisibilityMap::AddCharacter : ( 3176, 2970 ) #:10748068 R:14 CVisibilityMap::AddCharacter : ( 3176, 3030 ) #:10682531 R:14 CVisibilityMap::AddCharacter : ( 3224, 2994 ) #:10879142 R:14 CVisibilityMap::AddCharacter : ( 3208, 3042 ) #:10944679 R:14 CVisibilityMap::AddCharacter : ( 3256, 3018 ) #:10813605 R:14 ---------------------Start Logging Session--------------------- CVisibilityMap::AddCharacter : ( 2472, 234 ) #:10616994 R:14 CVisibilityMap::AddCharacter : ( 2488, 282 ) #:10682531 R:14 CVisibilityMap::AddCharacter : ( 2520, 210 ) #:10748068 R:14 CVisibilityMap::AddCharacter : ( 2568, 282 ) #:10813605 R:14 CVisibilityMap::AddCharacter : ( 2552, 258 ) #:10879142 R:14 CVisibilityMap::AddCharacter : ( 2520, 306 ) #:10944679 R:14 CVisibilityMap::AddCharacter : ( 3304, 3630 ) #:10616994 R:14 CVisibilityMap::AddCharacter : ( 3368, 3630 ) #:10748068 R:14 CVisibilityMap::AddCharacter : ( 3320, 3678 ) #:10682531 R:14 CVisibilityMap::AddCharacter : ( 3368, 3678 ) #:10879142 R:14 CVisibilityMap::AddCharacter : ( 3320, 3714 ) #:10944679 R:14 CVisibilityMap::AddCharacter : ( 3352, 3714 ) #:10813605 R:14 c:\ad&d\baldurs gate ii\cache\data\AREA070B.bif: Cached CVisibilityMap::AddCharacter : ( 328, 738 ) #:10616994 R:14 CVisibilityMap::AddCharacter : ( 360, 762 ) #:10748068 R:14 CVisibilityMap::AddCharacter : ( 280, 762 ) #:10682531 R:14 CVisibilityMap::AddCharacter : ( 328, 798 ) #:10879142 R:14 CVisibilityMap::AddCharacter : ( 248, 786 ) #:10944679 R:14 CVisibilityMap::AddCharacter : ( 296, 822 ) #:10813605 R:14 CVisibilityMap::AddCharacter : ( 3336, 546 ) #:10616994 R:14 CVisibilityMap::AddCharacter : ( 3272, 546 ) #:10748068 R:14 CVisibilityMap::AddCharacter : ( 3320, 498 ) #:10682531 R:14 CVisibilityMap::AddCharacter : ( 3288, 498 ) #:10879142 R:14 CVisibilityMap::AddCharacter : ( 3320, 462 ) #:10944679 R:14 CVisibilityMap::AddCharacter : ( 3304, 438 ) #:10813605 R:14 CVisibilityMap::AddCharacter : ( 3144, 2994 ) #:10616994 R:14 CVisibilityMap::AddCharacter : ( 3176, 2970 ) #:10748068 R:14 CVisibilityMap::AddCharacter : ( 3176, 3030 ) #:10682531 R:14 CVisibilityMap::AddCharacter : ( 3224, 2994 ) #:10879142 R:14 CVisibilityMap::AddCharacter : ( 3208, 3042 ) #:10944679 R:14 CVisibilityMap::AddCharacter : ( 3256, 3018 ) #:10813605 R:14 ---------------------Start Logging Session--------------------- CVisibilityMap::AddCharacter : ( 2472, 234 ) #:10616994 R:14 CVisibilityMap::AddCharacter : ( 2488, 282 ) #:10682531 R:14 CVisibilityMap::AddCharacter : ( 2520, 210 ) #:10748068 R:14 CVisibilityMap::AddCharacter : ( 2568, 282 ) #:10813605 R:14 CVisibilityMap::AddCharacter : ( 2552, 258 ) #:10879142 R:14 CVisibilityMap::AddCharacter : ( 2520, 306 ) #:10944679 R:14 CVisibilityMap::AddCharacter : ( 2472, 234 ) #:10616994 R:14 CVisibilityMap::AddCharacter : ( 2488, 282 ) #:10682531 R:14 CVisibilityMap::AddCharacter : ( 2520, 210 ) #:10748068 R:14 CVisibilityMap::AddCharacter : ( 2568, 282 ) #:10813605 R:14 CVisibilityMap::AddCharacter : ( 2552, 258 ) #:10879142 R:14 CVisibilityMap::AddCharacter : ( 2520, 306 ) #:10944679 R:14 CVisibilityMap::AddCharacter : ( 3144, 2994 ) #:10616994 R:14 CVisibilityMap::AddCharacter : ( 3176, 2970 ) #:10748068 R:14 CVisibilityMap::AddCharacter : ( 3176, 3030 ) #:10682531 R:14 CVisibilityMap::AddCharacter : ( 3224, 2994 ) #:10879142 R:14 CVisibilityMap::AddCharacter : ( 3208, 3042 ) #:10944679 R:14 CVisibilityMap::AddCharacter : ( 3256, 3018 ) #:10813605 R:14 ---------------------Start Logging Session--------------------- CVisibilityMap::AddCharacter : ( 2472, 234 ) #:10616994 R:14 CVisibilityMap::AddCharacter : ( 2488, 282 ) #:10682531 R:14 CVisibilityMap::AddCharacter : ( 2520, 210 ) #:10748068 R:14 CVisibilityMap::AddCharacter : ( 2568, 282 ) #:10813605 R:14 CVisibilityMap::AddCharacter : ( 2552, 258 ) #:10879142 R:14 CVisibilityMap::AddCharacter : ( 2520, 306 ) #:10944679 R:14 CVisibilityMap::AddCharacter : ( 3144, 2994 ) #:10616994 R:14 CVisibilityMap::AddCharacter : ( 3176, 2970 ) #:10748068 R:14 CVisibilityMap::AddCharacter : ( 3176, 3030 ) #:10682531 R:14 CVisibilityMap::AddCharacter : ( 3224, 2994 ) #:10879142 R:14 CVisibilityMap::AddCharacter : ( 3208, 3042 ) #:10944679 R:14 CVisibilityMap::AddCharacter : ( 3256, 3018 ) #:10813605 R:14 ---------------------Start Logging Session--------------------- CVisibilityMap::AddCharacter : ( 1896, 2622 ) #:17301768 R:14 CVisibilityMap::AddCharacter : ( 1912, 2670 ) #:17367305 R:14 CVisibilityMap::AddCharacter : ( 1939, 2654 ) #:17432842 R:14 CVisibilityMap::AddCharacter : ( 2004, 2666 ) #:17498379 R:14 CVisibilityMap::AddCharacter : ( 1968, 2658 ) #:17563916 R:14 CVisibilityMap::AddCharacter : ( 1970, 2678 ) #:17629453 R:14 CVisibilityMap::AddCharacter : ( 488, 318 ) #:17301768 R:14 CVisibilityMap::AddCharacter : ( 520, 342 ) #:17432842 R:14 CVisibilityMap::AddCharacter : ( 440, 342 ) #:17367305 R:14 CVisibilityMap::AddCharacter : ( 488, 378 ) #:17563916 R:14 CVisibilityMap::AddCharacter : ( 392, 354 ) #:17629453 R:14 CVisibilityMap::AddCharacter : ( 440, 390 ) #:17498379 R:14 CVisibilityMap::AddCharacter : ( 2408, 810 ) #:17301768 R:14 CVisibilityMap::AddCharacter : ( 2376, 786 ) #:17432842 R:14 CVisibilityMap::AddCharacter : ( 2456, 786 ) #:17367305 R:14 CVisibilityMap::AddCharacter : ( 2408, 786 ) #:17563916 R:14 CVisibilityMap::AddCharacter : ( 2440, 726 ) #:17629453 R:14 CVisibilityMap::AddCharacter : ( 2424, 702 ) #:17498379 R:14
  14. groan............................ Well....................... 1. I started a fresh new game and still have another crash issue with the copper coronet................................... 2. I'm sure I didn't select "all creature and area improvements" from the questpack and it seems to install them anyways. I just re-installed questpack and it installed "all creature and area improvements" again......... 3. UBv18 did something wierd when I tried to reinstall it well, I went back to v17 and it seemed to be working just fine until this crash issue.................... I think it's safe to say there are some Weidu issues occuring, doesn't help my game thoug....................... groan.....................
  15. addendum to weidu.log I'm sure that is not the same set of components I selected, it seems BG2 fixpack did some creative editing when I uninstalled? Examples, I did not select creature improvements from questpack, nor did I select item restorations, anomen's portrait or minor dialog fixes. curios
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