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About Avallach

  • Birthday August 12

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  1. So I actually went ahead and reinstalled the whole game with mods because why not, right. Apart from changing up the load order a bit, it seems the crashing has stopped. I can access the second floor without any shenanigans and everything just.... works. Even with the IA content, Moinesse Ninjas, Duergars etc... a faulty install in the past maybe? In any case, thank you to everyone involved. I guess this is solved for now.
  2. Alright, when I get home I am gonna take a peek and report back. Also like I said earlier in the thread, those are me trying to combine some 1PP stuff. Basically, the newest 1ppv4 requires the Core Paperdoll module (which I don't want) for almost everything and I just want the flaming short/swords and colourable staffs. So I basically first installed the older 2.70 version that allowed me to install just those, and then the rest of 1ppv4 (which did not require the said paperdolls, like magic effects etc.). The reason it shows question marks is because I guess the tp2 files are named the same? It's actually all on the very first page in the WeiDu I enclosed. I've been doing this for a lot of playthroughs and years now, and it always worked.
  3. From my Weidu: ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #0 // Infinity Animations: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #25 // Humanoid Animation Fixes: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #50 // Distinctive Genies: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #100 // Distinctive Fiends: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #175 // Pit Fiends -> Some get the NWN animation: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #230 // Cambion/Isair Animation -> Some cambions: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #280 // Alu-Fiend/Madae Animation -> Some alu-fiends: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #400 // Distinctive Undead: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #410 // Skeleton Warriors -> Barrow Wight animation: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #450 // Seer Animation -> Some beggars and slaves: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #490 // Svirfneblin Animations -> Animations and sounds: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #500 // More Base Animations: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #550 // More Icewind Dale Animations: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #600 // More Icewind Dale II Animations: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #650 // More Neverwinter Nights Animations: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #7010 // Moinesse's Avatars for IA -> 50% of relevant non-joinables: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9000 // Fix Areas -> Creature References: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9910 // Saved Game Animation Fixer -> Correct all animations IA has changed: v5
  4. Interesting. I did install Infinity Animation last after all the big mods (as seen in WeiDu), and don't use BGT or Bigger World stuff. I even let it install the "Fix Creature References in all Areas part". Only thing I can think of that could affect it is biffing since it was after that, but that doesn't sound right. Doesn't usually the last mod in the load order take priority over anything else that was before it?
  5. Yeah I did use it a few times, although mostly just for extracting/checking various soundset variables, since I modded Mark Meer's soundbytes (Mass Effect, Dragon Age etc.) into the game and needed some point of reference xD It's a very useful tool, which I'll probably start using a bit more now.
  6. Alright, I just tried to teleport to the Copper coronet and the game immediately gave out the same symptons of crashing upon loading. Which leads me to believe the whole "Ninja" or "Duergar" thing might be spread all over the game. I think I'll just reinstall the game and either avoid IA or do some adjustments this time around. Ah well. Thanks again, folks.
  7. Ah, damn you are right. Now I am wondering if my game might go haywire while I go to the Underdark where bunch of Duergars reside. Or the Copper Coronet. If that's the case, I assume I just need to find out what file is the culprit again and edit the animation section to the non-LOW one in NearInfinity?
  8. In any case, thank you so much guys for solving this little headache, guys! You've been incredibly helpful and saved me from another reinstallation spree. Now just to figure out what is wrong with Moinesse...
  9. Wow, talk about a perfect timing here. I was actually deleting/replacing the files one by one and narrowed it exactly to this one. Was about to send it too! Turns out that was the mysterious cause of the second crash. I do not understand tho, I remember playing with Moinesse's Ninja avatar many times before (even had Mae'Var and other NPCs utilize it)... what could possibly cause the game to suddenly dislike it? No problem! You've been very helpful and actually helped solve through your combined powers the Duergar problem. It was something completely different as seen above.
  10. Ooof, just tried it and it still crashes (with the modded batch). It also crashes when I just use the 3 files alone. However, using them with the vanilla files by ABlake, seems to work. .... which probably means one of those 21 files is at fault or a completely different issue altogether.
  11. Gotcha. I hope you don't mind but I actually enclosed the entire batch of all 24 CRE files regarding that particular area. It seems there's just 3 files regarding the Duergars (DUEARC01, DUEMAG02 and DUERGAR1) You are right, even with this file, it still crashes no matter what combination (original BG2 or the modded ones) I use. I am enclosing the rest. Backup.rar
  12. Hmm... the only mod I can think of would be Infinity Animations, but I did not install the BG1 anims from that pack. Only the IWD, Moinesse and NWN ones. Are you also checking the second Duergar file that I re-posted?
  13. Okay just to clear some confusion: Modded - Crashes. Original BG2 files provided by ABlake - Crashes unless Duemag02.CRE is removed Removing *all* CRE files associated with that level - Crashes
  14. Whops, I uploaded the wrong one. Here's the correct/original/modded one. Also enclosing the BCS as well. DUEMAG02.CRE duemag01.bcs
  15. Here you go. Gotcha. Will report back with results I should probably mention that while playing the level with your vanilla files, it seems to still hard crash but at random times, not straight away after the loading. Only thing that seems to be going on the entire time from the very beginning(according to the combat log) is a Mephit battling an Assassin in the hall right after the Mephit Cages/Dead Khalid. Also I realized I got you two guys mixed up regarding the vanilla files, oops. Fixed.
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