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Avallach

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Posts posted by Avallach

  1. 7 minutes ago, ABlake said:

    I think to solve the CRE issue, you'll probably need to change the animation of all the duergars in that area to the non-LOW version - just FIGHTER_MALE_DWARF and MAGE_MALE_DWARF.

    Why don't you upload all the duergar CRE's files (the ones you originally have in override), then one of us will change them to the non-LOW versions for you. See what happens.

    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)

    7 minutes ago, Vlan said:

    Here is the fixed DUEMAG02 file, but this guy might not be the only one which will crash your game later on. I am not sure why this happens, but there is a problem wiht _LOW animation files from the Infinity Animation pack.

    DUEMAG02.CRE

    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

  2. 6 minutes ago, Vlan said:

    Oh shit, nevermind, I know what your problem is.

    You are using faulty BG1 animations provided by one of the animation packs that you installed.

    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?

  3. 8 minutes ago, Vlan said:

    Can you upload the DUEMAGG02.CRE file?

    Here you go.

     

    7 minutes ago, ABlake said:

    Yeah well if it's a "mage" problem, then there's another mage (the female shadow thief mage) in that area (and one of the assassins can also cast spells). If it's a "duergar" problem, then there's a few more of 'em... But this gotta be a CRE problem, not a script problem, because most creatures in that area won't do anything until a PC enters their line of sight. Maybe the duergars are trying to equip two ranged weapons at once or something.

    Now if you would go back to the files you originally have, try removing all the duergar ones. Or try removing those that are similar in some way.

    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.

     

  4. Ok wow.

    With the Vanilla files provided by ABlake, I actually narrrowed it down to one single .CRE file. The Duergar Mage (DUEMAGG02.CRE).

    If I remove it, not only the level loads but I am allowed to play past the fade out as well.

    Unfortunately, this seems to work only with the said Vanilla files. With the modded .CREs that were there before from other mods, removing the Duergar Mage is still not enough and the level fails to load.

  5. 16 minutes ago, ABlake said:

    I'm starting to get the feeling there are more than one problems here. One faulty CRE (since the loading couldn't finish before, but now it can), and now some script is doing something illegal too...

    Hold on a sec and I'll try to collect some vanilla scripts for you to try. In the mean time, you could try deleting the .CRE files one by one and launch the game, see when exactly the game *can't* finish the loading.

    What would make this worse is maybe some spell/effect has bad target...

    Alright, will report back ASAP to let you know what file stops me from getting to that black fade out with the sound effect.

    14 minutes ago, Vlan said:

    Could you try this file?

     

    AR0603.ARE

    Just tried it. Still the same crash. Sometimes the bar fills in, sometimes it stays empty before it happens, but in both cases the level does not even manage to load in.

  6. 23 minutes ago, Vlan said:

    Try this now.

    I deleted all the npcs from the map, just to see if the actors are the problem here.

    AR0603.ARE

    Alright, reporting back that this allowed me to load the level sucesfully. Yoshimo even talked to me and all. I guess it must be a faulty NPC.

    22 minutes ago, ABlake said:

    Ok, try this:

    I attach here all the CRE files in that area from vanilla game. Extract these into your override folder. I know this is quite a lot of files, but you can just delete them later. This is to see if this is a CRE problem - maybe a creature has illegal animation or is equipped with illegal equipment set.

    vanilla CRE.rar

    If this fixes it, then you can start deleting the vanilla files one by one, then we'll be able to tell which one was causing the crash, exactly.

    Just tried it, and even though the loading bar fills up and the screen seemingly goes black and you can hear the "magic" sound effect, the game then immediately crashes still.

    EDIT: Oh and forgot to mention that nearly all of these files were already included in Override, so I backed then up before using yours. Just for the kicks, I then deleted all those files corresponding to that area .... and it still crashes. :D Really no idea what's going on here.

  7. 13 minutes ago, Vlan said:

    Try to put this in your override folder, and see if it works. Although I don't believe that faulty animations are at work here.

    I was able to enter ARE0603 with your area file, so the area itself is not the problem.

    AR0603.ARE

    Just tried it, and unfortunately it still crashes. 😕 I assume it must be probably whatever script is firing up right at the beginning?

  8. 14 minutes ago, Vlan said:

    AR0603.ARE shouldn't be in the override folder anyway, because you biffed it, so that's fine.

    Can you maybe upload the AR0603.ARE, ARE0603.BCS, BALDUR.BCS?

    Do a search for them here:

    D:\games\Baldur's Gate Trilogy\generalized_biffing1\prod\0\biffs

     

    Sure thing, here you are.

    However, the ARE0603.BCS file seems to be not in the biffed folder. Or in the entire BG2 directory in general.

    AR0603.ARE

    BALDUR.BCS

  9. 21 minutes ago, ABlake said:

    IIRC the first one of the two loading screens would be the autosave, then the next one is the loading of the area.

    It's hard to tell judging by the log. Do you see any error message in the ToBEx window when the game crash? More often than not this offers an idea what might be the issue (corrupted animation, or some creature equipping two crossbows at once or something similar).

    Something I might try is, if you have the area AR0603.ARE in your override folder, then move it somewhere else, then retry reloading the area. We can narrow somewhat possible causes of the crash. The next step to try would be to inspect the area script, then move on to individual creature in the area.

    Hmm, I think you are right. The first loading screen is indeed the auto save, since it keeps sucesfully creating them right before the I click on the portal. The crash then comes from loading the level itself.

     

    Regarding TobEx: TobEx seems to terminate itself immediately after the game crashes. And the TobEx text file just shows the times the game was launched, nothing else.

     

    Also this is very weird - but I searched the Override folder and there is absolutely no signs of the AR0603.ARE file. BUT upon searching the entire BG2 folder, it seems a bunch of mods (Infinity Animations, ATweaks, BG2Fixpack, Generalized Biffing) made a backup of it anyway. 🤔

     

    EDIT: even after trying to load the level with all those 4  .ARE backups, the game still crashes. Damn.

  10. 6 minutes ago, jastey said:

    Did you also try cheating into the area?

    Where does your install order come from,  did you use an automated installer or did you do it by hand? I am surprised to see Ascension before the BG2Fixpack.

    One note:

    All four mods were updated recently with bugfixes.

     

    Yep, even when CLUA'ing my way in, the loading screen bar does not even fill itself halfway, and it already crashes. 😕

    Ahem... well, this is actually a load order I've been using since like 2010? Back then i wasn't aware of any automated load orders, so I painstakingly followed all the readmes, forum guides etc. and created my own. I read a bunch of times somewhere that Ascension should be first too... I guess something has changed?

    Also thanks for the heads up about the updates. If it comes to that and all fails, I might as well just reinstall BG2.

  11. Hey there,

     

    (First off I want to say this is the Non Enhanced Edition.)

     

    Wanted to replay BG2 after some years with all my favourite mods, but this time I ran into a weird crash that I really have no idea what could be causing it.

    It's basically right at beginning of the Irenicus Dungeon segment. I clear Floor 1 and then travel to Floor 2( AR0603.ARE).

    However, after the initial level loading screen finishing, I get another one (maybe a cutscene?) which doesn't even finish and the game crashes, with no error whatsoever. ☹️

     

    It's actually word by word similiar to this issue that someone had almost 12 years ago, but I am not using the Region of Terror mod like OP did.

    http://www.shsforums.net/topic/25891-crash-to-desktop-start-of-2nd-level-irenicus-dungeon/

    Any idea what could be causing this? I tried everything, from reloading the game, using the CRE Area checker, making sure it's played with admin privileges, not installing it in Program Files etc. but nothing helped

    I am also enclosing my WeiDu Log (ignore the question marks, it's basically me sticking together two different 1PP mods, which always worked for me in the past with no problems whatsoever).

    Thanks in advance!

     

     

    WeiDU.log

  12. This should be fixed in v5.

     

    Thanks for the heads up! I truly did not expect anyone to update this mod after all these years. :D

     

    Specialization descriptions and Mazzy seem to be working as intended, however Edwin is still having "Conjurer" instead of Red Wizard as his class, forcing me to set his class to RW via Level 1 NPC mod. Or maybe I am missing something here? :undecided:

  13. Subtledoctor, if you don't mind me asking: Any chance you could also look at the non-EE version of NPC Kit?

     

    The 'Specialist Mage Description' component doesn't seem to be working there as well, along with Edwin's Red Wizard kit and I suspect it could be a similiar or even the same problem (wrong entries being edited, therefore they don't show up at all)? :(

     

    Admitedly, I've tried to take a look at it myself but gave up very quickly because I have little to no experience with the BG2 modding code..

  14. Just starting a new campaign where I will take Mazzy in my party. Will try out your fix. Thanks for the info!

    Just discovered this bug in the newest version as well. And no, renaming the file doesn't help, sadly (it just gives me an error that truesword.spl couldn't be found).

  15. 1) The Specialist Mage Kit descriptions won't show up no matter what. Instead, the old descriptions are still in place. (EasyTuTu and BG2)

    Just to be sure, I even tried to install this mod on top of a freshly reinstalled and clean, vanilla BG2 and it still doesn't work

     

    2) The same applies to Edwin's Red Wizard Kit. (BG2. In EasyTutu I made it work by renaming script.bcs to _edwin.bcs in the .tp2 file)

     

    3) Mazzy's Truesword kit doesn't get rid of her old powers, so she has both new and old special abilities. (BG2)

     

    Not using the Enhanced Edition.

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