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K4thos

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Posts posted by K4thos

  1. Since this is about npc, I had a weird bug today, I have Vynd installed he wasn't kicked from the party after korlasz's dungeon like the other npcs. Instead, he stayed with me through baldur's gate and when I switched to the first map of SoD(with the dwarves), he got stuck in unselectable mod and was nowhere to be found on the map though he still was in my party.

     

    I believe the mod has no SoD part yet so he should probably just leave the party at the end of Korlasz's tomb.

     

    I'll notify the modder about it on the bg forums but it could be nice to have some info on what's the "standard" behaviour for this.

    wait a little before reporting it to author. I will test it on vanilla SoD. EET 1.0 RC has not been confirmed to work properly with mod added NPCs by players yet, so it may be caused by EET.

  2.  

    Looks like Item Revisions doesn't apply to all items in BGEE, the ankheg plate mail seems to not be affected by the changes. Should it be reported to IR as well ?

     

    Yes, things like this should be reported to IR.

     

     

    Here is full list of renamed items due to unique lore / unique name / different properties between BG1 and BG2. I think some of them may use the same item files in BGT, hence the problem with IR current tables.

     

    "HELM15" => "HELM15_" //normal helmet. Unique because BG1 version is undroppable

    "LEAT07" => "LEAT07_" //same properties as BG2 Studded Leather Armor +2 but BG1 version has unique name "Telbar's Studded Leather +2" and unique lore

    "MISC56" => "MISC56_" //broken weapon, BG1 version with unique lore regarding Iron Cirisis

    "MISC79" => "MISC79_" //in BG2 name and lore mentions Raissa's dead body, in BG1 just a dead body without additional lore

    "MISC89" => "MISC89_" //Edwin's Amulet has different properties between games

    "PLAT06" => "PLAT06_" //Ankheg Plate Mail in BG1 has different icon and the lore mentions that it's expertly crafted by Taerom Fuiruim of Beregost. BG2 version with generic lore.

    "RING08" => "RING08_" //Ring of Wizardry has different properties between games

    "SCRL1V" => "SCRL1V_" //no idea why, must be a leftover from patch 1.3 considering both items looks the same. This change will be removed in next RC

    "STAF04" => "STAF04_" //normal staff but BG1 version is undropabble

    "STAF08" => "STAF08_" //same properties (different colors though) as BG2 Martial Staff +3 but BG1 version has unique name "Aule's Staff +3" and unique lore that mentions Durlag's Tower

    "SW1H09" => "SW1H09_" //same properties as BG2 Short Sword +2 but BG1 version has unique name "The Whistling Sword +2" and unique lore, also different icon

    "SW2H07" => "SW2H07_" //completely different items: Harbinger +3 in BG2, The World's Edge +3 in BG1

    "SW2H08" => "SW2H08_" //completely different items: Soul Reaver +4 in BG2, Durlag's Pride +2 in BG1

    "WAND12" => "WAND12_" //completely different items: Wand of Wonder in BG2, Wand of Magic Missiles in BG1

     

    Also EET uses "A" variants of shields in BG1 areas (they have different look in BG1 and BG2 although both sets of these normal shields exists in both BG:EE and BG2:EE resources).

     

    BG1 Bag of Holdings: BAG02, BAG03, BAG06 are also renamed with _ suffix so that they don't conflict with BG2 bags.

     

    There's a few things that won't install on an EET setup(like a few options from SCS for BGEE section of the game). Is this due to how EET installs?

     

    If the menu says: Skipping installation or something like that everything is ok. If it produce error than you probably didn't install my patch for this mod (which adds support for EET) + Big World Fixpack (which fixes general bugs and adds patch 2.x support) on top of it. I've recently installed all available SCS components on heavily modded EET game without any problems

     

    edit: looks like patch 2.x removed Dimension Door scroll from BG:EE. So that SCRL1V_ scroll will be included / created on the fly during installation because there are mods that uses it.

    edit2: If I remember correctly both RR and aTweaks expects Dimension Door scroll to be present in BG:EE and EET. I will let Wisp know about this patch 2.x change - if he will include this item in those mods than no point in adding it into EET package considering it's no longer part of vanilla game.

  3. ERROR: error loading [WeiDU-BGEE.log]

    ERROR: error loading [WeiDU-BGEE.log]

     

    harmless, not even reported at the end of installation by weidu.

     

    ERROR: Failure("resource [L_en_US.LUA] not found for 'COPY'")

     

    I tried to install with BWS but I can't find any file named L_en_US.LUA anywhere so i'm not sure what I should be doing here.

     

    can you see v2.3.67.3 below Quit Game button after starting vanilla BG:EE? If no than your game is not supported until you update it. EET always depends on the latest patches.

  4. I've just finished installing SCS using latest EET release and now have a problem with BGEE Leveling Spawns(also latest) The problem: ERROR: Failure("EET/FluidStates.tpa has not been detected"). Digging through BGEE Spawn I found that this file eet_cpmvars has this comment //there is no point in installing the mod that need these variables if this file has not been generated or has been deleted

     

    Any suggestions? debug file changed to txt for uploading to here.

     

    There were some changes between beta and release candidate release. That error means that the mod uses outdated "eet_cpmvars.tpa" file (EET 1.0 RC and later doesn't use FluidStates.tpa at all).

    Copy this file "EET/other/cpmvars/eet_cpmvars.tpa" and overwrite the same file located in "bgeespawn/lib/" directory with it. This will fix the problem.

     

    I will send updated version to AstrobryGuy. Thanks for report.

  5.  

    Thanks. I've just tested your worldmap.wmp file and it works fine here, so the file is not corrupted. Can't really help with this issue since it indeed looks like a local problem with computer that is not able to handle larger maps. Maybe try to disable background programs before starting the game. Also have you tried turning the computer off and on again? ;) Please share your PC specs (CPU, GPU, system) for a reference.

     

     

     

     

    Please share your PC specs (CPU, GPU, system) for a reference.

    CPU: Core I7 5820

    Ram: 16GB

    GPU: GTX 970

    System: WIN10

     

    It should be fast enough.

    I tried on BGT and it works fine.

     

     

    :thumbsup::beer:

     

    Same experience here - I also have windows 10 - everything worked with BGT and huge worldmap for years. Looks like EE is more CPU consuming, especially with huge worldmap. I solved it by removing some windows10 background garbage (e.g. cortana and such) and updating my drivers. After re-start I no longer have problems.

    Just one hint - make a save before travelling via worldmap. The EE engine looses the autosaves when you encounter the CtD and you may have to return to an earlier stage if it happens.

     

    I think there is nothing EET can do here, it is a computer specific issue.

     

     

    I think it's more an engine optimization bug or giant memory leak rather that not capable enough computer considering the specs posted by Weido. I'm running this game with huge version of BP-BGT Worldmap on HD3000 integrated Intel card and gen 2 intel core-i7, which are not even comparable to what was posted and yet the game never CTD. There is at least one more optimization problem with the game regarding sprite outlines feature - in SoD this simple feature brings my laptop to kneels in scenes with many NPCs (single digit FPS) but after disabling it the game once again runs full speed. Since they will look into that issue (it was submited if I remember correctly) maybe they will also improve optimization with other hardware setups.

     

    Reporting it on Beamdog Redime wouldn't hurt, although in such case give them repo steps based on vanilla games + BG-BGT Worldmap installation to eliminate any interference caused by other mods. After CTD the game creates DMP file inside "Infinity Engine - Enhanced Edition/crash" directory, which Beamdog can analyse to find what is causing it. I'm not reporting it since it doesn't crash to me but I encourage others to do so, if this happens on vanilla games too with worldmap mod installed, like in Roxanne case.

  6. Thanks. I've just tested your worldmap.wmp file and it works fine here, so the file is not corrupted. Can't really help with this issue since it indeed looks like a local problem with computer that is not able to handle larger maps. Maybe try to disable background programs before starting the game. Also have you tried turning the computer off and on again? ;) Please share your PC specs (CPU, GPU, system) for a reference.

  7. thanks, I will fix it tomorrow (going sleep now)

     

    ok, no need to wait with it since the fix is easy. The EET code is fine. What is causing the bug is "Story mode" (a new mode added in EE patch 2.x that makes whole party immortal). After removing all junk related to story mode spell from Imoen CRE file stored in your save file she showed up just fine. So it looks like some effect from that mode conflicts with MoveGlobal action used in script (my guess would be "Remove Creature" effect although it needs testing). This mode also conflicts with the SoD ending in EET.

     

     

     

    If you're fully invincible you can't be knockout by Shadow Thieves

     

     

     

    So it would need to be disabled at least for that part. I will see what can be done about it. The easiest way would be removing story mode from EET since we don't know how much it can srew in game but that would be extreme and it looks like some people indeed like this mode.

     

    Anyway Azoth here is a save with fixed Imoen (well, not entirely since she won't be available during end cutscene due to some leftovers caused by story mode that still affects her since she couldn't join the team right after this conversation). Although you will be able to move to SoA. Just disable Story mode as soon as you load the game. Once you're in BG2 you can enable it again. Let us know if you experience more problems like this with story mode enabled.

     

    edit:

    I've checked how this mode is handled and it shouldn't be hard to temporary disable it at will and remove effects from NPCs. Support for it should be ready for next RC. Great find Azoth, this is a major issue.

    000000052-Tim13-fixed.zip

  8.  

     

    Uh, I just got to the end of SoD starting from BG1 on RC03.1 and

     

     

    The bit right at the end when you exit the cave and Imoen meets you?

    I see the "Heya! Over here!" message and she doesn't appear, making me unable to finish SoD

     

    please upload your save from before you exit that cave. It may be related to the already fixed problem in RC4 (npclevel 2da files) or maybe I just forgot to change her override script manually on spawn so she simply disappeared (part of the automatic cleaning solution for NPCs). We will see. And don't worry, I will make a patch that will fix it for you. Thanks for the report.

     

    Okay, here it is, I updated it to RC4 but the bug persists http://www.mediafire.com/download/foc7wraaf2swepn/000000052-Tim13.zip

     

    BGEE + SoD + modmerge: + mods listed as compatible:

    attachicon.gifWeiDU-BGEE.log

     

    clean BG2EE With Some Tweak Anthology and EET Tweaks and now EET 1.0 RC4:

    attachicon.gifWeiDU.log

     

     

    thanks, I will fix it tomorrow (going sleep now)

     

    -----------------------------------

     

     

    Error while installing setup-EET_end.exe:

    ERROR: [bGDIALOG.2da] -> [override] Patching Failed (COPY) (Failure("ERROR: READ_2DA_ENTRY_FORMER failed on variable %pdialog_tbl_46_3%"))

    Stopping installation because of error.

    Stopping installation because of error.

     

    ERROR Installing [Finalise EET (last mod in install order)], rolling back to previous state

    Will uninstall 784 files for [sETUP-EET_END.TP2] component 2.

    Uninstalled 784 files for [sETUP-EET_END.TP2] component 2.

    ERROR: Failure("ERROR: READ_2DA_ENTRY_FORMER failed on variable %pdialog_tbl_46_3%")

    PLEASE email the file SETUP-EET_END.DEBUG to K4thos (swit)

    BGEE + SoD + modmerge + mods listed as compatible:

    attachicon.gifWeiDU-BGEE.log

     

    clean BG2EE only EET 1.0 RC4:

    attachicon.gifWeiDU.log

     

    Setup-EET.debug

    Setup-EET_end.debug

     

    Can you please have a look?

    Thanks.

     

     

    thanks for report. Try installing it with setup-EET_end.tp2 attached to this post (paste it to main folder). If it won't help please upload your BGDIALOG.2DA file located in Override directory.

    setup-EET_end.tp2

  9. Uh, I just got to the end of SoD starting from BG1 on RC03.1 and

     

     

    The bit right at the end when you exit the cave and Imoen meets you?

    I see the "Heya! Over here!" message and she doesn't appear, making me unable to finish SoD

     

    please upload your save (you can attach it to the post after zipping it) from before you exit that cave. It may be related to the already fixed problem in RC4 (npclevel 2da files) or maybe I just forgot to change her override script manually on spawn so she simply disappeared (part of the automatic cleaning solution for NPCs). We will see (save is needed so I don't waste time analysing the code :p). And don't worry, I will make a patch that will fix it for you. Thanks for the report.

  10. ok, I've tested it a little more and I know where the problem lays:

    - if you spawn item from RNDTRES.2DA directly from the row it works fine - items are unidentified if applicable

    - if you reference another dummy item within this file than the bug happens - items from that referenced row are spawned correctly but always identified

     

    this means that we will have to adopt this system in EET too or otherwise the drop rate will be higher during BG1 than in vanilla BG:EE.

    BG:EE already used all columns, so this feature wouldn't affect EET. But with above mentioned identification issues I think we need to go back using standard random tables files with A-Z letters instead of BG prefix. I don't think Beamdog will fix it considering it doesn't affect SoD (all items in rows added by SoD are referenced directly)

     

    Thank you for this report, Argent. It will be fixed in the next RC.

  11. I'm using this file extensively in my Golem Construction mod. To simulate a chance of no item drop, I had to add dummy items with cleared "Droppable" flag to the list. None of the items have a non-zero lore defined however, so I didn't notice that items from this table are automatically identified. I'll make some more tests. Maybe I can find out more.

     

    Thanks for information. I've just done some tests with RNDWAND dummy item listed there and it spawns unidentified wands on both vanilla BG:EE and EET. At the same time BGDTRE05 dummy item added by EET (which is RNDTRE05 in vanilla BG:EE) spawns already identified wands and ammunition via RNDTRES.2DA. Don't understand how is that possible unless there is some additional flag other than "Magical" on ITM files that controls if the item is valid for identification.

     

    RNDTRES.2DA appears to be special in many ways. For example, you can't define random lists with a chance of generating no item at all. The engine appears to calculate the chances for each item from the available items in the row. The remaining "*" entries are ignored completely.

     

    this means that we will have to adopt this system in EET too or otherwise the drop rate will be higher during BG1 than in vanilla BG:EE.

     

    edit: ahh, forgot about lore check. I will test if my character by any chance automatically identified those items from RNDTRE05. That would explain it.

  12. Edit: Nevermind, I've compared them with an older version of BGEE. The latest BGEE patch v2.3.67.3 contains the same visual glitches.

     

    ok, so everything is ok with WeiDU and EET code.

     

    -------------------

     

    I'd like to test that RNDTRES.2DA stuff on vanilla BGEE+SoD installation but I'm a little confused when exactly the engine marks an item as unidentified. There are flags in ARE and CRE files that from what I understand when BIT0 is not set will spawn unidentified item if applicable. But how does the engine know if particular item requires identification? I don't see any flag for this in ITM file. Is it magical (BIT6) or something else?

  13. Are you recompressing them at some point during installation?

     

    The only direct TIS patching in EET is done through this code used to move PVRZ starting point in SoD areas +50 to not mess up with BG prefix PVRZ files:

    ACTION_BASH_FOR ~%biff_dir%~ ~^BD[0-9][0-9][0-9][0-9]N?\.TIS$~ BEGIN
        COPY + ~%BASH_FOR_FILESPEC%~ ~%BASH_FOR_FILESPEC%~
            READ_LONG 0x8 "tiles_cnt"
            READ_LONG 0x10 "tiles_off"
            READ_LONG 0xc "tiles_length"
            FOR (cnt=0; cnt<"%tiles_cnt%"; cnt=cnt+1) BEGIN
                READ_LONG ("%tiles_off%"+"%tiles_length%"*cnt+0x0) "pvrz_page"
                PATCH_IF (pvrz_page >= 0) BEGIN
                    //PATCH_PRINT ~cnt = %cnt%, pvrz_page = %pvrz_page%~
                    SET pvrz_page = pvrz_page + 50
                    WRITE_LONG ("%tiles_off%"+"%tiles_length%"*cnt+0x0) "pvrz_page"
                END
            END
    END

    SoD PVRZ files are later renamed with:

    ACTION_BASH_FOR ~%biff_dir%~ ~^B[0-9][0-9][0-9][0-9]N?[0-9]+\.PVRZ$~ BEGIN
        OUTER_PATCH_SAVE filename ~%BASH_FOR_RES%~ BEGIN
            REPLACE_EVALUATE CASE_INSENSITIVE ~^B\([0-9]\)\([0-9][0-9][0-9]N?\)\([0-9]+\)$~ BEGIN
                SET MATCH3 = MATCH3 + 50
            END ~B%MATCH1%%MATCH2%%MATCH3%~
        END
        MOVE + ~%BASH_FOR_FILESPEC%~ ~%biff_dir%/eetBD%MATCH1%/%filename%.PVRZ~
    END

    If this is not the reason for differences than it must be WeiDU biffing/unbiffing (or some leftover code hidden in EET - I will check it out)

     

    ------------------

     

    As for the Gullykin problem in vanilla game it's already reported on Beamdog redmine, so they are aware of it: http://redmine.beamdog.com/issues/23922

  14. I've noticed that many enchanted items from random drops are already identified, such as protection scrolls or enchanted ammunition. I'm running a number of mods though, so I can't tell whether this is caused by EET or one of the other mods. Can anyone confirm?

     

    I can confirm this. In EET BG1 random item spawns are handled by RNDTRES.2DA (it's a new 2da file available within EE engine that doesn't have limitations like the old ones). I've just tested it out with RICH column from BG1 which has a few enchanted ammunition and protection scrolls and they all spawned identified even though the Ogre Mage CRE file had them in inventory without any flags (which means they should be unidentified, right?).

     

    In other words it's an engine issue that should be reported to Beamdog. Considering it also affects vanilla SoD (which adds 20 new rows to RNDTRES.2DA rather than using old random table 2da files) I think there is a good chance that it will be fixed via patch. If no than we will need to consider using old 2DA files taking advantage of your latest findings regarding rows limit (26 is still not enough for IWD-in-EET though :( ).

     

    Thanks for the report.

     

    Edit: I've also noticed a couple of misaligned door tiles in their closed state on map BG4000 (Gullykin).

     

    I will check it out if the same thing happens on vanilla game and report it to Beamdog if yes. Thanks

     

    edit:

    Yes, that is it. It's only misaligned by a single pixel. You can also see it in the area viewer of NI. It must be caused somewhere in the process of installing EET. The original map in BGEE looks fine.

     

    huh, interesting. Nothing comes to my mind at this point but I will look into it.

  15. - restored SoD extended ending (for some reason Beamdog cut out playable part of the final scene)

     

    Do you mean the one with

    canon party resting and being abducted by Irenicus

    ?

    SoD ending spoilers:

     

    After the ending movie you now actually fight with those Shadow Thieves in real time and there is also additional cutscene after you loose (you can't really win this fight). No idea why this was cut from the vanilla SoD considering there are recorded voice lines from Imoen, Minsc, Dynaheir, Shadow Thieves and the whole scene is short and rather well made.

     

  16. I have the same problem with CtD when I switch to the worldmap

     

    1. You mean after starting new BG1 game (default campaign after installing EET)?

    2. From what I see you didn't even install BP-BGT Worldmap, so it crashes on EET Worldmap. Is that correct?

    3. Please post your "WeiDU-BGEE.log" - if it's empy than it would mean that it crashes on complelty clean installation which would be even more bizzare.

     

    Can't reproduce it guys ???

     

    Also weigo, please upload your worldmap.wmp file. It's located in override folder.

     

    -------

     

    Just to be sure: we are talking about BG:EE and BG2:EE with latest patch v2.3.67.3, right? I don't have access to earlier version to see if it works with them.

  17. Additional information - I installed BP-BGT worldmap in BGEE (after EET was run) for testing and:

    1. it allows me to select between the 2 worldmap sizes (this does not happen in BG2EE with EET)

    2. the large worldmap works

    3. the huge worldmap (the one enforced in EET) causes CtD

     

    tested the same thing. Finished importing BG:EE content to EET. Than installed worldmap on that BG:EE with these mods:

     

     

    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #0 #0 // Installs Ajantis BG1 Expansion Modification: 10
    ~SETUP-BG1AERIE.TP2~ #0 #0 // Aerie for BG:EE
    ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v22.3_20160416
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #0 // Amount of -ahem- details and BG-style vs. description text!: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #1 // Bardolan's Briefing, by berelinde: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #2 // Scar's Spare Time, by jastey: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #3 // Kim's Preoccupation, by jastey (WARNING - refer to the readme!): v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #4 // Extension of Bjornin Encounter (Personal Wound Treatment), by jastey: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #5 // No Starch in the Maypole: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #6 // Duke Eltan's Spare Minute, by jastey: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #7 // Husam's Personal Preparation, by jastey: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #8 // Laurel's Post-Hunting, by jastey: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #9 // Bartus' Seduction, by jastey: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #10 // Lina's Massage, by jastey: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #11 // First Night with Quentin, by Kulyok: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #12 // Chatting Niklos Up, by Kulyok (mature content. WARNING - refer to the readme!): v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #13 // Slythe and Krystin, by Kulyok (mature content. WARNING - refer to the readme!): v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #14 // No Regrets: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #15 // Purchased Love, by Thimblerig: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #16 // Hull: Heavy Duty, by Lava: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #17 // Late Night with Jaheira, by Kulyok: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #18 // Sil's Blessing, by Lava: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #19 // Melicamp: The Poultry Boy, by Lava: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #20 // Reading with Rinnie, by Western Paladin: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #21 // Molly the Husband-Grabber, by Kulyok: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #22 // The Mourning of Centeol, the Spider Lady, by Lava: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #23 // The Essential End, by Lava: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #24 // The Harvestmen Lair, by Lava (mature content): v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #25 // The Great Zudini, by Kulyok (mature content): v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #26 // The Messenger, by Thimblerig: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #27 // Ender Sai, the Hero's Reward, by Thimblerig (WARNING - refer to the readme!): v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #28 // The Novelists, by Thimblerig: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #29 // The Honest Lies of Two Riversides, By Lava: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #30 // Necromancer's Trouble, by jastey (WARNING - refer to the readme!): v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #31 // Dinner with Thalantyr, by jastey: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #32 // Girdle of Gender Reactions, by Thimblerig, Kulyok, Domi, Lava, Lastknightleft, Twani, Jastey, Daisy Ninja Girl: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #33 // The Surgeon's Dream, by Kulyok: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #34 // All That Left Was, by Lava and Thimblerig: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #35 // A Childhood Friend, by Kulyok: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #36 // Arlene the Working Girl, by Kulyok: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #37 // Della May from Thay, by Kulyok: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #38 // A Dirty Guard in Candlekeep, by Kulyok (mature content. WARNING - refer to the readme!): v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #39 // Phoenix Flame, by Kulyok (mature content): v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #40 // Mikala the Monk, by Twani: v1.3
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v14.0
    ~BGEECLASSICMOVIES/SETUP-BGEECLASSICMOVIES.TP2~ #0 #0 // Restore BG1 movies to BG:EE -> Replace all movies: v0.05
    ~BGEECLASSICMOVIES/SETUP-BGEECLASSICMOVIES.TP2~ #0 #2 // Show all movies in options without need to unlock them in game: v0.05
    ~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v13
    ~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v13
    ~BGQE/SETUP-BGQE.TP2~ #0 #2 // Installing the Babysitting Quest, including the Carnival Encounter...: v13
    ~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v13
    ~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v13
    ~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v13
    ~BGQE/SETUP-BGQE.TP2~ #0 #6 // Orcish Lover Encounter: v13
    ~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v13
    ~BGQE/SETUP-BGQE.TP2~ #0 #8 // "Many Little Paws": v13
    ~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v13
    ~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v13
    ~CORANBGFRIEND/CORANBGFRIEND.TP2~ #0 #0 // Coran's Extended BG Friendship Talks: v4
    ~SETUP-DARKHORIZONSBGEE.TP2~ #0 #0 //  "Dark Horizons" Mod for Baldur's Gate: Enhanced Edition: BG:EE v213
    ~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #0 // The Drizzt Saga for BGEE/Tutu/BGT -> Default version: areas connected by travel triggers: v3.00
    ~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #2 // Raise the XP cap: v3.00
    ~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #3 // Delayed start: Drizzt joins after Durlag's Tower: v3.00
    ~FINCHNPC/FINCHNPC.TP2~ #0 #0 // Finch NPC: v4.0 BETA 7
    ~GARRICK_FLIRT/SETUP-GARRICK_FLIRT.TP2~ #0 #0 // Garrick's Infatuation: b20140925
    ~GARRICK-TT/SETUP-GARRICK-TT.TP2~ #1 #0 // Garrick: Tales of a Troubadour: 1.26
    ~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu, BGT, and BG:EE: v9
    ~GAVIN/GAVIN.TP2~ #0 #1 // Gavin: Romance (mature content): v9
    ~GAVIN/GAVIN.TP2~ #0 #2 // Gavin: Flirts (adult content): v9
    ~GAVIN/GAVIN.TP2~ #0 #4 // Gavin: Alternate Portraits -> Original portrait by berelinde (default): v9
    ~GAVIN/GAVIN.TP2~ #0 #13 // Gavin: Player Initiated Dialogue: v9
    ~INDINPC/SETUP-INDINPC.TP2~ #0 #0 // Indira NPC: v12.0 BETA 3
    ~ISRA/SETUP-ISRA.TP2~ #0 #0 // Isra NPC Mod for BG:EE, BGT and TuTu
    ~ISRA/SETUP-ISRA.TP2~ #0 #2 // Install Gavin/Isra crossmod banter?
    ~KARATUR/SETUP-KARATUR.TP2~ #0 #0 // T'Was a Slow Boat from Kara-Tur
    ~MARGARITA/SETUP-MARGARITA.TP2~ #0 #0 // Margarita for Baldur's Gate: Enhanced Edition
    ~MUR'NETH/MUR'NETH.TP2~ #0 #0 // The Mur'Neth NPC mod for Baldur's Gate Tutu or Baldur's Gate Trilogy-WeiDU: v11
    ~MUR'NETH/MUR'NETH.TP2~ #0 #1 // Remove Rare selection sounds: v11
    ~NEERA/NEERA.TP2~ #0 #0 // Neera Expansion: v1.1
    ~NEERA/NEERA.TP2~ #0 #1 // How much time would you like between talks (approximately)? -> 15 minutes: v1.1
    ~NEERA/NEERA.TP2~ #0 #6 // Make Neera romanceable by women?: v1.1
    ~NEERA/NEERA.TP2~ #0 #7 // Make Rasaad romanceable by men?: v1.1
    ~SARADAS_MAGIC/SARADAS_MAGIC.TP2~ #0 #0 // saradas_magic
    ~SIRENE/SETUP-SIRENE.TP2~ #0 #0 // Sirene NPC for Baldur's Gate: Enhanced Edition
    ~SIRENE/SETUP-SIRENE.TP2~ #0 #4 // Choose an alternate class for Sirene? -> Undead Hunter
    ~SIRENE/SETUP-SIRENE.TP2~ #0 #5 // Alternate Portrait (BG2 style) by Isandir
    ~SIRENE/SETUP-SIRENE.TP2~ #0 #7 // Sirene NPC for Baldur's Gate: Siege of Dragonspear
    ~SIRENE/SETUP-SIRENE.TP2~ #0 #9 // Choose an alternate kit for SoD-Sirene? -> Cavalier
    ~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v14
    ~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #1 // Extended Lighthouse area: v14
    ~SOA/SETUP-SOA.TP2~ #0 #0 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> Default version: areas connected by travel triggers: 1.9
    ~SETUP-TENYATHERMIDOR.TP2~ #0 #0 // Tenya Thermidor for BG:EE
    ~VALERIE/VALERIE.TP2~ #0 #0 // Valerie NPC Mod for BG1 Tutu: v1.1
    ~SETUP-VYND.TP2~ #0 #0 // Vynd for BGTutu, BGT and BG:EE
    ~WHITE/WHITE.TP2~ #0 #0 // White NPC for BG:EE, BGT and TuTu
    ~XANBG1FRIEND/SETUP-XANBG1FRIEND.TP2~ #0 #0 // Xan's friendship path for BG1: v9bgee
    ~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v10.2.1

     

     

    And both large and huge worldmap works fine.

     

    Again tried installing BP-BGT Worldmap on that EET installation with above mentioned mods - once again no crashes.

     

    Sorry can't reproduce it.

    -----------

     

    Send me only the WORLDMAP.WMP that crashes in your game (so after installing BP-BGT Worldmap). If it won't crash in my game than it looks like for some reason your computer can't handle Large worldmap.

  18. I tried out one *last straw* idea and it seems to work. After each time I install a mod that changes worldmap entries and prior to running BP-BGT worldmap, I put the clean map into override - so far this does the trick. I will continue like that for the rest of BG2EE and see where that gets me (otherwise I will start from scratch with a new BGEE install).

     

    I will find the solution when I finish my work for today (I really shouldn't be here right now :p). This is enough information to see what's up, so please wait a few hours.

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