Here is the save file...
Aeviannce's Content
There have been 10 items by Aeviannce (Search limited from 08-September 23)
#596800 Need Help With Debugging my BWS
Posted by Aeviannce on 27 August 2017 - 03:35 AM in Mega Mod Help
#596803 Need Help With Debugging my BWS
Posted by Aeviannce on 27 August 2017 - 04:13 AM in Mega Mod Help
In case you want to post a savegame, you need to zip/rar the whole folder, e.g. 000000001-Quick-Save.
Also, you never describe what exactly your problem is. *There is a bug* is not helpful.
Right. Sorry about that.
Well the problem is that the game crashes whenever I try moving to a new map (lets say from bridge to temple or any) via exiting a map and proceeding to the world map. I've tried using console and the areas load up with no problems.
Here is the complete folder.
Thanks for the help!
Attached Files
- 000000000-Auto-Save.rar 375.92K 171 downloads
#597089 Need Help With Debugging my BWS
Posted by Aeviannce on 14 September 2017 - 06:59 PM in Mega Mod Help
Welp~
Seems like this problem will happen quite often then... It happened again. This time I think it has something to do with Viconia after having a banter about "feeling the earth"
This time it is Rassad's scene
C.MoveToArea("oh4010")
It is something in your install that affects all the cutscenes for the new NPCs, obviously.
PS - Your thread title is WRONG and a defamation because this has NOTHING TO DO WITH BWS.
Yeah, I noticed that as well when I skimmed at Rasaad's walkthrough. Thanks for always replying, appreciate it very much!
Hmm well this configuration of mods called a Big World Setup? Just clarifying. I don't mean to defame or anything. I really love the work and effort made by the team behind it. Would it rather be called just "mod setup" then?
#596795 Need Help With Debugging my BWS
Posted by Aeviannce on 27 August 2017 - 12:31 AM in Mega Mod Help
Hi,
Firstly, I would like to apologize if this isn't the right place to post this. Just point my to the right direction and I'll continue there.
Now for the problem: My current BG2EE +BWS installation has been running smoothly till now. I have not the slightest idea what would cause this aside from the possible failure to save prior to moving to another map or a buggy side encounter. I've provided a link to the file. It was too big to be attached here. Unfortunately I have no idea how to unpack this even though I've search around the web. Before, I used ToBEx to debug my game. Now I have no idea how to.
https://drive.google...iew?usp=sharing
So if anyone could look at it, It'll be very much appreciated.
Thanks!
#596997 Need Help With Debugging my BWS
Posted by Aeviannce on 10 September 2017 - 10:43 PM in Mega Mod Help
Welp~
Seems like this problem will happen quite often then... It happened again. This time I think it has something to do with Viconia after having a banter about "feeling the earth"
#596998 Need Help With Debugging my BWS
Posted by Aeviannce on 10 September 2017 - 10:48 PM in Mega Mod Help
Welp~
Seems like this problem will happen quite often then... It happened again. This time I think it has something to do with Viconia after having a banter about "feeling the earth"
Attached Files
- 000000029-Edit SoA.rar 436.95K 154 downloads
#596989 Need Help With Debugging my BWS
Posted by Aeviannce on 10 September 2017 - 02:19 AM in Mega Mod Help
Try the following with console:C:MoveToArea("oh6010")
You should land in some backstreet where you find Neera. See if that conversation runs without CtD. Check if afterwards you can travel again.
If Neera is not there
C:SetGlobal("OHN_NEERA_RENC","GLOBAL",1)
It worked! Thank you! Any idea why it does that?
#596518 Auror Kit for the Ranger Class
Posted by Aeviannce on 14 August 2017 - 11:04 PM in Miscellaneous Released Mods
Hi everyone,
Please be informed that version 4.4 is for BG2-EE only. I've yet to figure out how to make the tp2 file work for both versions. Also, I've omitted some content in the tp2 file that may be important as I am still learning the new coding for it. Please bear with me...
Thanks!
#596582 Auror Kit for the Ranger Class
Posted by Aeviannce on 16 August 2017 - 06:57 PM in Miscellaneous Released Mods
Thank you Miloch. I think I was able to implement the new lines you've recommended:
//MODDER NO_IF_EVAL_BUG VERSION ~v4.04~ LANGUAGE ~English~ ~english~ ~A4Auror/Language/ENG/A4Auror-Setup_ENG.tra~ BEGIN @1 //Checks for BGII-EE Installation REQUIRE_PREDICATE (NOT GAME_IS ~iwd iwd2 how totlm pst bg1 totsc~) @2 //Check if game is compatible //internal name of the kit ADD_KIT ~A4AUROR~ //appended to CLASWEAP.2da ~A4AUROR 1 1 0 1 1 0 0 1~ //appended column-wise to WEAPPROF.2da ~A4AUROR 1 1 5 1 0 0 0 2 1 1 1 0 0 0 0 1 0 0 1 0 0 0 1 2 5 5 2 2 0 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~ //appended to ABCLASRQ.2da ~A4AUROR 9 17 7 14 12 16~ //appended to ABCLSMOD.2da ~A4AUROR -6 2 -8 0 0 0~ //appended to ABDCDSRQ.2da ~A4AUROR 0 17 0 14 12 16~ //appended to ABDCSCRQ.2da ~A4AUROR 0 17 0 14 12 16~ //appended to ALIGNMNT.2da ~A4AUROR 0 0 0 1 0 0 1 0 0~ //appended to DUALCLAS.2da ~A4AUROR 0 0 0 0 0 0~ //path to CLAB-style 2da file ~A4Auror/2da/CLABA4AU.2da~ //appended to KITTABLE.2da ~K_R_H K_R_E K_R_HE~ //usability flags appended to KITLIST.2da ~0x10000000 12~ //HLA abilities appended to LUABBR.2da ~***~ //appended to 25STWEAP.2da ~* * HELM07 BAG24 RING06 RING31 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 HAMM07 SW1H39 STAF08~ //Kit name and description SAY @10 SAY @11 SAY @12 // Call EE compatibility patch ACTION_IF (NOT GAME_IS ~soa tob tutu tutu_totsc bgt ca iwd_in_bg2~) BEGIN // EE compatibility patch, updated version by Subtledoctor INCLUDE ~A4Auror/lib/fl#add_kit_ee.tpa~ COPY ~A4Auror/2da/HPA4AU.2da~ ~override~ LAF fl#add_kit_ee STR_VAR kit_name = A4AUROR clsrcreq = ~1 1 1 0 0 0 0~ hpclass = ~HPA4AU~ END END
I hope I got it correctly.
One more thing, I've been noticing this block since I've started fiddling with tp2 of other kit mods. This is from the bear walker kit. Now I don't have the slightest idea what this does but I think its important. Any clue would be helpful
ALWAYS // Borrowed from Edwin Romance: convert strings to UTF-8 for BGEE/BG2EE INCLUDE ~%MOD_FOLDER%/lib/handle_charsets.tpa~ // No exception, everything needs to be converted ACTION_DEFINE_ARRAY UBnoconvert BEGIN END // ubbear.tra needs to be reloaded? ACTION_DEFINE_ARRAY UBreload BEGIN ubbear END // There is no "language" folder so the root of all languages is %MOD_FOLDER% LAF HANDLE_CHARSETS INT_VAR infer_charset = 1 STR_VAR tra_path = EVAL ~%MOD_FOLDER%/translations~ noconvert_array = UBnoconvert reload_array = UBreload END ACTION_IF (NOT GAME_IS ~soa tob iwd2 pst bg1 totsc iwd how totlm tutu tutu_totsc bgt ca iwd_in_bg2 bg2ee eet iwdee~) THEN BEGIN // Check if BGEE/SOD COPY ~BearWalker/files/25STWEAP.2DA~ ~override~ // Add working 25STWEAP.2DA copy from BGII so ADD_KIT command doesn't break END END
On another note, I'm wondering why you chose "Auror" for the kit name. I thought that was a Harry Potter type of wizard that hunts down dark wizards. Maybe "Icestalker" or something like that would be more fitting (can't use White Walker either, as that's a Game of Thrones type of undead).
Hahaha, well the word "Auror" is based on "Aurora Borealis". I've read somewhere that Aurora Borealis was believed to be the spirit of the north, kinda like a diety of sorts. Since this kit tends to feel more like a prestige class bordering on cheesy quasi-elemental/demigodhood, I thought it would be a fitting name.
#596549 Auror Kit for the Ranger Class
Posted by Aeviannce on 16 August 2017 - 12:55 AM in Miscellaneous Released Mods
Thank you for the unexpected advice! I really appreciate your time to consider my little problem.
However, I don't have the slightest idea what I'm doing actually so I'm just going to add at the kit installation block here haha...
//MODDER NO_IF_EVAL_BUG VERSION ~v4.04~ LANGUAGE ~English~ ~english~ ~A4Auror/Language/ENG/A4Auror-Setup_ENG.tra~ BEGIN @1 //Checks for BGII-EE Installation REQUIRE_PREDICATE (NOT GAME_IS ~soa tob iwd2 pst bg1 totsc iwd how totlm tutu tutu_totsc bgt ca iwd_in_bg2~) @2 //Check if EE game // EE compatibility patch, updated version by Subtledoctor INCLUDE ~A4Auror/lib/fl#add_kit_ee.tpa~ //internal name of the kit ADD_KIT ~A4AUROR~ //appended to CLASWEAP.2da ~A4AUROR 1 1 0 1 1 0 0 1~ //appended column-wise to WEAPPROF.2da ~A4AUROR 1 1 5 1 0 0 0 2 1 1 1 0 0 0 0 1 0 0 1 0 0 0 1 2 5 5 2 2 0 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~ //appended to ABCLASRQ.2da ~A4AUROR 9 17 7 14 12 16~ //appended to ABCLSMOD.2da ~A4AUROR -6 2 -8 0 0 0~ //appended to ABDCDSRQ.2da ~A4AUROR 0 17 0 14 12 16~ //appended to ABDCSCRQ.2da ~A4AUROR 0 17 0 14 12 16~ //appended to ALIGNMNT.2da ~A4AUROR 0 0 0 1 0 0 1 0 0~ //appended to DUALCLAS.2da ~A4AUROR 0 0 0 0 0 0~ //path to CLAB-style 2da file ~A4Auror/2da/CLABA4AU.2da~ //appended to KITTABLE.2da ~K_R_H K_R_E K_R_HE~ //usability flags appended to KITLIST.2da ~0x10000000 12~ //HLA abilities appended to LUABBR.2da ~***~ //appended to 25STWEAP.2da ~* * HELM07 BAG24 RING06 RING31 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 HAMM07 SW1H39 STAF08~ //Kit name and description SAY @10 SAY @11 SAY @12 // Call EE compatibility patch LAF fl#add_kit_ee STR_VAR kit_name = A4AUROR clsrcreq = ~1 1 1 0 0 0 0~ hpclass = ~HPA4AU~ END
See anything?
Yeah, well of course this can't be done in non-EE games: "- Recieves only 1d4 hitpoints value per level." .. hmm is that a spelling error by the by: Recieves -> Receives ...
Oh, didn't noticed that. Thanks Imp.
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