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CTD while entering BH1300


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#1 UnholyAngel

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Posted 30 March 2006 - 09:03 PM

Well as the topix says I get a CTD when I try to enter BH1300. The problem persists even if I CluaConsole there. All area-files seem to be correct, as far as I can tell. :huh:

Could it be that some resource is missing? If so how could I replace it?

By the way the crash appears while loading is ca. 30% done ( Hope this might aid in locating the problem)

Edit: I solved the problem myself. A actor with a nonexisting ceature file (Gnoll02) and/or a missing Ambient sound (AMB_E05C) caused this problem. Had anyone else this problem?

Edited by UnholyAngel, 30 March 2006 - 09:53 PM.


#2 Sir BillyBob

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Posted 31 March 2006 - 12:32 PM

A missing CRE file will definitely cause this problem. If the CRE is spawned by the area script, this should not cause a CTD. Are you currently playing Tutu or BGT? Which version? All I can assume is that your version doesn't have this CRE file anymore (it would have in the past).

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#3 arclogo

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Posted 31 March 2006 - 12:52 PM

Well as the topix says I get a CTD when I try to enter BH1300. The problem persists even if I CluaConsole there. All area-files seem to be correct, as far as I can tell. :huh:

Could it be that some resource is missing? If so how could I replace it?

By the way the crash appears while loading is ca. 30% done ( Hope this might aid in locating the problem)

Edit: I solved the problem myself. A actor with a nonexisting ceature file (Gnoll02) and/or a missing Ambient sound (AMB_E05C) caused this problem. Had anyone else this problem?



Well, I encountered exactly the same problem as yours with this 2.02 version of SoBH, I think the Gnoll02 error is the only reason here, because I got the area to work properly by just changing all 'Gnoll02' designations to 'Gnoll01'......

I have now a BGT 1.00 + BP 176 + NEJ + SOS 1.1 + TDD 1.1 + CtB 1.7 + TS 6.4 + SoBH 202 + small modes install.

Edited by arclogo, 31 March 2006 - 12:55 PM.


#4 arclogo

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Posted 31 March 2006 - 12:57 PM

A missing CRE file will definitely cause this problem. If the CRE is spawned by the area script, this should not cause a CTD. Are you currently playing Tutu or BGT? Which version? All I can assume is that your version doesn't have this CRE file anymore (it would have in the past).


Err......just a guess: could BP-weidu cause this problem?

#5 arclogo

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Posted 31 March 2006 - 02:41 PM

A small update here....this XXcreature02.cre problem also seems to appear at map BH1004 (dungeon of Bonehill), where the Actor has the designation of 'SKELET03.CRE', which is valid; BUT the corresponding Spawn Point has the Creature labelled 'SKELET02.CRE', which, of course, also leads to CTD in this area......

Edited by arclogo, 31 March 2006 - 02:41 PM.


#6 Sir BillyBob

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Posted 01 April 2006 - 03:57 PM

I have to assume that the missing CRE files are creatures that exists in past versions of BGT-Weidu but are not in the latest version. I have not tried version 1.0 of BGT yet and therefore cannot claim compatibility one way or the other. So far it sounds like I have some compatibility issues with 1.0.

Tired of Bhaal? Try some classics mods instead:
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#7 melkor_morgoth75

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Posted 03 April 2006 - 11:21 PM

Quickly just to confirm that bug for my game too ... gnoll02.cre file is missing from BGT (but present in original Bg1 game).

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#8 Sir BillyBob

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Posted 04 April 2006 - 12:55 PM

BUT the corresponding Spawn Point has the Creature labelled 'SKELET02.CRE', which, of course, also leads to CTD in this area......

This is a valid creature in the Zeta version of BGT. I guess the safe thing to do is to find all the missing CREs and create a patch that readds them to BGT if they are missing. At some point, A64 may readd them to the BGT-Weidu game.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
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#9 Ascension64

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Posted 05 April 2006 - 10:50 PM

Gnoll02, Gnoll03, Gnoll3, and Skelet02 have been re-added to the BGT-WeiDU installation for v1.01. Was there a particular reason why you have used these BG1-normally unused files?
Apart from that, I can't do anything about AMB_E05C.WAV. Should I actually have that file in my BG1 installation?

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Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#10 melkor_morgoth75

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Posted 05 April 2006 - 11:03 PM

Gnoll02, Gnoll03, Gnoll3, and Skelet02 have been re-added to the BGT-WeiDU installation for v1.01. Was there a particular reason why you have used these BG1-normally unused files?
Apart from that, I can't do anything about AMB_E05C.WAV. Should I actually have that file in my BG1 installation?


Honestly i didn't have any problem without that wav ambient sound :o Of course the missing .cre files gave a CTD but no problem at all for me with ambient sounds in that area ...

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#11 russ

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Posted 06 April 2006 - 05:30 AM

I also had this problem. In addition to the missing cre files I also had a major problem in my worldmap.wmp file. I couldn't move to the other areas even if I used CLUA. To make a long story short the entire wmp file after offset 20000 was pure gibberish. I don't know what caused it (I used WeiDU 191 to install my mods) (and yes I installed bpbgt worldmap5 last). I corrected the problem by pasting that section of the file from the worldmap folder into my save folder using a hex editor and my game works fine now. I mention this in this forum because it seems this is the only place others have had a similar problem.

While I was fixing this I noticed two typos (I think) in the wmp file. Area #137 which is bh2100 had a south link to area 137(back to itself) when I think it should be to area 134(bh2000). Also the target entrance is listed as Exit2000 when I think it should be Exit2100. I could be wrong but this area was the only one like this in my wmp file.

Anyway thanks for this mod (shouldn't SBB have a Scottish accent?).

#12 melkor_morgoth75

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Posted 06 April 2006 - 05:54 AM

Anyway thanks for this mod (shouldn't SBB have a Scottish accent?).


lol :D :D

Game speaking, i'm honest to say i don't have the problems you mentioned with other areas ... i'm sorry. Try to post a log of your weidu install to see if there is something wrong ..

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#13 Sir BillyBob

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Posted 07 April 2006 - 07:20 PM

Was there a particular reason why you have used these BG1-normally unused files?

Only reason was because there were there. I don't check to see if a CRE is used anywhere else in the game. If it exists when I need it, I use it.

As for the ambient, that probably isn't a problem for the area. It was one of about 9 in a series, so I assume the game can skip it if missing. However, if this was a "Main" ambient to an area, I can guarantee a crash. Using DLTCEP, I have found that several BGT (the Bardez version) areas had this minor ambient problem. The original game may have also for all I know.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website