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hope I didn't break the game (down the road)!


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#1 Lemernis

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Posted 03 August 2008 - 04:48 AM

I'm playing a BGT game, in which I installed the component from BG2 Tweak Pack (available also BG1 NPC Project) that allows the player to travel to Cloakwood and pick up NPCs there before doing the Bandit Camp.

Make Cloakwood Areas Available Before Completing the Bandit Camp

This component will allow you to travel to the Cloakwood forest from a nearby area prior to completing the Bandit Camp. This will allow you to explore, complete Cloakwood quests, and pick up Cloakwood NPCs earlier in the game. The component has two options: open up the first area only (with the lodge and Aldeth Sashenstar) or open up all four wilderness areas, leaving just the mines themselves inaccessible until after the Bandit Camp.



In my game, I went to get Coran. It was a bit immersion breaking to get him before tackling Cloakwood proper, per the storyline, and I wanted to minimize that as much as possible. So to complete his quest and leave everything else, I avoided all encounters (except one spider) in the first Cloakwood area, and leapfrogged over the Cloakwood maps directly to the area with the wyverns. I did have one crash when I moved through the area with the wyverns, and that concerned me a bit. Upon reloading the crash did not repeat, and I successfuly completed Coran's wyvern quest, exiting the way I came (i.e., traveling directly from the wyvern cave map to the map with Aldeth's cabin, again bypassing the forest areas in between).

I'm now back in Beregost. Coran had his dialogue with Kelddath. Everything seems to be working fine. But I'm still somewhat concerned about what will happen after I complete the Bandit Camp and continue along with the story--i.e., I hope the game doesn't crash as I eventually return to Cloakwood and move through it one map at a time.

I want to do a lot of countryside sidequesting before completing Cloakwood. Plus Secret of Bonehill and DSotSC. So if anyone has any experience with this please advise, i.e., put my mind at ease or warn off. Thanks!

Oh, and here is my BGT modlist if that helps:

(all most recent versions)

BG2 Fixpack
Restored BG1 Casting Sounds
One Pixel Productions
1PP Flaming Swords

Berserker Minsc
Gavin NPC
Mur'Neth NPC
Ajantis Expansion
Coran's Friendship
Xan's Friendship Path

Ariena NPC
Kido NPC
Kelsey NPC
Alora NPC
Branwen NPC
Tiax BG2 NPC
Xan BG2 NPC
Viconia Friendship
deArnise Romance

BG1 NPC Project
Romantic Encounters
IEP Extended Banters
Banter Pack

BG Mini-Quests and Encounters
BG1 Unfinished Business
Dark Side of the Sword Coast
The Grey Clan: In Candlelight
The Secret of Bone Hill
BG2 Unfinished Business
Quest Pack

Ashes of Embers
PnP Celestials
Level 1 NPCs

BG2 Tweak Pack
Sword Coast Stratagems
Sword Coast Stratagems II
BP-BGT Worldmap

Edited by Lemernis, 03 August 2008 - 05:02 AM.


#2 Miloch

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Posted 03 August 2008 - 05:02 AM

If you got the crash after killing a wyvern, this is a known issue with the unmodded game. Otherwise, if it was (seemingly) random and you can't reproduce it, I'm not sure what to attribute it to.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#3 Lemernis

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Posted 03 August 2008 - 05:40 AM

That crash came before encountering a wyvern. It happened on the wyvern cave Cloakwood map, but as far as I know (see later) I hadn't come upon any. I was nowhere near an area transition when the game crashed. It was in fact in the middle of the map. I suspect a creature spawning was what caused the crash, but I never saw what it was if that was the case. (Maybe a baby wyvern? And there's the hahadryad and some Iron Throne guards around there too, I think). It was on the eastern half of the map, traveling from the bottom of the map north along the stream, just before coming upon the bridge.

I had another crash moments ago when simply reloading an Autosave from Beregost's east side to Song of the Morning's west side. But again upon reloading everything works fine.

I'm wondering now if it might be some bugginess with the worldmap. I have BP_BGT_Worldmap_v7_0 installed, using the huge map option.

I guess it would probably be most adviseable for me to complete the Bandit Camp forthwith... Then experimentally travel the Cloak wood maps just to make sure that the game isn't broken. I can sidequest after the Bandit Camp. The party is still kinda low level (2-3) and with SCS the Bandit Camp is really tough. But better I answer this question now than play for weeks and end up having to abort the game because it's broken.

Edited by Lemernis, 03 August 2008 - 05:42 AM.


#4 Miloch

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Posted 03 August 2008 - 05:52 AM

And there's the hahadryad

I think I'll call her this from now on, or maybe even mod her name to it :lol:.

There's a BG1NPC quest near the hamadryad, involving shadow druids, but I thought that was on a different map from the wyverns. I never liked that "open Cloakwood" component though. If they wanted to make Coran available earlier, they should've just moved him.

I had another crash moments ago when simply reloading an Autosave from Beregost's east side to Song of the Morning's west side. But again upon reloading everything works fine.

This is classic "Bereghost" behaviour. Sometimes you can recover the save just fine, sometimes not, and you need Ascension64's crash fixer.

I'm wondering now if it might be some bugginess with the worldmap. I have BP_BGT_Worldmap_v7_0 installed, using the huge map option.

Dunno, haven't tested it.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#5 Lemernis

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Posted 03 August 2008 - 08:05 AM

And there's the hahadryad

I think I'll call her this from now on, or maybe even mod her name to it :lol:.


My brain seems incapable of noticing typos until after I post. You'll see "edited by Lemernis" on virtually every post I make.

That's a good one, I actually laughed out loud when I saw that.

I never liked that "open Cloakwood" component though. If they wanted to make Coran available earlier, they should've just moved him.


Agree. Since it is Kelddath who gave Coran the quest put him in Beregost.

Although why the governor of Beregost would be concerned about wyverns in a wild, notoriously dangerous forest some 120 miles to the north, well off the Trade Way, doesn't make much sense. BG1 NPC Project and BG2 Tweak Pack might consider revising that. Make Coran available at the Friendly Arm Inn. He still wants help hunting wyverns. But it is Galena Mirrorshade who wants their heads for her potions, and will pay handsomely for them.

Edited by Lemernis, 03 August 2008 - 08:07 AM.


#6 erebusant

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Posted 03 August 2008 - 08:38 AM

I'm wondering now if it might be some bugginess with the worldmap. I have BP_BGT_Worldmap_v7_0 installed, using the huge map option.

Not Worldmap causing this. If it's worldmap you'd crash as soon as you clicked on the area to travel to it.

It takes a village...


#7 Lemernis

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Posted 03 August 2008 - 12:00 PM

I went ahead and cleared the Bandit campt to begin Chapter Four and I don't seem to have any problems moving about.

I have a lot of mods installed and there's been some minor bugginess on a couple other fronts:

* Beregost bug crash occured. (I had completely forgotten that happens.) So I went back to an earlier save where everything was working normally and played the game, following the Beregost bugfix protocol to a tee. Everything was working great after that. Until...

* In the Nashkel mines despite having installed SCS's Dark Side kobold upgrade, and running DotSC (!), the mines were like the vanilla game--except some kobold corpses had empty inventories. Just the usual hail of fire arrows in the narrow lava cave. Nowehre in the mine did the kobolds did not have 'nome stickas'. And the mob with the shaman wasn't there in front of the entrance to the lowest level of the mine.

* Gavin's quest from Kelddath failed to fire after the messenger encounters him.

I did have one more crash when I went to officer Vai after clearing the Bandit Camp. The store screen opened to sell her the bandit scalps and I absent-mindedly click 'done' instead of buy. I then did not initiate any further conversation with her to complete her quest. So when I stepped out of the tavern the game crashed. I reloaded and replayed it properly and everything seems fine. I.e., I sold the scalps, and closed the loop on the quest, receiving + 1 rep, etc. Everything seems okay now.

Not sure if this could be an issue, but the PC is a hacked multiclass Kensai-Mage via Shadowkeeper. I originally made a Kensai. Then I used Shadowkeeper to make the character a multiclass Fighter-Mage. (I left the kit flag as Kensai.) He's functioning perfectly stably, though. I doubt this has anything to do with it, but who knows.

My gut is that some of the bugs are just due to having so many mods installed. It would be pretty amazing if there weren't some conflicts in there somewhere.

Edited by Lemernis, 03 August 2008 - 12:03 PM.


#8 Miloch

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Posted 03 August 2008 - 06:51 PM

My gut is that some of the bugs are just due to having so many mods installed. It would be pretty amazing if there weren't some conflicts in there somewhere.

Yep. Although your install is pretty conservative compared to some, you can't even guarantee some of these things won't happen in a patched/unmodded game.

The kobold thing is hard to say if it's DSotSC or SCS or something else. Hopefully, erebusant or DavidW might know.

The Gavin thing should definitely be reported in the Gavin forum if you haven't. I don't think berelinde gets a lot of time to browse random forum posts these days.

If you get those kinds of crashes and they're reproducable, turn on debug mode (probably already is if you use the console) and see if there's anything in baldur.err after the crash. Failing that, try do do a screen shot of any pop-ups with assertion errors you get. I'm not an expert at the technical info, but sometimes it can be helpful.

Also, if you get any crashes you feel are related to a particular resource (creature, item, store, etc.), open a command prompt to your game folder and do a 'weidu --change-log stovai.sto' or the like. That will tell you at least which mods have touched that store (or whatever it is).

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#9 Taimon

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Posted 03 August 2008 - 10:36 PM

You need to enable logging (Logging On=1) for the baldur.err thing.

#10 Lemernis

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Posted 04 August 2008 - 01:00 AM

Does "Logging On=1" go under Program Options in Baldur.ini?

#11 Taimon

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Posted 04 August 2008 - 02:58 AM

Yes.