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Resting on BH2103 crashes game


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#1 i30817

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Posted 13 October 2011 - 12:18 AM

On a megamod install.

I suspect infinity animations. The guards in the castle were orcs (i don't know if that is how it's supposed to be). Didn't turn hostile either (unlike the lady and the orc lieutenant and the advisor), but that maybe because i teleported back to the area after talking to the druid (BH2101).

Anyway, resting on BH2103 crashed the game.
The changelog of BH2103.ARE

[WeiDU.exe] WeiDU version 22900

[WeiDU.exe] Using scripting style "BG2"

override/BH2103.are

override/bh2103.are infinityanimations/backup/9000/bh2103.are







Mods affecting BH2103.ARE:

00000: /* from game biffs */ ~SETUP-BONEHILLV275.TP2~ 0 0 // Secret of BoneHill (Requires BGT or Tutu): v2.75a

00001: ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ 0 9000 // Fix Areas -> Creature References: v5

The modded file attachedAttached File  BH2103.00001.ARE   7.28K   378 downloads.




The changelog of bh2103.bcs

[WeiDU.exe] WeiDU version 22900

[WeiDU.exe] Using scripting style "BG2"

override/BH2103.bcs







Mods affecting BH2103.BCS:

00000: /* from game biffs */ ~SETUP-BONEHILLV275.TP2~ 0 0 // Secret of BoneHill (Requires BGT or Tutu): v2.75a



I then used the CRE area testers to find out if some spawn was crashing:

File CRE Name Animation AnimName AnimType

bh2103.bcs bhbalmor Balmorrow 2457 cleric_male_human UNKNOWN_TYPE

bh2103.bcs bhharper Harper 2457 cleric_male_human UNKNOWN_TYPE

bh2103.bcs bhpriska Priska 2113 seer_iwd UNKNOWN_TYPE

bh2103.bcs bhabraha Abraham 5120 fat_man UNKNOWN_TYPE

bh2103.are skelded Unnamed 2560 skeleton UNKNOWN_TYPE


They didn't crash, which i think bizarre. Are the sleep ambushes using another CRE? I have BGSpawn installed.

Edited by i30817, 13 October 2011 - 12:20 AM.


#2 i30817

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Posted 13 October 2011 - 12:25 AM

Ah, i forgot Baldur.err


---------------------Start Logging Session---------------------

ASSERTION FAILED!
File: ObjCreature.cpp
Line: 12162

Exp: pCreature != NULL && creatureSize > 0

Msg: no msg.
Run Debugger?


Missing creature? But i did the area test.

#3 i30817

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Posted 13 October 2011 - 12:30 AM

Did a changelog on the skelded. This is a dead skeleton, it doesn't move...
But maybe the game thinks it should as soon as i sleep.
Attached File  SKELDED.00003.CRE   1.07K   372 downloads
Attached File  SKELDED.00002.CRE   1.07K   376 downloads
Attached File  SKELDED.00001.CRE   1.07K   393 downloads

[WeiDU.exe] WeiDU version 22900

[WeiDU.exe] Using scripting style "BG2"

override/SKELDED.CRE

override/SKELDED.CRE BGT/Backup/0/SKELDED.CRE

override/SKELDED.cre BGTTweak/Backup/2400/SKELDED.cre

override/SKELDED.CRE p5tweaks/backup/10/SKELDED.CRE







Mods affecting SKELDED.CRE:

00000: /* from game biffs */ ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 0 // BG2 Fixpack - Core Fixes: v9.01 BWP Fix

00001: ~SETUP-BGT.TP2~ 0 0 // Baldur's Gate Trilogy - Core: 1.12 (12 Jun 2011)

00002: ~SETUP-BGTTWEAK.TP2~ 0 2400 // Enemy items shatter: 9 (31 Dec 09)

00003: ~P5TWEAKS/SETUP-P5TWEAKS.TP2~ 0 10 // Drop Items on Frozen Death: v5.1



#4 i30817

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Posted 13 October 2011 - 12:48 AM

How interesting. The north door in that area/room doesn't lead anywhere, and there is a info marker slightly above it that displays a dialog npc string (a error, obviously).

#5 Turambar

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Posted 13 October 2011 - 04:50 AM

Since you are registered, you could edit your post instead of posting every 5-10 minutes.

Since the crash only occurs when resting (do you see the rest movie or does it crash before that?), it could be due to rest interruptions. Does it always happen when you try to rest?

If you want to investigate, you can do the following...
You can find them with NI, if you open the area, click edit (below the Help menu), scroll down and double click on rest interruptions.
Check if they exist. If they don't, open spawngrp.2da; there should be a column whose name is the one you read in the .are file and it contains a list of creatures, below.

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Currently supporting: DSotSC for BGT, NTotSC - forum

Turambar's fixes and tweaks for BG2, BGT, DSotSC, NTotSC, SoBH and more!

 

Before posting questions (even regarding posts written by myself), please look at Jarno Mikkola's FAQs for the Megamods!
(how to correctly report CTDs)

 


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#6 i30817

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Posted 13 October 2011 - 05:15 AM

NI doesn't work with biffed files.

It happens before the movie. I don't know if it always happens, i tried 3 times.

I agree it is likely a sleep ambush.

DLTC says it has resting interrupts, but when i go to see it, there are no "Section name" or creature defined for each interrupt (4 if i'm reading the menu edit screen right).

Now, i guess it depends if no creature is a error or a random one.

If it is a error, i guess it should go into a ARE checker thing. Miloch did some of those right?

Edited by i30817, 13 October 2011 - 05:20 AM.


#7 -agris-

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Posted 13 October 2011 - 05:39 AM

I believe Miloch stated in a thread that component 9000 was broken (somehow) and to not use it until IA is updated.

#8 i30817

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Posted 13 October 2011 - 05:54 AM

Mmm. Damn, i'd swear i'd used Aurora's one.

This is the cause then?

#9 ilot

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Posted 25 October 2011 - 10:09 AM

I've the same problem!
Is possible a local fix in area BH2103 using NI? Posted Image

Thanks Posted Image

Edited by ilot, 25 October 2011 - 10:10 AM.

Italian mods tanslator!!!!


#10 Isaya

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Posted 25 October 2011 - 11:51 AM

You need to edit BH2103.ARE. There is a mistake in the Rest spawn creatures part of the file. Although the list of creatures is empyt (everything to None), the count is set to 4. You need to edit this value and set it to 0.

Open BH2103.ARE, go into the Edit tab, click on Rest spawn creatures then click on the View/Edit button. Click on "# creatures in list" and set the value to 0. Close the window, then click on Save and confirm overwrite if asked.

If you want to edit BH2103.ARE in the ARE hierarchy, you need to ensure that you start from a save game before you entered the area for the first time. Otherwise the game will use the unchanged version in your save game.

You can also edit the file in the save game. Open your save game, select the SAV file and click on decompress to be able to edit. Then you can edit BH2103.ARE in the SAV file as explained. Save it then click on compress to create the updated SAV file (agree to overwrite).

Make sure you make a backup of your save game before you edit it!

#11 Lollorian

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Posted 25 October 2011 - 06:42 PM

Wow that's... interesting :D

Anyway, would this change in the code set it to 0? :unsure: I tested by just copying BH2103.are into the override and running a dummy .tp2 and it seemed to have set it correctly :P

Lines 1510-1511:
COPY ~bonehillv275/BGT/BH2103.are~ ~override/BH2103.are~         
    SAY 0x244 @429
changed to:
COPY ~bonehillv275/BGT/BH2103.are~ ~override/BH2103.are~         
    SAY 0x244 @429
    READ_LONG 0xc0 "rest_off"
    WRITE_SHORT  ("%rest_off%" + 0x98) 0
  BUT_ONLY_IF_IT_CHANGES
Or would it be better to go ye-olde-way and include the entire changed ARE into the BWPFixpack? :lol:

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When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

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#12 ScuD

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Posted 25 October 2011 - 06:50 PM

I have some fixes for this mod which are not yet in any fixpack. I'll upload them somewhere here around weekend if I have the time. I remember I've fixed some areas.

#13 Lollorian

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Posted 25 October 2011 - 07:58 PM

That would be awesomer :woot:

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#14 ilot

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Posted 26 October 2011 - 04:27 AM

Thanks!!!!!!!!!!!!!!!!! Posted Image

Italian mods tanslator!!!!


#15 Isaya

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Posted 26 October 2011 - 11:41 AM

Anyway, would this change in the code set it to 0? :unsure: I tested by just copying BH2103.are into the override and running a dummy .tp2 and it seemed to have set it correctly :P

Lines 1510-1511:

COPY ~bonehillv275/BGT/BH2103.are~ ~override/BH2103.are~ 
 SAY 0x244 @429
changed to:
COPY ~bonehillv275/BGT/BH2103.are~ ~override/BH2103.are~ 
 SAY 0x244 @429
 READ_LONG 0xc0 "rest_off"
 WRITE_SHORT ("%rest_off%" + 0x98) 0
 BUT_ONLY_IF_IT_CHANGES

This looks good.

However, while you're patching the tp2 (I second that choice), replace the SAY with
SAY 0x574 @429
As it is now, @244, it's patching in the middle of the name of the second creature in the area. No big deal, since the name there is just for editor use. But the info trigger to explain that you can't go through the rear door is missing or is pointing to another text if you have a huge installation: in the unpatched ARE file, it is something like 126 000 for the strref.

#16 Lollorian

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Posted 26 October 2011 - 08:54 PM

Right on! :D I'll attach this here so anyone who needs this can grab it right off the bat :P

Attached Files


"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#17 i30817

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Posted 27 October 2011 - 06:30 AM

Things like this should probably be automatically checked no? Like CreFixer (it probably should even be a component of it maybe).

#18 ScuD

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Posted 29 November 2011 - 07:56 PM

OK, it has taken some time :)
Unfortunately I've got only some CREs and ITM fixed, no AREs.
But anyway. One more thing is worth mentioning - bhxspell.sto and bhxspell.itm from the mod are not used, and more of it, it contains some spells from TDD. I'd ditch it.

Attached Files