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Game crash when I change start area...


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#1 Nastian

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Posted 16 January 2005 - 10:26 AM

Hi! It's me again....

I have a problem... I am working on polish TC called "Mroczne Wizje".
Because it will be a TC I changed start area from AR0602 to AR2010 and when I created character the game crashed :( It was problem with BGMAIN.EXE or sth.

Here's a list what have I done:

- Change value in STARTARE.2DA, STARTPOS.2DA and YEARS.2DA
- Remade the scripts: NEWGAME.BCS and AR2010.BCS

Anyone can help? I can send you it (it's WeiDU based mod)...

PS. The game works with normal 2DA and BCS files.... My friend also had these problems.

Edited by Nastian, 15 September 2009 - 11:43 PM.


#2 hlidskialf

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Posted 16 January 2005 - 11:10 AM

Add your area to the MastArea.2da file as well. Also make sure you can CLUAConsole to the area without causing a crash.

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#3 Nastian

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Posted 16 January 2005 - 11:25 AM

Bartender! One Ale for my friend Hlidskialf!

It worked!

Thanks.

Edited by Nastian, 15 September 2009 - 11:43 PM.


#4 hlidskialf

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Posted 16 January 2005 - 11:33 AM

:thumb:

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#5 Nastian

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Posted 16 January 2005 - 12:44 PM

<Ech ... I have other problem. I made AR2010.BAF file:>

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

IF
OnCreation()
Global("NewGame","AR2010",0)
THEN
RESPONSE #100
HideGUI()
FadeToColor([1.0],0)
SetGlobal("NewGame","AR2010",1)
Continue()
END

IF
Global("TakeImportItems","AR2010",0)
THEN
RESPONSE #100
SetGlobal("TakeImportItems","AR2010",1)
SetGlobal("Chapter","GLOBAL",1)
SmallWait(4)
TakePartyGold(2147483647)
ActionOverride(Player1,DestroyAllEquipment())
ActionOverride(Player2,DestroyAllEquipment())
ActionOverride(Player3,DestroyAllEquipment())
ActionOverride(Player4,DestroyAllEquipment())
ActionOverride(Player5,DestroyAllEquipment())
ActionOverride(Player6,DestroyAllEquipment())
TextScreen("CHAPT01")
Wait(1)
CreateCreature("Skarmaen",[265.717],12)
FadeFromColor([30.0],0)
StartCutSceneMode()
StartCutScene("NewGame")
END

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

<And also NEWGAME.BAF file:>

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

IF
True()
THEN
RESPONSE #100
CutSceneId("Skarmaen")
Wait(3)
MoveViewPoint([280.702],INSTANT)
SmallWait(1)
MoveToPoint([495.495])
Wait(1)
SmallWait(3)
MoveToPoint([600.430])
Wait(1)
UnhideGUI()
EndCutSceneMode()
Dialogue(Player1)
END

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

Of course I also created SKARMAEN.CRE. When I star the game everything work - TextScreen work .... after that it's fade from black colour and starts cut scene mode.... and stops!

#6 hlidskialf

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Posted 16 January 2005 - 12:57 PM

Make sure the scripts are compiled correctly. I'd also make sure that the DV of Skarmaen is the same as you're calling in the CutSceneID() action.

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#7 Nastian

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Posted 16 January 2005 - 10:35 PM

One another beer, please... :thumb:

#8 Sir BillyBob

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Posted 17 January 2005 - 12:29 PM

If you see other problems, you might want to make sure the waits are set as ActionOverride(Player1,wait(#)). I am working on a cutscene where everyone just stood around until I did this to the wait. Couldn't figure out the problem until I did that.

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#9 hlidskialf

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Posted 17 January 2005 - 04:48 PM

If you see other problems, you might want to make sure the waits are set as ActionOverride(Player1,wait(#)).  I am working on a cutscene where everyone just stood around until I did this to the wait.  Couldn't figure out the problem until I did that.

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Check whom you assigned the CutSceneID() to there SirB. ;)

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#10 Nastian

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Posted 20 January 2005 - 12:38 PM

Thanks, guys.

Another question: What should I do to make area visible? I want to make it explored.

#11 hlidskialf

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Posted 20 January 2005 - 03:07 PM

Add a script block that uses the Explore() action.

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#12 Grim Squeaker

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Posted 21 January 2005 - 01:12 AM

Do you know if this procedure is possible for changing the starting area of ToB? Because I have tried changing the appropriate entries in STARTARE and STARTPOS but nothing happened. If my new starting area didn't exist, it crashed. But if it did exist then nothing changed, I still started in the Grove with the heads. Is there a ToB equiv of NEWGAME.bcs btw?
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#13 Welverin

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Posted 21 January 2005 - 04:56 AM

As far as I know ToB starting area is hardcoded in the .exe.

#14 Grim Squeaker

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Posted 21 January 2005 - 06:18 AM

As far as I know ToB starting area is hardcoded in the .exe.

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It seems very odd that the STARTARE/POS 2da files do something for SoA but not for ToB (even though there are ToB entries). But then again this is Bioware we're talking about...
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#15 al17

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Posted 27 January 2005 - 02:17 AM

SetGlobal("Chapter","GLOBAL",1)


this work? when I tried to change soa start area (with trademeet area) I remember I couldn't set chapter on 1, otherwise the game crashed.

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#16 Nastian

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Posted 29 January 2005 - 12:35 PM

SetGlobal("Chapter","GLOBAL",1)


this work? when I tried to change soa start area (with trademeet area) I remember I couldn't set chapter on 1, otherwise the game crashed.

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Well, it worked ;)

The game didn't crashed.

Thanks to you guys :hug:

#17 SimDing0

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Posted 30 January 2005 - 02:50 AM

It seems very odd that the STARTARE/POS 2da files do something for SoA but not for ToB (even though there are ToB entries).  But then again this is Bioware we're talking about...

I have a feeling that when I tested it, I found that the new start area is loaded, but then MoveToExpansion is forced, and that has a hardcoded destination (although you can patch the EXE to change it). Or I might have made that up. Either way, you definitely can't change the ToB start area without EXE changes.
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#18 Grim Squeaker

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Posted 31 January 2005 - 12:08 AM

It seems very odd that the STARTARE/POS 2da files do something for SoA but not for ToB (even though there are ToB entries).  But then again this is Bioware we're talking about...

I have a feeling that when I tested it, I found that the new start area is loaded, but then MoveToExpansion is forced, and that has a hardcoded destination (although you can patch the EXE to change it). Or I might have made that up. Either way, you definitely can't change the ToB start area without EXE changes.

View Post


I'd be interested to know if the other effects of MoveToExpansion() are patchable in the EXE (and what the offsets are) e.g. setting the new baldur.bcs file, worldmap etc.
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