Attached Files
Edited by dreamer2007, 29 December 2008 - 07:40 AM.
Posted 29 December 2008 - 07:39 AM
Edited by dreamer2007, 29 December 2008 - 07:40 AM.
Posted 30 December 2008 - 05:08 AM
Sounds not good...from the Bioware site, the closest i could find to yr error:
("BG II Assertion Errors")
ChVidmod3d.cpp at line 889
Error retrieving frame information from a BAM in 3D mode. This is most likely bad data. Try clearing out your "cache", "temp",and "tempsave" directories. Failing that, try reinstalling.
Edited by Leomar, 30 December 2008 - 05:13 AM.
Posted 30 December 2008 - 05:41 AM
Edited by dreamer2007, 30 December 2008 - 10:41 AM.
Posted 30 December 2008 - 03:02 PM
Posted 01 January 2009 - 07:50 AM
Posted 01 January 2009 - 08:13 AM
Posted 01 January 2009 - 08:27 PM
Posted 01 January 2009 - 10:36 PM
Posted 02 January 2009 - 09:03 AM
Edited by Steve, 02 January 2009 - 10:18 AM.
Posted 02 January 2009 - 10:10 AM
Posted 02 January 2009 - 10:29 AM
Edited by Steve, 02 January 2009 - 10:39 AM.
Posted 02 January 2009 - 10:46 AM
When I summon the skeleton using this command I get the same CTD as in high hedge, so truly in my case the skeletons are the problem. Thanks for the info.These creatures will cause a crash whenever they're spawned. They have a two-handed weapon selected but have a shield or off-hand weapon equipped:
NTKROTAN.cre
ORCSUM2.cre
These will probably crash if their scripts perform an EquipRanged action. They have a single-handed weapon and a shield equipped, but also have a two-handed missile (bow or crossbow) in a weapon slot.
C6BRAN.cre
FRANCO.cre
IRLANA.cre
JOLUS.cre
KAYL1.cre
PSPNIGHT.cre
SLYTH.cre
TRPLE01.cre
These may or may not cause crashes, I don't know. They have a two-handed weapon selected, but there's an item in its shield slot that's not a shield or weapon.
BW05FGCA.cre
TB#LOTR1.cre
BW05FGCA.cre
> If I only knew the console command to summon a skeleton to check would be awesome.
CLUAConsole:CreateCreature("skelets")
I don't know if you found the solution to your problem yet but I had the same as yours. It seems the creature "SKELETS" was the one causing problem in my case at least. I deleted his shield via Shadowkeeper and it fixed it, you might want to give it a try.
Edited by dreamer2007, 02 January 2009 - 10:50 AM.
Posted 02 January 2009 - 11:32 AM
Edited by Steve, 02 January 2009 - 11:50 AM.
Posted 02 January 2009 - 11:51 AM
Strangely enough this solved my problem too . When I removed the shield the problem remained but when I put -1 to the shield slot the skeleton appears normally. Thanks!It's weird. When the skeleton has a shield equipped, it will never attack with a ranged weapon. Take the shield away and it will attack ranged and switch to melee when an enemy is close (and switch back if the enemy goes away). I'm using SCS so maybe there's something in that related to this.
I use NearInfinity so I just edit a -1 into the shield slot of SKELETS.CRE to get rid of the shield.
Posted 03 January 2009 - 01:31 AM
Edited by dreamer2007, 03 January 2009 - 01:31 AM.
Posted 03 January 2009 - 03:30 AM
Posted 03 January 2009 - 05:11 AM
Edited by Mike1072, 03 January 2009 - 06:08 AM.
Posted 03 January 2009 - 05:45 AM
I think I may know what the issue is. Try extracting these .bam files into your override and let me know if it helps. If it does, I'll upload a complete fix on our forums at G3.
Edited by dreamer2007, 03 January 2009 - 05:48 AM.
Posted 03 January 2009 - 06:06 AM
Edited by Mike1072, 03 January 2009 - 06:35 AM.
Posted 03 January 2009 - 06:36 AM
Okay this time it works . Good job! Thanks. So the animation for a shield was messed up, that's why the problem appeared?Okay, let's try this once more. I don't think I was doing it right the first time. I still may not be, but I hope I am.
Edited by dreamer2007, 03 January 2009 - 06:40 AM.