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CTD in South Forest - Bad .CRE


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#21 Miloch

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Posted 12 September 2009 - 11:16 PM

None of those threads contain reports having anything to do with usabilities causing crashes.

Then you obviously didn't read them. Some contain more than apparent at first glance (e.g., where an animation was suspected but turned out to be an item with invalid flags equipped, which can *also* cause animation issues). I'm not saying they're relevant though - I said similar issues had been reported, and you're the one who wanted the links (and now I'm wondering why I wasted my time).

It's essentially the same thing to say that a changelog would give no useful information because the cause of the effect "known" to be responsible for unreproducible crashes had already been found.

No, it isn't, and in any case, no one said that.

IR is installed as like the third mod in the BWP. The mod contains very specific instructions about where to install it. Nobody here is installing the main component at the end of all their other mods, or if they are, they deserve whatever bugs may arise from doing so.

No one "deserves" bugs (not here anyway). But I don't get what you're saying apart from that. If I installed *only* Item Revisions, it would be at the end of all my mods. Should I expect bugs because I installed it last (regardless of whether I "deserve" them)?

Pmed Darpaek to look at this thread ... No one post until he answers kay??

Mkay (Guess you were just asking for that :P).

This was the ugly I was afraid of

Wait a minute. Who are you calling "ugly"? (starts reaching for the orcish cleaver...)

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#22 Darpaek

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Posted 13 September 2009 - 05:07 AM

But... but... I fixed the problem. :(

And you're very pretty for an orc, Miloch.

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Edited by Darpaek, 13 September 2009 - 05:12 AM.


#23 Lollorian

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Posted 13 September 2009 - 05:21 AM

Yeah, you fixed it :P ... but we're here to try to not let it happen again for other guys ;)

So,

Mods affecting CBSTTFLW.CRE:
00000: /* from game biffs */ ~SETUP-CTB.TP2~ 0 0 // Check The Bodies
00001: /* from game biffs */ ~SETUP-SCS.TP2~ 0 5024 // Three quarters of the potions dropped by slain enemies break and are lost
00002: ~SETUP-BPV177.TP2~ 0 0 // Big Picture AI/Enhancement Mod, version 177 weidu (beta)
00003: ~SETUP-BGTTWEAK.TP2~ 0 2400 // Enemy items shatter
00004: ~SETUP-XPMOD.TP2~ 0 1 // Reduce to 50%
00005: ~CONTAIN/SETUP-CONTAIN.TP2~ 0 10 // Unique icons and names

and:

Mods affecting CHAN12.ITM:
00000: /* from game biffs */ ~ITEM_REV/ITEM_REV.TP2~ 0 0 // Item Revisions by Demivrgvs
00001: /* from game biffs */ ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ 0 110 // Icon Improvements
00002: ~ITEM_REV/ITEM_REV.TP2~ 0 3 // Allow Spellcasting in Armor with Casting Speed Penalties for Arcane Casters
00003: ~ITEM_REV/ITEM_REV.TP2~ 0 9 // Allow Thieving Skills in Armor
00004: ~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ 0 3 // 1ppv3: Improved Improved Galactygon's Avatar Switching

I guess someone was bang on target after all :D

Cheers,
Lol

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#24 Miloch

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Posted 13 September 2009 - 12:03 PM

00004: ~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ 0 3 // 1ppv3: Improved Improved Galactygon's Avatar Switching[/font]

Well you're still jumping to conclusions, unless someone recreates the install with the suspect mods as I suggested, and tries some of the things above. It could be 1PP, but not necessarily the Avatar Switching component. A halfling normally doesn't have a special animation for chainmail, but 1PP adds these (cift3a1.bam etc.). Question is, does this happen only with 1PP, and if so, which component(s)? And even then, we have to get to whether it's an animation thing (they check out fine on my install) or something else.

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#25 Lollorian

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Posted 13 September 2009 - 04:45 PM

(sigh) I'm sorry if I implied that :crying:, but I was just referring to 10th's post in the first page raising something that could also be the problem (other than ItemRev :whistling:)

Cheers,
Lol

Edited by Lollorian, 13 September 2009 - 04:49 PM.

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#26 Miloch

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Posted 13 September 2009 - 05:36 PM

You know, I don't think this has to do with elven chain at all, or halfling animations, or 1PP or even Item Revisions, but Unique Containers of all mods (:P).

Yes, Darpaek removed the elven chain on Paddy Stoutfellow, but what he didn't mention (or perhaps even know) is that somehow he also botched the 5th inventory slot, which should've contained cbtentcg.itm (Camping Gear). This is a duplicate bag in CtB, since Silvanus Moondrop (cbmondrp.cre) has the original. Thus it is a bug in CtB which Unique Containers attempted to fix but didn't finish properly, because it didn't also clone the related store. I got a CStore.cpp assertion error in line 241 in baldur.err after trying to reproduce this. Apparently, our German friends found the same thing but didn't bother reporting it here. I don't know why, since both Leomar and White Agnus visit and have an interest in reporting fixes here for the BWP.

So the real fix is to restore the original CRE (below if you don't still have it) and also put the attached store in your override.
Attached File  cbsttflw.zip   715bytes   223 downloads
This is why speculation is rarely profitable without hard evidence. And once again, I never said Item Revisions was responsible for the *crash* - I said it was responsible for changing the usability flags on the chainmail, which is what the original poster first asked.

I was also right about the change-log on the elven chain not being useful. It would've been much more useful if the original poster provided a baldur.err report - then someone could've hit that German page to begin with rather than trying to reproduce this with an unknown number of mods. For future reference on how to do that, see here if you're not already familiar with the process. This is probably the most useful thing you do if you get a crash or freeze.

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#27 Darpaek

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Posted 13 September 2009 - 05:47 PM

Yeah, I deleted the camping gear too because it had no purpose beyond fluff and I wanted to make sure that my .cre worked.

#28 Miloch

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Posted 13 September 2009 - 05:58 PM

Yeah, I deleted the camping gear too

Now you tell us. That little factoid could've saved us a lot of hardship too :P.

And I believe it's a bag of holding, though it wouldn't surprise me if it wasn't coded correctly (the base CtB container was coded as an *inn* that *served drinks* for Bhaal's sake).

Edit: And you didn't really delete either the gear or the chain - you just put enough invalid characters in so the game doesn't recognise them. Could you at least try the restoration above and console the CRE in again to make sure it works?

Edited by Miloch, 13 September 2009 - 06:00 PM.

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#29 Darpaek

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Posted 13 September 2009 - 06:04 PM

Invalid whatzits? What part of "no hablo WeiDu" don't you understand?! :P

And, yes, the .cre still works for me (Poor Paddy's stranded in my pocket plane now because of you! Stupid fate spirit!)

#30 Miloch

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Posted 13 September 2009 - 06:22 PM

Invalid whatzits?

Char-ac-ters. You know... A-B-C, 1-2-3. I don't know what you used to "fix" the CRE, but it put a bunch of garbage in those slots rather than actually deleting the items. Comprende?

And, yes, the .cre still works for me

I don't mean the old one you "fixed" - I mean the actual fix I attached above. Unzip it to your override, then CLUAConsole:CreateCreature("cbsttflw"). That's not WeiDU either, by the way :P - I'm pretty sure you know how to use the console. Then run a circle around him and if it doesn't crash, feel free to ctrl-Y him or whatever you want.

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#31 Darpaek

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Posted 14 September 2009 - 03:20 PM

Yes, your "fix" worked, too.

Don't be hatin'.