Jump to content


Photo

[BG2:ToB] TobEx Release Thread


  • Please log in to reply
578 replies to this topic

#121 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 10 April 2010 - 05:10 PM

Possible. A lot of things need changing (GUI, CRE format, engine). The engine supports only 9 mage, 7 priest, and 1 innate spell levels - so adding any spell level would be a far-reaching dream, IMHO.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#122 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 13 April 2010 - 02:36 AM

Beta 0003 released.

Changes:
-Class/structure updates
-Clear various memory structures before exit
-Added components: KitExtend

Notes:
-KitExtend quintuples the amount of kits usable, so clicking the SKILLS button should no longer crash the game when using KitScroll with > 256 kits
-KitExtend slows down game startup, and seems to cause a little slowdown on LEVEL UP and on selecting SKILLS on chargen

Edited by Ascension64, 13 April 2010 - 02:36 AM.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#123 AndrewB

AndrewB
  • Member
  • 147 posts

Posted 13 April 2010 - 08:40 AM

dude! this thing just keeps getting more badass by the day.
BEGIN BIFFING

ACTION_IF!(FILE_EXISTS ~McFly~) THEN BEGIN
SAY ~BUTTHEAD!~
Posted Image
END BIFFING

#124 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 21 April 2010 - 03:26 AM

Beta 0004 released.

Changes:
-Class/structure updates
-Added components: MagicResistMod

Notes:
-Corrects bug in BGT-WeiDU: http://www.shsforums...gic-resistance/

For modders:
-Essentially makes the magic resistance modifier opcode identical to the other specific magic modifiers (i.e. allows permanent timing [timing mode = 1], adds percentage modifier [param2 = 2], and limits range to 0-100)
-Description:

#166 (0x0A6) Stat: Magical Resistance Modifier [166]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Damage = Damage + 'Statistic Modifier' value
1 Flat Value Modifier -> Damage = 'Statistic Modifier' value
2 Percentage Modifier -> Damage = (Damage * 'Statistic Modifier' value) / 100


--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#125 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 24 April 2010 - 02:26 AM

I just found out that the ENABLE CONVERSATIONS WITH CHARMED/DOMINATED CREATURES [A6CharmPath] hack alos enables animation soundsets for those creatures when charmed, which corrects the issue described at http://www.shsforums...howtopic=21840.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#126 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 24 April 2010 - 05:04 AM

TobEx updated to Beta 0005.

Changes:
-Class/structure updates
-Added components: AnimSound
-Updated components: revised description of A6CharmPatch

Notes:
-A6CharmPatch now called ENABLE SOUND FOR CHARMED/DOMINATED CREATURES to reflect actual changes
-AnimSound fixes some animation sounds not working properly. It doesn't have much of an effect in-game, because few animations use such sounds, but you might find that some creatures have more 'annoying' sounds when they attack, e.g. Solar, Demogorgon.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#127 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 24 April 2010 - 09:27 AM

-AnimSound fixes some animation sounds not working properly. It doesn't have much of an effect in-game, because few animations use such sounds, but you might find that some creatures have more 'annoying' sounds when they attack, e.g. Solar, Demogorgon.

Now, of course you would come up with something like this right after I ported all the IWD/PST sounds and tables (about 1000 of them) while accounting for the 2da limitations.

Do you have technical specs for this somewhere? Did you enable the extra ATTACK sounds or just the ones in the middle that wouldn't fire? (See here for more info on the glitches.)

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


#128 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 25 April 2010 - 06:48 AM

So far fixes the ones in the middle.

I also found that the existance sounds ('periodic fidget') are bugged, which is why you hear PICKED_POCKET sounds when you wait around. The sound slot idx is typo'ed in the engine code. Will fix this too.

Will also have a look at the ATTACK_* behaviour.

Tech specs forthcoming.

Edited by Ascension64, 25 April 2010 - 07:04 AM.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#129 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 25 April 2010 - 08:30 AM

I also found that the existance sounds ('periodic fidget') are bugged, which is why you hear PICKED_POCKET sounds when you wait around. The sound slot idx is typo'ed in the engine code. Will fix this too.

Yeah I kinda wondered about that. I've just resorted to clearing some of the more annoying ones, so that's cool.

As long as you're looking into sounds, do you see anything in your reversing-analysis that could be causing this error?

ASSERTION FAILED!
File: ChDimm.cpp
Line: 7641

Exp: pBiffHeader->dwFileType != mmioFOURCC('B', 'I', 'F', 'C')

Msg: e:\test_fft\cd4\DATA\AREA1700.BIF: attempted to use compressed BIF from CD, check free hard drive space
Run Debugger?

I've seen it happen randomly with both the unmodded game and various mods. Decompressing the biff with DLTCEP and putting in cache/data almost always solves it. But the question is: why? Cmorgan and I can reproduce this 100% in that particular area in Yovaneth's FFT mod. But it only uses standard BG2 ar1700 ambients, which are otherwise unmodded.

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


#130 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 01 May 2010 - 06:37 AM

How animation sounds are chosen pseudocode
index = rand(PtrList.m_nCount);
PtrList.ignoreChosenSound = 0;
PtrList.chosenSound = NULL;
chosenPosition = PtrList.m_pNodeHead;

for (currentPosition = PtrList.m_pNodeHead; PtrList.GetNext()) {
  if index <= 0 break; //<--- this is bugged, since index isn't subtracted per iteration making the rand() useless
  pData = POSITION.GetData(); //<-- useless function call
}

if (currentPosition) {
  PtrList.chosenSound = chosenPosition;
  return;
} else {
  PtrList.chosenSound = PtrList.m_pNodeTail;
  return;
}

Use of CRE-coded ATTACK sounds
Subroutine of of ExecuteAction() for the actions: Attack, AttackOneRound, AttackReavaluate, RunAwayFrom, ProtectPoint, ProtectObject
if (stateFlags & STATE_SILENCED) {
  return;
} else {
  //three scenarios...
  BOOL playCustom = true;

  //1. play sound specific to item
  if (currentlyEquippedItem == ankheg1, ankheg2, basil1, basil2, basilg1, basilg2, basilg3, etterc1, etterc2, wyvern1, wyvern2, wolfwi1, wolfwi2) {
    playCustom = false;
    soundName = <specific hard-coded WAV name based on the item above>;
    return;
  }

  //2. play sound specific to item category
  category = currentlyEquippedItem.GetItemCategory();
  if (currentlyEquippedLauncher) {
    category = currentlyEquippedLauncher.GetItemCategory();
  }
  soundName = "SWI_";
  switch (category) {
    case x: //from BOWS to FLAILS
      soundName.concatenate(<a number>); //based on the item category
      playCustom = false;
  }
  if (!playCustom) {
    rand(5); //0 to 4
    switch (rand) {
      case 0 to 3:
	soundName.concatenate(<a letter>); //A, B, C, or D
        break;
      case 4:
        //do not concatenate string
        break;
    }
  }

  //3. Play sound specific to creature soundset
  if (playCustom) {
    switch (CCreatureObject.GetAnimation().GetCurrentAnimationSequenceIndex()) {
      case ATTACK_SLASH:
        soundsetIndex = ATTACK1;
        break;
      case ATTACK_BACKSLASH:
        soundsetIndex = ATTACK2;
        break;
      case ATTACK_JAB:
        soundsetIndex = ATTACK3;
        break;
      default:
        soundsetIndex = ATTACK1; //<--- this one fires most of the time, I think because the animation sequence is most often SEQUENCE_READY; I only got the above cases to be true when I edited the case conditions, which may have had a downstream effect I am not sure...
        break;
    }
    soundName = CCreatureObject.GetTlkString(soundsetIdx);
  }


  ... //load the sound file and play it

}

Edited by Ascension64, 01 May 2010 - 06:43 AM.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#131 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 02 May 2010 - 10:29 AM

ATTACK1; //<--- this one fires most of the time, I think because the animation sequence is most often SEQUENCE_READY; I only got the above cases to be true when I edited the case conditions, which may have had a downstream effect I am not sure...

Interesting... What sort of "downstream effect" would your edit have?

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


#132 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 02 May 2010 - 10:53 PM

I have no idea. I would have thought it changed nothing, because I only edited the case conditions (e.g. changed ATTACK_JAB to SEQUENCE_READY). But something happened that led to the other case conditions firing, which I didn't observe under normal coding (no changes). Theoretically, this shouldn't really happen with the change that I made... coincidence?

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#133 Taimon

Taimon
  • Member
  • 387 posts

Posted 08 May 2010 - 01:19 AM

Hey guys, just stopping by. :)
Great work Ascension64, keep them coming!

As long as you're looking into sounds, do you see anything in your reversing-analysis that could be causing this error?

ASSERTION FAILED!
File: ChDimm.cpp
Line: 7641

Exp: pBiffHeader->dwFileType != mmioFOURCC('B', 'I', 'F', 'C')

Msg: e:\test_fft\cd4\DATA\AREA1700.BIF: attempted to use compressed BIF from CD, check free hard drive space


Maybe I can help you out here: In my experience, this is almost always caused by ambients that are not in the current area bif.
When loading an area, the engine goes through the listed ambients and tries to load them. At this point, the current area bif has already been decompressed, so the loading code expects the bif to be uncompressed. But if you are referencing ambients that are not in this bif, you might see that error message.

#134 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 08 May 2010 - 01:34 AM

ASSERTION FAILED!
File: ChDimm.cpp
Line: 7641

Exp: pBiffHeader->dwFileType != mmioFOURCC('B', 'I', 'F', 'C')

Msg: e:\test_fft\cd4\DATA\AREA1700.BIF: attempted to use compressed BIF from CD, check free hard drive space

Maybe I can help you out here: In my experience, this is almost always caused by ambients that are not in the current area bif.
When loading an area, the engine goes through the listed ambients and tries to load them. At this point, the current area bif has already been decompressed, so the loading code expects the bif to be uncompressed. But if you are referencing ambients that are not in this bif, you might see that error message.

Aye, I came to the same conclusion in the other thread (seems to be private now):

I have this hunch about the compressed biff/ambient crash. I bet if we copy those ambient to the ys namespace (can use the same numbers just a different prefix) and plug those into the area instead, it'll solve the issue. I'm guessing (very wildly) that maybe if you enter one area that has data in a different area's biff that isn't decompressed, the game shits itself, because it only decompresses the biff that the area is in, expecting to find all the resources in the same biff. Just a hunch, mind you.

Good to have confirmation though. Still kind of wondering what happens if someone biffs their game and the areas end up in one biff and wavs in another... :unsure:

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


#135 Taimon

Taimon
  • Member
  • 387 posts

Posted 08 May 2010 - 04:53 AM

Well, standard biffing doesn't compress the bif, does it?
So this should be no problem.

#136 OverKilL.

OverKilL.
  • Member
  • 14 posts

Posted 31 May 2010 - 10:09 PM

TobEx: Throne of Bhaal Extender (Tue 01 Jun 2010 00:26:49)
Log initialised...
----------------------------------------------------------
[Tue 01 Jun 2010 00:26:49] ASSERTION FAILED! Return Addr: 0x98DBEE File: ChDimm.cpp Line: 628 Expression: g_pChitin->GetCurrentVideoMode() != NULL Message: Unable to Open BIF:DATA\BGTWAV.BIF

i'm just instaled bwp 9.1.5 tactics and TobExLoader gives me this messege...what can be done?

Edited by OverKilL., 31 May 2010 - 10:12 PM.


#137 OverKilL.

OverKilL.
  • Member
  • 14 posts

Posted 02 June 2010 - 05:34 AM

i'm reinsalled it again and again but it's not helped//

and this is no only in tobex, with bgmain the same problem appears

when i created a blank file bgtwav.bif in Data folder the game starts, but it wants a cd: 255))

and log changed to:
[Wed 02 Jun 2010 17:16:23] ---------------------Start Logging Session---------------------
[Wed 02 Jun 2010 17:16:23] ---------------------Start Logging Session---------------------
[Wed 02 Jun 2010 17:16:24] Assertion warning. Return Addr: 0x796F6E File: InfScreenStart.cpp Line: 2014 Expression: FALSE Message: (null)
[Wed 02 Jun 2010 17:16:30] ASSERTION FAILED! Return Addr: 0x98EA1E File: ChDimm.cpp Line: 834 Expression: FALSE Message: (null)
[Wed 02 Jun 2010 17:16:30] ASSERTION FAILED!File: ChDimm.cppLine: 834Exp: FALSEMsg: no msg.Run Debugger?
---
im using win7 x64 and instaling the bwp before and it was worked..but now puffff...

Edited by OverKilL., 02 June 2010 - 05:37 AM.


#138 Chevalier

Chevalier

    Knight of the Realms

  • Modder
  • 2405 posts

Posted 02 June 2010 - 05:24 PM

Can someone please clarify the questions below? Do we still need the A6 patches?

The A6CharmPatch and A6XPPatch are still fixed component, but they are include in TobEx (and in the default .ini)

I think
~SETUP-A6XPPATCH.TP2~ #0 #0 // Correct reporting of experience (EXE patch): 2
~SETUP-A6XPPATCH.TP2~ #0 #1 // Remove 110% scaling of some experience (EXE patch): 2
&
--CORRECT EXPERIENCE GAIN
are likely the same thing.

I am not sure that

~SETUP-A6CHARMPATCH.TP2~ #0 #0 // Enable conversations with charmed/dominated creatures (EXE patch): 3

&
--ENABLE SOUND FOR CHARMED/DOMINATED CREATURES
are the same? :unsure:

I Ride for the King!


a.k.a. Chev


#139 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 04 June 2010 - 05:19 PM

@OverKilL: Not sure what it could be. Your TobEx.log details help because it simply reports the error that BG2:ToB may or may not display. Do you actually have a Data\BGTWAV.BIF before you made a blank file? If not, maybe something went wrong with the biffing or it got deleted accidentally. Also, make sure your baldur.ini points to the correct directories for the CD paths, etc.

Don't use those components of TobEx with A6XPPatch and A6CharmPatch. The most recent beta update of TobEx renamed the Charm patch hack because I noticed it does more than just enable conversations (i.e. it also enables the entire charmed Cre soundset).

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#140 OverKilL.

OverKilL.
  • Member
  • 14 posts

Posted 07 June 2010 - 11:04 PM

@OverKilL: Not sure what it could be. Your TobEx.log details help because it simply reports the error that BG2:ToB may or may not display. Do you actually have a Data\BGTWAV.BIF before you made a blank file? If not, maybe something went wrong with the biffing or it got deleted accidentally. Also, make sure your baldur.ini points to the correct directories for the CD paths, etc.

Don't use those components of TobEx with A6XPPatch and A6CharmPatch. The most recent beta update of TobEx renamed the Charm patch hack because I noticed it does more than just enable conversations (i.e. it also enables the entire charmed Cre soundset).

it seems that bgt(1.09) is not installed at all due the error. an a override folder is not existed at the end of install(it present like a file with no extention)

part of log: ERROR: Sys_error("override/AREALINK.2DA: No such file or directory")
PLEASE post the contents of the file SETUP-BGT.DEBUG at http://forums.spellh...p?showforum=261

and in the end of debug file: NOT INSTALLED DUE TO ERRORS Baldur's Gate Trilogy - Core


===
ou and ye the all paths are corect..i have instaled bwp tactics before and all works..

Edited by OverKilL., 07 June 2010 - 11:24 PM.