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Cannot Get BG1 Animations to Work


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#1 -AdAstra-

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Posted 31 January 2010 - 07:22 PM

Please bear with me. I'm not what you might call "smart."

I currently have the Baldur's Gate Trilogy installed. I did complete installations and updates of BG1, TotSC, BG2 and ToB. I installed the BG2 fix and tweak packs, BGT and the BGT tweak pack. I made sure to save IA for last.

I opened the IA online Readme and downloaded the IA core and the IA Content 001: Base Content package. I extracted the contents of the core package to my BGT installation folder. I extracted the contents of the IA Content 001: Base Content package and copied the .BAM files under the Baldur's Gate I Character Animations folder directly to the "\infinityanimations\content" folder in my BGT installation folder. I ran setup-infinityanimations.exe and gave the commands to install everything that hadn't already been installed. After the program completed, I was informed that "Non-ANSI locale support" and "Infinity Animations" were successfully installed while other components ("Distinctive Genies," etc.) were skipped. No error messages occurred.

I started BGT and loaded a save file. There were no changes to any of the character animations. I started a new game and still no changes. I then copied the BG1 .BAM files to the "\infinityanimations\restore" folder, as it was mentioned in the Readme along with the content folder, ran setup-infinityanimations.exe, and there were still no changes. I then copied the BG1 .BAM files to the override folder, as I had seen it mentioned in one of the topics listed in this forums, ran setup-infinityanimations.exe, and there were still no changes.

Thanks in advance for any help.

#2 Jarno Mikkola

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Posted 31 January 2010 - 09:12 PM

You also need to change the .cre's animation reference after you install all the things... with Infinity Engine editor, like the ShadowKeeper, or the Near Infinity(the last answer will tell you how to install it as it's a bit complicated).

Edited by Jarno Mikkola, 01 February 2010 - 01:09 AM.

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#3 -AdAstra-

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Posted 01 February 2010 - 12:38 AM

Thanks for the reply! I'd appreciate it if you'd tolerate some more of my confusion.

What is the "last answer" you're referring to? In the thread you linked me to, there's no mention of .CRE animation references... unless I'm starting to go blind, heh. Now using the Near Infinity program gives me a list of folders to the left, with BAM and CRE being the two of interest, I'm assuming. Under the BAM folder, there are a great number of .BAM files, but none that came with the IA Content 001 package. How do I find the .BAM files I want to add? As I wrote before, I placed them in the "\infinityanimations\content" folder, like the Readme said to do.

Also, when I select a creature file under the CRE folder and click the Edit tab, I find a listing for "Animation" to the right, but the scroll box at the bottom doesn't seem to have any selectable items that, as far as I can tell, correspond to any .BAM files I can see.

#4 Jarno Mikkola

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Posted 01 February 2010 - 01:16 AM

Also, when I select a creature file under the CRE folder and click the Edit tab, I find a listing for "Animation" to the right, but the scroll box at the bottom doesn't seem to have any selectable items that, as far as I can tell, correspond to any .BAM files I can see.

Yeah, cause the game files(the .bams) are used with an animation reference according to a table that has .ids end. It's best if you look at the anisnd.ids file that came with the installer you downloaded, it's in InfinityAnimations_WeiDU_b2.rar, the .ids file is a text file that's easiest to open with Notepad. Now, as a general rule, what you are looking at the file, is this sort of thing: 0x6410 XHMC CGAMEANIMATIONTYPE_L_CLERIC_MALE_HUMAN
The first numbers tells you the animation reference hexa code that the editors use, the next four letters tell you the first 4 .bam letters, and the rest is the game name the animation can be referred to as. The BG1 animations are the ones that have the _L_ at the middle of the last name, cause the animations are replaced this way.

Sorry... ah, I mistyped the last bit, a bit on the first reply.

Edited by Jarno Mikkola, 01 February 2010 - 01:51 AM.

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#5 Miloch

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Posted 01 February 2010 - 07:09 AM

Note there are some issues with these (dual-wielding will crash the game) so no component currently patches them in for existing creatures. I suppose I could make a component that patches some onto CREs that won't have issues.

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#6 -AdAstra-

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Posted 01 February 2010 - 02:49 PM

Thanks again, Jarno. I'm getting a much better understanding of how this all works. Now Miloch's comment has me a little concerned. I've spent enough time and energy getting my current install almost the way I want it, and eventually I'll get to the point where I just want to play the damn thing! My reason for wanting to use BG1's animations is the fact that BG2's animations seem to use very annoying sprite mirroring. It's a bit of a suspension-of-disbelief breaker to see my character instantly swap his weapon and shield from one hand to another. I'm a little obsessive like that. There wouldn't happen to be a somewhat, well, easier way of changing that, would there?

#7 Miloch

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Posted 01 February 2010 - 03:29 PM

You can still use the animations, just don't dual wield <_<. Or use katanas or scimitars, which might crash too, since those animations weren't available in BG1 (scimitars used the longsword animation or something). But I haven't tested that, so it might work. If you do dual wield, then that wacky mirroring probably won't be as bothersome (unless you've got two totally different weapons).

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"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


#8 Miloch

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Posted 02 February 2010 - 04:00 PM

Weird. Scimitars crash these animations but not katanas. However, the katana appears like a straight longsword on the BG1 avatar whereas it's slightly curved on the BG2 avatar. It's curved on both paperdolls.

Also, dual wielding does not automatically crash the animations. If you equip the offhand weapon and then the main, it doesn't crash, but you can't *see* the second weapon (on either the avatar or the paperdoll). If you equip the main weapon then the offhand one, yes, that will crash.

So, I'm toying with a component that lets you install these animations for NPCs that don't have scimitars or dual wielding (either the actual weapons or proficiencies). There's about 5000+ such NPCs in a BWP game, so I might give the option to patch half at random like I've done for other components. I could also do the same for exported PCs. But as for joinable NPCs, would folks want separate components for *every* *bleedin'* *joinable* *NPC* or would a component that does either all valid ones (without dual wield or scimitars) or none suffice? Before you pick the former choice, keep in mind I not only have to code that tediousness but you'll have to sit through and answer it, unless you script install it. And then there's mod NPCs. Too bloody many of them...

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
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================================================================
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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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"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


#9 Chevalier

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Posted 02 February 2010 - 09:22 PM

I know you know this so much better than I do, but I had a thought. :unsure: I thought BG1+TotSC had scimitars (not dual wielding). So is there a difference with BG1 and BG1+TotSC animations? And would this cause the crash?

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#10 Hoppy

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Posted 02 February 2010 - 11:25 PM

I know you know this so much better than I do, but I had a thought. :unsure: I thought BG1+TotSC had scimitars (not dual wielding). So is there a difference with BG1 and BG1+TotSC animations? And would this cause the crash?


I think the scimitars in both BG1 and TotSC use the S1 animation which is the same as long swords but I don't have a vanilla BG1 install sans TotSC. I doubt that the expansion would have removed the scimitar displays in the TotSC.
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#11 Miloch

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Posted 03 February 2010 - 07:28 AM

those animations weren't available in BG1 (scimitars used the longsword animation or something)

<_<. This is fixable currently only by patching all scimitars to use the longsword animation (as they did in BG1) which isn't that great of a solution. I suppose we could also copy the BG2 scimitar animations to the BG1 versions but I doubt they'd match up without Erephine messing with them.

So no opinions on joinables then? Guess I'll go for the "all (most) or nothing" patch. As such, this should be installed after Level 1 NPCs so if you've messed with their proficiencies/weapons it will detect that.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
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#12 Jarno Mikkola

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Posted 03 February 2010 - 07:56 AM

<_<. This is fixable currently only by patching all scimitars to use the longsword animation (as they did in BG1) which isn't that great of a solution. I suppose we could also copy the BG2 scimitar animations to the BG1 versions but I doubt they'd match up without Erephine messing with them.

So why not copy the BG1 longsword animation to use as the BG1 scimitars?

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#13 Miloch

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Posted 03 February 2010 - 11:21 AM

So why not copy the BG1 longsword animation to use as the BG1 scimitars?

Check out the big brain on Jarno! :P Yeah, that works. They look like longswords obviously, but that's better than crashing. This has already been done apparently for the katana (S3) slot, which explains why those work and look like longswords. At least there's an existing scimitar inv.bam so they look like scimitars on your paperdolls.

Extract this to your /content folder and install them with the BG1 character animations and everything else. Or just copy them to your override if you've already installed and don't feel like reinstalling.

Edit: attachment removed, now included in base content.

I don't think there's an easy solution to the dual wielding problem, since the BG2 offhand animations wherever they are probably use totally different sequences/offsets, so they'll probably have to wait for some of Erephine's magic. For now, I'm just excluding every CRE with either the two weapon proficiency or having anything other than a shield (or nothing) in the offhand slot from being patched.

Edited by Miloch, 09 May 2010 - 05:32 PM.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
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================================================================
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"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


#14 SergIS

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Posted 10 March 2010 - 07:47 AM

I also have some problems with BG1 char animations so far. Hope you can help me.
So, I've installed infinity animations beta4, downloaded and extracted IA Base content (Baldur's Gate I Character Animations) into content folder. Then installed all options. Use NearInfinity, open save game and change all party members chr animation to L_XXXXXXXXX (L_ClericMaleElf, L_FighterFemaleElf ets.) When I load that saved game almost looks just fine. Almost but..
So now about problems:
1. If I install BG1 Character Animations for NPCs component then I can't even start new game - crash during loading screen of character creation(if load saved game - all fine). Reinstalling without that component resolve this issue.
2. If I select ANY L_Thief_XXXXXX animations for my party members - crash during loading that saved game.
3. All my mages avatars are *naked* (i.e looks like as wearing no robes or any armor). If I equip elven chain mail then paperdolls and avatars looks as they should (wearing robes). Well I use Nearinfinity and change _clck09 -_clck18 (from override folder) wearing appearance to chain mail and that suits me well.

All this issues happens in both EasyTuTu last version:

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~EASYTUTUDEGREENIFIER.TP2~ #0 #0 // EasyTutu Degreenifier
~SETUP-TUTUFIX.TP2~ #0 #2 // Restored BG1 Loadscreens
~SETUP-TUTUFIX.TP2~ #0 #3 // BG2 Ammo Stacks
~SETUP-TUTUFIX.TP2~ #0 #5 // BG1 Summoning Spells
~SETUP-TUTUSOUNDS.TP2~ #0 #0 // Casting Sounds -> Restored BG1 Casting Sounds And Special Effects
~SETUP-TUTUSOUNDS.TP2~ #0 #2 // Restored BG1 Combat Sounds
~1PP/1PP.TP2~ #0 #0 // 1PP: Everything but Potions
~1PP/1PP.TP2~ #0 #1 // New Potion Graphics
~SETUP-TUTUGUIFONT.TP2~ #0 #0 // Baldurs Gate fonts for TutuGUI
~SETUP-XPMOD.TP2~ #0 #9 // Locks, Traps and Spells XP Reduction -> Reduce to 10%
~SETUP-XPMOD.TP2~ #0 #10 // No XP for learning spells
~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #0 // Baldurs Gate I GUI for Tutu, SoA/ToB, or BGT
~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #1 // Support for The Biggs widescreen mod
~1PP_QS_COLOUR/SETUP-1PP_QS_COLOUR.TP2~ #0 #0 // 1PP: Colourable Quarterstaves core
~1PP_QS_COLOUR/SETUP-1PP_QS_COLOUR.TP2~ #0 #1 // 1PP: Colourable Quarterstaves core item patches
~1PP_QS_COLOUR/SETUP-1PP_QS_COLOUR.TP2~ #0 #2 // 1PP: Colourable Quarterstaves mod item patches
~1PP_QS_COLOUR/SETUP-1PP_QS_COLOUR.TP2~ #0 #3 // 1PP: Fix buckler items if d1.legacy is installed
~SETUP-SCS.TP2~ #0 #30 // Correct various errors on race, class etc: v12
~SETUP-SCS.TP2~ #0 #3030 // Allow NPC pairs to separate: v12
~SETUP-SCS.TP2~ #0 #3040 // NPCs go to inns: v12
~SETUP-SCS.TP2~ #0 #4010 // Remove blur effect from displacer cloak: v12
~1PP_EXT_PAL/1PP_EXT_PAL.TP2~ #0 #0 // 1PP: Extended palette entries
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #0 // Infinity Animations: Beta 4
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9000 // Fix Area Creature References: Beta 4
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9510 // BG1 Character Animations for PCs -> Prompt for problematic PCs: Beta 4


and Clear Baldur's Gate ToB (BG2ToBv2.5.26498):

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-BD-TOB.TP2~ #0 #0 // Baldurdash Fix Pack for ToB, v1.5 WeiDU
~SETUP-BD-TOB.TP2~ #0 #1 // Textupdatepack -> Baldurdash English Text Update Pack for ToB, v1.4 WeiDU
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #0 // Infinity Animations: Beta 4
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9000 // Fix Area Creature References: Beta 4
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9510 // BG1 Character Animations for PCs -> Prompt for problematic PCs: Beta 4


Well in that state of my install I finished 3 last Durlag's Tower Levels enjoying new *old good* BG1 avatars of my crew.
I finished Durlag's Tower and traveled to High Hedge. Upon entering Thalantir's shop game crashed... After returning to Ulgoth's Beard and defeating cultists welcome party game crashed again... So I wasn't able to continue my game and was forced to uninstall this in all senses astounding mod :(

I'll be very grateful for any thoughts about that :)

#15 Miloch

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Posted 10 March 2010 - 10:14 AM

Upon entering Thalantir's shop game crashed... After returning to Ulgoth's Beard and defeating cultists welcome party game crashed again... So I wasn't able to continue my game and was forced to uninstall this in all senses astounding mod :(

Well first of all, is your non-unicode codepage set to a non-Western European language? If so, that's a known issue, with known workarounds (see here for example).

If not, then I would start troubleshooting this by *not* messing with your saved games manually as you've done. Rather, uninstall the Animations for PCs component (the last one) and start a new game, making PCs of different types (thief, cleric, etc.) and Export them. Main stipulation is make sure none of them dual-wield, and if you're using scimitars, get the bg1scims files earlier in this thread and put them in your override folder (unless you want to reinstall the whole IA mod, in which case put them in its content folder). Then install the Animations for PCs component again, assigning the new animations to the PCs you've created. Then start new games by Importing those PCs. If there are still issues, then we can narrow down exactly which animations are problematic, though it may take someone like Erephine to look at stuff like missing animation/armour sequences etc.

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Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
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================================================================
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


#16 SergIS

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Posted 10 March 2010 - 01:06 PM

Thanks for reply, Miloch.
Yep, my non-unicode codepage sets to 1251 (Russian). So I used Microsoft AppLocale for setup-infinityanimations and BGMain.exe to use English. I've done all that you suggest and discovered that imported chars ClericMage, FigtherThief, ClericThief and Mage all work just fine (except that mages avatars still *naked* while wearing robes. only their belt and shoes colors change while wearing different robes). Also entering Thalantir's shop don't crush my game anymore. And only pure Thief & Mage/Thief chars (both use thief animation) crush game while importing them. So I think that problem somehow resides in Thief animation (all working PCs use cleric, figher and mage avatars, even multi Fighter(Cleric)/Thiefs). Installing BG1 animations for NPC (1st option - 25%) also crush game upon starting new game(I think because of Imoen's thief avatar in Candlekeep).

Edited by SergIS, 10 March 2010 - 01:20 PM.


#17 Miloch

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Posted 10 March 2010 - 03:17 PM

mages avatars still *naked* while wearing robes. only their belt and shoes colors change while wearing different robes

:huh:

So I think that problem somehow resides in Thief animation (all working PCs use cleric, figher and mage avatars, even multi Fighter(Cleric)/Thiefs). Installing BG1 animations for NPC (1st option - 25%) also crush game upon starting new game(I think because of Imoen's thief avatar in Candlekeep).

Hmm, ok. Can you see if it happens with both male and female thieves, thieves of different races (human, elf, halfling) and also unarmoured thieves as well as armoured ones. As far as I can tell, the thief graphics are there and we use the right numbers for them, but they appear to have only 2 animation/armour series, whereas fighter, cleric and even mages have 4. I don't have all the content installed currently though, so I can't test it quickly.

Oh, you could also try installing 1PP's Thief Animations mod (before IA or it will not work, because IA patches the .exe and 1PP Thieves won't recognise it). That may or may not help (might not help for BG1 animations, only BG2 ones).

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


#18 SergIS

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Posted 11 March 2010 - 12:43 AM

Well, here are my new current starting install:

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~EASYTUTUDEGREENIFIER.TP2~ #0 #0 // EasyTutu Degreenifier
~SETUP-TUTUFIX.TP2~ #0 #2 // Restored BG1 Loadscreens
~SETUP-TUTUFIX.TP2~ #0 #3 // BG2 Ammo Stacks
~SETUP-TUTUFIX.TP2~ #0 #5 // BG1 Summoning Spells
~SETUP-TUTUSOUNDS.TP2~ #0 #0 // Casting Sounds -> Restored BG1 Casting Sounds And Special Effects
~SETUP-TUTUSOUNDS.TP2~ #0 #2 // Restored BG1 Combat Sounds
~1PP/1PP.TP2~ #0 #0 // 1PP: Everything but Potions
~1PP/1PP.TP2~ #0 #1 // New Potion Graphics
~SETUP-TUTUGUIFONT.TP2~ #0 #0 // Baldurs Gate fonts for TutuGUI
~SETUP-XPMOD.TP2~ #0 #9 // Locks, Traps and Spells XP Reduction -> Reduce to 10%
~SETUP-XPMOD.TP2~ #0 #10 // No XP for learning spells
~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #0 // Baldurs Gate I GUI for Tutu, SoA/ToB, or BGT
~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #1 // Support for The Biggs widescreen mod
~1PP_QS_COLOUR/SETUP-1PP_QS_COLOUR.TP2~ #0 #0 // 1PP: Colourable Quarterstaves core
~1PP_QS_COLOUR/SETUP-1PP_QS_COLOUR.TP2~ #0 #1 // 1PP: Colourable Quarterstaves core item patches
~1PP_QS_COLOUR/SETUP-1PP_QS_COLOUR.TP2~ #0 #2 // 1PP: Colourable Quarterstaves mod item patches
~1PP_QS_COLOUR/SETUP-1PP_QS_COLOUR.TP2~ #0 #3 // 1PP: Fix buckler items if d1.legacy is installed
~SETUP-SCS.TP2~ #0 #30 // Correct various errors on race, class etc: v12
~SETUP-SCS.TP2~ #0 #3030 // Allow NPC pairs to separate: v12
~SETUP-SCS.TP2~ #0 #3040 // NPCs go to inns: v12
~SETUP-SCS.TP2~ #0 #4010 // Remove blur effect from displacer cloak: v12
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v12
~1PP_FEMALE_DWARVES/SETUP-1PP_FEMALE_DWARVES.TP2~ #0 #0 // Separate Avatars for Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II
~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #1 // 1ppv3: Unique Thief Avatars (patch) -> BGII - Unique Thief Avatars (patch)
~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #2 // 1ppv3: Unique Thief Avatars (content)
~1PP_EXT_PAL/1PP_EXT_PAL.TP2~ #0 #0 // 1PP: Extended palette entries
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #0 // Infinity Animations: Beta 4
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9000 // Fix Area Creature References: Beta 4


I've created Human, Elf, Gnome, Halfling Male/Female Thiefs. All of them crash the game to desktop without any messages immediately after selecting their chars for import and pressing Done. Only Human Male Thief char allowed import him, check his Appearance and Name, but after I press Accept to start game - crash with this error: An Assertion failed in ChVidImage3d.cpp at line number 899

#19 Jarno Mikkola

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Posted 11 March 2010 - 01:29 AM

An Assertion failed in ChVidImage3d.cpp at line number 899

Remove the equipment from the character totally... before you make the chance of the avatar. You most likely have an item equipped that doesn't have a proper animation/avatar picture match, so the game crashes with that error, and in this case it can be anything... you should investigate what it is.

Off-hand weapon is known to cause this by default, as is the scimitars(if the installer has not been updated, yet)... as Miloch just said, but there can be others, so you should try to equip everything one at a time.

Edited by Jarno Mikkola, 11 March 2010 - 01:34 AM.

Deactivated account. The user today is known as The Imp.


#20 SergIS

SergIS
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Posted 11 March 2010 - 01:49 AM

An Assertion failed in ChVidImage3d.cpp at line number 899

Remove the equipment from the character totally... before you make the chance of the avatar. You most likely have an item equipped that doesn't have a proper animation/avatar picture match, so the game crashes with that error, and in this case it can be anything... you should investigate what it is.

Off-hand weapon is known to cause this by default, as is the scimitars(if the installer has not been updated, yet)... as Miloch just said, but there can be others, so you should try to equip everything one at a time.


I have *not* ANY equipment in this chars :) I've done everything as Miloch suggested:
1. Uninstall BG1 Char Animation component (you can see this in my weidu.log)
2. Start New Game and created all those chars (weapon prof - quarterstaff & swort bow). And Export them immediately after game starts (so they have only default quarterstaff in their inventory)
3. Installed BG1 Char Animation component and patched those exported chars one by one.
4. Start New Game and tried to Import all those chars.
5. Crash...

Edited by SergIS, 11 March 2010 - 01:56 AM.