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Freeze AR0204 and problem in Guarded Compound


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#1 ButtGoat

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Posted 23 February 2010 - 08:41 AM

Hello again
Sorry for almost spamming the topic, but this is, so I think, a problem unrelated to my previous thread. Sorry if there is already a similar thread, but the search function only ever tells me that there's something wrong with the database?

To the point:
1. My game freezes when I try to enter AR0204, the lower reaches of the sewers in the Cult of The Eyeless quest. It freezes when the area has fully loaded but on the loading screen, just before I would normally be seeing the area. I am unable to take a screenshot of it, unfortunately. I have to shut BGmain.exe down from the Task Manager.
2. On entering the Guarded Compound AR0906, I meet the two inhabitants, and Sion stays to fight me. Problem is, he won't die. He just goes to "Near Death" and refuses to die, even though he has no more spells and just stands around. This I have a screenshot of. When I go to the second floor AR0907, he is there with the rest of the gang, ready to take me on. This isn't a big problem, as I can kill him on the upper floor. Just annoying that a "Near Death", immortal clone is standing around on the 1st floor.

I'll upload Weidu.log and Baldur.err (if this helps? It's converted to .txt...)
I had Aurora's Boots installed earlier, but uninstalled it.

Cheers :-)

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#2 Miloch

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Posted 23 February 2010 - 01:33 PM

1. My game freezes when I try to enter AR0204, the lower reaches of the sewers in the Cult of The Eyeless quest. It freezes when the area has fully loaded but on the loading screen, just before I would normally be seeing the area. I am unable to take a screenshot of it, unfortunately. I have to shut BGmain.exe down from the Task Manager.

Your baldur.err message indicates this is caused by a creature previously added to the area that is now not there. I don't mean a dead one - I mean the creature does not exist. Try doing change-logs on your ar0204.are and ar0204.bcs files (see the pinned FAQ in the megamod forum) and/or attach them here.

2. On entering the Guarded Compound AR0906, I meet the two inhabitants, and Sion stays to fight me. Problem is, he won't die. He just goes to "Near Death" and refuses to die, even though he has no more spells and just stands around. This I have a screenshot of. When I go to the second floor AR0907, he is there with the rest of the gang, ready to take me on. This isn't a big problem, as I can kill him on the upper floor. Just annoying that a "Near Death", immortal clone is standing around on the 1st floor.

This is most likely the result of his minhp1.itm not being removed properly. The first block in his hlsion.bcs script should nuke it, so maybe something's messed with it. Also do change-logs/attachments for hlsion.cre and hlsion.bcs. Decompile the .bcs files to .baf files with an editor (such as Near Infinity or DLTCEP) so folks can read them better.

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#3 ButtGoat

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Posted 25 February 2010 - 07:33 AM

Ok, here are the changelogs:

AR0204
Mods affecting AR0204.ARE:
00000: /* from game biffs */ ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 0 // BG2 Fixpack - Core Fixes

Mods affecting AR0204.BCS:
00000: /* from game biffs */ ~TELEPORT/TELEPORT.TP2~ 1 0 // Teleport spell for BG2:SoA
00001: ~TELEPORT/TELEPORT.TP2~ 1 1 // Teleport spell for BG2:ToB
00002: ~SETUP-NEH'TANIEL.TP2~ 0 0 // Neh'taniel NPC Mod

*bangs head into wall* - Changelogging is a nifty thing to be acquainted with. I uninstalled the Neh'thaniel mod, problem solved. Though I would have like the mod to work; do you have any explanation as to why it doesn't? :-)

Sion
Mods affecting HLSION.CRE:
00000: /* from game biffs */ ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 0 // BG2 Fixpack - Core Fixes
00001: ~SETUP-TACTICS.TP2~ 0 6 // Improved Guarded Compound in the Temple District
00002: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ 0 3011 // For Non-Party-Joinable NPCs Only

Mods affecting HLSION.BCS:
00000: /* from game biffs */ ~SETUP-TACTICS.TP2~ 0 6 // Improved Guarded Compound in the Temple District

I've attach the .BAF file
I would try and fix the minhp, but I don't know what it's supposed to say, need help :-)

Attached Files



#4 Setharnas

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Posted 25 February 2010 - 09:55 AM

*I uninstalled the Neh'thaniel mod, problem solved. Though I would have like the mod to work; do you have any explanation as to why it doesn't? :-)

Most likely because it was never finished and left in a buggy state. Kitanna over at The Chosen of Mystra has generously taken over the mod and, except for a very understandable delay, seems to be close to a fixed and updated release.

#5 Kitanna

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Posted 25 February 2010 - 07:27 PM

I'm sorry to hear about the problems you're having. I've looked over all the files in question and can honestly say, I can't find a reason why this would be happening. The only thing I can tell you is this... I will be releasing the new version sometime tomorrow... Saturday at the very latest. Check Neht's forum here http://forums.chosen...php?board=103.0 for the announcement and download link once I have them posted. :)
Neh'taniel NPC Mod

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Navarra NPC Mod - In progress

#6 ButtGoat

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Posted 26 February 2010 - 06:05 AM

@Setharnas
Thanks for explaining :-)

@Kitanna
Awesome! Thank you.

I'm still looking for some help to fix for invincible Sion though.
And I am also experiencing a "has nothing to say to you" bug with Guardian Telwyn in the Temple of Helm AR0902, as discussed in this thread. As far as I could see, no solution was ever offered, as setting the globals did not work.

EDIT: Even though I originally got the quest from the Helm priest, I completed it with the Lathander followers. I suspect one of my mods like no stronghold restrictions were causing the problem (my alignment is NG). Sorry for bothering you guys :-)

Here are changelogs:

Mods affecting AR0901.BCS:
00000: /* from game biffs */ ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 0 // BG2 Fixpack - Core Fixes
00001: ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 3 // BETA Core Fixes (please check the readme!)
00002: ~TELEPORT/TELEPORT.TP2~ 1 0 // Teleport spell for BG2:SoA
00003: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ 0 1160 // No Restrictions (Baldurdash)

Mods affecting AR0901.ARE:
00000: /* from game biffs */ ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 0 // BG2 Fixpack - Core Fixes

Mods affecting SCTELWYN.CRE:
00000: /* from game biffs */ ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 113 // Additional Alignment Fixes

Mods affecting SCTELWYN.DLG:
00000: /* from game biffs */ ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 0 // BG2 Fixpack - Core Fixes

I have no idea what to do about this.

Edited by ButtGoat, 26 February 2010 - 07:29 AM.


#7 Miloch

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Posted 27 February 2010 - 02:13 PM

I'm still looking for some help to fix for invincible Sion though.

Like I said, the first block in that script should be nuking the minhp1 item:
IF
	HasItem("MINHP1",Myself) // No such index
	AreaCheck("AR0907")
THEN
	RESPONSE #100
		DestroyItem("MINHP1") // No such index
		Continue()
END
The only was this wouldn't fire is if he's not in ar0907.are *or* possibly if a higher-level script is hanging it up, meaning this entire script wouldn't fire at all. To check that, you'd look at his .cre file in an editor and look at or attach those other scripts if there are any.

As for Telwyn, the only thing affecting his dialogue is the fixpack. You've installed the ToB patch v26498 right?

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


#8 -Guest-

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Posted 27 February 2010 - 10:41 PM

The only was this wouldn't fire is if he's not in ar0907.are

He's not (the OP is still downstairs).

He shouldn't ever "stays to fight me," though (and he's appropriately invincible because of it). Both him and Ketta are intended to leave after the dialogue.

#9 ButtGoat

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Posted 28 February 2010 - 04:15 AM

The only was this wouldn't fire is if he's not in ar0907.are

He's not (the OP is still downstairs).

He shouldn't ever "stays to fight me," though (and he's appropriately invincible because of it). Both him and Ketta are intended to leave after the dialogue.


I guessed as much :-) I'll just leave him be then. Out of sight, out of mind.
Thanks all!