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SoA playthrough bug summary (Tactics version)


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#1 Calliea

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Posted 07 March 2010 - 04:02 AM

Oooookay... So I *almost* went through SoA part. So, I'm going to to give here a fresh-from-memory bugs summary, of those that didn't really break my game but maybe someone will feel like looking into them [and I'll get to the *almost* part in a moment]:

1. Duergar enlargement crashes the game. Can be overgone with ctrl-y on them as soon as their "circles" get big. There's no animation for them whatsoever. As I recall, they should look like giants.

2. Fine items have no icons. That's basically not a problem at all, I just never picked them up (who needs them in SoA anyway?) but it's a cosmetic issue that could be easy to find and prevent giving off the impression of a less buggy game.

3. I couldn't get the game running right with leaving the default SCS AI - monsters weren't attacking, but they behaved fine on BP AI (mostly, from time to time someone was acting weirdly, for example running around doing nothing, but it was really rare and almost unnoticeable).

4. Funny, minor bug appears when trying to leave Promenade - the only destination is Gate Disctrict, and only from there could I reach, for example, Slums. Travelling to Promenade from within the city takes 20 hours.

5. I've happened to bump into two encounters-ambushes that looked as if a cutscene was about to begin, but then nothing happened, and I could simply walk away. No enemies, no nothing.

6. There seem to be some issues with the Neh'taniel mod, and as far as Kitanna is working on it, I suspect something else may be preventing the graveyard scenes from working correctly after encounter with Bodhi, as it seems to work on her installation.

7. During the fight with Bodhi I happened to have my screen thrown onto the Graveyard district. Happened twice, then it didn't. No rule, somehow random, yet peculiar.

8. I've changed Imoen's class to mage/cleri (via lvl1NPCs) and sometimes her spells wouldn't work - restoration and cure disease, as far as I've noticed, but only on herself. Then again, I think I've tried having Viconia cast them as well and they just didn't work on Imoen. Not a big deal though, ctrl-r fixes the issue, but the issue persists.

9. De'Arnise keep was first called like some random line from a conversation and later a "Blue potion bag" or something. I haven't been through that quest this time, but I've travelled to the location and it seemed okay, so if the problem is just the name, it sure is fine.

10. Imnesvale sure seems to have some trouble. When I came back from the Amaunator's temple, the cutscene was fine and the Mayor talked to me and all, but then:
- I couldn't move mayor or his wife even though they became "green" as in controllable. I doubt they're THAT fat.
- Only one mage came to fight (boy, was he vicious) and there were no troops, portrals or sons.
- A weird thing happens then - there comes a constant flash of spells (invisibility animation) and I'm spammed with messages "Spawn 1 - invisibility", same for spawn 2, 3 and I think 4

11. Annoying bug, but once again, liveable - in Spellhold (Improved Asylum installed [gods these Noble Umber Hulks gave me a pain! I was around 12 lvl at a time]) there's this party with optional fight of sorts - and there's that mage. I remember last time he was talking to me some, but this time he got looped in some terrible contingency/sequencer casting some 10 spells on his every second. I couldn't talk to him as he kept being invisible and I couldn't dispell that invisbility either. I couldn't even ctrl-y him so he would stop spamming my message window. Attacking with fireballs and stuff did nothing either, and his teammates had naught to say.

12. Another wierd and annoying thing - some weapons bug the game making it crash upon equip. I cannot pinpoint you the respective items, as they seem to be completely random. Once a simple scimitar+3 got bugged, although usually those were the items most assuredly coming from mods and they were broken to begin with. I don't remember the items (my bad, I didn't write it down), but I know that there was something that had 2% chance of disintegration upon hit, I think. Maybe something will come to mind.

13. Gods, is Arkvisti the Wanderer annoying and unclimatic! I'm sorry, but he appears in places like Brynnlaw? And some other completely illogical ones. And he always starts a conversation with me least I ctrl-y him. Not a bug, but definitely an annoyance and I must see what mod he comes from to avoid it in the future.

14. Another thing - I've had Aerie in my party for a while. Setting her an AI script other than some simple one like Ease of Use AI made the game crash on returning to the game screen/turning on the AI lamp, provided it was off.

15. Irenicus in Spellhold was surprisingly easy. As in I ate him for breakfast and he didn't even summon clones.

16. Force-talking to Bodhi at first encounter, when she is appearing, makes her immediately not summon any guards and as soon as the talk is done, she starts the "you won, ciao" one and leaves, even if still uninjured. Easily overgone by simply letting her begin the talk instead.

19. Some quests don't get moved to the "finished" category upon finishing. I can give some names, if need be. Definitely a very minor issue.

20. Saguahin city - should there be sooo many hostile ones before I complete any quest? I basically ran the entire thing on invisibility as I just couldn't remember how it was in the basic game (really not a fan of Seamon :D) and was afraid to kill them in case I would set off some slaughter and make it impossible to finish their quests...

21. Now that I think of it, the Wild Mage from wild mage additions never spawned. And I haven't seen Mprolla the Spammer either and I wanted to see his lines :lol:

22. There was a need to add two files into override directory, dw#duwar.cre and dw#duarc.cre or else the game was crashing at startup. No matter how many installs I've made, with or without Infinity Animations, Check the Bodies or some other fishy mods (by all means, I love IA, but it did give me some errors upon installs at first so in my head it sits in the fishy category still).

23. Some abilities are missing - like greater whirlwind attack - for some classes (mage/thief/fighter, for example). I suppose it could be a fault of some mod which adds additional ones. But there's still place for a few more so I don't understand why would they be gone...

---MAJOR BITC..BUGS---

17. In Hell, there's that goddamn difficult fight I probably wouldn't win atm (no mage in my part has even a lvl 7 spells, but that's what happens when I want to know what happens in romance mod next   :doh: ) but being unwinnable for my party isn't an issue. I actually tried to ctrl-y them to just move to ToB and then go back to SoA areas and just frolick around [with intention of going back to Irenicus next playthrough around when I'm less curious and more patient, really!] and then a cutscene starts, party is healed or something and nothing happens. No second part of the fight begins.
---> !I checked just for the heck of it and you know what? Wheels of Prophecy uninstalled remedied this issue as well! What the hell  :lol: I hooope the dialogues won't go awry as they sometimes do when uninstalling a mod and using old save game.

18. I thought "ah the hell with it" and tried to import the save to ToB. Unfortunately, I get stuck with the faces. They speak their lines, and then upon "Farewell" or "I shall talk to the others" nothing happens. It just shows the face with flaming eyes for all eternity. I've checked my WeiDU log in hopes I had both Wheels and ToB Revised installed, but it seems that in end I didn't install ToBR at all.
--> It's for certain a Wheels of Prophecy problem, that I know now as it's gone after uninstalling that mod. But I'd rather not do that, so if you could help me, please?

-:-:-:-

If I'll remember anything else, I'll edit this post. As I said, first points are liveable and I just point them out in case someone felt like looking into matters and fixing them/yelling at me for my fail   :rolleyes:

I had removed Check the Bodies from my install in fear of stutter. Hopefully it all still belongs to this forum, seeing as it was made with BWP installer.

Attached Files


Edited by Calliea, 13 March 2010 - 02:25 AM.

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#2 Hoppy

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Posted 07 March 2010 - 03:52 PM

I had removed Check the Bodies from my install in fear of stutter. Hopefully it all still belongs to this forum, seeing as it was made with BWP installer.


Never had a problem with this one and I added a lot of the fixes for 1.12. Anything that would cause a major stutter in CtB would be some incompatibility not yet discovered.

1.
Duergar enlargement crashes the game. Can be overgone with ctrl-y on them as soon as their "circles" get big. There's no animation for them whatsoever. As I recall, they should look like giants.


Their script needs to be changed to reflect the new animation slot.

2. Fine items have no icons. That's basically not a problem at all, I just never picked them up (who needs them in SoA anyway?) but it's a cosmetic issue that could be easy to find and prevent giving off the impression of a less buggy game.


Is that the SCS2 component?

4. Funny, minor bug appears when trying to leave Promenade - the only destination is Gate Disctrict, and only from there could I reach, for example, Slums. Travelling to Promenade from within the city takes 20 hours.


A serious worldmap screwup and I have read someone else had that trouble but I don't think it would be the Worldmap mod alone causing the problem.

7. During the fight with Bodhi I happened to have my screen thrown onto the Graveyard district. Happened twice, then it didn't. No rule, somehow random, yet peculiar.


Did it show creatures doing something. I had heard about something similar with the Neh'taniel mod. Maybe a fix was introduced but not perfected.

9. De'Arnise keep was first called like some random line from a conversation and later a "Blue potion bag" or something. I haven't been through that quest this time, but I've travelled to the location and it seemed okay, so if the problem is just the name, it sure is fine.


Minor dialog.tlk annoyance and something didn't patch right. The two different names come from two different destinations on the worldmap, before Torgal and after (restoration). Not a worldmap mod issue though.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
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"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#3 Calliea

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Posted 08 March 2010 - 01:29 PM

Hm, next time then, I shall give CtB a try. I've heard that TS is much better, but I don't want Yoshimo and Kachiko in my party... Especially not Kachiko, I'm not much for custom NPCs.

2. I have no idea. It may as well be? Seeing that SCS AI doesn't work I don't see a reason why more things couldn't go bad. As always :lol:

4. Wouldn't call it that serious. Easily ignorable, doesn't even make me use any codes and that's really nice of a bug. But if someone else has encountered it, maybe it can be fixed.

7. No, nothing showed. It was all under the "war-fog", if I may use such a HoMM term in this case.

9. Actually no. I haven't done that quest :D The name changed after reinstall. It doesn't bother me, really, as long as it's not NPC's name that's screwed up. Then it becomes an issue - happened with Aurora, I couldn't see anything she was saying, but I think it's because I uninstalled Wheels of Prophecy and used an old save game. 99% certain. But I'd rather not talk to her than start everything anew.
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#4 Jarno Mikkola

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Posted 08 March 2010 - 01:40 PM

9. Actually no. I haven't done that quest :D The name changed after reinstall. It doesn't bother me, really, as long as it's not NPC's name that's screwed up. Then it becomes an issue - happened with Aurora, I couldn't see anything she was saying, but I think it's because I uninstalled Wheels of Prophecy and used an old save game. 99% certain. But I'd rather not talk to her than start everything anew.

You really should always start a new game when you go and install or uninstall a mod, cause you'll have a lot of those issues if you do not... that's the only way to avoid them. Of course if you don't mind them, then you shouldn't report them as they are not the install programs fault, it's yours. :P

"war-fog"

That's the 'Fog of war' in English.

Yeah, this sounds like a jerks talk, so let's end it here. :)

Edited by Jarno Mikkola, 08 March 2010 - 01:43 PM.

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#5 Calliea

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Posted 08 March 2010 - 01:44 PM

9. Actually no. I haven't done that quest :D The name changed after reinstall. It doesn't bother me, really, as long as it's not NPC's name that's screwed up. Then it becomes an issue - happened with Aurora, I couldn't see anything she was saying, but I think it's because I uninstalled Wheels of Prophecy and used an old save game. 99% certain. But I'd rather not talk to her than start everything anew.

You really should always start a new game when you go and install or uninstall a mod, cause you'll have a lot of those issues if you do not... that's the only way to avoid them. Of course if you don't mind them, then you shouldn't report them as they are not the install programs fault, it's yours. :P


Hey! Those with de'Arnise keep were after FRESH game starts! The one with Aurora I haven't reported when I know it's my fault! :P

Ye, ye war-fog, fog of war, you got what I meant so :whistling:

Edited by Calliea, 08 March 2010 - 01:44 PM.

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#6 Fouinto

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Posted 08 March 2010 - 01:49 PM

4. Funny, minor bug appears when trying to leave Promenade - the only destination is Gate Disctrict, and only from there could I reach, for example, Slums. Travelling to Promenade from within the city takes 20 hours.

A serious worldmap screwup and I have read someone else had that trouble but I don't think it would be the Worldmap mod alone causing the problem.

About the 20 hours to get to the Promenade I've read somewhere that Region of Terror was the "responsible" but I don't remember who said that (nor where it was).

#7 Calliea

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Posted 08 March 2010 - 01:56 PM

@Fouinto

Well then, one less culprit, as I don't have RoT installed :)
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#8 Fouinto

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Posted 08 March 2010 - 02:09 PM

@Fouinto
Well then, one less culprit, as I don't have RoT installed :)

How funny :woot: , I was currently looking for a confirmation in my previous megamod testing (before knowing BWP) and the only time I had this "problem" was the time I have added RoT to my megamod :lol: and I was sure having reading that somewhere :angry: .
I have to admit that most mods were updated with new versions between my two megamod attempts :doh: . So this must be another mod.

#9 Hoppy

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Posted 08 March 2010 - 02:16 PM


@Fouinto
Well then, one less culprit, as I don't have RoT installed :)

How funny :woot: , I was currently looking for a confirmation in my previous megamod testing (before knowing BWP) and the only time I had this "problem" was the time I have added RoT to my megamod :lol: and I was sure having reading that somewhere :angry: .
I have to admit that most mods were updated with new versions between my two megamod attempts :doh: . So this must be another mod.


never had the problem with RoT and the worldmap. Something else is involved.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#10 Miloch

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Posted 10 March 2010 - 07:50 AM

1. Duergar enlargement crashes the game. Can be overgone with ctrl-y on them as soon as their "circles" get big. There's no animation for them whatsoever. As I recall, they should look like giants.

I asked before but not sure if I got an answer. Which mod is this from?

2. Fine items have no icons. That's basically not a problem at all, I just never picked them up (who needs them in SoA anyway?) but it's a cosmetic issue that could be easy to find and prevent giving off the impression of a less buggy game.

And which mod were these from, SCS?

5. I've happened to bump into two encounters-ambushes that looked as if a cutscene was about to begin, but then nothing happened, and I could simply walk away. No enemies, no nothing.

This is a bit vague to troubleshoot, unless you can pin down at least which areas were affected, and preferably which creatures.

8. I've changed Imoen's class to mage/cleri (via lvl1NPCs) and sometimes her spells wouldn't work - restoration and cure disease, as far as I've noticed, but only on herself. Then again, I think I've tried having Viconia cast them as well and they just didn't work on Imoen. Not a big deal though, ctrl-r fixes the issue, but the issue persists.

Ctrl-R doesn't "fix" it if the issue persists (plus it's not much of a "fix" to use the console for something). All I can think of is maybe some mod gives Imoen protection from necromancy or clerical spells or whatever. Might want to export one of her CRE files from NI or DLTCEP and attach it (imoen10.cre or whatever). Maybe do some --change-logs too, as detailed in the pinned megamod FAQ.

Edit: some *item* could give her such protection too, so you could try stripping all her gear off and then try casting on her (do this before the other stuff).

12. Another wierd and annoying thing - some weapons bug the game making it crash upon equip. I cannot pinpoint you the respective items, as they seem to be completely random. Once a simple scimitar+3 got bugged, although usually those were the items most assuredly coming from mods and they were broken to begin with. I don't remember the items (my bad, I didn't write it down), but I know that there was something that had 2% chance of disintegration upon hit, I think. Maybe something will come to mind.

Again, this is kind of vague unless you do have actual item names. Also, if you installed either of the Infinity Animations components for BG1 animations (your WeiDU.log will tell you), this can happen when dual wielding etc. The readme has mad bad warnings against doing that.

13. Gods, is Arkvisti the Wanderer annoying and unclimatic! I'm sorry, but he appears in places like Brynnlaw? And some other completely illogical ones. And he always starts a conversation with me least I ctrl-y him. Not a bug, but definitely an annoyance and I must see what mod he comes from to avoid it in the future.

MunchMod - don't use it.

22. There was a need to add two files into override directory, dw#duwar.cre and dw#duarc.cre or else the game was crashing at startup. No matter how many installs I've made, with or without Infinity Animations, Check the Bodies or some other fishy mods (by all means, I love IA, but it did give me some errors upon installs at first so in my head it sits in the fishy category still).

Those CREs are from SCS2. If you installed *without* IA (and started a new game, as you always should when changing mods) and they still cause issues, then obviously that's not the problem. The only thing "fishy" about IA, as I recall, is either you did not install the main component or you used an older version.

A lot of the other stuff has to be narrowed down to exact mods that cause the issues. BWP isn't a mod per se, but a collection of mods, all of which have their own authors, so they have a better chance of getting fixed if they're reported in the respective individual mod forums.

Edited by Miloch, 10 March 2010 - 07:52 AM.

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#11 AndrewB

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Posted 10 March 2010 - 08:39 AM

1. Duergar enlargement crashes the game. Can be overgone with ctrl-y on them as soon as their "circles" get big. There's no animation for them whatsoever. As I recall, they should look like giants.

I asked before but not sure if I got an answer. Which mod is this from?

I think it is the "Improved Dungeon" component of Revised Battles. I have it on my current install. To mind I only have that and SCSII's "Improved Dungeon" modifying Chateau Irenicus, so it must be one of those two, and I doubt it is SCSII. Mine works fine though, I haven't seen this glitch.

Edited by AndrewB, 10 March 2010 - 08:42 AM.

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#12 Hoppy

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Posted 10 March 2010 - 11:12 AM


1. Duergar enlargement crashes the game. Can be overgone with ctrl-y on them as soon as their "circles" get big. There's no animation for them whatsoever. As I recall, they should look like giants.

I asked before but not sure if I got an answer. Which mod is this from?

I think it is the "Improved Dungeon" component of Revised Battles. I have it on my current install. To mind I only have that and SCSII's "Improved Dungeon" modifying Chateau Irenicus, so it must be one of those two, and I doubt it is SCSII. Mine works fine though, I haven't seen this glitch.



No it is from BP and possibly may have originated with Tactics since BP integrates and modifies a lot of Tactics stuff. Whatever script the duergar's use, cause the animation through a spell or visual effect like polymorph.

The enlarged duergar would be the equivalent of the Frost Giant.

Edited by Hoppy, 10 March 2010 - 11:15 AM.

?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#13 Calliea

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Posted 12 March 2010 - 09:27 AM

@Miloch

1. Posts above answered that, I suppose. Surely better than I can, because I'm not 100% sure which mod does what to be honest :rolleyes:

2. As I said - no idea.

5. Sorry! I should've thought about that and get the area codes when I was in those. Didn't even cross my mind, I must mind this in the future!

8. Next time she gets a negative effect I shall see about that and then reply to this point with some sense.

12. I don't think I have. I was using "only BG2" option in the install so it shouldn't install suck component (and I don't see it in the weidu.log). I've actually managed to encounter this bug again and now I suppose it's not really weapon's fault, but Jaheira's. A random "Bastard sword", the one from the Yaga-Shura's lair, unenchanted, provoked the crash when she took it.
EDIT: Actually same thing happens to Sarevok as well, and I've tried to put it as single weapon so it can't be the dw issue. But Kivan can use it without a problem.

13. Thanks :lol:

22. No matter how buglessly IA installed, this issue persisted still. I always had to add those two files to the override.



I also noticed one weird thing. It happened twice - I had a problem with the map, and somehow reinstalling the map and those 2 or so mods installed behind it... deleted my bgmain.exe Completely, it faded off the surface of the folders at all. I had to use one from some backup and it worked fine, but if I didn't have a modded one, the install would be dead. Just a weird bug :unsure:

Edited by Calliea, 12 March 2010 - 09:30 AM.

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#14 Miloch

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Posted 01 April 2010 - 12:03 AM

1. Duergar enlargement crashes the game. Can be overgone with ctrl-y on them as soon as their "circles" get big. There's no animation for them whatsoever. As I recall, they should look like giants.

I asked before but not sure if I got an answer. Which mod is this from?

I think it is the "Improved Dungeon" component of Revised Battles. I have it on my current install. To mind I only have that and SCSII's "Improved Dungeon" modifying Chateau Irenicus, so it must be one of those two, and I doubt it is SCSII. Mine works fine though, I haven't seen this glitch.

No it is from BP and possibly may have originated with Tactics since BP integrates and modifies a lot of Tactics stuff. Whatever script the duergar's use, cause the animation through a spell or visual effect like polymorph.

The enlarged duergar would be the equivalent of the Frost Giant.

It uses a spell (bpduegia.spl) which in turn uses the Polymorph Into Specific Creature opcode, changing it to frost01.cre. Since Infinity Animations patches frost01.cre with the right animation, it works just fine with BP and IA installed (can't reproduce the problem).
duegenl.gif
Only probable cause I can think of is either your code page wasn't set properly while installing the mod (see here) and/or the right animations didn't get downloaded/installed properly. If you look at your game with an editor like Near Infinity or DLTCEP, you should see the following BAMs/Animations for frost giants:

μBRA1.bam
μBRA1E.bam

etc.

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


#15 -Xyrga-

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Posted 06 May 2013 - 01:09 PM

Just ran into this myself as well...definitely going to get rid of it I think, thankfully it's been identified which mod it is.

 

It works fine for me but I just can't take the fight seriously when little 4-foot dwarves turn into 40-foot giants rofl.