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#21 Strontium Dog

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Posted 08 May 2010 - 09:19 AM

It doesn't seem to change anything much; it just changes it so that the summoned demons(via spell-revisions mod versions) all attack the caster even without protection from evil spell cast on them.

#22 Strontium Dog

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Posted 11 May 2010 - 08:10 AM

Well, I've solved the demon-summoning issue by installing so I only get to the spell revisions versions of demon-summoning spells in my spell-book - I get a wider variety of (albeit hostile) fiends as a result of installing only the first of the atweak's fiends components. I'm also able to get round the irritating inability to summon some of the wider variety of atweak's revised fiends, with the help of the Unholy Ritual Book mod which allows summoning of Nabassus/Cornugons and Balors in a random fashion.


Onto other matters. I had read vaguely somewhere that the Jon Irenicus NPC you get with the longer road mod had a permanent improved alacrity spell on him at all times. I tried adding in anything in the Affects window of LR's Jon Irenicus character to my Bhaalspawn character via shadowkeeper, but it didn't work - does anyone know how I could add that spell in permanently to a character without needing an item. I just think that a Bhaalspawn should for gameplay reasons have something more spectacular as a benefit than a few minor innate abilities and therefore be harder to kill than other party-members. Didn't Abdel in the Baldur's Gate books get a permanent protection from normal weapons for example?

I have 1 other slight issue, but think I've solved it. I'd found that every hit of a normal creature with my sword caused a dispel magic. I found an affect in shadowkeeper in my bhaalspawn entry which obviously was the same one as found in the anti-paladin kit from the tactics mod.Removing it should do the trick(I've installed some other immunities from other kits just for the Bhaalspawn).

Edited by Strontium Dog, 11 May 2010 - 08:19 AM.


#23 Miloch

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Posted 11 May 2010 - 01:57 PM

Onto other matters. I had read vaguely somewhere that the Jon Irenicus NPC you get with the longer road mod had a permanent improved alacrity spell on him at all times. I tried adding in anything in the Affects window of LR's Jon Irenicus character to my Bhaalspawn character via shadowkeeper, but it didn't work - does anyone know how I could add that spell in permanently to a character without needing an item.

You would need to add an effect to the creature with DLTCEP or the like. Then you'd have to hack into your saved game and do the same if the character was already in your party. Permanent improved alacrity would be a huge cheesy cheat if you ask me.

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#24 Jarno Mikkola

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Posted 12 May 2010 - 08:11 AM

Onto other matters. I had read vaguely somewhere that the Jon Irenicus NPC you get with the longer road mod had a permanent improved alacrity spell on him at all times. I tried adding in anything in the Affects window of LR's Jon Irenicus character to my Bhaalspawn character via shadowkeeper, but it didn't work - does anyone know how I could add that spell in permanently to a character without needing an item.

You would need to add an effect to the creature with DLTCEP or the like. Then you'd have to hack into your saved game and do the same if the character was already in your party. Permanent improved alacrity would be a huge cheesy cheat if you ask me.

Well, there is a cheese ring for that, made originally by Mike1072... I don't have the original link. :whistling:

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#25 10th

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Posted 12 May 2010 - 04:33 PM

Adding Improved Alacrity via DLTCEP/Near Infinity is unnecessary if you installed Check the Bodies and/or Tower of Deception.
ToD has a two-handed sword to almost duplicate the effect and with CtB you can do a few mage-specific quests to achieve nearly the same thing.

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#26 Strontium Dog

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Posted 13 May 2010 - 03:09 AM

Adding Improved Alacrity via DLTCEP/Near Infinity is unnecessary if you installed Check the Bodies and/or Tower of Deception.
ToD has a two-handed sword to almost duplicate the effect and with CtB you can do a few mage-specific quests to achieve nearly the same thing.

10th



I know.I've just checked and found an "items of the magi" mod, with 1 item(boots) providing an "aura cleansed" function which I believe is the same as the improved alacrity. The only trouble is that it adds only 20% to the movement-rate as shown in shadowkeeper(or 50% if the readme is correct?), whereas I would prefer all my party members to have boots of speed(the path-finding is sometimes so bad that characters can get too easily stuck without boots of speed). I can get around this, I reckon, by adding the monk's extra movement-rate via the affects column of shadowkeeper so that I can have the boots of the magi.



Other matters:- I was hoping that the tobhacks mod would give me scrollable spell-lists, but all it has done is allow me to scroll from 1 level to the next. What I really wanted was to be able to have more than 24 spells per spell-level and be able to view all the spells I had in each spell-level via scrolling downwards, not just view only 24 of them each time. The worst is that when I edit my priest-spell books via shadowkeeper, the game somehow artificially re-adds(in the actual game onscreen) many dud priest spells I didn't want and had deleted(including sometimes duplicates of some spells I did include) so that I have to edit what spells I want cast each day via shadowkeeper and stick to it until I can change the spells once I reach a new level. Editing in the spells I can't see on the onscreen spell-book is too much a hassle unless it's only done with each new level.

Edited by Strontium Dog, 13 May 2010 - 03:15 AM.


#27 Fouinto

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Posted 13 May 2010 - 03:25 AM

Other matters:- I was hoping that the tobhacks mod would give me scrollable spell-lists, but all it has done is allow me to scroll from 1 level to the next. What I really wanted was to be able to have more than 24 spells per spell-level and be able to view all the spells I had in each spell-level via scrolling downwards, not just view only 24 of them each time. The worst is that when I edit my priest-spell books via shadowkeeper, the game somehow artificially re-adds(in the actual game onscreen) many dud priest spells I didn't want and had deleted(including sometimes duplicates of some spells I did include) so that I have to edit what spells I want cast each day via shadowkeeper and stick to it until I can change the spells once I reach a new level. Editing in the spells I can't see on the onscreen spell-book is too much a hassle unless it's only done with each new level.

Open your Mage's book, you know that you can switch between spell level using the left arrow and the right arrow.
Below is the right arrow (OMG, my arrow is so beautiful :Bow:) : Use the second part to go to next spell-level (as you know) and use the first (upper part) and the second part (bottom part) to navigate between your spell in the current spell-level.

The right arrow of your mage's spell book :
 | \    <--- First part
 |  \   <--- 
 |   |  <--- Second part
 |  /   <---
 | /    <--- Third part

Hope this helps

#28 Strontium Dog

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Posted 13 May 2010 - 06:22 AM


Other matters:- I was hoping that the tobhacks mod would give me scrollable spell-lists, but all it has done is allow me to scroll from 1 level to the next. What I really wanted was to be able to have more than 24 spells per spell-level and be able to view all the spells I had in each spell-level via scrolling downwards, not just view only 24 of them each time. The worst is that when I edit my priest-spell books via shadowkeeper, the game somehow artificially re-adds(in the actual game onscreen) many dud priest spells I didn't want and had deleted(including sometimes duplicates of some spells I did include) so that I have to edit what spells I want cast each day via shadowkeeper and stick to it until I can change the spells once I reach a new level. Editing in the spells I can't see on the onscreen spell-book is too much a hassle unless it's only done with each new level.

Open your Mage's book, you know that you can switch between spell level using the left arrow and the right arrow.
Below is the right arrow (OMG, my arrow is so beautiful :Bow:) : Use the second part to go to next spell-level (as you know) and use the first (upper part) and the second part (bottom part) to navigate between your spell in the current spell-level.

The right arrow of your mage's spell book :
 | \    <--- First part
 |  \   <--- 
 |   |  <--- Second part
 |  /   <---
 | /    <--- Third part

Hope this helps

I tried clicking on every single point of the main right arrow, including the arrow on the top right for the level 1 mods. Nothing happened whatsoever. I'm technologivally illiterate somewhat so perhaps I might have done something wrong. Can't think what.

I have downloaded the godring little mod. Thanks. That makes my experience easier. I don't think it's all that much of a cheat(Irenicus has it at the least, after all, and perhaps Melissan? Besides, the SCS AI is now super-fast as I've installed components allowing enemy mages to pre-cast their protection etc. spells by the time I come upon them, that it's OK re gameplay. Then there are the shadow thieves which have a dozen potions of invisibility etc. against which normal speed of spell-casting isn't too effective.

Edited by Strontium Dog, 13 May 2010 - 06:26 AM.


#29 Strontium Dog

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Posted 31 May 2010 - 09:53 AM

OK, I've come across my 1st major game-breaking bug. I encountered it in the new section you reach via the new south door in the Ulcaster dungeon. Basically, at various times(when I hit an undead monster or it hit me), the game often CTDed with a message appearing, the same one every time. I duly solved the problem by using ctrl+y to eliminate my opponents before any CTD could happen. Here is the message:-

"An assertion failed in ChVidImage3d.cpp at line number 899"

I'd thought that this was just a bug related to that specific area, but I now just got that CTD when in the firewines plains afterwards. Any help would be most appreciated as, if this bug continues I am truly sunk. Up till now, the only serious bug that occurred was when trying to enter Ulcaster via the map which caused a CTD, but using movetoarea(0 solved that problem.

#30 10th

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Posted 31 May 2010 - 10:24 AM

It's an animation related bug.
Post from Miloch about a similar problem

Thread from Bestial Animations:
It may be a missing attack sequence.

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#31 maximus2001

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Posted 31 May 2010 - 03:45 PM

The spell thing is tricky. I couldn't figure it out either for a while. What you must do is click like your going to next spell level, page changes right? So then click to the left (like a cm) from where you just clicked. Then click a bit around there up and down to the left of the arrow (like Fouinto's nice diagram)till you find it. It may take a lot of clicking to find it but its there. Same thing I think works on the other side arrow. Top half goes up, and bottom half will go through the spells you couldn't see before. (It takes longer to explain it than to do it)

That's why its called the "scrollable spellbook", it doesn't really have a sliding bar or anything. But the end result lets you go up and down through your spells.

#32 Strontium Dog

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Posted 01 June 2010 - 01:54 AM

It's an animation related bug.
Post from Miloch about a similar problem

Thread from Bestial Animations:
It may be a missing attack sequence.

10th

Well, the above 2 links mostly give just 2 alternatives:- either I need to simply delete all files from the cache, temp and tempsave folders and everything will be fine or install the item-revisions hotfix or a similiar patch. I presume reinstalling the item-revisions mod again would foul up my BWP installation(it's happened before with reinstalling without fail) and besides I already have installed that hotfix so unless some new item has been added to that hotfix patch within the last couple of months, there's no point.

If this is an animations bug, it's highly likely, IMO, to come from the Infinity Animations mod in which case, they should have sorted that out by now. Damned nuisance - without the infinity animations mod I get all sorts of strange creatures in modded areas(eg:- orcs and orogs with animations of those red half-dragons from IWD2 etc.), but with infinity animations installed my game CTDs routinely, it seems.

#33 Mike1072

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Posted 01 June 2010 - 02:19 AM

Well, the above 2 links mostly give just 2 alternatives:- either I need to simply delete all files from the cache, temp and tempsave folders and everything will be fine or install the item-revisions hotfix or a similiar patch. I presume reinstalling the item-revisions mod again would foul up my BWP installation(it's happened before with reinstalling without fail) and besides I already have installed that hotfix so unless some new item has been added to that hotfix patch within the last couple of months, there's no point.

The IR issue was fixed about a year and half ago, so if you have any hotfix, you should be fine. From what you described, your problem sounds like something different.

#34 Miloch

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Posted 01 June 2010 - 03:49 AM

OK, I've come across my 1st major game-breaking bug. I encountered it in the new section you reach via the new south door in the Ulcaster dungeon.

"New south door in the Ulcaster dungeon"? No clue where that's from - try to get the area code for the new area and run a --change-log to see which mod it's from.

If this is an animations bug, it's highly likely, IMO, to come from the Infinity Animations mod

Why, because it has "animations" in the name? :P You've got almost 1000 components in your WeiDU.log, at least 20% of which probably mess with animations. Which in this case could be something as stupid as adding a two-handed weapon and a shield to a creature at the same time, or adding a stacked item like arrows without specifying the number of charges. I think you should do a little more troubleshooting before pointing the finger at this mod or that one. Many people have played IA without reporting anything worse than skeleton warriors appearing as verbeegs (which was fixed in v5).

with infinity animations installed my game CTDs routinely, it seems.

You've described 2 crashes, at least one of which has to do with some other mod I'm not familiar with. Crashing twice is a far cry from crashing "routinely". If that's the case you need to specify in which areas or with which exact creatures, and post the exact messages from each crash, as pasted from the baldur.err file. It also sounds like you've got two different types of crashes - one possibly from a faulty modded area link. You should know your way around a game editor well enough by now to get things like area and creature filenames. At least post a screenshot so we can see the animations and/or areas that seem to be problematic. (Incidentally, some mods have been updated since your last WeiDU.log, including IA.)

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#35 micbaldur

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Posted 01 June 2010 - 07:31 AM

"New south door in the Ulcaster dungeon"? No clue where that's from - try to get the area code for the new area and run a --change-log to see which mod it's from.

New south door is probably from Dark Horizons Mod.


About the crash and error message:

"An Assertion failed in ChVidImage3d.cpp at line number 899"

I had it previously. Tales of Anegh cutscene crash

Like i said there i think it's related to Greater Whirlwind animation. :unsure:
I could be also totally wrong i'm no modder just gamer. :whistling:

Icendoan's "Forum-Only-Items" Mod has "Sword of Mystery" that has some kind of Greater Whirlwind ability or something. When you equip the sword it also sometimes make the game crash with the same error message.

Edited by micbaldur, 01 June 2010 - 07:35 AM.

CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#36 Strontium Dog

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Posted 01 June 2010 - 08:14 AM

"New south door in the Ulcaster dungeon"? No clue where that's from - try to get the area code for the new area and run a --change-log to see which mod it's from.


The CTD-bug is now not related to that sole area. It now affects the other Bg1 areas in my game as well. That is, when going to the Firewine Plains area-code the bug continues to occur with every single battle(unless I wipe out hostiles solely via spells or wands, with no phsyical combat whatsoever) and with numerous different monsters(some are spawned by random-encounter mods re werewolves appearing, and other encounters were standard ones as normally appear in Firewine Plains(the area with the farmer, cow and xvarts and salhedra(?), not the firewine bridge.

Why, because it has "animations" in the name? :P You've got almost 1000 components in your WeiDU.log, at least 20% of which probably mess with animations. Which in this case could be something as stupid as adding a two-handed weapon and a shield to a creature at the same time, or adding a stacked item like arrows without specifying the number of charges. I think you should do a little more troubleshooting before pointing the finger at this mod or that one. Many people have played IA without reporting anything worse than skeleton warriors appearing as verbeegs (which was fixed in v5).


The reason why I blame IA as the likely culprit is that my current BWP install is almost identical to some recent(failed) attempts to set up a BWP game) and this CTD bug is entirely different from what happened in previous games. This is the very 1st time I have installed the IA mod and the only time I have ever encountered persistent CTD bugs in the BG1 portion of the game. There were CTD bugs in the BG2 portion of a previous BWP game but they were of a different nature(the game only CTDed on resting with someone claiming it was moinesse avatars which was probably responsible so I didn't install moinesse avatars mod this time just the IA mod and 1pp and item-revisions mods(those are the primary ones which alter images so extensively, last I checked).

(The item-revisions mod seems to have been ruled out as a suspect, given 1 of the posts above.)

There've been very few updates of other mods which could have caused such persistent CTDs in the BG1 portion of the game, which means that the only entirely new additions, the IA mod and 3 other mods(geomantic sorcerer, turnabout and the tiny godring mod) could be responsible.


You've described 2 crashes, at least one of which has to do with some other mod I'm not familiar with. Crashing twice is a far cry from crashing "routinely". If that's the case you need to specify in which areas or with which exact creatures, and post the exact messages from each crash, as pasted from the baldur.err file. It also sounds like you've got two different types of crashes - one possibly from a faulty modded area link. You should know your way around a game editor well enough by now to get things like area and creature filenames. At least post a screenshot so we can see the animations and/or areas that seem to be problematic. (Incidentally, some mods have been updated since your last WeiDU.log, including IA.)

So far every encounter I've had in the (dark horizons?) area and the firewine plains area has involved a CTD if physical combat was involved(I've just done c.10+ fights by now). I'll try 2 or 3 other areas but the CTD bug is so endemic that I very seriously doubt there will be any improvement whatsoever.

Not sure how to post a screenshot.If you could give me some idea? Cheers.

*1 minor note:- I did get some bizarre error-mention at the start of my BWP install when loading the bwp install.bat, but the game installed anyway, so I didn't bother. It was something like "noecho" or "noerrror" or something, repeated 4-5 times. I didn't give it any thought until now, but that might be the problem.

Oh, and as I'm only in BG1 greater whirlwind could not be the problem in question.

1 last thing:- I just tried the shield_fix mod mentioned above(part of the item-revisions mod hotfix mentioned above in those 2 links provided by "10th" which doesn't need a reinstall of the item-rev mod, but it wouldn't even install nor appear in the weidu mod. No matter, since item-revisions isn't responsible given above reassurances, I'll have to think of something else.


Well, I will valiantly try to do yet another BWP installation and hope against hope that it will work this time. This is the 10th time I've tried doing a BWP game and I am getting sick and tired of it all.So far, I've only had(relatively) bug-free games with Bg1Tutu and games involving BG2 and the TDD and Tactics mods and a few related minimods. But the BWP game is so buggy that I feel like giving up completely. Yet it's supposed to provide the whole experience.

Edited by Strontium Dog, 01 June 2010 - 08:16 AM.


#37 Miloch

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Posted 01 June 2010 - 08:54 AM

The CTD-bug is now not related to that sole area. It now affects the other Bg1 areas in my game as well. That is, when going to the Firewine Plains area-code the bug continues to occur with every single battle(unless I wipe out hostiles solely via spells or wands, with no phsyical combat whatsoever) and with numerous different monsters(some are spawned by random-encounter mods re werewolves appearing, and other encounters were standard ones as normally appear in Firewine Plains(the area with the farmer, cow and xvarts and salhedra(?), not the firewine bridge.

Now it's gone from a crash in 1 area, to 2 areas, to *every single battle*? So if you attack an otherwise peaceful Poe on the bridge, it'll crash? :blink:

There's no way IA could be causing something like this, unless you're using a save game from before it was installed, or if you reinstalled it during a game or something. Which is definitely not recommended (as per the readme) but if you must use an old save, use the Saved Game Fixer component in the latest IA v5. However, if this was the case, the areas would be crashing immediately on load, not when trying to fight the creatures. Which makes me suspect a combat script, spell or faulty item instead (two-handed with shield or darts stacked at zero, etc.).

To attach a screenshot, hit the "Print Screen" button when you're playing, then exit and open the last Baldr***.bmp file in your ScrnShot folder with an editor (MS Paint if that's all you have, GIMP if you want something better). Crop it to a decent size and save it as a .jpg or a .png - just make sure it's under 1MB or so, then attach it to your post. The goal of all that is to identify the exact creature(s) that are causing issues, which you should also be able to do with a game editor (DLTCEP, Near Infinity, maybe even ShadowKeeper). Does it happen only when fighting Kahrk? Only with skeletons? Saying it happens with everything isn't that helpful in narrowing it down.

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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


#38 Strontium Dog

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Posted 02 June 2010 - 12:29 AM

I couldn't find any scrnshot or screenshot folder in my entire computer. But I did press the print screen button. Any idea where the image-capture file is on Vista computers? The image isn't even in the sample pictures in my pictures folder where I would expect them.

As for the CTD bug, I have now tried several different areas and it happens with every single fight so it cannot be related to just 1 or 2 monsters. More to the point, previous fights against the same kind of monsters in previous points in the game(prior to visiting that dark horizons portion of the ulcaster dungeon) went absolutely fine.

I'll play along and mention the monsters which I fought and the CTD bug happened:- werewolves, wolves, ogres, ogre-mages, assassin(from dark horizon) in nashkel mines, 3-4 areas now all have it and I am certain this CTD bug will now happen with every single fight.

My only real option is to install a new BWP game and hope for the best.

#39 Miloch

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Posted 02 June 2010 - 07:51 AM

I couldn't find any scrnshot or screenshot folder in my entire computer. But I did press the print screen button. Any idea where the image-capture file is on Vista computers? The image isn't even in the sample pictures in my pictures folder where I would expect them.

I really hate Vista/7. The scrnshot folder should be in your game folder, but maybe Vista buries it in Program Files or Settings or something. Just right-click on your hard drive (in Windows Explorer or whatever) and Search it for files named Baldr*.bmp. Might take a few minutes but should tell you where it is, though knowing Vista, it has probably screwed the search functionality too. It sounds like you made the mistake of installing your game to Program Files or have UAC on. That will cause you other problems too - you want to install it anywhere else (make a root folder called "Games" or something and put BG2 in there).

As for the CTD bug, I have now tried several different areas and it happens with every single fight so it cannot be related to just 1 or 2 monsters. More to the point, previous fights against the same kind of monsters in previous points in the game(prior to visiting that dark horizons portion of the ulcaster dungeon) went absolutely fine.

I'll play along and mention the monsters which I fought and the CTD bug happened:- werewolves, wolves, ogres, ogre-mages, assassin(from dark horizon) in nashkel mines, 3-4 areas now all have it and I am certain this CTD bug will now happen with every single fight.

Thing is, Infinity Animations does nothing with any of those animations, with the possible exception of assassins if you installed a newer component (for PS:T or Moinesse avatars) but I really doubt that's the issue here (and like I said, if it was, it would crash as soon as you tried entering the area). You know what I think? You got some item or other ability from some other mod (start with the one you mentioned and go from there) that has a buggy opcode, that tries to block, say, certain attacks or spells, but crashes the game instead. You can troubleshoot that by dropping all items, or at least suspect modded ones and then try fighting. Either that, or your save is corrupted somehow, so if that doesn't work, start a new game and try fighting the same monsters. By new game I mean new character - don't import your existing one because if it's an innate ability that got added, that could be the problem.

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
================================================================
"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


#40 maximus2001

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Posted 02 June 2010 - 08:00 AM

Are you perhaps dual wielding with any character? If you have BG1 animations and try to dual wield the game will CTD.