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#21 Hoppy

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Posted 22 January 2011 - 07:09 PM

hence why the megamods conflict. They write different animations to different slots, and even of differing animations schemes, which could likely cause a crash. So installing IA should fix it (if not I'll look into it).


You are correct and I know but I was trying to point out that any mod that added a non BG2 animation would install the BAMs, conflicting (old school) or not.
Mainly I just wanted to see if there was some kind of reasoning for this in TS-BP cause if someone does a standalone install(why the hell with this version? I don't know.), they don't have any BAM cycles unless another mod is introduced. I was none the wiser since I always installed TS with any kind of BP version where the two could live together.
?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

#22 Miloch

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Posted 22 January 2011 - 08:24 PM

Oh right... what you said here is accurate:

This must mean that stock TS-BP animations aren't installing at all or were never there so there are no BAMs for the ic_histachi and therefore we have to change it to a BG2 animation slot. Can't understand this but it makes sense in old installations with CtB, these zombies got the drider animations so it wouldn't crash but the BAMs were definitely not appropriate for TS-BP creatures. Weird.

There are no ic_histachii animations in the unmodded game (though the slot is there at 0xE040). CtB writes a drider to this slot. NEJ writes an animated plate to this slot. So whichever of those is installed last wins (also meaning you'll have sentries that look like driders or vice-versa). TS probably intended to have something else in this slot (causing yet another conflict) but who knows if it ever did. Anyhow, the creature is a greater zombie, so IA's Distinctive Undead component gives it the same animation it uses for other greater zombies. So the easiest thing is probably just to give it the normal zombie animation in TS (and BP, which currently overwrites it if installed after).

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


#23 Hoppy

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Posted 22 January 2011 - 08:40 PM

Oh right... what you said here is accurate:

This must mean that stock TS-BP animations aren't installing at all or were never there so there are no BAMs for the ic_histachi and therefore we have to change it to a BG2 animation slot. Can't understand this but it makes sense in old installations with CtB, these zombies got the drider animations so it wouldn't crash but the BAMs were definitely not appropriate for TS-BP creatures. Weird.

There are no ic_histachii animations in the unmodded game (though the slot is there at 0xE040). CtB writes a drider to this slot. NEJ writes an animated plate to this slot. So whichever of those is installed last wins (also meaning you'll have sentries that look like driders or vice-versa). TS probably intended to have something else in this slot (causing yet another conflict) but who knows if it ever did. Anyhow, the creature is a greater zombie, so IA's Distinctive Undead component gives it the same animation it uses for other greater zombies. So the easiest thing is probably just to give it the normal zombie animation in TS (and BP, which currently overwrites it if installed after).


Sounds good and will do the normal Zombie slot. I didn't want to add more animations anyway but I will make notes in the readme's of the mod updates I am doing or links in their forums to use IA animations as a separate install for varied and distinctive creatures.
?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

#24 Izzy

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Posted 24 January 2011 - 10:23 PM

I get ridiculous error that it won't let me copy any where except the "clipboard".

I don't know what that means or where you're getting it, but you need something like 7-Zip or WinZip to extract those two particular archives.


(sigh) I got it all done finally. But now everything moves in slow motion. :blink: I tried to uninstall IA but when I do the game crashes as soon as I start it. Should I just dump this and start over? Again.

Ooo, squirells, Boo! I know I saw them! Quick, throw nuts!

 


#25 Hoppy

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Posted 24 January 2011 - 10:46 PM


I get ridiculous error that it won't let me copy any where except the "clipboard".

I don't know what that means or where you're getting it, but you need something like 7-Zip or WinZip to extract those two particular archives.


(sigh) I got it all done finally. But now everything moves in slow motion. :blink: I tried to uninstall IA but when I do the game crashes as soon as I start it. Should I just dump this and start over? Again.


Well the warnings should be don't install Infinity Animations to fix one creature bug in Chapter 4 as your saves will be useless due to new creature reordering. You will have crashes in new areas potentially because of the slot reordering and you won't know where that will happen. The area wouldn't crash sans InfinAnims. You would have to start a brand new game, which isn't all to foreign to many megamods due to new scripts and such.

As far as the slowing down with animations, that has probably something to do with GFX settings but there are some posts in the mods' forum which is the first place to go with a specific problem and someone was just asking about the same thing a week ago. :o

I think your game is trashed or just your saves :unsure: . Install IA again and start a fresh game as editing saves after IA is for super game hackers/editors/ninjas :ph34r: like me. Miloch told me to start a brand new game once and I didn't and he knows I fixed Yoshimo crashing my game but that wasn't the only spot I tell you right now. For a testing game it is good so I can keep playing through but that is my point of view. For someone new to these mods and installations, go with the new game and no I don't give tutorials on Save fixing. ;)

EDIT: The slowdown was due to too many files and the types of files in the override. A secondary BIFF routine was needed to clean up. TDD, SOS, TS-BP do their own BIFF as an override folder of 1GB is slowdown central even on a computer at NASA.

Edited by Hoppy, 25 January 2011 - 08:49 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

#26 Miloch

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Posted 24 January 2011 - 11:28 PM

Well the warnings should be don't install Infinity Animations to fix one creature bug in Chapter 4 as your saves will be useless due to new creature reordering. You will have crashes in new areas potentially because of the slot reordering and you won't know where that will happen.

No, that won't happen. Animations are stored in .cre files, not saved games. You had a very localised problem due to an NPC's (namely Yoshimo's) _LOW animation being stored in a .gam file. Anyhow, there is a saved game fixer or something installed with IA that resolves that now.

The only real problem from the sound of it is slowdown. For that, just install Generalised Biffing after IA. I suppose we should at least add that this is necessary to the readme (not that anyone reads it).

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


#27 Izzy

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Posted 26 January 2011 - 09:08 AM

The only real problem from the sound of it is slowdown. For that, just install Generalised Biffing after IA. I suppose we should at least add that this is necessary to the readme (not that anyone reads it).


Thanks. So far that has worked. Am starting new game with Yoshimo and Kachiko. We'll see what happens...
As for not reading the readme's...I always do except this last time...I was just so frustrated that I felt like it was do or die so it didn't matter. Apparently it did. I learned something new. Again.

Again, thanks guys!

Ooo, squirells, Boo! I know I saw them! Quick, throw nuts!

 


#28 Hoppy

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Posted 26 January 2011 - 09:22 AM

Well the warnings should be don't install Infinity Animations to fix one creature bug in Chapter 4 as your saves will be useless due to new creature reordering. You will have crashes in new areas potentially because of the slot reordering and you won't know where that will happen.

No, that won't happen. Animations are stored in .cre files, not saved games. You had a very localised problem due to an NPC's (namely Yoshimo's) _LOW animation being stored in a .gam file. Anyhow, there is a saved game fixer or something installed with IA that resolves that now.

The only real problem from the sound of it is slowdown. For that, just install Generalised Biffing after IA. I suppose we should at least add that this is necessary to the readme (not that anyone reads it).


Ideally IA should BIFF since it has many files and its patching creates many more files beyond that. Maybe an optional component to BIFF so if peeps want to wait until the end like BWP installers. This way there is less connecting the dots to find the other mod that would fix issues. I feel this would be essential for the megamods with added animations.
?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