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Temple Ruins (AR1404) causes CTD as soon as area loads


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#1 Frein

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Posted 27 June 2011 - 03:27 AM

Today I encountered a new bug. The pre-cleansing Temple Ruins area causes a crash as soon as I enter. The area loads completely and I get to see my character on the map briefly before the game crashes with an error message.

This is what baldur.err says:


---------------------Start Logging Session---------------------
CVisibilityMap::AddCharacter : ( 1080, 702 ) #:7143533 R:14
CVisibilityMap::AddCharacter : ( 40, 30 ) #:7143533 R:14

It doesn't really tell me anything. I've also tried removing the related area files from my override directory as well as removing the files associated with the shade lord, as I heard he can cause problems with TS (I don't have TS installed but I do have improved shade lord from SCS2). I was under the impression that a corrupt area file would refuse to load at all while I seem to crash after loading is complete. I suppose the problem could be caused by a different creature such as the one who greets you as soon as you enter the map, but I can't remember what his purpose is or how to edit him.

It's also not character specific as I've tried bringing multiple characters from different saves with no success.

Here's my weidu:
Spoiler


edit: Ok, it's the Shade Lord after all. If I make him not appear, the area won't crash. Now all I need are working Shade Lord files, I guess.

edit2: After further investigation I can safely say my first conclusion was way off. The problem appears to have been the replaced animation for shadow01.cre. It must have come from the Infinity Animations mod.

Edited by Frein, 27 June 2011 - 04:47 AM.


#2 Miloch

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Posted 07 July 2011 - 08:49 PM

There shouldn't be anything wrong with the animation assigned to shadow01.cre - it is a standard base animation from IWD (supported in standard BG2 slots). So, codepages and the like are irrelevant to its display.
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The only thing I can think of is it lacks a casting animation so that could possibly trigger a crash. But that wouldn't happen on initial area load usually. And actually the creature doesn't cast any spells, not even (as far as I can tell) with SCS2 etc. Anyhow, even so, it would only trigger when you approached the creature. If you want to do a change-log on the .cre or other diagnostics I can do more troubleshooting but otherwise I can't see the issue offhand. If it were merely the animation, it'd be causing a lot of issues elsewhere.

Edit: incidentally, you posted baldur.log not baldur.err - only the latter is useful, though it doesn't always report animation-related crashes.

Edit2: Try (if you can) uninstalling Full Plate also and see if that helps. I wouldn't expect it to interfere, but I saw another post of yours saying it caused some issues with invisible CREs or the like, and generally you shouldn't install other CRE-adding (or spawning) mods after IA.

Edited by Miloch, 07 July 2011 - 08:53 PM.

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#3 Apostolis32

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Posted 10 July 2011 - 10:27 AM

I have the same problem. I enter the area and the guy dies and then it does not CTD but freeze for like 10-20 secs a couple of times then the third time for good. I am very green with IE modding and I would appreciate some help.

I uploaed my Weidu log. Thanks for the help in advance.

Attached File  Weidu.log   56.24K   207 downloads

#4 Miloch

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Posted 11 July 2011 - 09:14 PM

Ok, so it doesn't crash right away necessarily... that's a little more helpful. Do you get anything in a Baldur.err file in your game folder (note: *not* baldur.log but baldur.err). If so, open it with a text editor and post the contents here (if it contains anything more than "Start Logging Session" markers).

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#5 Frein

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Posted 12 July 2011 - 05:19 PM

I actually had a problem with my installation of infinity animations. My issue has been solved for some time now.

#6 Miloch

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Posted 12 July 2011 - 09:47 PM

I actually had a problem with my installation of infinity animations. My issue has been solved for some time now.

I see you only had the first couple components of IA installed, so I assume that's what you figured out. Apostolis32, however, appears to have all components for a proper megamod IA installation, so I still need the baldur.err file from that crash/freeze to diagnose the problem.

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#7 Apostolis32

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Posted 13 July 2011 - 10:30 AM

Thank you very much for the reply. I really don't understand what the baldur.err says so I'll just post it here. I re-installed again without any 1pp animations and such but the problem still persists. I also uploaded the new weidu log. I would very much appreciate it if you could solve this for me. Thx.

Attached Files



#8 Miloch

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Posted 13 July 2011 - 11:57 AM

I really don't understand what the baldur.err says so I'll just post it here. I re-installed again without any 1pp animations and such but the problem still persists.

Baldur.err is pretty easy - if enabled by 'Logging On=1' in baldur.ini, it records a 'Start Logging Session' every time you launch the game. After each header, it is blank unless you encounter an 'assertion error' (bug with the engine) in which case it logs where the code encountered this. Usually that also causes a crash or freeze. So your has:

---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------

ASSERTION FAILED!
File: ObjAnimation.cpp
Line: 19937

Exp: FALSE

Msg: no msg.
Run Debugger?

---------------------Start Logging Session---------------------

ASSERTION FAILED!
File: ObjAnimation.cpp
Line: 19937

Exp: FALSE

Msg: no msg.
Run Debugger?

---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------

So 5-6 sessions ago, you encountered the same crash twice - question is: was it the one you're talking about or something else? It doesn't actually tell me much, except that it's not Infinity Animations (you don't have that installed). The only other reference is here, possibly related to number of attacks or something. So potentially an incorrectly-coded weapon or such.

There is, fortunately, a tool to help diagnose the crash, which few people seem to know about. It is the Area CRE Checker. If you install it and follow the instructions there it might help. Type in ar1404 during the installer and then CLUAConsole:MoveToArea("t-test") in the game and wait until if and when it crashes in the test area. Should tell you which creature is causing it, if it's a creature (or an item the creature has).

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#9 Apostolis32

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Posted 13 July 2011 - 12:20 PM

I did what you said and it spawned a series of creatures and killed them until it said "Done and Done" no crash though. I wish I knew which mod causes this so that I install without it... Really appreciate you taking the time to help mate. I don't think it's that error you mentioned too cos in the last session I entered the area when it crashed again and when I reinstalled I went straight to it, checked to see if it crashes and when it didn't I left the area and continued playing. When I decided to go do that today I tried to move in the area and it froze when in the previous install it froze when I would enter.

So my guess is that something happens when I play and when I go back to ar1404 later it crashes. I'll try a manual install using the pdf instructions and start a new BG2 game and do temple ruins first and see what happens.

Edited by Apostolis32, 13 July 2011 - 12:52 PM.


#10 Miloch

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Posted 13 July 2011 - 12:51 PM

The auto-script in the test area is probably killing off the CREs before they can use whichever item or spell is causing the crash. So plan B is to open /areatest/arealog.txt (might help to post the contents of that here in SPOILER tags) and manually spawn the CREs listed there via CLUAConsole:CreateCreature("crename") one at a time, slowly moving around and fighting with them before ctrl-Y-ing each if they don't cause a crash. There probably aren't that many unique CREs in that area, but the arealog should list them all.

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#11 Apostolis32

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Posted 13 July 2011 - 01:12 PM

The auto-script in the test area is probably killing off the CREs before they can use whichever item or spell is causing the crash. So plan B is to open /areatest/arealog.txt (might help to post the contents of that here in SPOILER tags) and manually spawn the CREs listed there via CLUAConsole:CreateCreature("crename") one at a time, slowly moving around and fighting with them before ctrl-Y-ing each if they don't cause a crash. There probably aren't that many unique CREs in that area, but the arealog should list them all.


On it now miloch just gimme a min bud.

Spoiler


Ok did that too spawned and fooled around with each and no crash...

Edit1: To your knowledge is there any mod from the ones I have installed that mess around with ar1404? I can't seem to find any and I checked the readme's of almost each of them.

Edited by Apostolis32, 13 July 2011 - 02:00 PM.


#12 Miloch

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Posted 13 July 2011 - 04:16 PM

Edit1: To your knowledge is there any mod from the ones I have installed that mess around with ar1404? I can't seem to find any and I checked the readme's of almost each of them.

There might be but probably not from the looks of the arealog, which has all fairly standard CREs and animations. Plus I don't think it's a mod issue per se, since I did a CLUAConsole:MoveToArea("ar1404") on my BWP Expert install (which has like every mod ever made) and it was fine. It could be a saved game glitch, where you had a save from an install with some mods, then either added or removed mods since then without starting a new game. That isn't usually a good idea - depending on the mods added or subtracted, you may need to start a new game, because areas are stored in saved games. To make sure that's not the issue, try starting a new game and then MoveToArea("ar1404"). Also, delete your baldur.err first so if you do get a crash, it'll contain only the log for that.

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#13 Apostolis32

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Posted 13 July 2011 - 05:33 PM

Aiiright, Miloch my man this is mighty weird I did what you said and guess what, no crash. I've been walking around ar1404 for 5 mins no crash. Any explanations? :) It's my main char with no items on his inv dragged straight from Irenicus' dungeon. I started a new BG2 game. So it must be either an item on me or an npc in that save... However, I did start a new game twice for both installs and played through until temple ruins. I can't explain it. Only thing I can think of is using Shadowkeeper to edit the NPC stats that messed things on both occassions but why only ar1404? ..... I also checked the baldur.err file and it's clean. *sigh*Attached File  000000000-Auto-Save.rar   50.39K   182 downloads

EDIT1: I attached that save maybe you can figure it out. I know you can't load it on another setup but maybe you modder geniuses can whip up some solution :)

EDIT2: Aiiright, what I did was teleport my party one at a time in ar1404 and it didn't crash so far cleared the area and moved onto the dungeon all good so far. I can't explain it.

EDIT3: I completed the area. I don't understand why would that happen and I hope it remains stable throughout the game.

Edited by Apostolis32, 14 July 2011 - 09:56 AM.


#14 Miloch

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Posted 14 July 2011 - 12:57 PM

It could've been a buggy item or stat on one of your characters. I've seen that cause crashes at least once or twice before. Maybe only something in that particular area triggered it, but that doesn't mean it wouldn't've happened elsewhere.

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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