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#21 Avallach

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Posted 18 March 2023 - 03:14 AM

Without prying into somebody's private life: Gwendolyne is going through some difficulties. Let's give him some more time; he certainly deserves our respect and support. If he doesn't reply by the end of the year, the team will decide what to do about the new version.

 

Are you using Windows 11? I haven't tested it yet. IA installs without errors for me on Windows 10 following the steps I described. Did you restart your PC after setting the codepage? While it wasn't necessary for me, did you also change the interface language to English? (Previously you said that it had worked.)

 

Ah, I was not aware of Freddy's situation, so my apologies! Didn't mean to come off sounding like an entitled kid or something, either.

 

Yes, I am on Windows 11. I followed the steps you wrote, restarted my PC (multiple times) but nothing seems to have worked. It's still skipping the parts I mentioned :(


Edited by Avallach, 18 March 2023 - 06:32 AM.


#22 skellytz

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Posted 18 March 2023 - 09:32 AM

I followed the steps you wrote, restarted my PC (multiple times) but nothing seems to have worked. It's still skipping the parts I mentioned :(

Here is a prepacked version of IA v5 with all the content already included in the main installation package.

 

It doesn't include Bear & Werebear, Pack Mule, and Fixed Tanar'ri and Wyvern which are installed separately. I've also removed the codepage check and registry hack (it doesn't work on newer Windows anyway) and the content animation file existence checks with non-ASCII symbols (everything needed is already in the package).

 

This ensures that:

- the animation files from the content packages are already correctly extracted into infinityanimations/content and infinityanimations/restore without pathnames (ie not in subfolders)

- WeiDU simply copies the files with non-ASCII symbols to the override folder (with which there aren't any problems) without filename checks (which previously may have halted the installation)

 

You must set the language for non-Unicode programs manually before installation and keep it when playing the game or it will crash:

Windows 10 Control Panel -> Language -> Change date, time, or number formats -> Administrative -> Change system locale for non-Unicode programs -> English (United States) -> restart PC

 

I've just tested this on Windows 10. No problems with the installation. The game doesn't crash when the new animations are present in an area.

 

I'm not switching to Windows 11 anytime soon, so I can't help troubleshoot non-Unicode issues that may have been introduced by newer Windows versions.


Edited by skellytz, 18 March 2023 - 08:17 PM.


#23 Avallach

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Posted 18 March 2023 - 03:16 PM

I followed the steps you wrote, restarted my PC (multiple times) but nothing seems to have worked. It's still skipping the parts I mentioned :(

Here is a prepacked version of IA v5 with all the content already included in the main installation package.

 

It doesn't include Bear & Werebear, Pack Mule, Fixed Tanar'ri and Wyvern, and Moinesse Ninja Fix which are installed separately. I've also removed the codepage check and registry hack (it doesn't work on newer Windows anyway) and the content animation file existence checks with non-ASCII symbols (everything needed is already in the package).

 

This ensures that:

- the animation files from the content packages are already correctly extracted into infinityanimations/content and infinityanimations/restore without pathnames (ie not in subfolders)

- WeiDU simply copies the files with non-ASCII symbols to the override folder (with which there aren't any problems) without filename checks (which previously may have halted the installation)

 

You must set the language for non-Unicode programs manually before installation and keep it when playing the game or it will crash:

Windows 10 Control Panel -> Language -> Change date, time, or number formats -> Administrative -> Change system locale for non-Unicode programs -> English (United States) -> restart PC

 

I've just tested this on Windows 10. No problems with the installation. The game doesn't crash when the new animations are present in an area.

 

I'm not switching to Windows 11 anytime soon, so I can't help troubleshoot non-Unicode issues that may have been introduced by newer Windows versions.

 

Thank you for the prepack!

 

I yet again followed your instructions and did exactly what you said (changing the language for non-unicode to US english and restart), but while the setup allows me to get past (and install) Distinctive Genies, it now instead skips everything else until More Basic Animations O_o

 

oxEWjLs.png

 

I am so confused at this point, as of why its now acting up like that. Maybe it might be Windows 11 after all?   :WTF:

 

All I think I can do now is maybe copy my BG2 install folder with mods, transfer it to a different laptop with W7/10 and try to finish the installation there? Really running out of ideas here now, lol.


Edited by Avallach, 18 March 2023 - 03:16 PM.


#24 skellytz

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Posted 18 March 2023 - 03:55 PM

I yet again followed your instructions and did exactly what you said (changing the language for non-unicode to US english and restart), but while the setup allows me to get past (and install) Distinctive Genies, it now instead skips everything else until More Basic Animations O_o

Ok, I hadn't removed all the file checks. Uninstall IA and try replacing setup-infinityanimations.tp2 with this one before reinstalling:

[attachment removed]

 

Edit: Updated the prepacked version with the new setup file.


Edited by skellytz, 20 March 2023 - 04:40 PM.


#25 Avallach

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Posted 18 March 2023 - 05:11 PM

I yet again followed your instructions and did exactly what you said (changing the language for non-unicode to US english and restart), but while the setup allows me to get past (and install) Distinctive Genies, it now instead skips everything else until More Basic Animations O_o

Ok, I hadn't removed all the file checks. Uninstall IA and try replacing setup-infinityanimations.tp2 with this one before reinstalling:

attachicon.gifsetup-infinityanimations.tp2

 

The installation has worked perfectly now.  :clap:

 

Will do a proper playthrough now and report if I'll encounter any crashes whatsoever.

 

Thank you again so much for taking your time to help me with this!



#26 Avallach

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Posted 19 March 2023 - 03:39 PM

Hmm, might have spoken too soon - created a character and started a new game: screen faded, I heard the "dead" sound of CHARNAME as usual (before Jon walks in and tortures me)... and then the game crashed . Exactly mirroring the one from years ago as described here :D

 

http://www.shsforums...ns/#entry610176

 

This time I have not biffed my game at all.

 

I narrowed it down to Infinity Animations and these two components causing the crash: Alu-Fiends/Madae Animations and More Icewind Dale 2 Animations

 

When these two are installed (either both or separately), I can't even get past the intro after starting Shadows of Amn but it seems just fine when starting Throne of Bhaal

 

I am yet again, so confused.

 

Here is my weidu and last crash log. No idea what is going on and whether the game crashed just because of whatever was currently in the area?

 

EDIT: Ok, even without the two components above, game is now crashing in Docks district and few other areas, which leads me to think it might be much more components involved.

 

There must be something that that doesn't like to play with my current mod setup just like back in 2020.

 

I am truly at a loss here :/

Attached Files


Edited by Avallach, 19 March 2023 - 04:09 PM.


#27 skellytz

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Posted 19 March 2023 - 05:45 PM

Here is my weidu and last crash log. No idea what is going on and whether the game crashed just because of whatever was currently in the area?

It's most likely crashing because of the creatures which have been patched to use the new animations from one of the IA packages. The game is trying to load the animation files but can't find them properly because of the non-ASCII symbols.

 

To me it looks like your system still doesn't use the right codepage for non-Unicode programs. Again: make sure it's set to English (United States) just like in this video.

 

If you want to help me find the cause, please reinstall BG2 completely. Install only IA from the updated package. I've just done the same but on Windows 10. My system language is set to English (US) and non-Unicode language to English (US). Here's my log:

Spoiler

 

I've tested a bunch of animations from different components and different non-ASCII symbols in filenames. No crashes:

ia51test.jpg


Edited by skellytz, 20 March 2023 - 04:40 PM.


#28 Avallach

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Posted 20 March 2023 - 03:26 AM

Here is my weidu and last crash log. No idea what is going on and whether the game crashed just because of whatever was currently in the area?

It's most likely crashing because of the creatures which have been patched to use the new animations from one of the IA packages. The game is trying to load the animation files but can't find them properly because of the non-ASCII symbols.

 

To me it looks like your system still doesn't use the right codepage for non-Unicode programs. Again: make sure it's set to English (United States) just like in this video.

 

If you want to help me find the cause, please reinstall BG2 completely. Install only IA from the updated package. I've just done the same but on Windows 10. My system language is set to English (US) and non-Unicode language to English (US). Here's my log:

Spoiler

 

I've tested a bunch of animations from different components and different non-ASCII symbols in filenames. No crashes:

attachicon.gifia51test.jpg

 

Hey there!

 

Aye, I made sure I am still using the US codepage even back then (and restarted too). Here is how it currently looks like on Windows 11: With Angličtina (Spojené Státy) being English (United States)

UBdBZ1Z.png

 

 

I did a clean reinstall from GOG with no mods or anything and downloaded and used your updated package.

 

The game now seems to get past the character creator.

 

I went ahead and did the same on my main BG2 folder with mods and it seems to work now as well! I am so confused yet again, but not complaining  :WTF:  :D

 

Comparing the WEIDUs, I think it may have something to do with me using the older package (v5), while yours and the new one is labelled as v5.1. After getting that one, it seems to be have fixed the issue.

 

Also if I am understanding it correctly - I basically need to switch to US unicode everytime I play BG2 with IA, to keep it from crashing?


Edited by Avallach, 20 March 2023 - 03:41 AM.


#29 Cassian0585

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Posted 20 March 2023 - 07:06 AM

Thank goodness I found this thread. I was about to pull my hair out trying to dig through the 10 year old stickies on the mage forum. If I am to understand correctly, the above linked pre-packed file is updated to be current to date? Question , is it okay with BG2:EE? or only the original?


Edited by Cassian0585, 20 March 2023 - 07:18 AM.


#30 skellytz

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Posted 20 March 2023 - 02:29 PM

Also if I am understanding it correctly - I basically need to switch to US unicode everytime I play BG2 with IA, to keep it from crashing?

You need to keep English (United States) as the language for non-Unicode programs. If you switch to another language, some of the new animations might still work depending on which non-ASCII symbols they use in their filenames, but others will cause the game to crash.

 

Thank goodness I found this thread. I was about to pull my hair out trying to dig through the 10 year old stickies on the mage forum. If I am to understand correctly, the above linked pre-packed file is updated to be current to date? Question , is it okay with BG2:EE? or only the original?

I've packed the fixes as version 5.1 to address common installation errors like the ones in this thread. I'll update the official download page with this version as well. However, other than the fixes, it's still the old IA v5 for the classic BG2, without EE support.


Edited by skellytz, 20 March 2023 - 04:54 PM.


#31 Avallach

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Posted 20 March 2023 - 03:23 PM

Also if I am understanding it correctly - I basically need to switch to US unicode everytime I play BG2 with IA, to keep it from crashing?

You need to keep English (United States) as the language for non-Unicode programs. If you switch to another language, some of the new animations might still work depending on which non-ASCII symbols they use in their filenames, but others will cause the game to crash.

 

Gotcha. Thank you so much yet again, for your patience and for walking me through this. :)



#32 Cassian0585

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Posted 20 March 2023 - 03:27 PM

Also if I am understanding it correctly - I basically need to switch to US unicode everytime I play BG2 with IA, to keep it from crashing?

You need to keep English (United States) as the language for non-Unicode programs. If you switch to another language, some of the new animations might still work depending on which non-ASCII symbols they use in their filenames, but others will cause the game to crash.

 

Thank goodness I found this thread. I was about to pull my hair out trying to dig through the 10 year old stickies on the mage forum. If I am to understand correctly, the above linked pre-packed file is updated to be current to date? Question , is it okay with BG2:EE? or only the original?

I've packed the fixes as version 5.1 to address common installation errors like the ones in this thread. I'll update the official download page with this version as well. However, other than the fixes, it's still the old IA v5 for the classic BG2, without EE support.

 


well poop. I guess I wont be installing that then xD



#33 WanderingScholar

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Posted 29 January 2024 - 06:00 AM

Is force installing this component really necessary? #9000 // Fix Areas -> Creature References

 

There are install orders where the IA main component is installed well before it's subcomponents. As a result this doesn't get placed at the end of everything where I suspect it's supposed to be.

 

//! Creature References /////////////////////////////////////////////////////
BEGIN @105 //Creature References
FORCED_SUBCOMPONENT @104 (MOD_IS_INSTALLED ~setup-infinityanimations.tp2~ 0) //Fix Areas
REQUIRE_COMPONENT ~setup-infinityanimations.tp2~ 0 @26 //This component requires the main component.
INSTALL_BY_DEFAULT
DESIGNATED 9000
ACTION_IF NOT MOD_IS_INSTALLED ~setup-infinityanimations.tp2~ 0 BEGIN
  FAIL @26 //This component requires the main component.
END
PRINT @106 //Correcting area creature references (this may take a while) ...
INCLUDE ~infinityanimations/lib/t-arecre.tpa~


#34 The Imp

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Posted 29 January 2024 - 07:20 AM

Is force installing this component really necessary? #9000 // Fix Areas -> Creature References

 

There are install orders where the IA main component is installed well before it's subcomponents. As a result this doesn't get placed at the end of everything where I suspect it's supposed to be.

 

//! Creature References /////////////////////////////////////////////////////
BEGIN @105 //Creature References
FORCED_SUBCOMPONENT @104 (MOD_IS_INSTALLED ~setup-infinityanimations.tp2~ 0) //Fix Areas
REQUIRE_COMPONENT ~setup-infinityanimations.tp2~ 0 @26 //This component requires the main component.
INSTALL_BY_DEFAULT
DESIGNATED 9000
ACTION_IF NOT MOD_IS_INSTALLED ~setup-infinityanimations.tp2~ 0 BEGIN
  FAIL @26 //This component requires the main component.
END
PRINT @106 //Correcting area creature references (this may take a while) ...
INCLUDE ~infinityanimations/lib/t-arecre.tpa~


Do you know the reason why this is done ?
It's done so that the .exe can be patched, in a different component as it could be coded separately, and that then the .are(a files creatures) are patched with the new file references.
Now, it's done with a procedure that REQUIRES all the mods that add area to game to be installed before it(well, the component has a list tha is 1564 files long )... and nothing more. This is likely done so that the mods themselves can use their own animation references, but from then on out will use the Infinity Animations (animation) file references.
It doesn't matter what animations you'll include AFTER, just that it's done to the all the formally TOTAL CONVERSION mods like TDD, SoS etc that used to use a mix of their own animations thrown into the override folder and said **** all you rest, now your gray dwarf looks like a ice giant, dwarf and a Firbolg (yes, with 3 different sets of animations that flip, ouh they were each different sizes too, technically it was a Duergar).


Edited by skellytz, 29 January 2024 - 09:25 AM.
Derogatory language. Please refrain from using swear words and keep the discussion polite.

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#35 skellytz

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Posted 29 January 2024 - 07:29 PM

and said **** all you rest

The Imp, please refrain from using swear words and spreading misinformation in convoluted guesses. This a community board and we'd like to keep the discussions polite and structured.

 

Is force installing this component really necessary? #9000 // Fix Areas -> Creature References

No, it isn't. In fact, this component causes issues with some scripts due to changed actor names. Basically, it updates the names and animations in the actor section of the area files which the component author had assumed were reference-only (for the sake of consistency, i.e., the game still loads names and animations from the individual creature files and displays them instead). For example, the actor name might be "ppgith97" and the component changes it to "Githyanki" even though the game correctly displays the name taken from the actual creature file. There are instances where the exact actor name is used in scripts and changing it simply breaks things.

 

I might add a hotfix for this, but generally I don't like the way this component works.



#36 Salk

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Posted 05 February 2024 - 11:08 PM

Hello, skellytz!

 

Thanks for clarifying things about IA's #9000 component. If it's not too much of a hassle for you, I'd be grateful for a hotfix because a currently mandatory component being bugged is quite a critical problem in my opinion. I understand the hotfix doesn't actually turn this component into what you wish it was, but it'd a tangible improvement for users, especially considering that the issue was raised almost 13 years ago and is still present today.

 

Thanks!  :cheers:



#37 skellytz

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Posted 11 February 2024 - 04:05 AM

Here's the hotfix:

Infinity Animations
Last Updated Oct 17 2024 03:36 PM


 
Changes:

  • Fixed script issues caused by the "Fix Area Creature References" component
  • Disabled the forced installation of the "Fix Area Creature References" component


#38 Salk

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Posted 12 February 2024 - 08:14 AM

Great!