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#281 agb1

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Posted 28 January 2016 - 05:53 AM

I'm thinking now that it is probably a combat animation (either of the creature itself or one of its abilities) that is the problem, but it could also be an animation referenced by the area script (sometimes animations are displayed before creating a creature, like portals and such).

To test the combat animation theory, use C:CreateCreature("crename") for each, one by one, and engage them in combat for a few rounds.

For the area script theory, find AR7225.bcs in your generalized_biffing subfolders and upload so we can look at it.

Edited by agb1, 28 January 2016 - 05:54 AM.

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#282 Roxanne

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Posted 28 January 2016 - 05:55 AM

Well I forgot about Cre checker, and I was thinking what to changelog.. :) so anyways.. rea log uploaded. Tried the t-test also, no crash. But thanks for helping me resolving this :)

 

// Im wondering what should a blue dragon Alzaligundrel do there.. :)

IF
    Global("SanHaerRel1","GLOBAL",32)
    Global("HaerResc","ar7225",0)
    InParty("CVSandr")
THEN
    RESPONSE #100
        CreateCreature("alzalih",[722.787],15) // Alzaligundrel
        TriggerActivation("Door7223",FALSE)
        SetGlobal("HaerResc","ar7225",1)
END

 

Nothing unless the above global would be 32 which cannot be the case until late in BG2 part of the game.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#283 konva

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Posted 28 January 2016 - 06:22 AM

Well, as far as I can try, angello is correct, semaj and tazok2 are invisible and no way to show them, but no crash, sarevo is neutral to me, no way to engage fight outside of temple. Just a feeling, but I try changelog from semaj and tazok. Also attached log files for each.

 

// would you need the current CRE files for each of those?

Attached Files


Edited by konva, 28 January 2016 - 06:24 AM.


#284 Roxanne

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Posted 28 January 2016 - 06:27 AM

Well, as far as I can try, angello is correct, semaj and tazok2 are invisible and no way to show them, but no crash, sarevo is neutral to me, no way to engage fight outside of temple. Just a feeling, but I try changelog from semaj and tazok. Also attached log files for each.

 

// would you need the current CRE files for each of those?

Does the movie when entering the temple show correctly?

Otherwise try CreateItem("CVYensw2")


Edited by Roxanne, 28 January 2016 - 06:32 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#285 konva

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Posted 28 January 2016 - 06:33 AM

Yes, correctly shows



#286 Roxanne

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Posted 28 January 2016 - 06:34 AM

Yes, correctly shows

Another one eliminated.

 

try CreateItem("CVYensw2")


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#287 konva

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Posted 28 January 2016 - 06:40 AM

Have it in inventory, some sort of Silver Sword Shard. Seems ok



#288 Roxanne

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Posted 28 January 2016 - 07:16 AM

Have it in inventory, some sort of Silver Sword Shard. Seems ok

 

We excluded the things done by mods I know.

I have no idea what those may do:

00005: ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ 0 710 // More Planescape: Torment Animations -> 25% of relevant non-joinables: v5 BWP Fix

00007: ~IIITEMMOD/SETUP-IIITEMMOD.TP2~ 0 1 // Items [version 5]: v5 BWP Fix


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#289 konva

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Posted 28 January 2016 - 07:27 AM

well what agb says? :)



#290 Roxanne

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Posted 28 January 2016 - 07:40 AM

well what agb says? :)

Did you also spawn CreateCreature("dw#diarm") ?


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#291 konva

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Posted 28 January 2016 - 07:44 AM

00005: ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ 0 710 // More Planescape: Torment Animations -> 25% of relevant non-joinables: v5 BWP Fix

00007: ~IIITEMMOD/SETUP-IIITEMMOD.TP2~ 0 1 // Items [version 5]: v5 BWP Fix

 Me neither.

 

I now have tried to reproduce error, with many pauses to try figure out whats wrong, When Sarevok and Semaj shows, nothing occurs. But after a while it crashes without any error, just a windows message that application stops working. For sure, I attach Semaj Cre file what I currently have, maybe some spell could cause crash?

Attached Files



#292 konva

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Posted 28 January 2016 - 07:45 AM

Roxanne, yes I did. Tried several times to reproduce, always same now, windows erorr message only.



#293 konva

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Posted 28 January 2016 - 07:51 AM

well Is there any way how to find what he cast first? So I could check that in game, and witch changelog



#294 agb1

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Posted 28 January 2016 - 10:21 AM

When Sarevok and Semaj shows, nothing occurs. But after a while it crashes without any error

 

It crashes after you create either of them?  Or only after Semaj?

 

If the crashes happen consistently for a specific creature, we can edit the .CRE file to give it dummy scripts, or delete its spells, or its inventory, and see which of those changes stops the crashes, then investigate further.


BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip


#295 konva

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Posted 28 January 2016 - 01:10 PM

First.. i created all of those. Semai has some weird invisibility that i camt dispel and its neutral instead of enemy. Same was sarevok.. neutral and i cant speak with him. But when i engage fight, after few sec it crashes when in temple. I didnt tried to kill sarevok when CLUAed.

#296 konva

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Posted 29 January 2016 - 04:15 AM

I now have tried something, again CLUAed sarevok and attacked him. When he tries to attack me, windows message popups that application stops working. CTD without any error or something.

Attached Files



#297 Roxanne

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Posted 29 January 2016 - 04:33 AM

What if you open Sarevo.cre in NI and replace his weapon by another sword and try again. He has two chaos swords on his cre and they seem to be tweaked by a series of mods. (this is something not visible from the data).


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#298 konva

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Posted 29 January 2016 - 05:28 AM

Well If I replace the sword with some other, it works without crash. Changelog, and all itm possibly needed attached.

Attached Files



#299 Roxanne

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Posted 29 January 2016 - 07:19 AM

You can either

1. Play with the Sarevok who has the sword you used in test (according to your cre file, he has a second sword of chaos in his inventory to drop when defeated)

OR

2. Go to the backup folders identified by changelog , e.g. 00007: ~IILEARNTHROUGHUSE/SETUP-IILEARNTHROUGHUSE.TP2~ 0 2001 you will find in the folder IILEARNTHROUGHUSE/backup/2001 the version of SW2H16 as it was before that mod changed it - put that into your backup folder and try - this way you can work your way backwards through the changelog list until you find the one which works and at the sametime identify the mod that caused the trouble


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#300 agb1

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Posted 29 January 2016 - 07:27 AM

Not sure which mod added it, but something added an effect to the sword that applies a "set proficiency" with type "Gun" ... That seems suspicious.  That effect isn't on the version from Item Revisions.
 
Can you check if it still crashes if you copy the SW2H16.ITM from IILEARNTHROUGHUSE\backup\2001 into your override folder?
 
Partial analysis of the changes made:
 
Mods affecting SW2H16.ITM:
00000: ~BP/SETUP-BP.TP2~ 0 0 // Big Picture, core component (required for most subcomponents): v181-b4611 BWP Fix
// didn't check yet
 
00001: ~SETUP-REVISEDBATTLES.TP2~ 0 0 // Improved Battles - "erebusant's Patching Version" v6: v6.3 BWP Fix
// applies a "relabel" macro to all weapons .. probably OK
 
00002: ~SETUP-SPSTUFF.TP2~ 0 6 // Arcane Fist, by Drizzt1180: v10
// applies a tweak to "usable by" settings for all items ... probably OK
 
00003: ~ITEM_REV/ITEM_REV.TP2~ 0 17 // Weapon Changes: V3 Beta 1.16
// changes the melee effect of the sword to cast DVVAMPIR.SPL (which is also provided by item revisions) ... probably OK ?
 
00004: ~ITEM_REV/ITEM_REV.TP2~ 0 1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V3 Beta 1.16
00005: ~ITEM_REV/ITEM_REV.TP2~ 0 20 // Backstabbing Penalties for Inappropriate Weapons -> All Melee and Ranged Weapons Usable For Backstabbing: V3 Beta 1.16
// didn't check yet
 
00006: ~ATWEAKS/SETUP-ATWEAKS.TP2~ 0 152 // PnP Fiends -> Mod-added fiends are also affected: v4.50b1
// applies a "relabel" macro to all weapons .. probably OK
 
00007: ~IILEARNTHROUGHUSE/SETUP-IILEARNTHROUGHUSE.TP2~ 0 2001 // Learn Through Use
// didn't check yet
 
00008: ~SETUP-LOLFIXER.TP2~ 0 11 // Item Stuff - Duplicate Item Effect Remover: 10122015
// didn't check yet
 
00009: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2 BWP Fix
00010: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2 BWP Fix
 

BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip