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[BWP] Problem Starting New BG2 Game


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#1 Perdido

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Posted 01 August 2015 - 05:01 PM

Hi guys,

I opted to do a re-install of BWP and have been having some issues with a new BG2 game.

The very beginning of the game hangs, Irenicus doesn't appear. Based on my prior experience, there should be at least 1 cut scene for a mod (talking about "drows") and then it should go into the Candlekeep Chores mod.

 

WeiDu.log:

Spoiler


I did do a little snooping around, and Imoen is spawned already and is cued to the "Wake Up!" script. Not quite sure what is going on, but hoping someone could help?



#2 Perdido

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Posted 01 August 2015 - 11:45 PM

I did a little tinkering around with this and it seems that the issue only crops up when the PC is a mage character (doesn't matter whether it is kitted as a specialist or a wild mage or as a regular mage.) Tried it with different race combinations (human mage, elf mage, etc.) and had the same issue.

Other classes (tried paladin, cleric and fighter) don't have this issue crop up -- I'm able to proceed into the normal mod content (Candlekeep Chores, etc.)

 

I did notice that a message pops up, telling me to pause the game and go into the options menu and change the game's difficulty to novice or normal. This is different from the first "Choose your difficulty" setting that popped up when I first start a game, which provides the option to change things via a dialogue menu. This message *only* pops up with Mage characters, and I believe is the cause of the bug or issue.

So it seems that there's an error creeping up with Mage characters (possibly other ones, I haven't tried them yet.)

 

EDIT: I've done a little more playing around. Seems like the Mage class is the only one affected, and only when you make a brand new character. I imported one of the stock characters that comes with BG1, as well as a ToB character and had zero issues with either. Not sure what's causing it.


Edited by Perdido, 02 August 2015 - 02:16 AM.


#3 EvilMax

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Posted 02 August 2015 - 01:03 AM

Well, I have another problem starting new BG2 game. Character appeared inside cage, then I selected difficulty level, and after movie had finished cutscene started, where two mages are talking and green gauth started to cast spell. This scene (from which mod is it?) always cause CTD of game, so it is impossible to start new BG2 game at all. I don't know if problem will remain if I finish BG1 and move to BG2.

 

WeiDU.log:

Spoiler

 

P.S. SETUP-BP_CRE_UNDO.TP2 here is my patch that reassigns SCS scripts to creatures altered by corresponding BP components. Reason to create and install patch is here: http://www.shsforums...ipting-problem/


Edited by EvilMax, 02 August 2015 - 01:19 AM.


#4 Roxanne

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Posted 02 August 2015 - 01:32 AM

Well, I have another problem starting new BG2 game. Character appeared inside cage, then I selected difficulty level, and after movie had finished cutscene started, where two mages are talking and green gauth started to cast spell. This scene (from which mod is it?) always cause CTD of game, so it is impossible to start new BG2 game at all. I don't know if problem will remain if I finish BG1 and move to BG2.

This is a cutscene from Worgas mod. It can happen if you have Worgas and RoT installed and both try to start a cutscene at the BG2 beginning. I have solved this problem by delaying one of them with adding to ar0602.bcs

IF

OnCreation()

Global("EntJar1","AR0602",0)
THEN
    RESPONSE #100

 SetGlobal("EntJar1","AR0602",2)
END

 

IF
    Global("EntJar1","AR0602",2)
    PartyHasItem("Misc4b") // Zellenschlüssel
THEN
    RESPONSE #100
        SetGlobal("EntJar1","AR0602",0)
END

 

(A more sophisticated solution is in SandrahNPC mod, but that only works if you started a BG1 game with her, not for a BG2 start.)

 

WeiDU.log:

Spoiler

 

P.S. SETUP-BP_CRE_UNDO.TP2 here is my patch that reassigns SCS scripts to creatures altered by corresponding BP components. Reason to create and install patch is here: http://www.shsforums...ipting-problem/


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#5 EvilMax

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Posted 02 August 2015 - 02:20 AM

Thank you for suggestion, but this fix didn't help in my case.

 

Spoiler



#6 Roxanne

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Posted 02 August 2015 - 02:30 AM

Thank you for suggestion, but this fix didn't help in my case.

 

Spoiler

Sorry for that - anyway, the cutscene in your picture is the one I was referring to, triggered by

IF
    Global("ZarixExists","AR0602",0)
    Global("ENDOFBG1","GLOBAL",2)
    Global("NewGame","AR0602",1)
THEN
    RESPONSE #100
        SetGlobal("ZarixExists","AR0602",1)
        CreateCreature("zarix",[1399.1495],2)
        StorePartyLocations()
        ActionOverride(Player1,LeaveAreaLUA("AR0070","",[0.0],0))
        ActionOverride(Player2,LeaveAreaLUA("AR0070","",[0.0],0))
        ActionOverride(Player3,LeaveAreaLUA("AR0070","",[0.0],0))
        ActionOverride(Player4,LeaveAreaLUA("AR0070","",[0.0],0))
        ActionOverride(Player5,LeaveAreaLUA("AR0070","",[0.0],0))
        ActionOverride(Player6,LeaveAreaLUA("AR0070","",[0.0],0))
        StartCutScene("W_0070")
END

 

Also, the BWP manual says: Worgas only works in single player mode. It doesn't work in multiplayer due to the cutscene script in the beginning.

 

Maybe that helps?


Edited by Roxanne, 02 August 2015 - 02:55 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#7 EvilMax

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Posted 02 August 2015 - 03:25 AM

Well, I am not playing in multiplayer mode, single player only. And I have found both cutscenes in script. Maybe I will try to disable one of them and look if it help. Then just replace on of the cutscenes by only setting required game variables from it. I will post results of my experiments here.



#8 EvilMax

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Posted 02 August 2015 - 05:33 AM

Strange thing. Bypassed CTD removing from Worgas cutscene duplicate effects. Actually, removed these lines from W_0070.BCS:
 

 

    CreateVisualEffectObject("SPROTECT","Worgas02")
    PlaySound("EFF_M23C")
    Wait(1)
    CreateVisualEffectObject("SPROTECT","Worgas02")
    PlaySound("EFF_M23C")
    Wait(1)

 

Now cutscene played Ok and I moved successfully to Candlekeep Chores.

 

P.S. Modrator - sorry. Didn't found how to merge my posts.


Edited by EvilMax, 02 August 2015 - 05:34 AM.


#9 Bill Bisco

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Posted 02 August 2015 - 07:41 AM

EvilMax, could you test the same in Multiplayer?  I assume that it would make no difference.

 

I am glad you found a solution that seemed to work for you.  I have heard of Worgas BG2 Transition problems and I did not want to encounter them myself either.

 

@Lollorian could you look at EvilMax's fix and see if it bears inclusion?



#10 EvilMax

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Posted 02 August 2015 - 08:16 AM

No, sorry, I cannot test it. Reason is that I cannot create BG2 multiplayer game. BGT launcher allowes me to create only BG1 or ToB game in multiplayer mode. Somehow no game choice for BG1/BG2 on multiplayer game creation.


Edited by EvilMax, 02 August 2015 - 08:17 AM.


#11 Bill Bisco

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Posted 02 August 2015 - 08:29 AM

You would need to clua in belt and get the right dialogues or something.

#12 Lollorian

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Posted 02 August 2015 - 09:04 AM

@Lollorian could you look at EvilMax's fix and see if it bears inclusion?

On the double sir :cheers:

 

@EvilMax: Does your ToBEx.log, baldur.log or baldur.err have anything related to the crash?

 

I tried a Worgas install on BGT and it doesn't crash for me :unsure: Looking at the stuff you removed from the script can you isolate whether it's the PlaySound() or CreateVisualEffectObject() that's causing the crash? Once that is done, I'll need to ask you to changelog either EFF_M23C.WAV or SPROTECT.VVC and SPROTECT.BAM depending on which line crashes :) (I thought it was 1PP so tried installing that in my game and it still didn't crash so dunno now :()


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#13 EvilMax

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Posted 02 August 2015 - 09:25 AM

@Bill Bisco: in multiplayer mode transition to SoA went smoothly. Spawned Belt in Candlekeep just after start and everything went Ok to chores.

 

@Lollorian: no sens in checking these resorces, because they are used. I've removed duplicate (?) sequential uses. See part of script before/after below:

 

W_0070 before:

 

   [...skip...] 
   CreateCreature("Worgas02",[1080.846],14)  
    ActionOverride("Worgas02",DisplayStringHead(Myself,60355)) 
    CreateVisualEffectObject("SPROTECT","Worgas02")
    PlaySound("EFF_M23C")
    Wait(1)
    CreateVisualEffectObject("SPROTECT","Worgas02")
    PlaySound("EFF_M23C")
    Wait(1)
    CreateVisualEffectObject("SPROTECT","Worgas02")
    PlaySound("EFF_M23C")
    Wait(1)
   [...skip...] 

 

 

W_0070 after:

 

    [...skip...] 

    CreateCreature("Worgas02",[1080.846],14)  
    ActionOverride("Worgas02",DisplayStringHead(Myself,60355)) 
    CreateVisualEffectObject("SPROTECT","Worgas02")
    PlaySound("EFF_M23C")
    Wait(1)
   [...skip...] 

 

I don't know why one or two times more of effect+sound initiates crashing, but fact for me that leaving only one usage of this effect and sound fixes CTDs.

 

 

UPD:

It was sound. But problem is not in resourse itself, I think. I have found alternaive solution to this problem. Possibly, this is a multithreading issue related to resource usage and/or playback. Alternative fixed code (nothing removed):

 

CreateCreature("Worgas02",[1080.846],14) // Worgas
ActionOverride("Worgas02",DisplayStringHead(Myself,60355)) //  Bad dog!  Away with you!!
CreateVisualEffectObject("SPROTECT","Worgas02")
PlaySound("EFF_M23C")
Wait(2)
CreateVisualEffectObject("SPROTECT","Worgas02")
PlaySound("EFF_M23C")
Wait(2)
CreateVisualEffectObject("SPROTECT","Worgas02")
PlaySound("EFF_M23C")
Wait(1)
CreateVisualEffectObject("SPHEALIN","Worgas02")

 

As you can see, I have increased pauses between playback of effects and sound. No CTD now for full code.

I cannot recall exactly, but a few years ago I made similar changes to one of BGT scripts (added Wait() between playing sounds/effects where it was absent) to fix a crash.


Edited by EvilMax, 02 August 2015 - 09:53 AM.


#14 Lollorian

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Posted 03 August 2015 - 03:05 AM

So you solved the current CtD by removing Wait()s and had earlier added Wait()s to solve another CtD? :unsure:

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#15 EvilMax

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Posted 03 August 2015 - 03:29 AM

No, I resolved current CTDs finally only by increasing wait time in two mentioned wait() calls from 1 to 2. So, only wait time in two lines is altered.  And some time before I've added Wait() to resolve CTDs in another cutscene.

In other words, both solutions were based on adding/increasing wait time.


Edited by EvilMax, 03 August 2015 - 05:04 AM.


#16 Lollorian

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Posted 03 August 2015 - 05:03 AM

Ok now I get it thanks for clarifying :cheers:

Seems engine related - can you please try disabling ToBEx so we can eliminate that possibility? Just rename ToBex.dll to something else temporarily (or move it somewhere other than your BGII folder)

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#17 EvilMax

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Posted 03 August 2015 - 06:39 AM

Sorry, but I cannot start new BG2 game without TobEX:

 
---------------------Start Logging Session---------------------
 
ASSERTION FAILED!
File: CGameEffect.cpp
Line: 1536
 
Exp: FALSE
 
Msg: no msg.
Run Debugger?
 


#18 Lollorian

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Posted 03 August 2015 - 07:51 AM

Ah well :P I grepped 15764 instances of "Wait(1)" in all the BWP mods so changing every instance is out of question...

 

One last test if possible :unsure: Can you change the framerate of the game and check? BGConfig.exe -> Gameplay -> Miscellaneous -> AI Options -> Frame Rate (default is 30 - change it to 20 or 40 just to test :P) With the vanilla W_0700.BCS ofcourse.


"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#19 EvilMax

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Posted 03 August 2015 - 09:01 AM

Very strange. It was Ok at 20 and 40 and CTD at the default 30.

 

And you are right: changing every wait(1) call to increase duration is not required. Possibly only in this cutscene we have unique combination of sound resource/delay/frame rate that can cause troubles on some rigs.


Edited by EvilMax, 03 August 2015 - 09:08 AM.


#20 Perdido

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Posted 03 August 2015 - 09:47 PM

Kind of annoyed that the thread I had started got hijacked with someone else's issue. Opted to do a re-install, instead.