A few issues |
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A few issues |
Sep 18 2005, 11:45 PM
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#1
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Forum Member Posts: 12 Joined: 18-September 05 |
Hi,
First, thanks for the hard work. I've been enjoying NeJ for a couple of days now. There are a few issues I would like to highlight. And I'm also stuck without knowing where to go. Here goes:
Andargor |
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Sep 19 2005, 12:56 AM
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#2
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Forum Member Posts: 211 Joined: 26-June 05 |
I just wanted to add here that I also have the TT4005 error in my game. And the only way out is to clue up to TT4004 still.
Just to let you know Andargor you don't get to go to Dorn's Deep right now so go back to the future and continue on, your at the end of the first part of the past. This post has been edited by Golden Thief: Sep 19 2005, 12:57 AM |
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Sep 19 2005, 01:02 AM
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#3
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Forum Member Posts: 12 Joined: 18-September 05 |
Thanks, I'm back in Kuldahar, and found Orrick (doh!). Gave him the Mythal book, and that's completed. Good thing I decided to buy it, just in case.
So now the only step left is the portal, which crashes the game. I should mention that I've installed other Ease of Use mods, other than those installed by NeJ: - Unlimited stacking - Unnerfed THAC0 tables - Rest anywhere - Unlimited Bag of Holding Andargor |
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Sep 19 2005, 01:10 AM
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#4
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Forum Member Posts: 211 Joined: 26-June 05 |
The game crashes when you take the poral now? That is odd. I haven't had that.
I have had all you list as extras except rest any where and have not had a problem with anything. On the portal crash does before you get the cut scene or after? Oh one other thing---do you have just NEJ install or TS also at this time? |
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Sep 19 2005, 02:00 AM
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#5
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Forum Member Posts: 12 Joined: 18-September 05 |
I don't have any other mods installed. Following the bug on Yxunomei's level, I did a full clean reinstall, so just SoA+ToB+ToB Patch+Baldurash 1.12+NeJ42b+NeJ60b and the EoU mods I mentioned.
Come to think of it, I also installed the Baldurash Game Text fix 1.2, but I wonder why that would prevent anything... Andargor |
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Sep 19 2005, 02:30 AM
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#6
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Forum Member Posts: 12 Joined: 18-September 05 |
Aha! I managed to get to the dream (Candlekeep).
A symptom that may help to track this down: I had noticed that the game crashed just before getting to Candlekeep, when Tilorn and the other mages were discussing. After a few tries, I noticed that the crash would occur at a specific time, and not after a specific dialog. Whether I waited to read the text, or if I went quicker, whitin about 10 seconds the game would crash. So what I did is power click through the dialogs within a couple of seconds, and I got to a "resting" screen just before getting to Candlekeep. So I got there ok, finally. I know Golden Thief said he had the Rest Anywhere EoU mod installed like I did, but it still might be related to that. HTH, Andargor |
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Sep 19 2005, 08:08 AM
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#7
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Mod Developer Posts: 1399 Joined: 19-April 05 |
Yes, I confirm the CTD when leaving TT4005. The exit (trigger) name in this TT4005.ARE file was somehow corrupted during multiple compressions and decompressions. Now it looks like:
Entrance name: FR40¯; (offset 0x2dfc) If you know how to use NI, you may easily change it to: Entrance name: FR4005 (offset 0x2dfc) Thank you GT and andargor for this report. Other problems mentioned above I cannot confirm for now. This post has been edited by Vlad: Sep 19 2005, 08:11 AM |
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Sep 21 2005, 02:26 PM
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#8
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Forum Member Posts: 12 Joined: 18-September 05 |
I'll be adding bits and pieces as I go...
Another bug is speaking with Xan in Halruaa after completing the Bartelemy quest. I had not done the Enchantment test before that. When I talked to him, the reply to "When will all these test end" (or the like), was "NO VALID REPLIES OR LINKS". Andargor |
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Sep 22 2005, 01:53 PM
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#9
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Mod Developer Posts: 1399 Joined: 19-April 05 |
QUOTE When the party returned from the Hand to Kuldahar, I entered in Urnst the Potter's shop. My party immediately attacked him. How did you enter his shop if it's locked? |
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Sep 22 2005, 01:55 PM
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#10
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Forum Member Posts: 12 Joined: 18-September 05 |
Hmm, it wasn't locked. Let me see if I have the save game and try it again.
Andargor |
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Sep 22 2005, 02:09 PM
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#11
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Mod Developer Posts: 1399 Joined: 19-April 05 |
Yes, I've checked it's not Urnst's shop is locked by Hjolder's cabin where HoW starts. Okay I'll check his script why he is going hostile. Thanks.
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Sep 23 2005, 12:46 AM
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#12
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Forum Member Posts: 12 Joined: 18-September 05 |
A couple more:
- In the second time in Irenicus' dungeon, before going to Athkatla, Imoen's banter goes to the effect "It's so cold here... stamping feet in the snow". Erm. - This has been mentioned before: the chapter narratives are speeded up to chipmunk speed as soon as Irenicus' dungeon is exited. "Engines 1/3!... Engines 2/3!... Flank Speed!... 3/4 Impulse!... Warp 9.8!... Ridiculous Speed!... Chipmunk Speed!!! (Sorry, couldn't resist) - In Halruaa, the shelves in Lavallin's shop and the museum paintings sure have strange descriptions. "I said leave the lady alone!". For that matter, I saw several "lines" like this as item descriptions while browsing with SK. Probably some strrefs gone awry. Andargor |
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Sep 26 2005, 08:44 AM
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#13
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Mod Developer Posts: 1399 Joined: 19-April 05 |
QUOTE - In the second time in Irenicus' dungeon, before going to Athkatla, Imoen's banter goes to the effect "It's so cold here... stamping feet in the snow". Erm. First, the timer for this banter is setup for TWO_DAYS. It means you returned to Irenicus' dungeon in two-three days? Is it possible? Second this banter won't take place in areas other than: OR(7) AreaCheck("TT1000") AreaCheck("TT1200") AreaCheck("TT2000") AreaCheck("TT2001") AreaCheck("TT3000") AreaCheck("TT3600") AreaCheck("TT4000") So far I cannot confirm this problem. QUOTE - In Halruaa, the shelves in Lavallin's shop and the museum paintings sure have strange descriptions. "I said leave the lady alone!". For that matter, I saw several "lines" like this as item descriptions while browsing with SK. Probably some strrefs gone awry. Yes, thank you for this report, it has been already fixed in the latest patch v6.0a. QUOTE - This has been mentioned before: the chapter narratives are speeded up to chipmunk speed as soon as Irenicus' dungeon is exited. "Engines 1/3!... Engines 2/3!... Flank Speed!... 3/4 Impulse!... Warp 9.8!... Ridiculous Speed!... Chipmunk Speed!!! (Sorry, couldn't resist) Well, I have watched this movie so many times that decided to speed it up a little bit. Seriously, I didn't touch it, it was a well-known bug of BioWare long before I made NeJ. This post has been edited by Vlad: Sep 26 2005, 08:50 AM |
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Sep 26 2005, 01:29 PM
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#14
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Forum Member Posts: 12 Joined: 18-September 05 |
QUOTE First, the timer for this banter is setup for TWO_DAYS. It means you returned to Irenicus' dungeon in two-three days? Is it possible? I'd have to go back and look how long it took. I don't rest very often, so I guess it might be possible... QUOTE Yes, thank you for this report, it has been already fixed in the latest patch v6.0a. Interesting, I was using 6.0b... Andargor |
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Sep 26 2005, 03:31 PM
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#15
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Mod Developer Posts: 1399 Joined: 19-April 05 |
6.0a is after 6.0b
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Sep 26 2005, 05:36 PM
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#16
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Forum Member Posts: 12 Joined: 18-September 05 |
Ah, you are working backwards from Z?
Probably a good thing to mention in the 6.0b patch, I was under the impression I had the latest one. Andargor |
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Sep 27 2005, 07:42 AM
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#17
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Mod Developer Posts: 1399 Joined: 19-April 05 |
QUOTE Ah, you are working backwards from Z? It's my nature. *b* was beta, *a* is pre-release. |
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Sep 30 2005, 06:39 PM
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#18
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Forum Member Posts: 23 Joined: 30-September 05 |
2Vlad
May be you already know that... I noticed that MLI2CA.bam in the corresponding animation BAM set belongs to Lizard King animation, not to green Lizardmen. And can you tell me what else is wrong with BDash-WeiDU beside CLASS.ids issue? I really can't imagine how it can interfere with NEJ or TS.... |
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Oct 2 2005, 08:51 AM
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#19
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Mod Developer Posts: 1399 Joined: 19-April 05 |
QUOTE I really can't imagine how it can interfere with NEJ or TS... KD, let's start from the fact that people who installed this version of Baldurdash along with my mods reported several problems and once they removed the whole game, and then reinstalled the original v1.12 + TS and/or NeJ according to my recommendations all the related problems have gone. Second, I have never tried to install BDash-WeiDU again after Rene released his first version. Third, I made all my mods on top of original Baldurdash, and I assumed that several files from original Baldurdash would be located in the override folder during installation of TS and NeJ. Eventually, if someone wants to meticulously test compatibility of my mods with BDash-WeiDU and decipher all the related problems this is really up to him/her. Personally I don't see any advantage in converting original Baldurdash to WeiDU. The same approach solicits making the next step and converting the official ToB patch to WeiDU, why don't? QUOTE I noticed that MLI2CA.bam in the corresponding animation BAM set belongs to Lizard King animation, not to green Lizardmen. It's not usable, you may delete it. Green lizardmen don't cast spells, at least in TS and NeJ . This post has been edited by Vlad: Oct 2 2005, 09:07 AM |
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Oct 3 2005, 08:32 AM
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#20
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Forum Member Posts: 23 Joined: 30-September 05 |
QUOTE(Vlad @ Oct 2 2005, 08:51 AM) Personally I don't see any advantage in converting original Baldurdash to WeiDU. The same approach solicits making the next step and converting the official ToB patch to WeiDU, why don't? What is a point to make all other mod weidu-ed then? This post has been edited by King Diamond: Oct 3 2005, 08:32 AM |
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