Pocket Plane Group
BG1 Completed Mods => The Fields of the Dead => Topic started by: Jimbo on April 06, 2014, 08:17:08 AM
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I'm not really sure why, but I felt it was a pretty harsh bug to bring up because I can't finish the game as I can't rest.
After so long when I attempt to rest, the next time the screen is up it's completely frozen? I know that it's Beta so I won't go "nuts". Hehe.
Anyway, you've guys have done a great job! Keep up the great work.
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It is frustrating when players experience crashes that I cannot reproduce, but I will continue to try to find the root of the problem. Are you using BG:EE, Tutu and BGT? Do you have any other mods installed? And would you mind emailing your savegame to echon at echon dot dk?
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Jimbo: Do you have dead party members with you when the crash occurs?
Echon: Not sure this is connected to that - but a while back, we had CTD upon resting if a dead party member would have had a dream dialogue (dialogue that triggers upon resting) and the according script block startd with the AreaType() check. Reordering the script blocks so that the first trigger would be one detecting the death solved the problem. Meaning, you want a trigger that will fail if the character is dead evaluated before the AreaType() check, keeping the AreaType() from getting parsed at all. The discussion is here (http://forums.gibberlings3.net/index.php?showtopic=11256&view=findpost&p=95363), in case you have access to the BG1NPC Project. Reordering e.g. a script block for Zxar looking like this:IF %BGT_VAR%
AreaType(FOREST)
InParty("%IMOEN_DV%")
InParty(Myself)
CombatCounter(0)
!See([ENEMY])
See("%IMOEN_DV%")
!StateCheck("%IMOEN_DV%",CD_STATE_NOTVALID)
!StateCheck(Myself,CD_STATE_NOTVALID)
RealGlobalTimerExpired("X#DreamTalk","GLOBAL")
Global("X#XZIM1","GLOBAL",2)
THEN
RESPONSE #100
IncrementGlobal("X#XZIM1","GLOBAL",1)
RealSetGlobalTimer("Xz1BackUpTimer","GLOBAL",18)
RealSetGlobalTimer("X#DreamTalk","GLOBAL",180)
StartDialogueNoSet("%IMOEN_DV%")
END
so that it looks like this prevented the crash from happening:IF
!StateCheck(Myself,CD_STATE_NOTVALID)
%BGT_VAR%
AreaType(FOREST)
InParty("%IMOEN_DV%")
InParty(Myself)
CombatCounter(0)
!See([ENEMY])
See("%IMOEN_DV%")
!StateCheck("%IMOEN_DV%",CD_STATE_NOTVALID)
RealGlobalTimerExpired("DreamTalk","GLOBAL")
Global("XZIM1","GLOBAL",2)
THEN
RESPONSE #100
IncrementGlobal("XZIM1","GLOBAL",1)
RealSetGlobalTimer("Xz1BackUpTimer","GLOBAL",18)
RealSetGlobalTimer("DreamTalk","GLOBAL",180)
StartDialogueNoSet("%IMOEN_DV%")
END
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Thanks, but dream dialogues sound like something that has been added in BG1NPC (which he may well have been using, of course). I do not recall any triggering during dreams other than the PC's bhaal spawn powers.
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I do not recall any triggering during dreams other than the PC's bhaal spawn powers.
Dream dialoguesmeans the ones triggered by the xxxD.bcs, the ones that fire upon resting. I don't know whether or how much dialogues FotD introduces, and whether any of them are triggered via the xxxD.bcs of the party NPCs, but when I read the problem description it just rang a bell.
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Is this solved? For BG:EE there are bug reports for crashing game upon resting, caused by items in a bag of holding. See here: http://forum.baldursgate.com/discussion/comment/495149/#Comment_495149
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Is this solved? For BG:EE there are bug reports for crashing game upon resting, caused by items in a bag of holding. See here: http://forum.baldursgate.com/discussion/comment/495149/#Comment_495149
No, Jimbo never replied. Thanks, though, pointing this out.