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Joined: May 2020
jpr Offline OP
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Joined: May 2020
We're having problems getting our remote friends to join our saves. I see other threads about this, but none with the level of detail I'm about to try to give, and none with any resolution smile

Here's our setup:

  • Two players are hosting the game, playing couch co-op. One of those players has a PS Plus account (to allow for the remote multiplayer).
  • Two more players join remotely, again playing couch co-op on the remote PS4. One of those remote players also has a PS Plus account (not both).

This worked well initially and we had no problems for the first 60 hours or so. Once we got to the Nameless Isle, we started to experience the following:

  • The host player could start the game, and the couch co-op host player could join it. Everything seemed to work fine.
  • However, when the remote player tries to join, they're unable to make it to the second stage of loading - that is, their load completes through the progress bar, but instead of moving on to the "rotating flower" it instead errors out. The error they see is the PS4 "crash" error: "ce 34878-0". Their Divinity instance crashes entirely and they need to reload from the PS4 home screen.
  • On the host side, we see "PlayerName joined the game" as usual, but before the remote player actually gets in, we see "Connection to PlayerName timed out."
  • We have always been able to restart by loading a previous save. Basically, we perform a binary search back through all the saves of the previous game session, then restart from there.


Last night, we had a new and different problem: during a battle, our remote players were disconnected ("connection timed out"). This has happened before and we always assumed it was a network glitch (even though voice party chat was not affected). However, the remote players were unable to rejoin the running instance of the game (which stayed up on the host PS4). On the remote side, this crash was a little different in that the entire Divinity binary didn't exit; they were just taken back to the main menu.

Both problems seem to be 100% reproducible.

  • If the remote players are unable to join a particular save, it doesn't appear that they are ever able to (in other words, having them try to join the same save multiple times doesn't seem to help).
  • Conversely, if they are able to join a particular save, it seems like that save is 'good' and they will always be able to join it.
  • Last night we repeatedly tried to get our remote friends to join our running instance of the game (after they were kicked out of it) but they were not able to.


Here is what we tried so far

  • Completely uninstalling and reinstalling the remote game binary (we didn't try this with the host game binary). Did not help.
  • Deleting "profile data" on both host and remote machines. Did not help.
  • As mentioned, loading different saves. This helps, but is costing us 10-30 minutes at the beginning of every game session since loading is so slow.


I am not sure if it's the case that when a particular save is bugged, all saves chronologically after that are also bugged, and before that are 'good'. Once we find a working save, we tend to stop looking. It might therefore be the case that any given save has a random chance to not be loadable. Alternately, there might be some corrupted state that prevents all saves made from it from working, from the point that state is introduced.

We made it through The Nameless Isle with our load-old-save workaround, but we are still having this trouble in Arx. Please help.

Joined: Mar 2003
Location: Canada
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Joined: Mar 2003
Location: Canada

Does it make a difference if the host and online player with the PS Plus account start, and if that works, the two split screen players join?

If the host starts a new game can everyone join reliably? If so, can the host then load the latest save, that caused problems when trying to join directly?


If possible, please email supportdos2@larian.com with your latest save that can not be joined, and the most recent that is ok (or reply/PM/email a Dropbox or Google drive link, etc). The saves would need to be transferred to a USB flash drive first.
In the Saved Data in System Storage section of the Settings menu, click Copy to USB Storage Device, select the relevant save(s) and Copy. From there you can zip the files on a computer, then copy to email or upload somewhere and provide a link.

Joined: May 2020
jpr Offline OP
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Joined: May 2020
Thanks for the follow-up.

Our usual procedure is to have both host players join before we try to add the remote PS Plus player (of course, the remote non-PS-plus player always joins last no matter what).

We'll try having the PS Plus players be the first in, and see what happens. I'd be really curious about the mechanism that makes player-join-order matter just for some saves though.

We haven't tried starting a new game (by this I guess you mean "go through character creation again", which seems like a real production). We have tried using older saves, though. However, once we find a save that works, we haven't gone on to re-try another save that didn't previously work - is this what you're suggesting?

Next time we play I'll confirm a save that reproduces this problem and try to get it to you. Thanks.

Joined: Mar 2003
Location: Canada
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Yes, that is what I meant, from a new game or older working save. On PC trying from a new game can be a faster process, since when using the keyboard UI (so not an option with split screen co-op on the host system), the in-game menu can be brought up in character creation and a save loaded from there.

Joined: May 2020
jpr Offline OP
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Joined: May 2020
Thanks again. We did some experimentation last night. We learned that loading from a known-good save *first*, then loading a save that had previously failed, makes that second bugged save work again. That means we can always resume right where we left off, since if that most recent save is bugged we can always load an older one. That's great!

We copied a few bugged and working saves to a thumb drive as you described. I'll send them by email.

Thanks!


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