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Hi,

I made a campaign using 2 Mods from Steam Workshop:
- GMAddon1 (used some MPCs from the storyline of the game)
- Ashan Maps (used 1 map)

Players joined, they got a screen saying "Installing" which 100% but my screen (the GM one) did not load more than 80% where it just stopped and we waited for 10 mins, nothing happened. Seemed like they got the downloads for the Mods but we could not load my campaign.
Tried with the built-in one, and also made a new one without mods, both of which loaded immediately.

Did anyone else encounter this issue? Why are there mods at all if they are not working inside GM Mode?

Thanks in advance for all answers.

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I also encountered this issue. We fixed it by having the players download the mods from the workshop (subscribe) then rejoin the game.

However once this was done we had an error 302 and got booted to main menu when the game was loading.

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We have a player who is joining by Direct Connect from GoG, so it's not an option for her, maybe only manually getting the Addon from us, or if it's on Nexus maybe.

But thanks, hopefully this will be fixed, otherwise we can only use whatever was included in the original GM Mode stuff.

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There indeed seems to be an issue with Add-ons and GM mode, and more specifically with loading into downloaded areas, especially big ones.
How I solve this is by having a "lobby", a small standard empty room and use that as the login room, either by going there at the end of a session, or by loading up the save in between sessions, do whatever I need to do in preparation of the next session and then make sure the lobby is the active scene when saving so players will login to that scene when we play again.


My GM Add-ons on Steam.
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Hello! We aware of the issues and currently investigating them


Rocks fall, everyone dies
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There is also workaround for now:

http://steamcommunity.com/app/435150/discussions/5/1519260397797105905/

if you starting new campaign- you can have people join when you still on Character Creation level.


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Nope didn't work. Well it worked for Hungry journey but not the campaigns with any addons.

https://youtu.be/m5VZLRX2zH0

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Also did not work for me. Character creation is what won't load at all. Every player just sits there with 100% and I (the GM) am looking at a screen with the dragon and dice loaded at 80% with some tooltips rolling and it says "Loading Character Creation". I could not find a workaround.

Also if I try to load the campaign and have people join after it loaded for me, I have no idea how to send the Direct Connect ID for players as you don't have that option any more, so that did not work either and I guess that is not how you should start a campaign anyway but from the lobby.

Thanks for your replies though! Waiting for the fixes smile

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Originally Posted by sunlightthief
I have no idea how to send the Direct Connect ID for players as you don't have that option any more, so that did not work either and I guess that is not how you should start a campaign anyway but from the lobby.


If you started a new campaign in Character Creation phase you can press ESC and select connectivity menu. There you will be able to see direct connect checkbox - if its not checked - check it and you will see a button allowing you to copy your direct ID to clipboard.

Quote
Well it worked for Hungry journey but not the campaigns with any addons.


Can you guys give a list of mods you have installed for the game? I mean not just for gm campaign - but what mods are you using for whole game? Does your clients use same mods list? Or they have different list?


Last edited by Seter; 17/10/17 09:12 AM.

Rocks fall, everyone dies
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I'm having the exact same problems. I (GM) am stuck at 80% at "Loading Character Creation", while the others are at 100%. The Default GM-Campaign "The Hungry Journey" can be played.

activated mods (most not even used):
-Creatures and Dragons
-Custom GM Levels by Too Cool For...
-Expanded GM option
-GMAddon1
-GMEssentials_Treasure
-Gmaps
-Game Master++ - Status Effects
-Gogots-MAPS
-JRavens GM ADDONS - Larger Scen...
-Larian_BridgeOfEchoes
-RED_HEUMTON_BARRACKS
-Small Town
-Underground Magical Bandit camp
-Watch_Tower WIP
-ZKsCampaignMap

Each of us has the exact same mods installed and activated. They can't join the game as well when im starting the game and invite them. They just got stuck at 100% for 10 minutes, then we gave up (we tried other stuff for multiple hours though) :/

Edit:
We are trying to start a campaing set up by myself, it is not a downloaded campaign.

Last edited by dunao; 17/10/17 05:21 PM.
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Hey guys I was able to workaround this issue. Here is how I did it:

Checked my list of installed mods against the mods my players had installed. The one they were stuck on was the GMaps mod (so I had it but they did not). I removed this mod completely from my Divinity installation. However I was still getting problems so the next step is to relaunch the GM campaign in prepare mode. This caused my prepare mode campaign to error out with missing save data or something of that nature. I then loaded the GM campaign in prepare mode a second time and I was able to edit the campaign normally. I saved this version of the campaign.

After all this host up your campaign and your players should be able to join and get through the character creation process.

My only guess right now is that there are asset references in the GM Campaign that do NOT get cleaned up when uninstall a mod but that Larian has some utility that runs when you launch a GM campaign in prepare mode that cleans up (removes?) these references so that the campaign doesn't get a save data error.

EDIT:

Here is my list of mods:

- GMAddon1
- Ashan_Assets
- Crypt King's Cavern
- Custom GM Levels by Too Cool For Tabletop
- Gogots Maps
- JRavens GM Toolkit - Larger Scenes...
- Redscar Fate Arena - City District...

Last edited by Rekuul; 17/10/17 05:22 PM.
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So I tried loading two campaigns to see how they loaded differently. The first one was an arena test to try out class mod's in which the other player pre-downloaded the same mods. The second was my main campaign in which they did not have the mods pre-downloaded. If I list all my downloaded mode it would be over 60. Maybe a little excessive but since there isn't the ability to export characters how else do you plan a long campaign.

When we loaded the main gm mode campaign all but 2 of the mods self installed on their pc but we stopped the loading at 10 minutes.



Active main campaign mods

http://steamcommunity.com/sharedfiles/filedetails/?id=1139466080
http://steamcommunity.com/sharedfiles/filedetails/?id=1148258918
http://steamcommunity.com/sharedfiles/filedetails/?id=1138553821&searchtext=dire
http://steamcommunity.com/sharedfiles/filedetails/?id=1157509287&searchtext=recipe

Arena test active mods

bard & bardic loot like above
http://steamcommunity.com/sharedfiles/filedetails/?id=1156169273&searchtext=dragon+
http://steamcommunity.com/sharedfiles/filedetails/?id=1160451651&searchtext=dragon+
http://steamcommunity.com/sharedfiles/filedetails/?id=1167002984&searchtext=edgelord
http://steamcommunity.com/sharedfiles/filedetails/?id=1156191957&searchtext=warfar
http://steamcommunity.com/sharedfiles/filedetails/?id=1148598853&searchtext=paladin
http://steamcommunity.com/sharedfiles/filedetails/?id=1156394069&searchtext=overlord
http://steamcommunity.com/sharedfiles/filedetails/?id=1141908142&searchtext=summon+variety
http://steamcommunity.com/sharedfiles/filedetails/?id=1140405351&searchtext=tempest

GM campaign active mods (here we go)

all above plus
Additional Monsters (no longer on workshop? one of the ones that didn't auto download)
http://steamcommunity.com/sharedfiles/filedetails/?id=1136617915
Additional Monsters
http://steamcommunity.com/sharedfiles/filedetails/?id=1136617915
http://steamcommunity.com/sharedfiles/filedetails/?id=1149109654&searchtext=buffed
http://steamcommunity.com/sharedfiles/filedetails/?id=1167037612&searchtext=cityscape
http://steamcommunity.com/sharedfiles/filedetails/?id=1166313336&searchtext=crypt
http://steamcommunity.com/sharedfiles/filedetails/?id=1146241471&searchtext=custom
Desert optpost. No longer shows in workshop but I thik it's part of Ashan because I still have the level
Elemental_Evil (can't find it)
http://steamcommunity.com/sharedfiles/filedetails/?id=1155733310&searchtext=random
http://steamcommunity.com/sharedfiles/filedetails/?id=1139107856&searchtext=gmaddon1
http://steamcommunity.com/sharedfiles/filedetails/?id=1148831661&searchtext=hamlet
http://steamcommunity.com/sharedfiles/filedetails/?id=1165194995&searchtext=mining
http://steamcommunity.com/sharedfiles/filedetails/?id=1152500826&searchtext=gogots
http://steamcommunity.com/sharedfiles/filedetails/?id=1171786943&searchtext=jravens
http://steamcommunity.com/sharedfiles/filedetails/?id=1167315904&searchtext=marketplace
http://steamcommunity.com/sharedfiles/filedetails/?id=1156191957&searchtext=warfar
http://steamcommunity.com/sharedfiles/filedetails/?id=1159472239&searchtext=redscare
http://steamcommunity.com/sharedfiles/filedetails/?id=1159396150&searchtext=riverfort
http://steamcommunity.com/sharedfiles/filedetails/?id=1142209933&searchtext=small+town
http://steamcommunity.com/sharedfiles/filedetails/?id=1149211535&searchtext=swamp
http://steamcommunity.com/sharedfiles/filedetails/?id=1159965184&searchtext=swinns
(no tempest) it was disabled for a while
Thunderwave (no longer there)
Empire city (another one replaced by Ashan)

edit: listed mods

Last edited by WMC51; 17/10/17 06:14 PM.
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well that was probably worse and more work than just listing them out.

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Hi, I'm experiencing the same problems. Infinite charging times, players losing connection, game that hangs or freezes, screen that goes black.
All these drawbacks related to mods.
Please, Larian, fix it as soon as you can! at least telling us which mods are safe to use would be a breakthrough.
Thank you very much

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I might do some experimenting this week when my wife is doing other stuff since she is frustrated with the game right now.

I'm thinking some class mods that add options to character creation habe been reported as issues so I'm going to try loading a campaign without any of those.

Ill probably also try loading with only level mods then only skill.mods but not knes with character creation script.

I might individually test some of thw larger popular mods alone and togethet to see what results I get. Depends on how frustrated I get with load times.

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I've started another post of mods I've gotten to load together through the lobby. I put it on another post because it might just be a long string of mod post and I didn't want to interrupt this string.

http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=631860&#Post631860

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I got my main campaign to load. Well most of it. I lost a lot of work but better than not being able to use it. I am worried not about the future. If a mod is taken off the workshop but is part of your campaign how are the players going to get it. I would think the game would load mods directly from the GM to avoid this issue.

Here is what I did. I have another long lame video if anyone is interested.

1. I manually deleted mods from my docs folder that were no longer available in workshop so I could not unsuscribe. (that's an issue in it's self)

2. Some mods had multiple copies of different versions in my docs folder. I deleted the old versions and kept only the new ones.

3. The connecting computer had all mods pre-downloaded.

4. I invited from inside the game but let me test this. I was able to start with a player from the lobby when they had the mods pre-installed.

Here are the mods I had installed for this go
Ashan_Assets
Bard & Artificer
Bardic Loot
CityScape
Custom Gm Levels by too cool
Dragon Knight
Edgelord
GMAddon1
GmEssectials_Treasure
GMaps_Little_Hamlet
Gogots-MAPS
JRavens GM Toolkit - Larger Scenes
Marketplace
More Warfare Elemental Skill Combos
Overlord - Necromancy
Paladin Class
Redscar Fate Arena - City District
RiverFort
Small Town
Snowy Mountains (WIP)
Swamp Outlaw Camp
Swinns_MapMod
Tempest Class
Void Knight Class
Faux-Amyr
JRavens GMToolkit II

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Originally Posted by WMC51

2. Some mods had multiple copies of different versions in my docs folder. I deleted the old versions and kept only the new ones.


Sadly it looks like wasn't clearly stated in patch notes but after latest update we changed issue with mods being renamed (some invalid characters) so some mods which were renamed could be downloaded again with correct names - and this is causing "few mods" to have same version. Sorry for that.

To solve this: clearing Mods folder is preferable - mods (ones from workshop) will be synced correctly upon starting a game.

We also noted some issue that there were a faulty mods messing with story and scripting which could lead game to run with issues. Those mods were removed from workshop eventually, but since Steam don't handle removing from file system when mod was removed or unsubscribed from those still could be inside Mods folder.

More case: we found a issue that if client has older version of mod and server has newer version - upon syncing old mods won't be updated.

List of mods you giving us very helpful, please continue! We observing few issues with our mods system and mods from workshop.

One more thing. If you have extensive list of mods used in the same time - it may be quite a big amount of data (if amount of mods is about 1 GB) to be synced with client that doesn't have them - this may take a while for peer to download them from client. Especially for 4 peers draining data from GM host.


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Hi I have just deleted all the mods I had in the corresponding folder and now that I open the game, it crashes.
Apparently every time I open it, a few mods I subscribe to begins to download, but after a few downloads the game hangs up.
Attached is a video that shows what I said.
I guess I'll have to restart as many times as adons I have to start the game without hanging up.
I take this opportunity to ask you to include the following in the GM mode:
1. The ability to manipulate turns in combat. Currently it is not possible to do so, but in a tabletop this is possible and I think it should not be so difficult to implement.
2. The ability to manipulate the number of APs of each player and NPCs within the combat. There are actions that occur during a GM game that are not part of the mechanics of the game but are possible in a D&D environment such as trying to push an NPC off a bridge or platform and that should cost APs. Currently, the player is asked to make a simple attack on an irrelevant area to spend those used APs trying to push but the GM should be able to manipulate them.
Another aspect of this topic and the first is that when you move, like Game Master, a player while in combat the game automatically repositions him in the order of combat by modifying his initiative which should not happen because sometimes the GM needs to reposition a player or NPC in combat without this involving a change in the order or initiative of combat.
3. The ability for the GM to take control of a player's character, i. e. a PC, and also the ability to give control of one or more NPCs to a player.
Thank you very much

https://www.screencast.com/t/S4jmMMn26x

Last edited by Salva; 19/10/17 09:02 PM.
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The game does crash almost any time I download a new mod or one updates.

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