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Joined: Nov 2024
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Yooshi Offline OP
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Joined: Nov 2024
Hi, thanks for approving my account.

I recently discovered the existence of Divinity (I can’t believe this game flew under my radar for so many years), and I’ve fallen in love with it, just like my friends and I fell in love with the GM mode. Unfortunately, when using this mode, you quickly run into limits and restrictions (the number of maps, items, monsters, etc.), which can be dealt with using the Divinity Engine.

And here’s where the problem arises. I installed the engine, set the path to the data folder, and the engine throws a critical error. The start screen displays normally, but when I go into the editor, I get the error. I’ve double-checked the data folder path, handled all the necessary .NET frameworks and vcredists, but the error persists. Interestingly, the Classic version of the Divinity Engine runs without any issues—the problem is with the DE version.

I’ve scoured the internet and tried everything I could find, but nothing helped, so I’ve come here to ask for advice, and I’d be very grateful for any assistance.

Interestingly, when I reinstalled vcredist (if I remember correctly), the engine worked for a moment, but then it still crashed with an error. Subsequent reinstalls didn’t help anymore.

EDIT: Forgot to mention - I play the game in borderless fullscreen mode. Opening up the engine and getting the error sets the game settings to windowed. I don't know if it's a common thing.

Here are the logs:



CRITICAL ERROR!
D:\Steam\steamapps\common\The Divinity Engine 2\DefEd\DivinityEngine2.exe [version 3.6.51.9303]

Unhandled exception!

Exception Type: System.Reflection.TargetInvocationException
Description: Obiekt docelowy wywołania zgłosił wyjątek.
StackTrace:
w System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
w System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
w System.Delegate.DynamicInvokeImpl(Object[] args)
w LSCSharpCore.Threading.Dispatcher.Process(Boolean noAsyncInvokes)
w EoCPlugin.EoCWrapperApp.WaitForEventAndDoWork(EoCWrapperApp* , ThreadEvent* ev, EWorkerThreadBatchPriority maxPriority)
w BaseApp.SyncGameThread(BaseApp* )
w EoCPlugin.EoCPluginClass.Update(Double currentTime, Single deltaTime)
w LSToolFramework.TickService.Update(Object A_0, EventArgs A_1)
w Glasses.GlassesApp.Execute()

Inner exception (depth 0):

Exception Type: System.Reflection.TargetInvocationException
Description: Obiekt docelowy wywołania zgłosił wyjątek.
StackTrace:
w System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
w System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
w System.Delegate.DynamicInvokeImpl(Object[] args)
w DispatchFromClient(Delegate dele, Object[] args)

Inner exception (depth 1):

Exception Type: System.ComponentModel.Win32Exception
Description: Za mały przydział do przetworzenia tego polecenia
StackTrace:
w MS.Win32.UnsafeNativeMethods.EnableWindow(HandleRef hWnd, Boolean enable)
w System.Windows.Interop.HwndHost.OnEnabledChanged(Object sender, DependencyPropertyChangedEventArgs e)
w System.Windows.UIElement.RaiseDependencyPropertyChanged(EventPrivateKey key, DependencyPropertyChangedEventArgs args)
w System.Windows.UIElement.OnIsEnabledChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
w System.Windows.DependencyObject.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
w System.Windows.FrameworkElement.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
w System.Windows.Forms.Integration.WindowsFormsHost.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
w System.Windows.DependencyObject.NotifyPropertyChange(DependencyPropertyChangedEventArgs args)
w System.Windows.DependencyObject.UpdateEffectiveValue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry& newEntry, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType)
w System.Windows.DependencyObject.SetValueCommon(DependencyProperty dp, Object value, PropertyMetadata metadata, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType, Boolean isInternal)
w LSToolFramework.PanelService.DisableUI()
w LSToolFramework.ServiceManager.OnDisableUI(Object sender, EventArgs e)
w EoCPlugin.EoCPluginClass.raise_DisableUI(Object value0, EventArgs value1)
w EoCPlugin.MGameStateListener.OnGameStateChangedClient(UInt32 prevState, UInt32 currentState)

Category: Code
Count: 1
Timestamp: 09-12-2024 17:41:49:348

Last edited by Yooshi; 09/12/24 06:09 PM.
Joined: Jun 2025
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stranger
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Joined: Jun 2025
I created this account solely to share my success in fixing this issue, in hopes that it may help others who encounter the same problem in the future...

The 'critical error', described in detail by the original poster, can be temporarily resolved by resetting your motherboard's BIOS.

There are several ways to do this—for example, by entering the BIOS (usually by pressing F9 while your computer is starting up), then choosing the option to restore factory/default settings. After that, just restart your system, and voilà, the error will be gone and the Divinity Engine should work again.

⚠️ However, keep in mind that the error may return a few weeks later, so you might need to repeat the process.

Resetting the BIOS to default may also cause your system clock to become incorrect, so remember to either fix the time before restarting or go back into the BIOS and manually set the correct time.

I don’t know the actual reason behind this error—it’s still a mystery to me.


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