The Client Extension is an add-on to the standard NWN2 game client that fixes various crash bugs, restores the Internet Server Browser for multiplayer listings, and adds new multiplayer functionality to the game (for example, a better reply function, command history, and a host of other improvements).
Direct download link for latest version: http://www.nynaeve.net/Skywing/NWN2/cliext/ClientExtension_Latest.zip (84583) (the Client Extension includes built-in self-update functionality when a new version is released).
There are also significant improvements to the capabilities of the DM client included (compatible with DMFI, although not dependent on DMFI). For example, you can teleport objects to specific points in other areas without jumping to the area first, and (with some server script support) you can view creatures on the map in a different area than you're currnetly in.
A brand new, "headless" standalone DM client for NWN2 is also included that allows PW admins to log on to the server without launching the full game DM client.
You can now also create a shortcut to directly connect to a PW from the desktop with the +connect argument supported by the included NWLauncher.exe (see the included readme file for details).
See the following tutorial for help getting started using the Client Extension, should you get stuck.
Zelknolf's NWN2 Server Monitor can be used as a front-end to launch the game to connect to any server if the NWN2 Client Extension is installed.
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So, I did it with no success.
However, I found something else, i already have a "path" with the right access, but it's in "HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\GOG.com\Games\1207659162" i don't really know why.
The strangest thing is the fact that my friend, who got the game after me, didn't have any problem with the installation.
Anyway, the error is still the same after creating the new Key.
Hi! First of all, thank you so much for all of your work on this! My boyfriend and I each bought the Neverwinter Nights 2 Complete edition from GOG.com, and we can't wait to play together. The extension makes getting into multiplayer games SO much faster-- and it's great to have the server selection back, like in the halcyon days of the GameSpy servers.
We are having one bit of trouble though-- we can't team up, and we're not sure why! I can go into Join Internet Game and join other people's games, but never his. And contrariwise-- he can't see any games that I create. We see the same games from other people, but never each other's.
If I Direct Connect to his IP (an external, static IP) -- with a :5121 for the IP port-- it searches for a while, then says it can't find that IP address.
We're at a loss. Any ideas?
Hmm, I have done some local testing with the latest CE build and I don't see this, but it's possible that there is some other ingredient to cause this to not work.
Some questions, if you have a chance :
1) If the game host does not use the CE (but the game client joining remotely does), does the problem occur still?
2) If the game client joining remotely does not use the CE but the game host does, does the problem still occur?
3) If you start nwn2server.exe and use it to load the module on the host, and have both clients connect using direct connect (use localhost as the host for the computer hosting the game), does the problem still occur even if both clients use the CE?
4) If you have a chance to repeat the experiments 1) and 2) above, but using the CE 1.0.0.28 build (linked from the download section in the page), that would also be useful to help track down whether something has broken here since the last CE release or whether there is some older, longstanding bug involved.
Hello Skywing,
I have another client extension problem to report. The walkmesh failed to load for a map in the Traveller module (https://neverwintervault.org/project/nwn2/module/traveller). I tested this several times and the same issue occurs every time if using the client extension but the map loads normally without it. It looks like the problem is the lack of a resource name. My guess is that the new security hardening is getting in the way again.
Here is the log report:
Client Extension version 1.0.0.30 - built Oct 1 2019 12:55:26
Copyright (C) 2008-2019 Skywing.
This release is paired with game build 1765.
Initializing in client extension mode...
Modules present: [standalone] [dm assistant] [dm scry]
Cleaning up defunct resource manager instance 'NWN2CliExt_12804'...
DPI awareness: DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2; DPI X = 96, DPI Y = 96
UIWindowBase: TextInputWindow: DPI change (96:96)
UIWindowBase: TextInputWindow: DPI change (96:96)
Use /showui to show closed windows (TextInputWindow).
UIWindowBase: PlayerListWindow: DPI change (96:96)
UIWindowBase: PlayerListWindow: DPI change (96:96)
UIWindowBase: MapWindow: DPI change (96:96)
UIWindowBase: MapWindow: DPI change (96:96)
UIWindowBase: AreaChooserWindow: DPI change (96:96)
UIWindowBase: AreaChooserWindow: DPI change (96:96)
Using community name:
There are 47 user(s) online playing Neverwinter Nights 2.
OnRecvMsgServerStatus_Status0: Server status is now 0.
OnRecvMsgServerStatus_StatusReady: Received server status information (0).
Server administrative email contact: <not.configured@example.com>
OnSendMsgLogin_GetModuleInfo: Resetting state for new module login.
Character selection confirmed.
Entering world.
LoadModuleResourceData: WARNING: Failed to load module rules data (No module resource name!), game world updates will not function properly.
LoadModuleResourceData: WARNING: Failed to load module area database (No module resource name!).
Crash dumps will be written to C:\Users\Steve\AppData\Local\Temp\\NWN2\\Dumps\memory.dmp
OnRecvMsgModule_Info: Module (52 areas) - there are 2 real minutes per game hour.
Affinity fix: Main thread affinity changed to 000000FF (was: 00000001)
In this place, it is year 1372, month 6, day 3. The hour is 10.
Dawn begins at hour 6 and dusk sets in at hour 18.
WARNING: Failed to calculate area dimensions for area : Failed to locate RESREF 'eastcrossroads'.
ValidateTrx: Exception 'Walkmesh decompression failed.'.
Failed to load area walkmesh.
Area name: eastcrossroads
Module name: Traveller
Module loaded from: directory
Typically, this error indicates that eastcrossroads.trx could not be found in the module.
Alternatively, this error may also indicate that eastcrossroads.trx is corrupt.
Check that the module name is correct, and that the module type (directory, mod, PWC file, etc.) is as expected.
If a module is unexpectedly loaded from a stale PWC file, try removing any stale PWC files for the module.
Player joins: Player
[Server]: You are now in a No PVP area.
Hi,
Thanks for the report. I can't reproduce this with the Client Extension 1.0.0.31 build (so I'm hoping that the problem was fixed by the other fixes in that release). Are you still observing this with CE 1.0.0.31 in use? I just tried starting a new game in the module and ensuring that the initial area loaded up. Otherwise, additional repro steps would probably be required.
I have come back from an extended period away from NWN2 and opening the game the CE was updated to the .30 version. My game now has suttering movement. The only way to not have the stuttering movement is to run the game without the CE. People have mentioned reinstalling, restarting the PC, putting a .dll needed for jade empire into the game directory, and CE rollbacks. None of these have worked except for not using the CE. Any ideas?
stutter here also
description: from a standing start, click to move PC, screen freezes for a full second or two. Then it unfreezes and things are as they should be with the PC at (or still running toward) its destination.
i managed to rollback to CE .28
But it doesn't seem entirely consistent; the game loaded one time with .30 and it didn't do this start-stutter ...
@reiniken to rollback (hopefully temporary) I downloaded .28 from the link above and (backedup) then overwrote the files in
C:\Neverwinter Nights 2\ClientExtension
stutter-lag is gone in ver. 31
thank you Skywing :)
update: it seems to be an issue w/ near full RAM (it's still there). I have only 8gb RAM, so when it happened again i cleared out some programs and it went away ...
just to be clear for information's sake -- this really isn't meant as a nag -- it (this swapfile freeze or whatever it is) didn't happen pre .30. I can resolve this on my end so it's all good
Okay, thank you.
For anyone else still experiencing anything like animation smoothness problems, the CE 1.0.0.32 build has an escape hatch to return to the old time scaling algorithm in CE 1.0.0.28. This is the only thing that I can think of that could impact this sort of behavior, although I don't have an explanation for how the new algorithm (introduced in CE 1.0.0.29) would cause issues (it should be more precise in all circumstances than the old one, and much better than the precision loss that the default nwn2main time scaling behavior has). Of course, this presumes that any such animation stuttering is on account of the loss of time precision issue that the game has, and not some other (running out of memory and paging things out). To help determine whether this is the case, if you type /showfps, and you have a consistently smooth framerate but still have jerky/stuttering animation of the ground while your character is moving around, this is the issue that the time scaling changes are intended to address.
To use the escape hatch to go back to the CE 1.0.0.28-style scaling (definitely not recommended unless there is a problem observed), type:
/qpcscale splitdiff
Then restart the game. Or use '/qpcscale default" to go back to the default behavior and restart the game for it to apply.
This /qpcscale command is new to CE 1.0.0.32, so until that release is finished, you would have to switch to the prerelease update channel (type: "/updatechannel prerelease" and restart the game) to switch to prerelease builds. As always, you can always switch back to release builds (will move you back to the current release build from any prerelease build) by typing: "/updatechannel release".
All of the various loading failures I was reporting are resolved as of ver.31.
Thank you Skywing for both your efforts to keep this game playable and to improve on or add features. In particular, I am loving the map click movement. This helps immensely on some maps.
Got it - thank you for confirming that these are fixed (that was also what I was observing).
Much appreciate the problem reports - thank you again for reporting these issues and for confirming the fixes too (which is very helpful) !
Hello Skywing,
I have encountered an issue with the CE 1.0.0.31, not certain if it's been reported before:
When running CE 1.0.0.31 with the `-dmc` option (DM Client) - there are constant, random delays of varying duration (usually no longer than a few seconds) between the execution of each issued command in-game.
For example there can be a few seconds of delay between clicking on the ground and DM character actually moving there. The same is with all other actions.
Cannot reproduce this behavior with standard DM Client (non-CE). Also cannot reproduce this behavior with Player version of CE.
Tested on localhost server only.
Thanks for the report! Can you reproduce this when not connecting to localhost (127.0.0.1)?
There is much more network traffic with the DM client, and with the CE in use with the DM client if player scry is enabled (by default it is; /scry off can disable DM player scry for a session). Furthermore, in order to make the scenario of hosting a multiplayer game from within nwn2main.exe still functional, the CE disables its own local networking code when connecting to localhost, as the CE (presently) assumes that this indicates that it is conneting to the inside-nwn2main multiplayer server and must disengage its networking hooks for the game's networking system to support more than one player. Even though traffic is flowing to localhost, there are many problems with the built-in network code. Hence, it would be good to get a read on whether you see this when connecting to a non-localhost server.
Ideally, the server would also be using the latest xp_bugfix and AuroraServerNetLayer builds as these also contain complementary networking code improvements (for best results, both the CE and the server-side xp_bugfix and AuroraServerNetLayer components should be up to date).
This assumes that what you are seeing is slow response to actions and not the game framerate dropping (or the game becoming unresponsive); if the game is becoming unresponsive, there is likely to be a different problem at hand that needs to be separately debugged.
Latest version has issues launching some campaigns/modules, specifically King's Festival+Queen's Harvest and Conan Chronicles 1.
The first kept producing a “module corrupt” error, reported as error “Invalid ERF rejected (Zero length string)” in the Client Extension, while the latter crashed immediately after creating a character and entering the module.
Great work with this Client Extension btw, not sure why I didn't rate this for such a long time... Occasional bugs aside, thanks for helping make NWN2 much more stable.
Thanks for reporting this! If you upgrade to the latest CE, I would expect that the "Zero length string" error should be fixed. This was actually fixed in the 1.0.0.31 release, so you shouldn't see this with 1.0.0.31 or above (the CE's ERF validation was slightly too strict, and I backed out the overly strict restriction on no zero length localized strings in the ERF string table with 1.0.0.31; that error message no longer exists in 1.0.0.31 or above).
About the crash on module load, is the game bailing out to the main menu, or actually crashing? If it's actually crashing, the CE should (hopefully) be creating a crash dump, which, while large, should compress well and would contain a great deal of valuable information as to what might be going wrong.
I was looking forward to playing the campaign using DPI scaling on a 4k monitor, but unfortunately it seems like the Save (and Load) game screens will not display with DPI scaling enabled.
Is there any known workaround, e.g. saving the game from the command line?
Hmm. I'll have to take a look to see whether it's feasible to fix those screens so that they work. Thanks for noticing this!
There are, I believe, a pair of quick save and quick load hotkeys that the base game supports, that might be a workaround (if not quite ideal). I can look into adding a /cmd to request a save or load, too.
Just tested this using the prerelease build, I can confirm that the fix works great. Thanks for getting around to implementing it so quickly!
Great. Thank you very much for confirming this !
Heya. I get an error to load walkmesh in the encounter with Zinn, the bounty hunter. Running the game normally let me load the area properly and progress.
Hi,
Thanks for the report. It would help to have some more information:
- What exact error message (copy from the Client Extension console if possible along with recent log messages there) were you seeing?
- Which Client Extension version are you using (when launching the game, it should be printed at the top of the console window)?
- Which module are you playing (if a locally hosted or single player game)? If it is one on neverwintervault, a link to the module would be helpful.
- What area in the module has the problem (if you know)?
If all else fails, you could use the "/gffcheck off" command to turn off various file format safety checks in the Client Extension (this setting is remembered in the registry across sessions; "/gffcheck on" restores the default behavior). But, I'd like to get to the bottom of what you're seeing here rather than relying on folks using that option as it is not safe if the module is malformed.
Thanks for replying. This is in a single player game with version 1.0.0.33. Here's the message:
WARNING: Failed to calculate area dimensions for area : Unsupported AreaSurfaceWalkmesh resource version..
ValidateTrx: Exception 'Unsupported AreaSurfaceWalkmesh resource version.'.
Failed to load area walkmesh.
Area name: generic forest
Module name: 2200_Port_Llast
Module loaded from: .mod file
Typically, this error indicates that generic forest.trx could not be found in the module.
Alternatively, this error may also indicate that generic forest.trx is corrupt.
Check that the module name is correct, and that the module type (directory, mod, PWC file, etc.) is as expected.
If a module is unexpectedly loaded from a stale PWC file, try removing any stale PWC files for the module.
Edit: I did want to mention that turning gffcheck off temporarily did let me progress normally.
Thank you, this is very helpful information. (I'd be interested to see if you see any other areas with this problem.)
What's going on here is that this area was last built with a very old, pre-NWN2-beta-toolset version, and it has an early walkmesh format that the CE doesn't understand. I'll look into whether it is simple to support this early walkmesh format. Given that this walkmesh format long predates even the 1.00 retail release of NWN2, I wasn't expecting there to be any modules left still baked using such an old toolset version, but it seems like this particular original campaign area happens to be such a case that exists after all.
Cool. Glad I could help. I'm playing through the OC for the first time and then I'll probably do the other campaigns. I'll let you know if anything happens.
any other areas with obsolete walkmeshes?
( I'm rebaking them in my custom breakouts, have done "generic forest"[*]. Here's what i notice in the toolset: open the module->area, turn on SurfaceMesh, then toggle Baked ... the obsolete genericforest mesh disappears when Baked is on, while walkmeshes in other (assumedly non-obsolete) areas will properly display their (baked) walkmeshes.
a bit more fudging around in the toolset indicates something is def. wonky there ... eg, if Baked is already on while toggling SurfaceMesh the walkmesh doesn't show; SurfaceMesh needs to be on first, before Baked is toggled )
[*] a straightforward bake makes it look better.
holy diana ...
looks like i got a bit of baking to do
thank you v.much
thank ya, Sky
have the trn/trx files been checked for MotB and later? or can it be assumed that they're all good ...
The above output is from running a tool to check .trn/.trx files over every .mod in <install path>\Modules. It should include MotB and SoZ areas in the listing if any had old walkmeshes.
sounds good, thank you
I have a change prepared to add walkmesh support for the old walkmesh format versions present in some of these early, original campaign modules. I expect to put this on the prerelease update channel soon; I'll post back once that is the case. Once that is done, you should be able to, alternatively, switch to the prerelease update channel and use /gffcheck off, and things should work.
I have an odd bug to report. I am finding that using missile weapons (though not spells) I am teleporting to the location I was shooting at as soon as I try to move after firing. This bug is appearing in a number of tested modules and campaigns and does not occur if I load the game without the client.
I need to do further testing with systematic removal of files from my override folder but I wanted to post this here in case others were having the same issue.
Edit: The issue is solved but I am leaving this comment here in case anyone in the future encounters a similar issue. It is relevant to the client since the bug was not occurring in the vanilla game.
Edit 2: I fear on further testing, the issue is not resolved my override and only occurs when using the client extension. Further, it also causes the player to be moved to anyone that speaks to them in a cutscene. In several cases this has teleported me across a large map, past traps and enemies, to stand beside climactic enemy that should have been hard to get to.
I suspect that if you use the "/mpredict" command to turn off point and click move prediction (this isn't remembered across sessions right now, so you'd have to use /autocmds to put it into autocmds.txt), you won't see this. This should actually just be a "display only" issue, where the client disagrees where you are with respect to where the server thinks you are (the server's viewpoint being used for actual game rules/mechanics computations). It's still a bug, nonetheless.
That being said, if /mpredict changes the behavior, it would still be helpful if you have a reliable reproduction of the problem in a specific place in a specific module with a specific character, etc.. I have heard of some sporadic reports of this, but it's been tough to pin down a specific cause especially due to the inconsistent nature of the problem.
For extra debugging details, if you can use "/pathdebug" to turn mpredict debugging on, and find exactly where in the output enabled by /pathdebug the problematic jump appears, that might be helpful as well in addition to the above information.
Sorry for the long delay. My life is a bit in shambles right now. the /mpredict command does indeed solve the problem completely. This is a butter to find a examples of because it occurs irregularly and I haven't had much time to test but I will do my best to cover what I do know.
A cutscene that focuses on a different point from the PC becomes the new location the game thinks the PC is located at. Sometimes using a missile weapon on an enemy and killing them results in that enemy's position being where the game thinks the PC is located. Finally, though harder to be sure about due to small distances, when interacting with objects like doors or chests to unlock them or disarm traps and such, that object's position becomes where the game thinks the PC is located.
I will see if I can get you better information but it may be a while. Stay safe, Skywing.
Mr. Skywing
would this catch your fancy?
NWN2 - Increasing Camera Zoom Out
sort of like the /camerapitch 90 switch ...
Hi Skywing et al,
My friend and I are trying to get the CE to work using the steam version. I am running GOG complete edition and it all works great, but he is having trouble with Steam/Platinum edition. He is running the steam version. Platinum.
I imagine this should work regardless of edition or expansions held. When following instructions, the following error is received on the steam platinum edition when launching NWLauncher for the CE. Application Load Error 5:0000065434
https://imgur.com/a/2akFvch
The regedit was checked, but we're unsure what we are really looking for.
Both are Windows 10. Both can run the game otherwise. Similar steps were taken but i don't understand the error message.
Can you help? What do you need to help? Thank you.
- Sigon
I don't personally use the Steam edition, but another user had reported that copying Steam.exe into the same directory as nwn2main.exe fixed this problem with Steam's wrapper.
Hi there,
Me and a few friends recently purchased NWN2 Complete and we are trying to use your Client Extension to get us up and running for a run of the original campaign and the expansions, but we are having a hard time with the Direct Connect. I made a thread on GoG, but the NWN forum there does not appear to be active much:
https://www.gog.com/forum/neverwinter_nights_series/nwn2_help_with_start...
Both my friends are getting the "Connection Error: Server is not responding (timed out)" when they try and get the game started.
A few questions, when we start the game game through the shortcuts (explained here https://www.youtube.com/watch?v=15iGkEk1fqQ):
1) Do we need to have GoG Galaxy open? The game appears to start if you use the shortcuts mentioned above even if GoG isn't running. And should we press on Multiplayer to get the failed login to Bioware first (both me as a host and them as people who join) or is this step something we are supposed to skip?
2) Once I host the game, and they use the Direct Connect function, do they need to use my IPv4 IP address (one seen when you type in "ipconfig" in Command Prompt) or the external address that is found when you go to "whatsmyip?". Different threads over the years mention using different ones for Direct Connect, the most recent I can find suggest the former needs to be used. They cannot really see my game even if I use the "Post game to Internet" option. They are typing in "myipaddress:5121" without the hyphens in the Direct Connect function. I am however setting passwords on the server, I don't know if this has any effect and is bugging out the server or something.
3) What exactly do I need to do when it comes to Port Fowarding? I tried forwarding UDP 5121 in the router, even tried 5120-5300 as some people have suggested in some discussions, neither appears to work. I even made both Inbound and Outbound rules for each of the above in the Windows Firewall Advanced Settings. We have also all tried disabling all our firewalls and antiviruses, nothing helped, same connection errors.
When I check Port 5121 on YouGetSignal , which checks my external IP, it says Port 5121 is Closed. However when I use Simple Port Forwarding (recommended free software for checking if ports are forwarded) it confirms that my IPv4 IP (Local) address has Port 5121 forwarded, even when I do the 5120-5300 check it states that they are all forwarded. So I am at a loss here.
EDIT: We are also at a loss about whether there is something they as people joining me need to do in preparation, do they need to have some ports forwarded as well, or do something else? Or is all the "preparation" only required for the one who hosts the game?
We would really appreciate your help in getting this running.
Thanks in advance!
Bug found. I can't run this after I reinstalled windows but kept old NWN2 folder. So under instructions it says to use ClientExtension.hdl and click to apply. Whenever I click on it, error message pop ups saying ''Window not found!''. (hdlinstall.reg installed)
Howdy!
Just thought I'd provide some feedback.
I just had the same problem loading the Zinn ambush in the forest, while the party was headed to Ember.
Version 1.0.0.33 (confirmed)
Utilizing "/updatechannel release" and "/gffcheck off" worked
Windows 10
gog.com
Now, the party is able to keep going.
Cheers!
Hello,
I am experiencing a freeze followed by game crash when trying to exit to the game menu, as opposed to exiting straight up to the desktop. It started shortly after updating to version 1.0.0.32 (I did so only a few days ago). Earlier, I was operating on version 1.0.0.26 without any trouble at all. Nothing game breaking... simply a bit annoying. Anything the mod creator could suggest would be helpful. Here is the log report I got...
Many thanks,
***
Client Extension version 1.0.0.32 - built Feb 13 2020 18:06:35
Copyright (C) 2008-2020 Skywing.
This release is paired with game build 1765.
Initializing in client extension mode...
Modules present: [standalone] [dm assistant] [dm scry]
Cleaning up defunct resource manager instance 'NWN2CliExt_9756'...
DPI awareness: DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2; DPI X = 96, DPI Y = 96
UIWindowBase: TextInputWindow: DPI change (96:96)
UIWindowBase: TextInputWindow: DPI change (96:96)
Use /showui to show closed windows (TextInputWindow).
UIWindowBase: PlayerListWindow: DPI change (96:96)
UIWindowBase: PlayerListWindow: DPI change (96:96)
UIWindowBase: MapWindow: DPI change (96:96)
UIWindowBase: MapWindow: DPI change (96:96)
Use /showui to show closed windows (MapWindow).
UIWindowBase: AreaChooserWindow: DPI change (96:96)
UIWindowBase: AreaChooserWindow: DPI change (96:96)
Using community name: Avernus
There are 74 user(s) online playing Neverwinter Nights 2.
OnRecvMsgServerStatus_Status0: Server status is now 0.
OnRecvMsgServerStatus_StatusReady: Received server status information (0).
Server administrative email contact: <not.configured@example.com>
OnSendMsgLogin_GetModuleInfo: Resetting state for new module login.
Character selection confirmed.
Entering world.
LoadModuleResourceData: WARNING: Failed to load module rules data (No module resource name!), game world updates will not function properly.
LoadModuleResourceData: WARNING: Failed to load module area database (No module resource name!).
Crash dumps will be written to C:\Users\alexm\AppData\Local\Temp\\NWN2\\Dumps\memory.dmp
OnRecvMsgModule_Info: Module Old Owl Well (13 areas) - there are 2 real minutes per game hour.
Affinity fix: Main thread affinity changed to 0000000F (was: 00000001)
In this place, it is year 1372, month 7, day 11. The hour is 9.
Dawn begins at hour 6 and dusk sets in at hour 18.
WARNING: Failed to calculate area dimensions for area : Failed to locate RESREF '1318_eyegougerl1'.
[Server]: You are now in a No PVP area.
To re-open closed Client Extension windows (map window, send message), type /showui
***
When I try to set higher than 1024 x 768 resolution - the game is crashing
This may have already been answered, but...
Whenever I open NWN2 from the original launcher I can see the exspansions. When I open it using the exstension, it only show the original game.
I have NWN2 complete and have played around with it a little to see what I could get to work
Doing so, I've noticed that campaings I place in the documents folder still show up, but none from the root folder.
Any advice?
Yup, don't install any modifications to the root nwn2 folders location. Any mods or modules you download will be installed to the Documents folder NWN2 stuff.
There are 2 download links to the same file but both have different sizes, is one more updated than the other? Or is just 2 different compressions for the same build?
I've run game via NWLauncher.exe but when I load save keyboard commands (pause, inventory, spells, etc) doesn't work. What could be issue?
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