Petros, well hurry up, then! <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid="

" border="0" alt="whippa.gif" /> <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="

" border="0" alt="smile.gif" />
Anyway, I followed instructions about creating a log, so im posting what it shows...
I can read it, but can hardly understand it, so ill let the professionals see what it means...
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><b>Gauging: StartGauging
Gauging: starting init
Gauging: nations
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
Gauging: islands
Init weathers complete. 320 weathers found.
Gauging: weather
Gauging: perks
InitModels: Total number of models: 315
Gauging: models
Gauging: goods
Gauging: ifaces
Main_LogoVideo() 0
PauseAllSounds
ResetSoundScheme
proc_break_video()
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 595
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: load options
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
ResetSoundScheme
Done loading
ResetSoundScheme
bool CreateParticleEntity()
!!! Reload to 93
LoadLocation(ref loc) Oxbay_town
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\potion
ItemLogic: Loaded model ammo\\blade14
ItemLogic: Loaded model ammo\\blade5
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
locator_name = reload13 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 97
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_Tavern
ĂĺÃĺđŕöč˙ ýÃęŕóÃňĺđîâ: Ëîęŕöč˙ Oxbay_Tavern
ĂĺÃĺđŕöč˙ ýÃęŕóÃňĺđîâ: Ăđóďďŕ encdetector
ĂĺÃĺđŕöč˙ ýÃęŕóÃňĺđîâ: Ëîęŕňîđ enc02
ŃČŃŇĹĚŔ ĂĹÃĹĐŔÖČČ ÃÃĘŔÓÃŇĹĐΠŃÃŽÃŽÃŮŔĹŇ: ŇČĎ Ã‹ÃŽĘŔÖČČ: tavern
SetCharacterTask_GotoPoint -> locator 'stay1' in group 'tables' not found
Template <goto> -> path not found chr.id = Oxbay_officiant
ItemLogic: On load location Oxbay_Tavern
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: tavern
SETTING MUSIC: music_tavern
Template <follow> -> timeout chr.id = Fra_arrester_01
Template <follow> -> teleport chr.id = Fra_arrester_01 to pos(-0.91716, 2.0575, -2.3992)
SETTING MUSIC: music_bitva
SETTING MUSIC: music_tavern</b><!--QuoteEnd--></div><!--QuoteEEnd-->
I loaded outside the tavern, went in, talked to the innkeeper, then to Tobias, fought the soldiers, and ran for the shipyard, but slammed into the locked door.