Game crashes when loading blade golem
#1
Posté 14 janvier 2011 - 04:08
I recently received this game for Christmas and have been throughly enjoying it. I have even managed to not have any hugh game stopping problems.... until now.
The problem is during the Githyanki assassins quest for the watchmen. I enter the house, clear it out then go to the back room where the Blade Golem is supposed to enter through a portal (so I have read) except as soon as I try to enter the room the game crashes to the desktop.
Here is what I have tried thus far:
Lowering the settings as far as possible
I have started from several old saves and with different parties
Going straight to the room (not clearing out the house)
I have installed Directx 9.0c redist
I have uninstalled and reinstalled the game and fully patched it (trying again every few patches)
running the game on only one core
My Computer specs:
Windows 7 64bit (6.1, build 7600)
AMD Phenom II x4 940 black edition deneb 3.0GHz
EVGA GeForce 8800GT Superclocked 512mb Driver: 197.45
6.00 GB Crucial Ballistix RAM
Sorry for the long post but I wanted to be as specific as possible so you guys will know where to start. I am hoping that this can be an easy fix that I am just not seeing
Thanks!
#3
Posté 14 janvier 2011 - 05:01
In the mean time, I did try rolling back to 196.21 as many people have had success with this release of Nvidia driver running NWN2. But like everything else, it didnt work. Though I will say that it did something new - I walked through the door and it froze for ~2-3 seconds then CTD.
#4
Posté 15 janvier 2011 - 01:05
So I am wondering if there is a console command or maybe a way using the toolset I can make the journal update so I can just skip it and go on with the story. As I said before, until now I have no problems and I would really like to just forget about this unfortunate episode and move on with the story.
#5
Posté 15 janvier 2011 - 03:29
How did you get the game?
If through Steam, try verifying integrity of local files.
#6
Posté 15 janvier 2011 - 04:18
#7
Posté 15 janvier 2011 - 04:19
#8
Posté 15 janvier 2011 - 05:40
if this works, I'm sending a bill to Atarirauko4 wrote...
So I am wondering if there is a console command or maybe a way using the toolset I can make the journal update so I can just skip it and go on with the story. As I said before, until now I have no problems and I would really like to just forget about this unfortunate episode and move on with the story.
Do not enter the room. Run these commands in DebugMode:
rs 10_cs_construct(10)
rs ga_journal("10_st_whouse_raid", 30, 1, 1, 1)
rs ga_local_int("bConstructConcluded", "1", "1700_Merchant_Quarter")
rs 10a_axle_state(7)
rs ga_mapnote("10_map_gith", 0)
let us know how it goes, or if you fix the CTD!
#9
Posté 15 janvier 2011 - 03:23
First off when i enter rs 10_cs_construct(10) it CTDs so I am assuming that the appropriate files for the construct is missing or corrupted.
However, everything else reports "Virtual machine reports successful execution of script ...).
My journal even updates puts it under "Quest Completed" and has the correct paragraph detailing what happened. Yet when I go back to Captain Brelaina, she does not give the next quest just "Lieutenant, you have your orders ..."
So it seems that Atari is going to make you earn that bill ;P
#10
Posté 15 janvier 2011 - 06:51
I searched google for rs 10_cs_construct(10) as that seemed to also make the game CTD hoping find anything new I had not found before and it yielded this on the old forums:
http://nwn2forums.bi...&forum=110&sp=0
So I tried everything that they suggested- a lot of it very similar to suggestions posted here. Here are the results:
The code rs ga_start_convo ("1021_ip_owner", "1021_construct_enters", 0, 0, 1, 0) caused the game to crash just as if I ran over the trigger box
Also, the code rs 10_cs_construct(60) or anything to do with the construct leading me to strongly feel that something crucial is missing perhaps from the install files itself.
Even after the modified code rs ga_local_int("bConstructConcluded", "=1", "$MODULE") the Captain would just act as if I had not completed the quest (hehe, maybe her AI is becoming sentient and is seeing through my attempt to get around the quest without actually doing, noble watchman she is...)
So my questions now are: Would uninstalling, reinstalling, and starting from the very beginning do anything.
Did I get a bad game disc that is missing something?
The irony is that after everything I have done trying to fix this (updated drivers, directx 9.0c, etc) the game seems to be running never better and I really didn't even have any complaints from before. *sigh*
#11
Posté 16 janvier 2011 - 01:41
this is the chunk of code that's causing the crash, in 10_cs_construct(10):
-----
case 10: //Gith are chatting
{
object oPortal = GetObjectByTag("1021_wp_portal_fx");
CreateObject(OBJECT_TYPE_PLACED_EFFECT,"1021_fx_gith_portal",GetLocation(oPortal),FALSE,"1021_fx_portal");
object oGith1 = GetObjectByTag("10_constructgith1");
object oGith2 = GetObjectByTag("10_constructgith2");
AssignCommand(oGith1,PlayAnimation(ANIMATION_LOOPING_TALK_NORMAL,1.0f,5.5f));
AssignCommand(oGith2,PlayAnimation(ANIMATION_LOOPING_TALK_NORMAL,1.0f,5.5f));
//setup for later
// Spawn Nimas and his men into Brelaina's office
if (GetGlobalInt("gbWatch") > 0)
{
location lNPC;
location lNimas = GetLocation(GetWaypointByTag("10_wp_nine1"));
int nLoop;
CreateObject(OBJECT_TYPE_CREATURE, "10nimas", lNimas);
for (nLoop = 2; nLoop <= 3; nLoop++)
{
lNPC = GetLocation(GetWaypointByTag("10_wp_nine" + IntToString(nLoop)));
CreateObject(OBJECT_TYPE_CREATURE, "10graycloak", lNPC, FALSE, "10_nimas_man" + IntToString(nLoop));
}
}
//
} break;
-----
It's either (1)the portal, as NWN DM suggested, (2)the animated Githyanki (unlikely), or (3)setting up NPCs back in Brelaina's office.
in any case, it's over my head
just looked over the thread you mention on the old forums; thurgood was looking at exactly what I was looking at & I just condensed some commands: for example, rs 10a_brel_state(160) doesn't appear to do anything (it's just an empty case:statement) & all the rs 10_cs_construct(50) commands are merely parts of the fight itself. etc.
good spot, btw
that'd just be a simple variable, it's not the main issue.My journal even updates puts it under "Quest Completed" and has the correct paragraph detailing what happened. Yet when I go back to Captain Brelaina, she does not give the next quest just "Lieutenant, you have your orders ..."
this causes 10_cs_construct(10) through (50) to run, hence CTD.So I tried everything that they suggested- a lot of it very similar to suggestions posted here. Here are the results:
The code rs ga_start_convo ("1021_ip_owner", "1021_construct_enters", 0, 0, 1, 0) caused the game to crash just as if I ran over the trigger box
well, the (60)+ sorta rely on (10) to (50) so ..Also, the code rs 10_cs_construct(60) or anything to do with the construct leading me to strongly feel that something crucial is missing perhaps from the install files itself.
hahahee! Oh noble Brelaina .. anyway. that command you cite should be functionally identical to the one I gave (guesstimation tho). now the bad newsEven after the modified code rs ga_local_int("bConstructConcluded", "=1", "$MODULE") the Captain would just act as if I had not completed the quest (hehe, maybe her AI is becoming sentient and is seeing through my attempt to get around the quest without actually doing, noble watchman she is...)
your game disc is fine (it wouldn't load if it was bad, and patching / updating brings your install up to v1.23 spec.) After dealing with a few more than a few of these sorts of issues, both my own and others', I'm sincerely starting to think that a nice, clean, careful install (with gentle pokes, nudges, and strokes along the way) would solve the problem ..So my questions now are: Would uninstalling, reinstalling, and starting from the very beginning do anything.
Did I get a bad game disc that is missing something?
unless somebody gets an Aha!-moment, from looking at the code above.
last thought: the only real reason for running 10_cs_construct(10) is to set up the NPCs in Brelaina's office. If you know some scripting you could copy that code into a custom script and run it from the console (and that itself may be causing the crash, remember); other than that, the journal entry and gamestates could be set quite simply, with my and thurgood's information. Nutz
#12
Posté 16 janvier 2011 - 05:16
I'll probably wait a few days see if any "aha" moments come, no need to be hasty and throw away a decent rouge build.
As for scripting... I know enough to get me into trouble (and usually back out of it hehe) always looking for an excuse to learn more though so who knows ... a new adventure awaits. In fact the more I think about it, I don't see why I can't *make* it work at least somehow...( once again it is hard to admit defeat) looking at the code, it seems that if I could figure out how to set the "gbWatch" from the line:
Spawn Nimas and his men into Brelaina's office
if (GetGlobalInt("gbWatch") > 0)
something would happen right? Or am I totally off...humm
oh my, I am rambling so until later: bonne nuit, bons camarades
#13
Posté 16 janvier 2011 - 06:44
yes, I mean theoretically the game can be 'played' entirely through console commandsIn fact the more I think about it, I don't see why I can't *make* it work at least somehow...
setting global (and local) ints is easy:looking at the code, it seems that if I could figure out how to set the "gbWatch"
rs runscript
ga_global_int scripted function
("gbWatch", "1") parameters
The problem here is I don't know what "gbWatch" should be set to; the code simply wants it greater than 0, and i don't know where it was set, or if it was set, previous. Don't forget you can hunt down scripts (and includes) by using the filter in the Toolset's OpenScript dialog (eg. "global" or "local" as filter) to figure out what they do and what parameters they expect
idea: try setting "gbWatch" to zero; then run 10_cs_construct(10) right after that. That'll prevent the NPCs from trying to spawn in Brelaina's office, and if the game still crashes you *Know* it's the creation of the portal that's causing it (almost)
----
since you're curious, here are a few notes I'd made with remarks learned since:
Module : 1700_Merchant_Quarter ( the Tag appears empty! try using, in quotes, "$MODULE" )
Area : 1021 githyanki
Conversation : 1021_construct_enters, 1021_construct_exits, 10_cs_construct, 10_cs_constructe
Script : 10_cs_construct, 1021_hb
Construct : 10_construct
UserDefinedEventScript : 10n_construct_ud
.. and this is what I figured out in toto:
// sets up encounter back in Brelaina's office
rs 10_cs_construct(10)
// (in '1021_construct_exits' conversation)
// sets journal properly
rs ga_journal("10_st_whouse_raid", 30, 1, 1, 1)
// assumes '$MODULE' == current module ( see above )
rs ga_local_int("bConstructConcluded", "1", "1700_Merchant_Quarter")
// sets Axle state
rs 10a_axle_state(7)
// sets Brelaina state (nb. does nothing, no code in case:160)
rs 10a_brel_state(160)
// removes mapnote
rs ga_mapnote("10_map_gith", 0)
// initiates chatter (might not work properly)
rs 10_cs_construct(110)
last bit of advice? try using '$MODULE' instead of '1700_Merchant_Quarter' in all instances. oh, and set that 'gbWatch' to zero as suggested above, now you got me curious ..!
bueno nachos, mon frere
#14
Posté 17 janvier 2011 - 05:30
I set "gbWatch" to 0 then ran 10_cs_construct(10) and it still crashed so it is the portal creation that is causing the problem (most likely)
I also tried replacing '1700_Merchant_Quarter' with $MODULE but nothing different happened
I have been looking the the toolset and have yet to find the script gb_watch, i did find other gb_"" scripts just not watch but I will keep looking
#15
Posté 17 janvier 2011 - 06:07
what makes you say there's a script 'gb_watch'?
edit, going in to take a closer look at that portal ..
Modifié par kevL, 17 janvier 2011 - 06:09 .
#16
Posté 17 janvier 2011 - 06:47
This aint the problem though, I think they do it just to cause a sort of spluttering effect when the two overlap.
---
portals Create twice:
1. on '10_cs_construct(10)'
2. on '10_cs_construct(1)'
sequence:
trigger fires convo '1021_construct_enters'
that fires scripts '10_cs_construct(10)', '20', '30', '40', '50'
(50) fires convo '10_cs_construct'
that fires scripts '10_cs_construct(1)', '2', '3', '4'
I'm trying to think of a way to dodge the Portal Creation ..
custom script seems the way to go. Think yer up to this? the idea is to recompile script '10_cs_construct' but first
// comment out
the three lines involved in portal creation ( lines 24, 56, 57 ) Can't miss 'em: in case(1) and case(10)
notes: when you hit F7 (Save & Compile) the Toolset writes the file to the Installation\\Modules\\temp folder - you gotta grab that file outta there before closing the toolset (closing TS deletes the folder). Copy both the .nss and .ncs files to your MyDocs\\NWN2\\Override
good to go!! That is, if it feels good just try a play-through with the '10_cs_construct.ncs' file (at least) in your Override. The portal should not be there (crosses toes) and with luck it isn't required for other game events
i'm hoping ..
#17
Posté 17 janvier 2011 - 09:36
#18
Posté 18 janvier 2011 - 03:40
goin in there not sure its gonna work, then BAM - Blade Golem!!!
congraz rauko4, we send bill
oh yeh, *nod to NWN DM
#19
Posté 18 janvier 2011 - 05:42
#20
Posté 19 janvier 2011 - 05:23
"Could not load the module. Module file might be corrupt OR it was created using a newer version of the toolset and/or game resources."
I was able to fix it though by copying the .sav and .z (not sure if you actually need both, I just did to cover all the bases) from an old save that worked. Oddly enough, the save that worked was from *after* I modified the 10_cs_construct script in the toolset. So it might have been just a corrupted save that was not connected to the previous problem and subsequent fix. Just wanted to let you guys know what happened and what worked for me to fix it. Just incase anyone else ever has this problem and uses this thread to work around it.
#21
Posté 19 janvier 2011 - 10:01
i doubt they're related - but thar ya go!
#22
Posté 21 janvier 2011 - 12:26
rauko4 wrote...
I was able to fix it though by copying the .sav and .z (not sure if you actually need both, I just did to cover all the bases) from an old save that worked. Oddly enough, the save that worked was from *after* I modified the 10_cs_construct script in the toolset. So it might have been just a corrupted save that was not connected to the previous problem and subsequent fix. Just wanted to let you guys know what happened and what worked for me to fix it. Just incase anyone else ever has this problem and uses this thread to work around it.
Any time you open one of the official game modules is the toolset, odds are that if anything is save, you will end up getting the error because it is, in fact, a newer version of the module than the rest of the game. Even if you don't intentionally save anything and just want to explore it in the toolset. The biggest danger is that the auto-save function is turned on in the toolset by default, and is set to auto-save every 5 minutes, resulting in the module being saved 12 times in an hour of simply looking around. It doesn't matter, in this case, if you do not save the module on exiting the program as it has already been saved by the toolset unless the auto-save function is turned off.
#23
Posté 21 janvier 2011 - 10:12
The very first thing to do when first using the Toolset is turn off AutoSave. (it's on by default = bad)
in this case, however, i believe it would / could have been saving / auto-saving the module in the temp folder, which strikes me as inconsequential (since it's deleted when the TS closed, and the game reverts to using the module from the Installation folder, which I don't think can be saved from the TS, although I'm not gonna try to find out). Further, the fix involved simply commenting out a few lines of code; it didn't use any potentially new or updated functions : the resulting file(s) became, on Save&Compile, their own entity in the tempFolder / Override, imo.Selene Moonsong wrote...
Any time you open one of the official game modules is the toolset, odds are that if anything is save, you will end up getting the error because it is, in fact, a newer version of the module than the rest of the game.
rauko4 wrote...
Oddly enough, the save that worked was from *after* I modified the 10_cs_construct script in the toolset.
just clarifying .. Do not try to Save Module, evar, when browsing an official module *
* truly expert users can and do ignore this (because being truly expert they have back-up plans).
#24
Posté 21 janvier 2011 - 11:44
You can try it for yourself. Create a new test module, a simple empty area is fine, then bake and save it. Next, turn on auto-save and add a couple of objects and wait for the auto-save to run. After auto-save has run, exit the toolset (be sure to disable auto-save before exiting).
Start the toolset and open the test module and see if the area is empty or if if the objects you placed are there.
#25
Posté 21 janvier 2011 - 12:19
& i'm not going to try that





Retour en haut






