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Game crashes when loading blade golem


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#1
rauko4

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Hello all,
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!

#2
kevL

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suggestion -

update nVidia driver to 260.99

it might just work

#3
rauko4

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Hi thanks for your quick response! Unfortunately I am having problems with 260.99 driver installation, around 30% I get 7zip:data error. (I think that I got a corrupted download so I will be trying again shortly).

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
rauko4

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Update: I did get a good download of 160.99 drivers and installed it butto no avail. I also installed .net framework 4.0 hoping that might help - it did not (though on a random note the toolset works fine)

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
NWN DM

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You may somehow have a corrupt model.

How did you get the game?

If through Steam, try verifying integrity of local files.

#6
rauko4

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It is a Gold edition I got from amazon.

#7
rauko4

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If it is a corrupt model is there anything I can do?

#8
kevL

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rauko4 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.

if this works, I'm sending a bill to Atari  Posted Image


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
rauko4

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Almost... it this >< close to working.

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
rauko4

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Small update **note, none of the following helped me, but it might help some else with problems in this lair** I simply wanted to give you guys as much information as possible so maybe a solution can be found.
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
kevL

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hm, okay
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

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 ..."

that'd just be a simple variable, it's not the main issue.

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

this causes 10_cs_construct(10) through (50) to run, hence CTD.

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.

well, the (60)+ sorta rely on (10) to (50) so ..

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...)

hahahee! Oh noble Brelaina .. anyway. that command you cite should be functionally identical to the one I gave (guesstimation tho). now the bad news

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?

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 ..


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
Posted Image

#12
rauko4

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wow... thanks for the detailed look at things. I also am coming to the conclusion that a nice clean start over would not be such a bad idea.

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
kevL

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In fact the more I think about it, I don't see why I can't *make* it work at least somehow...

yes, I mean theoretically the game can be 'played' entirely through console commands

looking at the code, it seems that if I could figure out how to set the "gbWatch"

setting global (and local) ints is easy:

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
rauko4

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Ok, so here is where we are:

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
kevL

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wait a sec,

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
kevL

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here's something interesting, the portal is created *twice*
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
rauko4

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Wij deden het! It worked! The cut scene ran beautifully (no portal but meh who cares?), hehe the blade golem took out the githyanki for me, I didn't even have the infamous problem of the golem becoming stuck and invincible, went back to Brelaina (she told them; stuck up Nine), got the next quest, and now moving on. Het goede werk, goede kameraden

#18
kevL

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that musta been quite something!
goin in there not sure its gonna work, then BAM - Blade Golem!!!

congraz rauko4, we send bill  Posted Image



oh yeh, *nod to NWN DM

#19
rauko4

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You certainly earned it- Atari should pay well :P

#20
rauko4

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One small addendum: after I finished Act I, first thing I did in Act II was to try to go to the merchant quarter , I received the error:

"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
kevL

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good call, R4



i doubt they're related - but thar ya go!

#22
Selene Moonsong

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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
kevL

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yes, i agree (somewhat)

The very first thing to do when first using the Toolset is turn off AutoSave. (it's on by default = bad)

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.

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.

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
Selene Moonsong

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When you close the toolset and auto save has been running, it is saved just as surely as when you do manual saves while working in the toolset, whether or not you save on exit" there is no difference between a manual or autp save.



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
kevL

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yes, but what I'm unsure of is whether Official Modules in the install folder can be saved / overwritten ..



& i'm not going to try that :)