It pops up with a modal dialogue box that says something along the lines of
System.FormatException: Input string was not in a correct format.
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
at NWN2Toolset.NWN2.Data.NWN2GameAreaTileData.set_Appearance(TwoDAReference value)
It says this around a dozen times. I'm at a bit of a loss as to where it has found the error, and what the error is. Apart from presumably something that should contain a number not containing one.
I'm even more at a loss as to how to fix it.
Toolset strange error when verifying module
Débuté par
thosrtanner
, févr. 04 2011 11:35
#1
Posté 04 février 2011 - 11:35
#2
Posté 04 février 2011 - 03:31
I've gotten this kind of error when I had a "bad" 2DA entry, which arose after I upgraded to SoZ. Sometimes, game updates modify 2DAs (add columns) so if this happens and you have a custom version that's using an older format, it can cause an error when the 2DA is loaded or referenced.
Are you using any custom 2DA files? Did you upgrade your game recently?
Are you using any custom 2DA files? Did you upgrade your game recently?
#3
Posté 04 février 2011 - 03:55
I get this with my big campaign's modules (with plenty of custom 2das). Yes. something rotten in the state of Denmark. It doesn't have any ingame effect, or at least one I've found. My 2da had a broken placeable, as in you could not see it if you selected it to put it ingame. I figured that's where the problem was.
#4
Posté 04 février 2011 - 04:06
It's probably something like that (conflicting 2da), as it's a fairly old but rather large PW I'm looking at. So, there's no easy way to find out?
#5
Posté 04 février 2011 - 11:28
Not unless the verify process tells you which files or parts of your module it is checking. In any case, you don't need to "pass" the verify process to run or play the module. You may have better luck when/if you encounter the problem in real time (ie while playing the game or building in the toolset). Then you'll have a pretty good idea of what triggered the error (or crash) and what that relates to.
#6
Posté 05 février 2011 - 01:19
I'd prefer to fix the problem before some else finds it, in the same way that at work I prefer to fix compiler warnings before releasing code. It saves a lot of grief at some random time later. The verify process is on the whole rather unhelpful in what it tells you about what it is doing (i.e. nothing).
#7
Posté 05 février 2011 - 06:10
I hear ya.
#8
Posté 06 février 2011 - 02:11
The files it's looking for should be fairly well named so that you should be able to determine if it's a placeable, creature, item, or other thing that's spitting nails at you. From there, checking the relevant 2das and/or blueprints that are failing to verify ought to start you on the Path to Module Redemption. I can't say more, because I'm already stepping across the border of my competency levels when it comes to this issue. I think I may at least be pointing in the direction of more meaningful use of the data.
dno
dno
#9
Posté 12 février 2011 - 09:54
the problem is that it's an error from somewhere deep inside .net, and it's a modal dialogue box as well, so even if it *did* print some helpful "I am processing this file" (which it doesn't) I'd be at a loss. I think a little binary chop is called for





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