Well this is rather irritating to suddenly happen after years without a patch change.
Every time I run a module from the toolset it just says loading module 3 million times and the bar doesnt move.
I have to go external nwn2 to run my module. Why???
Toolset "run module" error
Débuté par
Eguintir Eligard
, mai 07 2011 02:31
#1
Posté 07 mai 2011 - 02:31
#2
Posté 07 mai 2011 - 03:13
Any special characteristics of you starting area? Very large? Very small? Did you try putting your starting location in a different area of the module and see if that makes a difference?
Regards
Regards
#3
Posté 07 mai 2011 - 03:26
You hitting a wall on memory? (i.e. game + toolset + 2x module = more RAM than you got).
#4
Posté 07 mai 2011 - 04:36
Hey, mine does it too! I have no idea why. I've always run my modules external to the toolset, though, so I don't know if this is new. I never really experimented with running from the toolset. It would be convenient thought.
#5
Posté 07 mai 2011 - 04:48
I just opened up a much smaller module (about 6 areas) and it still did it. I doubt it is the size of the module.
When I opened a module that is saved as a file instead of a directory, it seemed to work, but all it did was send me to the selection menu of the game, so it wasn't much of a shortcut. Is that what its supposed to do?
When I opened a module that is saved as a file instead of a directory, it seemed to work, but all it did was send me to the selection menu of the game, so it wasn't much of a shortcut. Is that what its supposed to do?
#6
Posté 08 mai 2011 - 01:21
exactly
#7
Posté 08 mai 2011 - 02:16
What I do to save time is keep NWN2 and the toolset open simultaneously and just tab back and forth. Make sure you don't have any area maps open when you load up a game. I found that as long as I don't have a game going and area maps displaying on the toolset simultaneously, I don't run into problems.
#8
Posté 08 mai 2011 - 02:17
...much.
#9
Posté 08 mai 2011 - 03:14
Going back and forth like that won't work if you are updating campaign folder content. Campaign folder content is loaded when you first start the module from the toolset and is not reloaded. Module content is reloaded whenever you return to the game menu.
#10
Posté 08 mai 2011 - 03:41
What I have observed:
You can change a conversation in the toolset while you have a game running and then go back to the game, unpause it and see the change *if* you are working in campaign mode.
If you want to test a script *also in campaign mode* you can have a saved game and just reload the same game from the NWN2 main menu, and see the changes in the script.
If you want to test anything else, you have to completely start a new module/campaign every time you want to see a change (you have to do this for anything if you are working in module mode, which is one of the many reasons I only do campaign mode).
Throughout all of this, you can keep NWN2 running in addition to the toolset, you just have to follow the above rules. There are probably more shortcuts that I don't know about.
You can change a conversation in the toolset while you have a game running and then go back to the game, unpause it and see the change *if* you are working in campaign mode.
If you want to test a script *also in campaign mode* you can have a saved game and just reload the same game from the NWN2 main menu, and see the changes in the script.
If you want to test anything else, you have to completely start a new module/campaign every time you want to see a change (you have to do this for anything if you are working in module mode, which is one of the many reasons I only do campaign mode).
Throughout all of this, you can keep NWN2 running in addition to the toolset, you just have to follow the above rules. There are probably more shortcuts that I don't know about.
#11
Posté 08 mai 2011 - 03:48
What I have is a dummy OnClientEnter script for the module. In it I have listed all the variables I might need or give all the items to test a certain thing (ie. SetLocalInt() to whatever object(s) I would have them on in game play). I just comment/uncomment the ones I need at the time and start right at the section I'm testing.
Modifié par _Knightmare_, 08 mai 2011 - 03:49 .
#12
Posté 08 mai 2011 - 06:53
I remember that many people have mentioned that running the game to test from the toolset is very buggy. In that light, I have always tested in the game externally. I just exit to menu after I have finished my test and leave it running from there - never had a problem with it that way. I just paint the start location in the area I'm testing and put any necessary items I might need on the floor right there. The main drawback to this method is that there are a limited amount of times both the game and the toolset can be ran to test before the leaky toolset and the memory chewing game need to be restarted - usually about 7 or 8 times for the system I'm running it all on - I've done it more times than that but eventually something locks due to memory loss/leakage.
#13
Posté 08 mai 2011 - 07:35
gave me a nasty crash that required reinstalling SoZ ..
It used to work (maybe module mode?) then i got the forever loading thing happen. One day i tried it again and BANG! oops.
on the good side, i haven't had any problem going back and forth to the Main Menu (sometimes it seems a new script will take effect just by transitioning areas) - the MemLeak happens to me when I open an area, then open a different module and open another area
..
It used to work (maybe module mode?) then i got the forever loading thing happen. One day i tried it again and BANG! oops.
on the good side, i haven't had any problem going back and forth to the Main Menu (sometimes it seems a new script will take effect just by transitioning areas) - the MemLeak happens to me when I open an area, then open a different module and open another area
..
#14
Posté 08 mai 2011 - 07:58
One possible reason could be custom content. "Run module" automatically starts the game with the first BIC in your localvault--usually that stupid Adaur Drow guy.
This means that if your module uses any custom content such as classes.2da or feat.2da, that character might not be valid for the module. It happened to me plenty of times. At least that was my impression of why I was having problems running the module from the toolset.
I do the same thing to test as Morbane mentioned.
This means that if your module uses any custom content such as classes.2da or feat.2da, that character might not be valid for the module. It happened to me plenty of times. At least that was my impression of why I was having problems running the module from the toolset.
I do the same thing to test as Morbane mentioned.
#15
Posté 08 mai 2011 - 12:14
MasterChanger wrote...
One possible reason could be custom content. "Run module" automatically starts the game with the first BIC in your localvault--usually that stupid Adaur Drow guy.
To get around this, I made a character named "_Aaxion" with all my mods in effect at creation (override) then exported the character and ding ding - new first BIC... In my case it is just quicker to select the first Local Character instead of scrolling scrolling scrolling to the one I want.
Modifié par Morbane, 08 mai 2011 - 12:16 .
#16
Posté 08 mai 2011 - 12:34
Morbane wrote...
MasterChanger wrote...
One possible reason could be custom content. "Run module" automatically starts the game with the first BIC in your localvault--usually that stupid Adaur Drow guy.
To get around this, I made a character named "_Aaxion" with all my mods in effect at creation (override) then exported the character and ding ding - new first BIC... In my case it is just quicker to select the first Local Character instead of scrolling scrolling scrolling to the one I want.
Just a note that the game run from toolset loads/uses the first character listed in your Local Vault by Filename, not by character name (which are usually the same by default). Point being that you can just go the your Local Vault folder, find the PC you want and edit the filename so it is listed first alphabetically. This will not change the character's in-game name. So, while the character name might be "Xavier", if the file name is "__Xavier" it will get loaded/used when the game is launched from toolset. If you want to switch characters used, just change the file names.
#17
Posté 08 mai 2011 - 02:56
Thats a whole a bunch of crap. I dont want to do 300 000 work arounds I just want it to work again. Sometimes it does, other times not. I never used module mode and that is not the problem.
Right now I have to exit the main menu and re open the module to retest things. I'm not going to just reload the game because there are enough bugs to worry about without wondering did it update the campaign stuff etc. You gotta do a full restart to be sure.
But thats much simpler if I can just do RUN MODULE. Only thing I see as different right now than from the Islander development is I am not working on campaigns, just modules... anything?
Right now I have to exit the main menu and re open the module to retest things. I'm not going to just reload the game because there are enough bugs to worry about without wondering did it update the campaign stuff etc. You gotta do a full restart to be sure.
But thats much simpler if I can just do RUN MODULE. Only thing I see as different right now than from the Islander development is I am not working on campaigns, just modules... anything?
Modifié par Eguintir Eligard, 08 mai 2011 - 02:56 .
#18
Posté 08 mai 2011 - 06:59
Is the first character in your local vault standard or has he/she been customized? Maybe there is something incompatible about him and your module or what you might have in your override folder.
Regards
Regards





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