toolset crashes on save or bake/save
#1
Posté 20 novembre 2011 - 07:52
#2
Posté 20 novembre 2011 - 08:05
PJ
#3
Posté 20 novembre 2011 - 08:15
#4
Posté 20 novembre 2011 - 08:16
#5
Posté 20 novembre 2011 - 08:37
Its a hard way to learn to back up pretty much every session, but its something I think we've all learned at some point. Personally, I keep backups of at least my last two building sessions when I'm busy in the toolset.
I don't know if anyone's ever managed to put their finger on what causes toolset crashes, and different people find that different things help prevent them - some swear by working in Directory mode (massively cuts down on crashes for me, and loads much faster, but makes testing slower as you need to convert back to .mod file format to playtest), and as mentioned above, Autosave seems to cause problems too, as well as being annoying when you're building.
In the mean time - hope you didn't lose too much, happy building!
Cly.
#6
Posté 20 novembre 2011 - 08:58
#7
Posté 20 novembre 2011 - 08:59
#8
Posté 20 novembre 2011 - 09:11
But he is absolutely correct that you can load each area in a new module and import each area until you find the culprit - baking and making a note which ones load and bake successfully as you go.
#9
Posté 20 novembre 2011 - 09:28
#10
Posté 20 novembre 2011 - 10:44
#11
Posté 20 novembre 2011 - 01:22
I usually save my backups in directory mode, with the working version in mod form. I keep the two previous versions as backups.
You can play a mod that is saved as a directory, but there are some features (such as the mod description) that don't show up in the game.
#12
Posté 20 novembre 2011 - 02:21
And to repeat what they say above, saving in module mode uses up ridiculous amounts of memory, even with a modern rig like yours. Add in a memory leak, and you're bound to get a corrupt area that crashes the module. So do all your work in directory mode, and only save a copy as a module when you're ready to distribute.
#13
Posté 20 novembre 2011 - 03:20
#14
Posté 20 novembre 2011 - 04:11
Laugh out loud wrote...
How do you go into directory mode?
Choose "Save Directory" rather than "Save" from the file menu. After this first time, you can (and should) choose Save, because Save Directory as a different name will move your files to the new directory rather than making a copy.
When you are ready to open your module, choose "Open Directory". What you will be opening is the folder that contains your files for that module rather than opening an individual .mod file.
When saved in directory mode, you can browse your module directory directly with Windows Explorer. You can export or import resources with drag and drop rather than getting involved with ERFs.
#15
Posté 20 novembre 2011 - 07:50
But in directory mode you can copy paste all those components using windows.
#16
Posté 20 novembre 2011 - 07:52
#17
Posté 20 novembre 2011 - 07:53
And to repeat what they say above, saving in module mode uses up ridiculous amounts of memory, even with a modern rig like yours. Add in a memory leak, and you're bound to get a corrupt area that crashes the module. So do all your work in directory mode, and only save a copy as a module when you're ready to distribute.
I've been distributing in directory mode for the last three mods. It works just fine but is a little more confusing when telling people where to put the folders.
PJ
#18
Posté 21 novembre 2011 - 05:29
#19
Posté 21 novembre 2011 - 06:44
#20
Posté 21 novembre 2011 - 06:17
#21
Posté 21 novembre 2011 - 07:37
Also, when you are working in module mode and if it crashes the toolset while trying to save, then what you will find is a .mod file that is probably much smaller than it should be and a temp..module name directory that is what the toolset had before you attempted the save. So after a crash you can just use open directory on that temp directory to recover your work.
Regards
#22
Posté 21 novembre 2011 - 09:34
PJ156 wrote...
And to repeat what they say above, saving in module mode uses up ridiculous amounts of memory, even with a modern rig like yours. Add in a memory leak, and you're bound to get a corrupt area that crashes the module. So do all your work in directory mode, and only save a copy as a module when you're ready to distribute.
I've been distributing in directory mode for the last three mods. It works just fine but is a little more confusing when telling people where to put the folders.
PJ
Use nwn2packer to create a module prior to distribution, mod files are really set up for players. It is a lot easier as a builder to be able to just hop into a module and delete files when you feel like it. Strongly recommend using it especially if you are having problems with the toolset. Even converting from a module to a directory and vice versa it's a lot more reliable to just do it yourself with nwn2packer.
Do not bake an entire module ever, it will run out of memory and takes forever. Bake areas as you work on them one at a time. You only need to do it when you change the walkable area. Bake all only works on very small modules, and i know the toolset gets very unstable whenever you have opened more than 3 areas, even if not at once. ( i will restart toolset periodically but i try to focus on 1-2 areas at a time. )
If it's a bad area, get the terracoppa plugin and try to duplicate the area to a new area. Definitely open each area one at a time until you find the culprit. Make sure you have a safe backup regardless.
I actually have a live module, and a development module which is the exact same except it only has the areas i am working on. I copy back and forth areas as needed. Since most of the resources are in haks or override ( or you can use a campaign folder ) it's pretty easy to manage. That way my real module is pretty safe since i am usually only working on a copy, if i mess up an area ( lol i dropped a ton of ice walls in the center of town accidentally since i had show placeables set to off, so i just go get the original town )
It also lets me structure specific short cuts, ie portals and such in town so i can get deep in the module without needing to walk there.
Modifié par painofdungeoneternal, 21 novembre 2011 - 09:34 .
#23
Posté 22 novembre 2011 - 07:41
#24
Posté 22 novembre 2011 - 08:18
#25
Posté 22 novembre 2011 - 08:30
Everything works just like in a module, except it's in a folder. Technically the issue is when you work in module mode, it's putting everything in directory mode in a temp0 folder which you can use to rescue your work. Everyone saying module mode works fine is technically in directory mode, but their modules are either small enough, or they have a beefy enough system, or are just lucky enough to not have an issue.
The issue is that it saves this data back to the module in such a way that if something unforseen happened at the wrong moment, you can lose everything, it does not always maintain the old module file as it's saving, and at such times if you are smart you can find your module in those temp folders. I basically cross my fingers.
Then there are similar issues with this when you change from module to directory mode, where it deletes your module or directory effectively moving the data instead of saving a new copy.
Note all the file formats, erf, mod, hak, and probably a few more are the exact same format, just with different names. A module is just a hak which the game knows by it's extension should have the areas and some other files. As such you can use NWN2Packer to get things into and out of these formats, and just extract them out into a folder. It is a good idea to sidestep all the formats and just copy the raw files, this however is not "easy" looking as you end up learning which files do what, but then in the long term you really want to learn how everything works or you are going to be working a lot harder than you need to.
About the only other differences is you use -moduledir on the command line, and use open directory to open the files. And of course it's just a folder in your modules directory. Other than that it works just like a module, the game really can't see the difference except it's not having to extract every file it needs whenever it needs it.





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