Hello all, I am not sure what is going on with my module. I have been working in directory mode in order to avoid corruption, but today the toolset started with an error. So I closed the toolset and restarted. I found that all of my preferences had been reset, so I reset those and restarted again as a precaution. After that I started the toolset up and tried to open my module directory. It opens the module and then immediately closes it afterwards. It will quickly list the areas as usual, but then it just closes it and goes back to a "temp" module. Has this happened to anyone else? I would really hope this is not a complete module corruption, that would really suck even though I have some backups.
Directory Mode Corruption?
Débuté par
Youkai
, déc. 09 2011 01:48
#1
Posté 09 décembre 2011 - 01:48
#2
Posté 09 décembre 2011 - 02:11
Check your modules directory - you might have a directory in there with a name that is mostly gibberish... if so, that's what's left of your module (IIRC... it's been a while).
Always always always make backups whenever you make significant changes/additions to your module, even in directory mode.
Always always always make backups whenever you make significant changes/additions to your module, even in directory mode.
#3
Posté 09 décembre 2011 - 03:08
Hey NWN DM, thank you for your reply. I checked the module directory again and found no such folder. I think that happened to me one time before. Anyway, the module folder seems to be intact. It is the same size it was prior to corruption, 1.47GB.
#4
Posté 09 décembre 2011 - 03:21
Make a new module directory. Exit out of the toolset. Then copy the area files ( you should know the names of your areas ) into this folder. Try opening up the module, see if that works.
If that works, well then focus on dialogs, faction file ( .fac ). You will have to review any module settings. If you have an older version you backed up, it might work. Add things in until i find the culprit, which could be an invalid blueprint, corrupt area, anything really. You can compare files to File Formats
One thing that i've seen is if you have blueprints set up with extra skills ( ie alfa added some more skills ) well those blueprints will crash your toolset when it runs across them. But it could be anything really, once you know which files are the issue, well you need to recreate them or figure out how to recover portions from them.
Generally I take the ncs and nss files, put those in override. Same with the blueprint files ( extensions like *.utp, *.uti ) unless you are doing a lot of changes with those. You can leave those in override forever, or drop those into the module .mod file upon release, or make a hak file with nwn2packer, or the campaign folder, but overide is great for development ( you can even compile them in the override folder using the open convo/script menu item in toolset ). These files fill up the module size and work exactly the same in override.
Basically too much stuff in the directory fills up memory and makes you more prone to issues. Every time i've had a major issue i've been working on a big module, and have had almost no problems since i trimmed down sizes. My goal is to minimize what is actually in the module itself as much as possible.
( I personally have a working directory and a real directory, and i just make a copy of what i want to work on into the working directory, that way i always have a previous version, and i work faster since my module will load 100 times faster. Working on a module with 1 single area in it, or 2-3 is also much more stable. And of course because of this, I ALWAYS have a backup, and only thing which can be lost is the current area i am working on which is about the only thing I could lose. )
If that works, well then focus on dialogs, faction file ( .fac ). You will have to review any module settings. If you have an older version you backed up, it might work. Add things in until i find the culprit, which could be an invalid blueprint, corrupt area, anything really. You can compare files to File Formats
One thing that i've seen is if you have blueprints set up with extra skills ( ie alfa added some more skills ) well those blueprints will crash your toolset when it runs across them. But it could be anything really, once you know which files are the issue, well you need to recreate them or figure out how to recover portions from them.
Generally I take the ncs and nss files, put those in override. Same with the blueprint files ( extensions like *.utp, *.uti ) unless you are doing a lot of changes with those. You can leave those in override forever, or drop those into the module .mod file upon release, or make a hak file with nwn2packer, or the campaign folder, but overide is great for development ( you can even compile them in the override folder using the open convo/script menu item in toolset ). These files fill up the module size and work exactly the same in override.
Basically too much stuff in the directory fills up memory and makes you more prone to issues. Every time i've had a major issue i've been working on a big module, and have had almost no problems since i trimmed down sizes. My goal is to minimize what is actually in the module itself as much as possible.
( I personally have a working directory and a real directory, and i just make a copy of what i want to work on into the working directory, that way i always have a previous version, and i work faster since my module will load 100 times faster. Working on a module with 1 single area in it, or 2-3 is also much more stable. And of course because of this, I ALWAYS have a backup, and only thing which can be lost is the current area i am working on which is about the only thing I could lose. )
Modifié par painofdungeoneternal, 09 décembre 2011 - 03:26 .
#5
Posté 09 décembre 2011 - 03:43
I work mostly in module mode, and when the toolset inevitably crashes it tends to leave behind a temp folder in C:\\Program Files\\Atari\\Neverwinter Nights 2\\ with the same name as the module itself.
If you don't delete that temp folder, then the next time you try to open up that module the toolset does all sorts of unpleasant things as it tried to create a folder with the same name as one that already exists.
I don't know whether working in directory mode is similar though.
If you don't delete that temp folder, then the next time you try to open up that module the toolset does all sorts of unpleasant things as it tried to create a folder with the same name as one that already exists.
I don't know whether working in directory mode is similar though.
#6
Posté 09 décembre 2011 - 04:28
Thanks for the input everyone. Well, I did manage to get the module files to open by using a similar method as painofdungeoneternal described. I created a new module and copied everything into it except for the module jrl file, an xml file, and one other file. Now the only issue is that when I open the module it gives me a lot of error messages. So far every area opens fine and things seem to be as they were. I did manage to get an error message to point out three areas: Nether Mountains, City of the Dead, and Trades Ward 2... but even after removing those areas I still receive numerous errors upon opening. I can still save and edit, but going through these errors is quite annoying. I recall having a similar issue when I worked in module mode, but I do not remember how I got rid of it.
#7
Posté 10 décembre 2011 - 02:26
Does anyone know how I would use a program called "Process Monitor" to find which files are corrupt? It points out specific files when they are being accessed, but I cannot see anything indicating which ones are having issues being read.
Modifié par Youkai, 10 décembre 2011 - 02:26 .
#8
Posté 11 décembre 2011 - 12:31
try running the 'verify module' macro from the main dropdown
#9
Posté 11 décembre 2011 - 02:52
Hey Morbane. I already tried that a few days ago. It did find some errors and I was able to fix those. The module still has tons of issues when being opened. I get a lot of "System.IO.EndOfStreamException: Unable to read beyond the end of the stream." and "System.IndexOutOfRangeException: Index was outside the bounds of the array." errors. Last time I had these issues it was due to a corrupted area that would crash when opened. I went through each area and none of them cause the toolset to crash this time.
#10
Posté 11 décembre 2011 - 03:10
Those tend to happen when there's missing tile information, for instance you try to load an area that uses tiles you don;'t have, at least in my experience.Youkai wrote...
Hey Morbane. I already tried that a few days ago. It did find some errors and I was able to fix those. The module still has tons of issues when being opened. I get a lot of "System.IO.EndOfStreamException: Unable to read beyond the end of the stream." and "System.IndexOutOfRangeException: Index was outside the bounds of the array." errors. Last time I had these issues it was due to a corrupted area that would crash when opened. I went through each area and none of them cause the toolset to crash this time.
#11
Posté 11 décembre 2011 - 04:37
Hey Kamal, thank you for your reply. I should have probably mentioned that it always makes references to blueprints in the error as well.
Anyway, after doing some tinkering I think I have found the issue. The toolset no longer seems to register most NX_2 resources. I noticed this because my Yuan Ti NPCs and Vinjarak the Mound King (Wight) no longer loaded their appearances. The lacking of models from SoZ exists in the official modules as well. For example, opening G_X2 and clicking on a Yuan-Ti NPC yields an NPC without appearance or any way to reference it.
So, with that said... is there a way to fix this without completely reinstalling the game? Or does it look like I have to do the insane reinstall and 20+ patches?
Thank you for all of the input you guys have been giving me so far, I appreciate it!
Anyway, after doing some tinkering I think I have found the issue. The toolset no longer seems to register most NX_2 resources. I noticed this because my Yuan Ti NPCs and Vinjarak the Mound King (Wight) no longer loaded their appearances. The lacking of models from SoZ exists in the official modules as well. For example, opening G_X2 and clicking on a Yuan-Ti NPC yields an NPC without appearance or any way to reference it.
So, with that said... is there a way to fix this without completely reinstalling the game? Or does it look like I have to do the insane reinstall and 20+ patches?
Thank you for all of the input you guys have been giving me so far, I appreciate it!
#12
Posté 11 décembre 2011 - 06:17
Okay, after reinstalling the errors still exist. The missing character models and assets error only occurs after opening this specific module. Prior to that, Storm of Zehir and RWS models are loaded into modules just fine.
#13
Posté 14 décembre 2011 - 03:05
Well, it seems that some blueprint files are corrupt. After deleting most of the module-specific ones it cleared out many of the errors. There are probably a few left, but I guess that is what the issue is. Awhile back I started making all of my custom NPCs and items into campaign items, those are unnaffected as far as I can tell. The module/campaign runs fine in the game as well. I guess I will just deal with the 20 or so errors when launching the toolset. Thanks for the advice and all everyone.
Faerun will be launching soon... I hope.
Faerun will be launching soon... I hope.
#14
Posté 22 décembre 2011 - 05:04
Arg! Now this has happened to me. Everything was fine, it was the end of the night. I just had to close and save the area I was working on. Bamb! Catastrophic crash! I had to restart my whole computer. I fired nwn2 back up and it started fine. I tried to start up the .mod directory I was working on and I started getting "System.IO.EndOfStreamException: Unable to read beyond the end of the stream." and "System.IndexOutOfRangeException: Index was outside the bounds of the array." errors. They also reference a problem at nwn2toolset.nwn2.data.blueprints. If I hold down enter, and machine gun through about 100 errors, the mod eventually opens. I started messing around, and realised it does it to every .mod in the campaign.
So the problem must be in the campaign folder. That's when I realised that while I back up my mod directories all the time. I never backed up the campaign folder. Damn. A lesson learned the hard way.
I've been sorting through, trying to find what is causing it, but I thought I would take a minute and tell folks, "Back up your campaign folder too!"
So the problem must be in the campaign folder. That's when I realised that while I back up my mod directories all the time. I never backed up the campaign folder. Damn. A lesson learned the hard way.
I've been sorting through, trying to find what is causing it, but I thought I would take a minute and tell folks, "Back up your campaign folder too!"
#15
Posté 22 décembre 2011 - 03:39
Problem solved.
Youkai, this might clear up any remaining problems you have too.
I found a fairly recient copy of my campaign folder from dropbox. I then used WinMerge to compare the folders. The problem files were instantly apparant. The corrupted files were all blueprint files (UTI, UTP, UTD, ect.). I then just used WinMerge to replace all the corrupted files from the backup. Problem solved.
Youkai, this might clear up any remaining problems you have too.
I found a fairly recient copy of my campaign folder from dropbox. I then used WinMerge to compare the folders. The problem files were instantly apparant. The corrupted files were all blueprint files (UTI, UTP, UTD, ect.). I then just used WinMerge to replace all the corrupted files from the backup. Problem solved.
#16
Posté 22 décembre 2011 - 07:58
That is really a good bit of knowledge. You may want to post it on the Toolset tricks and tips thread.





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