I was doing a little tinkering in my testing module, which is where I've been developing my quest indicator system, as well as testing out various odds and ends. I imported an ERF to test out its contents, but it had far too many scripts in it, cluttering things up, so I decided not to save. However, as I discovered, the files were all still there when I reopened the module, because in directory mode, you don't have to save after importing resources.
So, not realising I could have just deleted the offending scripts directly from the folder, I opted to do it from within the toolset. I selected some items, right-clicked, and chose delete.
To my horror, it deleted all of the scripts in the module (including my original work) instead of what I had selected. It did not allow undo. The deleted scripts gone from the module folder, and were not in my recycle bin. I didn't have them saved elsewhere.
However, there was a ray of hope. I still had the game open, with the module loaded! I had just been testing it. I had heard that saved games contained the entire module inside them, so I saved the game and hoped for the best.
I found a compressed file in the save folder, which contained nothing but a file named "-", but it was the largest file in the folder, so I opened it up in a text editor, and saw a reassuring "MOD V1.1" header at the beginning of it. So I extracted it, renamed it with a .mod extension, and tried opening it in the toolset. It almost worked! I saw my scripts populating the script window, but then it all went blank!
I searched around for some utilities to convert .mod files to directories, but had no luck. The ones I found did the same thing, leaving me with blank folders.
I opened it up in a text editor again, and scanned through it, and found some plain text. Amazingly, it seems that it actually has the script files uncompressed in plain text in the mod files! I searched for "void main()" repeatedly until I had found all of my scripts, and copied them out into a new text file for safekeeping. From there, I put them in separate .nss files with their proper names, opened them in the toolset again, and recompiled.
It worked! So, this horror story has a happy ending. I learned my lessons, though. Back up my folders. Use a file revision system to prevent this from happening again. Be very careful when deleting things in the toolset.
I would like to know if there was an easier way I could have used to recover my work, though.
A toolset horror story
Débuté par
Tchos
, mai 11 2012 07:16
#1
Posté 11 mai 2012 - 07:16
#2
Posté 11 mai 2012 - 09:32
Tanita's NWN2Packer v1.9 opens .mods ..... I just tried opening that " - " file after extracting it from a .Z in a savegame (using 7-zip), BINGO!
good things work out,
#3
Posté 11 mai 2012 - 09:57
Thanks for the tip! I just tried it for myself, and it works beautifully. That will definitely be handy if I need to extract something that's not plain text!
#4
Posté 11 mai 2012 - 04:07
I use the export feature about once every couple of weeks to make an archive of all the content in the module. It's worked great for me.
#5
Posté 11 mai 2012 - 06:04
(Shiver) Yea that was a scary story, thanks for sharing Tchos. Just one more thing to add to my long list of do’s and don’t’s.
Me, I just religiously back up all my mod files in triple (old, new and newest) about every 8-16 hrs of build time.
Me, I just religiously back up all my mod files in triple (old, new and newest) about every 8-16 hrs of build time.
#6
Posté 11 mai 2012 - 07:51
Local copy. Backed up to online file storage after any day of toolset time. Also periodically make an archive copy.
#7
Posté 11 mai 2012 - 08:45
Be careful with erfs - they tend to make things too easy.
I generally extract their contents with nwn2packer and review the contents before i try importing what is inside, export it to a folder, and either put those into a module with nwn2packer or drag it directly into the module if it's in directory mode.
Ensures i know what i am importing, and that nothing in it will conflict, and if i have a problem, it helps having done it manually in that i remember what sorts of things i added and when.
I generally extract their contents with nwn2packer and review the contents before i try importing what is inside, export it to a folder, and either put those into a module with nwn2packer or drag it directly into the module if it's in directory mode.
Ensures i know what i am importing, and that nothing in it will conflict, and if i have a problem, it helps having done it manually in that i remember what sorts of things i added and when.
#8
Posté 12 mai 2012 - 06:24
Well, I have Dropbox and Google Drive, so I'll think about doing that online backup too. And extracting the ERFs separately sounds like a good idea.
#9
Posté 12 mai 2012 - 10:59
External HD is also a quick additional backup. I do local, external HD, and online storage.
#10
Posté 12 mai 2012 - 03:25
I use a 4GB memory stick to store one copie of my mod files.





Retour en haut







