I recently moved the steam version of NWN2 to a new computer and have been attempting a replay of the game. Unfortunately I'm getting a consistent save bug where any quest I have started and not yet completed will have all its conditions reset on reloading a save.
Examples include:
- Tutorial archery contest: If reloading partway through the contest Daeghun will continually ask if I am ready to start after all the bottles have been destroyed and bolts depleted.
- Upstairs inn quest: After clearing the upper rooms, saving the merchant and husband and sending them downstairs, the innkeeper and wife downstairs restarted the quests (with the rooms already cleared and empty) if I reloaded a save upstairs.
- Fort Locke Graveyard: Cleared the graveyard, rescued the commander, rescued his men, returned him to the Fort and killed the lieutenant - and on going to speak to him in front of the gallows he asks me to help save his men and joins my party (in the fort).
Since these are all plot critical characters/quests I've had to reset my entire game every time this issue occurs (attempting to create permanent saves to get around this issue just created new quest bugs).
Initially I attempted to remove two installed mods thinking they might be the cause of the problem (romance pack + improved enchanting mod) with no effect. Then I bought and installed a separate copy of NWN2 from GoG, installed it, played through Mysteries of Westgate with no issues, but started getting the same problems in the original campaign.
Is this a known bug? Could only find a couple of references to broken quests on other forums, and these were usually much later in the game.
Original Campaign - Save files failing to hold quest flags
Débuté par
Sevrak
, févr. 16 2013 05:49
#1
Posté 16 février 2013 - 05:49
#2
Posté 16 février 2013 - 05:55
I've seen this being reported very recently from new players who started from the GOG version, and suspected it might be something wrong with that version, but others reported playing it successfully with the GOG version, and now you say that it started happening with the Steam version before you tried the GOG version. But since you mention a new computer, now I'm thinking it might have something to do with the operating system or some kind of permission issues. Which version of Windows are you using?
#3
Posté 16 février 2013 - 09:04
Still using Windows 7 64 bit at present - same version as my previous computer.
#4
Posté 16 février 2013 - 02:32
Any differences in install location, or UAC settings, or whether your Windows login is an administrator account, or in fact the one called Administrator? I've heard those mentioned as possibilities.
#5
Posté 16 février 2013 - 05:47
Admin account, but the install location has changed - both installations of the game are in my D: (separate hard drive) on the new computer with NWN2 save files still located in the default My Documents folder on C:, and the old computer had it installed on the C:.
As far as I can tell the UAC settings are unchanged from the previous computer - I imported across my account setup when moving. At present it is set to notify me when programs make changes to the computer, but I'm not receiving any alerts when running the game outside of the standard 'do you want to allow the program to make changes' message on loading.
As far as I can tell the UAC settings are unchanged from the previous computer - I imported across my account setup when moving. At present it is set to notify me when programs make changes to the computer, but I'm not receiving any alerts when running the game outside of the standard 'do you want to allow the program to make changes' message on loading.
#6
Posté 16 février 2013 - 07:09
- sorta sounds like it's not reading ( or perhaps writing ) the file "globals.xml" under MyDocs...\\Saves
i Hunted up the archery & weeping willow quests & they seem to involve Globals, plus i'm pretty sure the Fort Locke quest does also,
It might be something about the Journal, but most likely Globals.Xml file ... unfortunately I don't have any insights on system "Permissions"
i Hunted up the archery & weeping willow quests & they seem to involve Globals, plus i'm pretty sure the Fort Locke quest does also,
It might be something about the Journal, but most likely Globals.Xml file ... unfortunately I don't have any insights on system "Permissions"
#7
Posté 17 février 2013 - 02:47
I'm having all the same problems with the GOG version OC.
Win 7 64bit
UAC disabled
Started new games, nothing carried over.
No point playing until someone finds a solution.
Win 7 64bit
UAC disabled
Started new games, nothing carried over.
No point playing until someone finds a solution.
#8
Posté 17 février 2013 - 05:32
Global.xml sounds possible - on a quick check this seems to be inconsistently updating with my other save files - for example the autosave version of Global.xml was 3 days older than the save.nfo file, but the quicksave version was up to date.
Will leave for now I guess - hopefully the GoG version will be updated to fix the issues I've been having.
Will leave for now I guess - hopefully the GoG version will be updated to fix the issues I've been having.
#9
Posté 19 février 2013 - 08:15
One thing that might possibly be related to this:
I've noticed on occasion when playing large campaigns with many .mod files, mainly ones that are very heavy on content, that sometimes I run low on system memory (I can tell this is happening if it fails to load textures on some objects), and my saves don't include all of the files they should. When I've reloaded, I've been told that "Such and such module is missing or corrupt" and it refuses to load.
On examination, that's exactly what the problem was. The module file (name.Z in the save folders) was missing from the saved game. I would have F_X2.sav, F_X2.Z, G_X2.sav, G_X2.Z, and H_X2.sav but no H_X2.Z, for instance. The save became playable again when I copied the mod file from a previous saved game into the current one.
So, in this case, perhaps something similar is happening. Low memory leading to the globals.xml in the save folder either being saved improperly or not saved at all. Note that the globals.xml shouldn't change unless the game has saved something to it, so an unchanged file wouldn't necessarily mean something's wrong. It seems to be an older, and somewhat deprecated method to rely on global variables to track quest progress, a practice inherited from NWN1 (someone correct me if I'm wrong), and I don't think the later campaigns used them as much. I personally never use them.
I've noticed on occasion when playing large campaigns with many .mod files, mainly ones that are very heavy on content, that sometimes I run low on system memory (I can tell this is happening if it fails to load textures on some objects), and my saves don't include all of the files they should. When I've reloaded, I've been told that "Such and such module is missing or corrupt" and it refuses to load.
On examination, that's exactly what the problem was. The module file (name.Z in the save folders) was missing from the saved game. I would have F_X2.sav, F_X2.Z, G_X2.sav, G_X2.Z, and H_X2.sav but no H_X2.Z, for instance. The save became playable again when I copied the mod file from a previous saved game into the current one.
So, in this case, perhaps something similar is happening. Low memory leading to the globals.xml in the save folder either being saved improperly or not saved at all. Note that the globals.xml shouldn't change unless the game has saved something to it, so an unchanged file wouldn't necessarily mean something's wrong. It seems to be an older, and somewhat deprecated method to rely on global variables to track quest progress, a practice inherited from NWN1 (someone correct me if I'm wrong), and I don't think the later campaigns used them as much. I personally never use them.
#10
Posté 20 février 2013 - 04:47
hey T.
globals are handy when you need a variable to cross from module to module, and don't want to carry it on the PC object perhaps because of multiplayer considerations ...
all the official modules use them a lot, i agree too much, apparently just keeping track of 'local' conversation states; the OC ends up at under 200kb while MotB & SoZ at under 100kb.
I tried to get globals.xml to NOT save at the current time and couldn't: it always was written at the same, current time as savenfo.txt,
so i think a Permissions issue is still in the running ;|
But then why would the save files get written at all if that's all to it: Could there be something special about "globals.xml"?
/tossing a pebble in the pond.
globals are handy when you need a variable to cross from module to module, and don't want to carry it on the PC object perhaps because of multiplayer considerations ...
all the official modules use them a lot, i agree too much, apparently just keeping track of 'local' conversation states; the OC ends up at under 200kb while MotB & SoZ at under 100kb.
I tried to get globals.xml to NOT save at the current time and couldn't: it always was written at the same, current time as savenfo.txt,
so i think a Permissions issue is still in the running ;|
But then why would the save files get written at all if that's all to it: Could there be something special about "globals.xml"?
/tossing a pebble in the pond.
#11
Posté 20 février 2013 - 08:17
I don't know... Unfortunately, all we can do is guess, not having a buggy game to test.
Alternatives to using global variables (across modules or not) is an interesting topic, but I'll wait to discuss it elsewhere, to keep this one about troubleshooting this particular problem.
Alternatives to using global variables (across modules or not) is an interesting topic, but I'll wait to discuss it elsewhere, to keep this one about troubleshooting this particular problem.
#12
Posté 20 février 2013 - 11:22
I'm only running 3 mods, your UI & Loading screens & Xaltar's replacement packs & I have tried running without them.
I kept a graph of memory use while playing loading & saving & it never went over 27% of physical memory.
I also run Memtest Pro in the background while playing & got no errors.
I'm thinking it might be a driver conflict with a fairly common piece of hardware.
What Motherboard & have you got Severak?
I have an Asus P9X79.
Presumably you would be using the same antivirus software you had before the trouble.
I kept a graph of memory use while playing loading & saving & it never went over 27% of physical memory.
I also run Memtest Pro in the background while playing & got no errors.
I'm thinking it might be a driver conflict with a fairly common piece of hardware.
What Motherboard & have you got Severak?
I have an Asus P9X79.
Presumably you would be using the same antivirus software you had before the trouble.
#13
Posté 21 février 2013 - 01:42
Interesting - using an ASUS P9X79 Deluxe in the new computer, don't know what impact that might have.
No mods active at present - I did install the Gibberlings romance pack and a separate enchanting mod, but removed them when I started having issues in game.
The antivirus software is the same - AVG, haven't had any issues using it with NWN2 previously.
No mods active at present - I did install the Gibberlings romance pack and a separate enchanting mod, but removed them when I started having issues in game.
The antivirus software is the same - AVG, haven't had any issues using it with NWN2 previously.
#14
Posté 21 février 2013 - 09:04
Check your event viewer, for "The ScRegSetValueExW call failed for FailureActions with the following error: Access is denied."
If you have that, go into AVG settings /AVG Self Protection / & uncheck AVG self protection.
That may be a fault AVG free 2013 introduced since you had you old rig.
You will almost certainly have the following warning:
Security Event ID: 6281
Code Integrity determined that the page hashes of an image file are not valid. The file could be improperly signed without page hashes or corrupt due to unauthorized modification. The invalid hashes could indicate a potential disk device error.
File Name: \\Device\\HarddiskVolume1\\Windows\\System32\\sxs.dll
That is caused by the Asus Realtek audio driver.
sfc /scannow will show there is nothing wrong with sxs.dll (but still worth eliminating maybe)
Uninstall the Realtek driver in Device Manager & reboot & let windows install it's default HD Audio driver.
It may be that you can get a driver from Realtek themselves that doesn't cause this warning, Asus is known for modifying drivers & not always for the better.
But for the purpose of getting Neverwinter Nights 2 sorted, just try it with the Win 7 drivers.
I'm late in Act I & no bugs so far.
If you have that, go into AVG settings /AVG Self Protection / & uncheck AVG self protection.
That may be a fault AVG free 2013 introduced since you had you old rig.
You will almost certainly have the following warning:
Security Event ID: 6281
Code Integrity determined that the page hashes of an image file are not valid. The file could be improperly signed without page hashes or corrupt due to unauthorized modification. The invalid hashes could indicate a potential disk device error.
File Name: \\Device\\HarddiskVolume1\\Windows\\System32\\sxs.dll
That is caused by the Asus Realtek audio driver.
sfc /scannow will show there is nothing wrong with sxs.dll (but still worth eliminating maybe)
Uninstall the Realtek driver in Device Manager & reboot & let windows install it's default HD Audio driver.
It may be that you can get a driver from Realtek themselves that doesn't cause this warning, Asus is known for modifying drivers & not always for the better.
But for the purpose of getting Neverwinter Nights 2 sorted, just try it with the Win 7 drivers.
I'm late in Act I & no bugs so far.
#15
Posté 21 février 2013 - 09:26
If I knew what kind of motherboard I have, I'd contribute more data to this situation. I can say that I'm not using AVG 2013, and in the past I've had trouble with both AVG and Windows Anti-Malware falsely identifying GOG's Temple of Elemental Evil as a virus.
(For reference, this is what my functioning, non-buggy NWN2 game is running on.)
(For reference, this is what my functioning, non-buggy NWN2 game is running on.)
Modifié par Tchos, 21 février 2013 - 11:37 .
#16
Posté 21 février 2013 - 10:57
Well it never hurts to know what motherboard you have.
CPU-Z will tell you.
http://www.cpuid.com...ares/cpu-z.html
Be sure to uncheck any extras they are paid to offer you.
I got a false positive from one of the IWD games once, but overall it has been pretty good.
But it might be stopping the game from registering a .dll (I find event viewer messages pretty hard to work out sometimes)
CPU-Z will tell you.
http://www.cpuid.com...ares/cpu-z.html
Be sure to uncheck any extras they are paid to offer you.
I got a false positive from one of the IWD games once, but overall it has been pretty good.
But it might be stopping the game from registering a .dll (I find event viewer messages pretty hard to work out sometimes)
Modifié par olnorton, 21 février 2013 - 10:59 .
#17
Posté 25 février 2013 - 10:27
Well I got right through the game with only 1 bug, Garius never summond the nightstalker, so I had to do it with the console.
So either one or both of the things above made the difference.
So either one or both of the things above made the difference.
#18
Posté 09 mars 2013 - 08:50





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