Unsolved problem with "module corrupted".
#1
Posté 21 décembre 2013 - 04:34
I'm new to this forums. In the last weeks I was working with a module I've to create as a recruitment project. Anyway, I've made this module and it is working on my computer and on my friend's computers but when I've send it to the most important people - they are saying that it's not working and it shows a "module file might be corrupt or created using a newer version..."
The strange thing is I was using NWN2: Complete from gog.com and they are using it too - the same version. So, what's the problem? I've reinstalled my game trying to get that error but it is working without any problems. It's it a bad fate?
#2
Posté 21 décembre 2013 - 07:10
#3
Posté 21 décembre 2013 - 08:32
you can try Google search 'nwn2 corrupt module' but don't expect a magic carpet. Lots of returns but can't see a specific solution.
I've gotten the error when trying to load old saves, while having custom content in my Override folder, and suspect a custom .2da-file mismatch w/ stock resource files -- or vice versa -- working with nwn2 is rather like herding cats as you've likely noticed. i've avoided the error since then ( which i never fixed, and on a single computer ...) by tidying everything up, parsing down resources & content, and making sure there aren't any duplicates
It might be RAM/even hard drive overload,
sry for the vagueness
#4
Posté 21 décembre 2013 - 09:51
Other times were because there was a missing area file, or a missing module file (that last one when loading from a saved game). I encountered it also when testing my campaign, and I had deleted an area, but had not updated the campaign file (copied to the testing location), so the campaign was expecting 1 more area than currently existed.
#5
Posté 21 décembre 2013 - 10:37
i had that too, but slightly different: Two of the area-specific files don't save with the others (there are 5 altogether w/ same name but different extensions), and so if the base area has had changes via the Toolset this may conflict with the files that the save already has/is expecting...Tchos wrote...
... or a missing module file (that last one when loading from a saved game)
( Or if the original area is not available at all but the save expects it )
it seems, The two files that don't save are the .Trn & .Trx files, which i believe are terrain and walkmesh (which strikes me as an odd way to create compatible saves .... )
but, to iterate, I don't think this is about loading saves
#6
Posté 21 décembre 2013 - 11:23
.TRN files are not necessary to play the module. They're the uncompiled terrain, and are only needed if you want to open the module in the toolset. .TRX is the compiled terrain.
#7
Posté 21 décembre 2013 - 11:37
[edit]
So what do we have?
- c: drive overload (files unpack to c:\\user\\temp when playing)
- .Trx file missing (needs original module installed for a save to load)
- campaign object-file conflict with number of actual areas
( + possible conflicts 'tween custom & stock resources )
Modifié par kevL, 21 décembre 2013 - 11:49 .
#8
Posté 22 décembre 2013 - 10:49
i encountered this issue only with community .mod-files. re-downloading the files always solved the problem.
#9
Posté 22 décembre 2013 - 02:41
#10
Posté 23 décembre 2013 - 04:40
Just a thought.
Regards
#11
Posté 23 décembre 2013 - 12:51
#12
Posté 23 décembre 2013 - 03:12
#13
Posté 23 décembre 2013 - 07:36
#14
Posté 23 décembre 2013 - 11:58
andysks wrote...
I guess Kaldor meant the override of the people encountering the problem. Maybe something on their folders messed up the download version.
No, he mentioned that he is sending the character .bic file to he testers as well. That isn't something I ever did and I thought perhaps the characetr file could be part of the problem.
#15
Posté 13 février 2016 - 07:14
I encountered it also when testing my campaign, and I had deleted an area, but had not updated the campaign file (copied to the testing location), so the campaign was expecting 1 more area than currently existed.
How do I update my campaign file? This seems to be the problem I'm currently having.
#16
Posté 13 février 2016 - 07:35
My editing folders and playing folders are two different sets of folders, so it may not apply to your situation. In any case, what I was talking about was that after I deleted an area, and did a full save (not just a save of the currently open resources), I needed to copy the changed campaign contents to the set of playing folders (the testing location).
#17
Posté 13 février 2016 - 07:44
Oh, okay.
I thought there was something I was missing about the campaign folder needing to be updated after an area was deleted from a module.
This is pretty frustrating.
#18
Posté 13 février 2016 - 08:14
The only thing that's not part of the editing vs playing folder structure is that since I work in folder mode and usually only save the currently open resources (like an area I'm working on, or the dialogue file, or a script), I need to remember to do a full save if I make certain changes. Blueprints, for example, don't save changes unless you do a full save.
In a previous case, I had deleted the area directly from the folder rather than from within the toolset, and neglected to tell the toolset I had done so. I imagine it would automatically save changes like that if you did it within the toolset without doing a full save, but it may not.
#19
Posté 13 février 2016 - 08:19
Is there a file that contains just the baked walkmesh? I'm wondering if such a thing exists, if it could be deleted, re-bake the area, and maybe that would fix my issue.
#20
Posté 13 février 2016 - 08:36
Yes the .trx file.
#21
Posté 13 février 2016 - 09:08
Deleted it, rebaked, still get the error.
Wow, discouraged. Spent all damn day on this problem.
#22
Posté 02 mars 2016 - 05:10
Is this module saved as a stand-alone file or as a folder?
In case it's a stand-alone try saving it as a folder (and editing the campaign so the proper module is attached, because the old stand-alone will still exist), this fixed a module corrupt file issue for me. I'm not sure if this is your case as well, though.
#23
Posté 02 mars 2016 - 01:18
Is this module saved as a stand-alone file or as a folder?
In case it's a stand-alone try saving it as a folder (and editing the campaign so the proper module is attached, because the old stand-alone will still exist), this fixed a module corrupt file issue for me. I'm not sure if this is your case as well, though.
Sorry, should have posted. This spun off into a separate thread.
I resolved the issue. There was a stray area file in my override.
- Clangeddin86 aime ceci
#24
Posté 02 mars 2016 - 01:23
Sorry, should have posted. This spun off into a separate thread.
I resolved the issue. There was a stray area file in my override.
Ah, no worries. Glad to hear you solved the issue.
Though maybe my post could still help the original poster (Czoperr)?





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