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Corrupt save games - thoughts welcome


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65 réponses à ce sujet

#1
PJ156

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I started a test run yesterday and tried to load the save today. It comes up with the module corrupt alert in the start up GUI.

Here's what else is going on.

1. I can load an old save, but I get the corrupt message when I try to transition to another module (that did not happen before so all modules seem to be affected).
2. The journal entry was coming up blank in the earlier test.
3. The module starts okay from the campaign start but not from a saved game.
4. I have no Kaeldrin on board right now so players and npc's are clean of kaeldrin content.
5. I have not imported any new custom content since the last time this worked but I have updated Tchos, placeables, that does not affect the first module though.

I am guessing that this is about the relationship between the module and campaign folder but I am not aware of changing anything in that regards except setting the module start from module 2 to module 1.

Any thoughts would be very welcome.

PJ

#2
Tchos

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This sounds like the corrupt save issue I've described before, which can be fixed if you have multiple saved games.  Open your corrupted save folder, and look for a missing [module name].Z file paired with a [module name].SAV file.  If there's a missing .Z, then copy it from an earlier save folder into the new one.



#3
PJ156

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The .Z folders appears to be there.

Also, in the intervening period I have re-created a new campaign and module file, paired the two up and got the same result.

I am a little more worried now :)

PJ

#4
PJ156

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I tried removing the block than prevents early module transition and module 2 does not load.


So I have the starter module that runs from the start campaign GUI but does not save, though the save file seems complete it comes back as corrupt.

It looks like opening a module from within the campaign causes the problem but it starts okay.

Could it have something to do with the resources the module calls on start up?

PJ

{edit} Just checked, it's not the override.

Anything you have, even if you think your answer is wrong or irrelevant please shout out. I have tweaked something and done something dumb in all likely hood and need to get the juices flowing on ideas. Right now I have lost access to my work and have no idea why ...

#5
PJ156

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I tried to recreate the NWN2 folder and that did nothing to improve matters.

I've worn out my thinking cap.

PJ

#6
kevL

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you say you've checked the override

But i'll say this anyway (ie. here's the first thing I'd do)
close everything down.
rename your Docs\NwN2 folder to something like Docs\NwN2_bak

Start the OC. Exit
- a new Docs\NwN2 folder ought have been created.

put your campaign/modules/haks, whatever's needed to play your stuff in there,
and see what happens

(?)



#7
PJ156

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Thanks KevL,

I am afraid I have tried that one :(

PJ

#8
kevL

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right.

i take it this is the infamous 'module is corrupt ... made with an earlier version'

there's never been a satisfactory answer to that, afaia


RAM? HD-space? Try deleting (or cleaning) your user\temp folder, where NwN2 unpacks stuff to play



#9
andysks

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PJ, I have never heard of this, but if there's something I could suggest is that you send me, or if you have a second PC available transfer the version you are testing and see if it happens to another PC as well. Then the news could be bad? If it doesn't, it means something is messing your folders.

I really hope this will be over soon and we'll look back at it and smile. Keep some optimism.

 

Andy.



#10
PJ156

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Not made with an earlier version? Just module is corrupt.

I have 4GB RAM and 162GB free on the SSD. I will look into those folders in an hour when the kids are down.

Thing is, as far as I can tell at the moment it's only my modules that do this. I have andy's campaign on the HD and that does not do the same. The module starts but it won't save.

I am considering a reduction in campaign folder size (irrelevant but I am desperate now), a re-install of NWN2 if that does not work.

I am at a loss :(

PJ

PS: I can see that, when I fix this, I am going to kick myself for my stupidity.

#11
Tchos

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Is the SSD the C: drive?  I ask because the temp folder is always the C: drive no matter what we tell the game to do.



#12
PJ156

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Yes the SSD is the c: drive. I tried to do otherwise but, as you say, the game is quite belligerent about these things. I did wonder if this had something to do with the drive being an SSD but I cannot see why that might be?

#13
Tchos

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I wouldn't know about any SSD issues.  The space issue applies to any kind of drive, but if it's the C:, then that's not the problem.



#14
PJ156

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I am trying to think what I have changed that might cause this to happen. I am thinking perhaps a 2da? I don't recollect change one and I am not sure how that would cause the module to corrupt.

The module starts okay from the campaign start up at the beginning and plays fine. Each save is corrupted though and the second module will not start from inside the campaign. I am going to have another look at the campaign settings.

PJ

#15
Tchos

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Here's an esoteric one, which happened to me once.  Did you delete an area without doing a full save to update the campaign?  If the campaign expects a certain number of areas and the module has a different number, it'll show that error.



#16
Guest_Iveforgotmypassword_*

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You could copy and rename all your modules then start playing it as a module with the new name then use the rs ga_start_mod thing with the console and jump into the next re named module to see what happens. If it's all ok it's probably your campaign folder so look what has to be there like the journal etc and stick the rest in a hak pack and see what happens.

#17
PJ156

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Here's an esoteric one, which happened to me once.  Did you delete an area without doing a full save to update the campaign?  If the campaign expects a certain number of areas and the module has a different number, it'll show that error.


I don't think so but what was the fix? I have added areas but I don't think I deleted any. None the less what could I do to fix that?
 
 

You could copy and rename all your modules then start playing it as a module with the new name then use the rs ga_start_mod thing with the console and jump into the next re named module to see what happens. If it's all ok it's probably your campaign folder so look what has to be there like the journal etc and stick the rest in a hak pack and see what happens.


I'm not sure I understand Tsongo, should I associate the new modules with the same campaign?

PJ

#18
PJ156

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As a test I just tried to start module 2 as the opening module and that worked. When I saved, the module corrupted issues was back. I cannot transition to module 2 but I can start with it?

PJ

#19
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I don't know how this works but if you copy a module that's associated with a campaign and call it something different you can start it as a module not a campaign ( from the NWN2 starting screen ) but it still has all the campaign stuff in it.

I did this a lot for testing modules and just moved around the start points before testing so when I returned to the toolset the original one that was linked to the campaign was still set up correctly and I'd start work on that one.

#20
Guest_Iveforgotmypassword_*

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Back again where's the edit ! I didn't really answer your question but there's no need to link your copy mod to the campaign.
  • PJ156 aime ceci

#21
Tchos

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I don't think so but what was the fix? I have added areas but I don't think I deleted any. None the less what could I do to fix that?

 

The fix when it happened to me was to do a full save of the campaign.  And in my case I had to copy the campaign folder into the directory I specified in my -home command.



#22
PJ156

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Back again where's the edit ! I didn't really answer your question but there's no need to link your copy mod to the campaign.

 
Tsongo, that is good to know regardless of my predicament. I will try that now
 

The fix when it happened to me was to do a full save of the campaign.  And in my case I had to copy the campaign folder into the directory I specified in my -home command.


Okay and thanks, I have tried that since and it does not seem to be the issue. Unless by "a full save" you mean something other than clicking save campaign in the campaign editor?

Thanks for the help guys, more things to try.

PJ

#23
PJ156

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Tsongs's idea did not change matters?

But it was well worth a try.

PJ

#24
Tchos

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 Okay and thanks, I have tried that since and it does not seem to be the issue. Unless by "a full save" you mean something other than clicking save campaign in the campaign editor?

 

I do not mean clicking save campaign in the campaign editor.  You've probably already done it, but it's clicking save (or hitting Ctrl-S) for the module.  This only applies if you're using directory mode and you make a habit of saving "current views" instead of the whole thing.



#25
PJ156

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I understand and I am up to date on that. I tend not to use any other form of save.

I don't know where to go with this now. I am not concerned my work is gone but why would it suddenly break like this? I hae looked over everything I have done since i was last playing and saving and there is nothing attracting my attention.

The greatest oddity and perhaps the key, is that a module opens when the game first calls it. But no other module does when called from within the game nor does any save game work.

PJ