So I have 84gb free on my hard disk, and I keep getting this message.
"There was insufficient hard disk space to perform this operation"
My module is 2gb, anyone know the problem? I have honestly no idea.
So I have 84gb free on my hard disk, and I keep getting this message.
"There was insufficient hard disk space to perform this operation"
My module is 2gb, anyone know the problem? I have honestly no idea.
ASAIK, NWN2 is still just a 32-bit application. 2gb is the hard upper limit on module size.
So I guess reducing the size of it would fix it?
What's the average/suited size for a module?
OEI somewhere published some guidelines on mod size nigh a decade ago, with 200-250mb being the recommended limit (basically one exterior area with associated interiors). My modules tend to be about a half gig in size, but then the load times are so long that I try to design the game so that the player never has to reload more than once a game session.
Large module files also put a lot of strain on the toolset, which is prone to bug out and eat areas (I think Tchos has a large and very important area in his mod that he can't even edit directly anymore).
Basically, you should look at how your game world is laid out, and try to cut it up into logical sections that can then become separate modules within a single campaign (There's a thread on here somewhere about converting a module into a campaign).
BTW, it's a good idea to make all your exterior areas in a separate module, and then just import them into your main module as you complete them. In my experience, the toolset crashes most often when editing and baking large exteriors, so try to do most of your terrain work where it won't endanger everything else you've made.
Large module files also put a lot of strain on the toolset, which is prone to bug out and eat areas (I think Tchos has a large and very important area in his mod that he can't even edit directly anymore).
The town exterior, the central quest hub of my module, is a large area (though not the maximum area size) with many objects, which the toolset will no longer open without crashing, except for once every blue moon and only if I start the toolset on a freshly booted system, with all display items turned off and the resolution set to a tiny size, and all unnecessary processes shut down. So any changes, additions, or modifications to that area have to be through script.
I don't know what the limits may be, but the fact that I can add new objects to that area through script without crashing the game means that my limit is more with the toolset than the game itself.
Hmm, It's quite hard trying to plan on what needs removing, but some do.
What my module basically is a replica of the game Runescape (F2P only).
It's taken me around 4 years to replica it perfect, so if you've ever played the game, you can see how many big area's it has.
I have 5 cities, so maybe it's the situation of making those cities a separate module which players load in to.
It's funny how you say a module is normally 200-250mb, one of my cities is that size o.o
*Edit; I've never had the situation where I couldn't open/add objects to my largest area's, but there was the case of the module being corrupt once, leaving me to delete all my W's and Z's. Which fortunatly, we're only a few, 1 exterior (minor) and 5 interiors (minor again).
I run to the size problem myself. My main city and its 3 districts was one module, and this was a mistake, bringing to almost half a gb in size. It's always better to separate big exteriors and their interiors to individual modules.
I've played modules and campaigns where individual MOD files are between 300 and 400 mb without issue.
There are several ways to decrease the MOD file size significantly: