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Error when starting toolset


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#1
andysks

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2015-03-01%2009_36_13-_zps8vpxi0gj.jpg

 

This thing. I press OK, then the toolset opens and I can work without problems. What is this?



#2
4760

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Did you modify a 2da file? It happens when there's an extra space (for example), thus offsetting the columns. I think I also got a similar error with a NWN blueprint I wanted to look at.

#3
andysks

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Well, lots :). But to be honest I don't remember modifying any of them recently. I did open an OC module though, and I think it is when it started. Can't recall my steps because it's been some days that I see it. Could it be related? Could I have messed something up there, or you think is strictly files to run the thing (see 2da) that can cause the error, and not any toolset action?



#4
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Well, the only times I had this error was before I could load any module, so I guess it's caused by a messed up blueprint or 2da. Maybe also a plug-in could be the culprit there? So, I don't really think it's related to your opening the OC module, but rather to what changes you made while it was open.

To rule out 2da, I believe trying to open them one at a time directly within the toolset will give you the same error when the faulty 2da is being opened. If that's not a 2da, I'm afraid I don't see what the reason could be. Maybe list the files in your override by date, and remove the most recent ones, until the toolset opens normally. Then try readding the moved files one by one (or a few at a time) to see when the error comes back.

Good luck hunting this.



#5
Shallina

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it ' s a corrupted file, most of the time i can correct it by exporting all files and importing everyting in a new module. This trick doesn 't work if the corruption occurs in the campaign directory.



#6
andysks

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I guess it's a campaign file since I almost never work on module mode. Something came to mind. I wanted to make some icons, and merge them with the pack of rjshae. After I did that, my icons showed in toolset but in game were just black. In any case, this was the latest 2da I messed up with and probably the location of corruption.

 

Can the error have clues about what kind of file the corrupted one is at least? I see it mentions blueprints...



#7
Tchos

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You say you're not getting this consistently, just occasionally.  I get things like that occasionally, but only when I've already had other module(s) open before the current one.  The toolset doesn't seem to clear its memory well.  I wouldn't press OK and continue to work when getting an error like that.  I'd restart the toolset first.



#8
andysks

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Hi Tchos. I do get it consistently. It started, and then it always appears when I start the toolset. It does it while the toolset loads, so I cannot work if I don't press OK. When I press Ok, loading finishes and everything seems normal.

 

You told me you opened the version I sent you some days ago. So anything that could have happened is after that. And all I did is create companion gifts. This includes 2da, icons and blueprints.

 

Memory clear... could it be my campaign folder size?



#9
Tchos

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Well, it could be something to look at, and should be easy enough to test to rule it out as a possibility.  My concern was that maybe when you first encountered the error and you continued working and saved the module, it may have saved an error into the module.



#10
andysks

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It starts to make be feel concerned too to be honest.

 

The campaign folder size... it used to be even bigger. And never encountered any errors whatsoever.

 

Something occured to me, which I don't think it matters but I'll throw it anyway. These items, which I repeat are the only work I've done since a working version, are named as such <c=ForestGreen>ItemName</c>

 

Could it be... that there can't be colored names? I tried it without having seen any... so, I really don't know.

 

Edit. I meant, the colored items work in game. I just ask if the toolset has problem with it somehow.

 

It's the only thing I can think off. Why would some general blueprints cause a problem anyway, which blueprints don't even have special properties?



#11
Tchos

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Sometimes a blueprint may have an error in it.  Misery Stone had coloured item names, though.

 

You could try temporarily moving all blueprints out of the campaign folder and seeing if it opens without an error.



#12
kamal_

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It's a corrupted blueprint. I'm not sure why they can get corrupted, and the error message doesn't give you the information needed to find out which one. You have to do it via trial and error. Fortunately, it doesn't seem to have any practical effect. I have a test module that gives me 100 or so of these errors (I just hold down the enter button when clicking ok). Never saw any errors related to them in blueprints. Path of Evil has these errors if you open it as well. It's less important than it seems. Annoying though.



#13
kevL

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i wonder if a 32-character limit in a .GFF is breaking

 

( if there is a 32-character limit, pretty sure there is for some entries )



#14
andysks

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Well, narrowing down the problem, it's a UTC file. UTIs removed, the error persisted. When I tried with UTCs though it the module opened without problems.

 

Now for the process finding which one. I've been meaning to clear out the ones I know I won't need... especially some monsters from packages I got, but I never longer for it to happen... :? .

 

Well, since I worked mainly on companion lately, perhaps it will be easier to see which one it is. Will see. Except if the toolset decided to corrupt some file I haven't even touched.



#15
andysks

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For ease of testing which one it is, I suppose this has nothing to do with the campaign or the module right? I could easily create a new, light in size module for this purpose only and figure out which one it is by loading ammounts of the UTC files at a time, without having to open my main modules which take a while longer to open anyway?



#16
kamal_

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For ease of testing which one it is, I suppose this has nothing to do with the campaign or the module right? I could easily create a new, light in size module for this purpose only and figure out which one it is by loading ammounts of the UTC files at a time, without having to open my main modules which take a while longer to open anyway?

In my experience it has nothing to do with area files, journals, dialogs etc. It's all about the blueprints, so you can use an otherwise empty module to isolate the files.



#17
kamal_

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If you believe it's a filename length problem, you can check for filename lengths by opening a command line and going to the directory you want to check, then typing in the command "dir /b /s > filelist.csv" without quotes. This will generate a csv file called filelist. You can then use Excel or any other spreadsheet program and due a find replace on the path, find the path to the module and replace it with blank, leaving you with a column of nothing but the filenames.

 

In the column next to the filenames, you can use the formula =LEN(C1)     (where C1) is the column/row of filenames. Then select the cell where you put the formula, select Fill -> Down from the edit menu, and drag the cell down to match the bottom row of your filenames. The formula will then auto-fill in, leaving you with a column listing the filename lengths. You can then sort the column via Data -> Sort.

 

http://windowssecret...f-path-filename



#18
kevL

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unfortunately if it's a length problem, it's likely an internal string at issue

 

I recall NwN has some max 16-character entries, and they're expanded to 32 in NwN2 ( one reason i don't use NwN editors for NwN2 )

 

 

 

ps. you could probably create a clean PlayerFolder and just throw the .UTC's in its \Override, too; the TS should load them and catch something ...



#19
kamal_

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For me it's not a length problem. My test bed with 100 or so errors only had two with length over 32. I deleted all the .utc blurprints from this test module, closed and reopened, no errors. I then took the .utcs out of the full module (which opens without error), and copied them into the test module, knowing they are "good" since they open fine in the full module. When I opened my test module, all my errors came back. This indicates that the errors are likely being caused by the blueprints referencing things that don't exist.

 

I initially tried copying the appearance.2da and the repute.fac, as having unavailable factions or appearances seemed a likely culprit. No luck. Narrowing things down by copying over all my 2das from my known error free campaign and then process of eliminating them, I got down to the skills.2da. Copying this single 2da from my known no-error module to the test module so that it was the only 2da in the test module, all my blueprint errors suddenly disappeared. I have Kaedrin's content in my known error free campaign, but the test module did not have Kaedrin's in it. So when I created the blueprints in the known error free module and then copied them over to the test module, the blueprints retain references to a skills.2da being present in the module/campaign. Based on the error message below, you could likely determine which 2da is missing based on what the NWN2-----Collection is.

 

toolset_error.jpg

 

tag: TargetInvocationException NWN2 for google indexing....



#20
kamal_

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Further looking into this. It's a bug with Kaedrin's content (in his last public release, http://neverwinterva...rc-pack-v1421). Craft Alchemy appears twice in his skills.2da, in the stock game row and in a row in his custom skills. His skills.2da looks like it has a bunch of skills included for persistent worlds such as Knowledge_nobility and Perform_keyboards, as these are skills not used by his classes, .

 

While the two Craft Alchemy skills are labelled differently, they are otherwise identical. The problem is both have the Constant column value SKILL_CRAFT_ALCHEMY. When I changed his copy of the Craft Alchemy skill to have the Constant be SKILL_CRAFT_ALCH, the blueprint error went away. Change it back to SKILL_CRAFT_ALCHEMY, blueprint error returns.

 

Thus, blueprints created in a module with his content can't be transferred to another module without creating an error unless the skills.2da is also transferred to the new module. The bug gets baked into the blueprints when the blueprint is made as well. You can't fix the 2da column issue, save the module, and then copy the blueprints over to your test module. You might have to go and open and close each blueprint manually to be able to copy over without also copying the skills.2da, it would be easier just to copy over the skills.2da.

 

Kaedrin's work is released under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 License according to the Vault entry. The NoDerivatives means I could not fix this bug and release a "fixed Kaedrin pack". I am unsure if I could release just a fixed skills.2da, however that would seem to fall under the prohibition against building upon, so I will not.

 

If it's any consolation, as none of the released classes use the custom skills, you could just delete the skills.2da from Kaedrin's as well. This would save you from needing to do any 2da editing. His CC license prohibits you from releasing a skills.2da less version of his work.



#21
andysks

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Hmm, it turns out to be hard to find for me. I don't have Kaedrin's installed, so good news there. Here is the steps I followed.

 

Copied all my UTC files out of my unhealthy folder, error went away.

Copied them in my test healthy folder, error didn't appear.

So I thought it might be a 2da.

 

Copied all my 2da from the unhealthy folder to my override and opened the healthy folder, error didn't appear.

 

Tried downloading a clean bonus_blueprints.hak, since it's the only hak at the moment with a 2da in it, nwn2icons.2da, and replaced the one I merged some days ago. Problem still there.

 

So it seems that no matter the files I move, I cannot recreate the problem to my healthy module, in order to see why it occurs to the unhealthy one. The only thing that helped so far is that moving away all UTC away from the unhealthy one makes the problem go away. I will try later to no move them to my test module, but remove them directly in portions from the unhealthy folder and try to reopen it.



#22
andysks

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Alright, this worked. Narrowed it down by removing portions of UTC files from my campaign folder, rather than all of them at once. A big portion of dexc_* files which are the pain's blueprints made the problem go away. Now to see which one, or ones, cause it.



#23
kevL

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how goes the query?



#24
andysks

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As I was narrowing down the blueprints, I noticed two that were odd, meaning that their size was 0kb, while all others are 15-20 or something. So I gave it a shot, a removed only these two and problem went away.

 

It was the dexc_mohrg and dexc_lizsmagma.

 

I haven't ever used any of the two, which by the resrefs I presume they are Mohrg and Magma Lizard(?). I moved them back inside the folders to see what is all about, and searched my blueprints for these resrefs. Found none, even if the two 0kb files were in my campaign folder.

 

In any case, I would like to know what caused this, but for the time being I'm glad it all worked out.



#25
Darin

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If you, or if someone who made custom content you're using, modified the game itself (as in install folder, not my documents folder), and then try to load that content in a game that's not modified, it'll cause this error to come up.  Ran a modified OC program that played with the main files.  Started a campaign.  Reloaded the game clean, and then loaded the campaign, and always got that error (multiple times).  It was looking for hard-coded things that arn't there, because someone moded the actual files for the game.  It will likely stick around with that campaign.