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Module won't open


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17 réponses à ce sujet

#1
rjshae

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Well that didn't last long. A month ago I switched to saving in folder mode because people here advised it is more stable. Today, however, when I open the module it comes up empty. There are no areas, conversations, scripts, or blueprints. I do see some of them briefly appear during the loading process, but then they all vanish. There is still stuff in the folder; it just doesn't load. :(

 

Any ideas?



#2
Tchos

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That happens to me when I try opening a module, whether in folder mode or not, when I've had other modules open already (including seeing assets briefly appear).  I believe it's a RAM issue for me, and nothing to do with folder mode.  Restarting the toolset usually does it, if not the computer.



#3
rjshae

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That happens to me when I try opening a module, whether in folder mode or not, when I've had other modules open already (including seeing assets briefly appear).  I believe it's a RAM issue for me, and nothing to do with folder mode.  Restarting the toolset usually does it, if not the computer.

 

I've tried both; no luck. I was able to partly recover by copying everything to a newly-created module folder. Unfortunately, the area I spent the last week on is corrupt and won't load. *sigh* This almost never happened to me when I saved to file, so I think I'll switch back.



#4
Tchos

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If you think it'll help, okay, but a persistent problem like you describe didn't happen to me in the 2.5 years I worked on mine.  Good luck to you!  I'd hate to see a big module like HotU end with corruption.



#5
rjshae

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It's weird. I load and get a series of out of bounds exceptions, but it comes up and then I can open the areas. When I try to export them and import into a new module though, the toolset crashes. Not good.

 

Well the positive news is that the scripts and conversations will still export/import, and I spent a good amount of time on those. It looks like I'll have to re-create all the areas though. Ah well.



#6
kevL

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try packing everything together with Tani's packer into a .Mod file

since I often unpack .Mod's, to folders, by simply using Tani's. The reverse direction could work also


[edit] but yeah, there's a glitch somewhere
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#7
4760

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I load and get a series of out of bounds exceptions, but it comes up and then I can open the areas.

Are there any new blueprints in the area you can't open? I never had the crash you describe, but the "out of bounds exceptions" always came from bad blueprints or bad 2da's. Didn't you try to work from an NWN blueprint for instance?



#8
rjshae

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Are there any new blueprints in the area you can't open? I never had the crash you describe, but the "out of bounds exceptions" always came from bad blueprints or bad 2da's. Didn't you try to work from an NWN blueprint for instance?

 

No I didn't use a NWN Blueprint. Everything seemed to be working normally, then I made one change to a model in a hakpack and everything went to pot. The model seemed to work fine in a new module, so I don't think it was that. I tried each of the areas and all but one will open. However, none of them will export, so I can't import them into a new module. I want to be able to get clean exports so that I can reload the module if I have another issue.

 

At this point I've pretty much resigned myself to rebuilding the areas and stores. I wasn't completely satisfied with some of the areas, so at least this will allow me to do them better.

 

Thanks for the suggestions everybody.

 

Ed.: I did find an earlier backup copy so I was able to recover three of the areas and some blueprints. :)



#9
kamal_

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I've had areas crash on opening when it was expecting some files in the override.



#10
rjshae

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One of the placeable mods I added was a chimney extracted from a house model. When I tried to include it in the new module, it crashed the toolset. I checked and it had walk and collision meshes where I hadn't changed the name from the original. Looks like that may have been the cause of the corruption. After I fixed the model part names it worked fine.



#11
kevL

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don't let it put you off folder-mode, if you're sure that was it.

(folder mode Rocks)


friendly reminder: backup first,

#12
Shallina

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I always have 2 copy of my current work (on 2 different hard drive), and the "stable finished" work is uploaded on an online storage.

 

In your case, if your module is "unpacked" you can try to copy and drop all the file in a new module in directory mode without overwriting the files of the new module.



#13
K Kin

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When it's empty, is the toolsets title like "temp2"?



#14
rjshae

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I've switched over to file mode now, it's worked fine for me for many years so I'm comfortable with it. Normally I do regular exports to make sure I can recover in case of an issue. Thanks.


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#15
K Kin

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That's good, but it's happened to me in file mode and directory.

When it happens to me, the title of the toolset changes from my modules title to something like "temp" or "temp2temp2".

It's as good as related to anything modded. Good thing about directory is you can delete the file within the folder :P

As well as the annoying "save process" on file mode.



#16
rjshae

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That's good, but it's happened to me in file mode and directory.

When it happens to me, the title of the toolset changes from my modules title to something like "temp" or "temp2temp2".

It's as good as related to anything modded. Good thing about directory is you can delete the file within the folder :P

As well as the annoying "save process" on file mode.

 

In folder mode I was unable to perform an export even after I removed the corrupted area. I tried reloading NWN2, but that didn't help. Anyway I've moved on and I'm gradually rebuilding what I lost. Thanks. :)



#17
Tchos

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I'm sure you know that you don't need to perform exports in folder mode, because you can just copy/move the elements directly into or out of the folder.  I typically backed up individual areas in folder mode simply by zipping up the area files and copying them somewhere else.  (Saves space compared to an ERF as well.)


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#18
Dann-J

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I've always worked in module mode, and never had any problems. However I'm constantly trying to minimise file sizes and area load times by optimising areas wherever possible. I also tend to prefer lots of smaller areas rather than fewer larger areas. My optimisation efforts are no doubt unintentionally toolset-friendly.

 

The advantage of module mode for me is that once I've confirmed my latest changes in-game, I can simply right-click and drag the MOD file to create a copy. That way I've always got a backup of my most recently confirmed changes.


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