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Toolset error after reinstal


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#1
andysks

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Hi all. I did a format on my computer and reinstalled the game. Everything works fine, except the toolset. I guess this is an easy solution, but anyway. This is the error I get after I press to open a module.

 

2015-09-03%2014_59_31-_zpszbfjsecw.png

 

Anyone has any idea about how I fix this?

 

ps: I have the GOG version. NWN2 complete.

 

Thanks.



#2
rjshae

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Are you trying to open a mod with a hakfile attached?



#3
andysks

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Yes. It actually opens the OC ones. But not mine. 



#4
Kanis-Greataxe

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Do you have a custom tlk as part of the mod? it looks like that is what it is looking for



#5
andysks

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Also, yes.



#6
andysks

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I don't remember what exactly happens when a specified hak or tlk is missing, but if my memory is right, one gets an error like "failed to locate", but the module will open nonetheless. This time, I removed my custom tlk from my tlk folder, got the error, and the toolset ended up with a temp1 module. Is this normal?



#7
andysks

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If I narrow it down a little bit more, another community module opens fine. And it has custom tlk and haks as well.

 

Edit: The custom tlk of the other module opens also in tlk editor.

 

Mine gives unknown file type :(.



#8
Tchos

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I wouldn't have expected it to even load the toolset, much less open any modules if the answer to the following question is "no", but since you said you reformatted everything, did you reinstall the necessary older version of DirectX that the toolset wants?  And I think also some Visual Basic runtime framework?



#9
kevL

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Dx9.0c / .NET 3.5

also, you could try removing the custom.Tlk from the module. I haven't tried this personally but there's a field in module.IFO

Mod_CustomTlk

make a backup of module.IFO, then open the current file w/ TlkEdit2 and delete the Mod_CustomTlk field ... save & try to open the module in the toolset.

( if the module is saved in module-mode instead of directory-mode, unpack it to a directory first, using Tani's NwN2packer )

#10
andysks

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Alright. By removing the Mod_CustomTlk the error goes away, but it ends up with a temp module anyway. I guess this is Dx9.0c/.NET 3.5 issue. Completely forgot about them. I will try with them and the problematic tlk, and with them and without the tlk ( <_< ) and see what happens :).



#11
andysks

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Recoup: I don't think it's so easy actually. Here are the facts so far.

 

1: I can open any community module with a custom tlk or not with the toolset.

2: I can open their custom tlk files on tlk editor.

3: My own work loads, during which time I can see the area tab filling with the area names, before ending up blank and temp1 module.

4: The above happens only if I remove my custom tlk from the module.IFO

5: If I don't, it gives the error mentioned above.

6: My custom tlk doesn't get recognized by the tlk editor as a known file.

7: Since I can open community modules, my Dx and .NET are the correct ones.

 

hmmm... so confused actually.



#12
kevL

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I suggest ...

- create a new module with the TS
- save it and close TS.

- manually copy in the area files of your start area
.are
.gic
.git
.trn
.trx

Load the TS and try to open the module

#13
andysks

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Like that the module opens, and my starting area as well. What does this show actually :)?

 

Edit: By the way the tlk is not even a problem. I replaced it with my backup copy and it doesn't show the error now. Got corrupted or whatever. Who knows. Only problem now, is that modules don't open. Perhaps campaign related ?



#14
kevL

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What does this show actually :)?


that the basics work :)
moreso, It points to a direction to pursue if things continue to fail. Eg, put in area by area ... then when they work, put back in your module.IFO, see if that works, and on it goes until something fails and ya have a pretty good guess at that point what or at least whereabouts the problem is.

Edit: By the way the tlk is not even a problem. I replaced it with my backup copy and it doesn't show the error now. Got corrupted or whatever. Who knows. Only problem now, is that modules don't open. Perhaps campaign related ?


you could try copying all files into that new module folder enmasse. *If* that works, then try associating/re-associating it with your Campaign ...


but having been through junk like this before my own experience has been: step by step, slow and sure,

#15
andysks

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Bad news. module.IFO fails. Even with the tlk and haks removed from it, on a new module outside of any campaign. I think I'm losing work here, since this is the last backup before the format. Got too tired for now. In the morning I will try some more. 

 

I guess that, since the areas work on other modules, the work lost would not be too much since I can always copy the working areas to new modules. Morning will show.

 

Edit: I replaced the module.IFO with an old one from a backup I still had from March. It still wouldn't open. This makes me think that the module.IFO doesn't have a problem after all. 

 

Edit 2: Perhaps a hint. I had all tabs open. Scripts, blueprints, areas etc. When I try to load my module, the area list shows. The scripts show. The moment the blueprint list tries to load and fill, the load stops, the list goes back to showing only stock blueprints and I end up with a temp1temp1 module.



#16
andysks

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Narrowing it down a little more. If I create a new module, and copy all files (except repute, journal etc) from the problematic one, the new one starts perfectly. Now, this means that the module.IFO is for certain the problem. That, or something that is in there and tries to do something which can't happen. In any case, worst case scenario is to create each module on my campaign again and just copy the files in there, thus having new module.IFO files. What does this file do anyway :)?



#17
kevL

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have a closer look at it (module.IFO) in TlkEdit2

it controls all general things on a module-level. Start year, module event scripts, haklist, variables set on the module, ... Campaign_ID

try deleting the Campaign_ID field (after another backup, ofc) -- well that's weird.


when i click on its field a Java sub-applet pops up. It has 16 values ( 0..f ) and by double clicking I can zero all individually except the "f" value; it doesn't want to open/edit.

If it's the same on your end, you might want to create a fresh module.IFO, and go through the tedious process of copying in the values for your mod. Leave Campaign_ID blank ..... (notice that a brand new module.IFO has all zeroes)


/unless someone has a more interesting idea

my present guess is that Campaign_ID holds a hash of the campaign directory path. After formatting, the directory changed and the old hash is meaningless (just a guess) But notice with a new .IFO you can do the step-by-step process, copying in a few values at a time until something fails.

#18
andysks

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So, here is now what happens.

 

I made a back up of my module, and deleted it.

I created a fresh one, named it the same as the original and set it to be used in my campaign.

Saved it, exited the TS and reopened.

I ended up with a temp1temp1 module.

 

Something in the campaign folder is preventing the modules associated with it to be opened it seems. I'm starting to consider a new install and recopying my last backup, just in case something went wrong during the copy paste madness.

 

Edit: Good news, is that it's not my campaign related. I created a test campaign, and linked a test module on it. Now, that one normally opened as a separate module. But now that it is in a campaign it gives a temp1 as well.

 

Scratch that. Created another one and now it opened ... Is it random or what ?



#19
andysks

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Question: If I create all my modules again, and copy the contents from my old ones, then create a new campaign do the same, and link the new modules on the campaign, if everything has the same name, will the game recognize it and work as used to? For example the world travel scripts ask for module name.



#20
andysks

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I think I have narrowed it down quite a bit. Here is what happens now.

 

I created all the modules new, and linked them with a new campaign. They load fine. Then I thought I should transfer first the campaign files and see what's happening. If all files are in the new campaign folder from the old, the problem reappears. If I leave the folder with the 2da out, then the modules load fine. So it's pretty clear. My 2da files are the problem. Any ideas why?



#21
kamal_

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Corrupt 2da? You can find which specific one by loading half of them, then repeating until you find the problem 2da.

#22
andysks

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True. All the tile related 2da are causing problem. I will download your pack again and hopefully that would be it :). Also, one 2da, the metatiles.2da, doesn't cause the same problem but gives a "specification error".

 

Edit: as it is now, the exteriors open (without the tile 2da in my campaign folder). The interiors give a MS C++ runtime library error. Now, I don't know what that means, and I will try reinstaling kamal's 2da, but I thought I'd mention it anyway :).



#23
andysks

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That did it. My fears are gone now. Everything opens normally, except some blueprint errors I get from my prefab folder in the overide. But that's a small problem. I wonder why so many files got corrupted. tlk, blueprints and 2da. Now time will show if everything got resolved, but at least it seems so. Thank you all for the help :).



#24
rjshae

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Wish I could get mine to re-install. It just sits there looping at the "Updating component registration" stage. :( I hope my media disk isn't damaged.



#25
kevL

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there must be a disk-checking program out there

else ... GoG