Posts

Showing posts with the label errors

Frustration

I have spend the weekend working over the same two or three items that broke when I had to roll back due to the corrupted area. It is very frustrating. They were working just fine, but now it's nothing but trouble. UGH!

Past the bug, cleaning up

I had a reply to a post about my bug on the bioware forums. Others have encountered this. It has to do with the speak trigger I was using. Using it on something not in the area, like companion, appears to be a no no. So, I'm fixed up and cleaning up. Because I had to roll back, my transition out of the area is not working, and I'm not sure why. It's a bit of a mystery to me, but it shouldn't be hard to fix. I also have a long custom script written trying to get the conversation to auto-fire with the henchmen. I'm going to work around that to. I'll have the henchmen say he wants to speak, and then let the PC talk to him manually. I may mess with what I've got a bit longer. I want it to work like the speak trigger without the module corrupting bug of course.

Still crashing

Image
More crashes. Different areas. Restoring seems to solve the problem, but it's more sever in one particular area, the bandit camp. I am going to an old copy of the mod, exporting the area from their and will re-import. Hopefully that will fix it for good. I hope I don't loose too much work...the mod could be toast. Here is my re-occuring error message... ... hopefully this doesn't impact other areas in the module. I found a thread on the forums here: http://nwn2forums.bioware.com/forums/viewtopic.html?topic=548475&forum=113&sp=0 I'm not sure what to make of it. I read someone found the item that crashed/corrupted their mod and was able to remove it. I know I am restoring the area when it's 'sound'. Perhaps it's something I am adding. I am using a speak trigger with a henchmen. He's not in the area when I open it, you bring him with you later, would this cause the script to fail? *GRUMBLE GRUMBLE FRUSTRATION FRACKIN FRICKING BARK SCREA...