Author Topic: Fixing a Corrupted Module  (Read 1077 times)

Legacy_dark lancer

  • Newbie
  • *
  • Posts: 12
  • Karma: +0/-0
Fixing a Corrupted Module
« on: September 25, 2010, 07:10:07 pm »


               I have a city that I've been desiging for a few weeks now, and yesterday I started adding areas outside of the walls.  One of the areas had "area001" for its ResRef, so I made a copy of the area with the new ResRef, gave the area a new name, and deleted the old area.  I did this before to other areas when I was updating my module to protect against naming redundancies when the module was submitted and added to the main module, which is run by someone else on another machine.

Next I changed the tags linking to the new area, but when I tried to re-link area transitions, the destination tags always reverted to the old tag for the remade area and I got an endless series of error messages when I saved which forced me to close the toolset through Task Manager.  I added more areas to the module after I restarted the toolset, but when I tried to test the module I couldn't load it at all.  I have a backup but it is also corrupted.

Is it possible to take steps backwards to undo whatever corrupted my module, or can I export usable areas, items, and creatures to a new module?  I deleted the new area and the areas linking to it but the module was still corrupted.
               
               

               
            

Legacy_leo_x

  • Sr. Member
  • ****
  • Posts: 403
  • Karma: +0/-0
Fixing a Corrupted Module
« Reply #1 on: September 25, 2010, 09:36:11 pm »


               here are some handy tools for dealing with module corruption: www.wendersnaven.com/node/179 .  They were made for nwn2 but seems to work fine with nwn1 at least for localizing where the problem is.  from my experience corruption occurs when an area isn't properly deleted from the ifo list.  you can create a new area with the resref of the deleted area that's causing the problem then re-delete it.  or export everything and start fresh.  The update-ifo.exe in the link above could work too.
               
               

               


                     Modifié par pope_leo, 25 septembre 2010 - 08:37 .
                     
                  


            

Legacy_Builder_Anthony

  • Hero Member
  • *****
  • Posts: 786
  • Karma: +0/-0
Fixing a Corrupted Module
« Reply #2 on: September 26, 2010, 01:44:54 am »


               My personal thoughts are to dicth your corupted module.If you need the areas export the areas under a new export name and import them into a brand new mod and test to see if there alright.You can try that with items and whatever else.Thats if you can open it.When you keep getting that error bar poping up hold down enter and click on file real real fast consgtantly and keep hittitng return....you can sometimes get out of it that way.
               
               

               
            

Legacy_dark lancer

  • Newbie
  • *
  • Posts: 12
  • Karma: +0/-0
Fixing a Corrupted Module
« Reply #3 on: September 26, 2010, 09:45:13 pm »


               After I restarted the module I was able to do whatever I wanted with it except run it.  I was able to export the items, scripts, creatures, and most of the areas and had a mostly playable game.



Thanks for the help.
               
               

               
            

Legacy_M4gicGirl

  • Newbie
  • *
  • Posts: 3
  • Karma: +0/-0
Fixing a Corrupted Module
« Reply #4 on: October 28, 2011, 10:27:43 am »


                I made a module in toolset and when i tried to run it it would load but wouldnt let me paly any character, new or preexistant. so when i pressed cancel to manually load the module it said file is corrupt or doesnt exist. please help me!!!
               
               

               
            

Legacy_kalbaern

  • Hero Member
  • *****
  • Posts: 1531
  • Karma: +0/-0
Fixing a Corrupted Module
« Reply #5 on: October 28, 2011, 09:38:35 pm »


               There's no magic bullet for a corrupted module. It might also not actually be corrupted either. Having too high of a resource count in it will cause the same errors when the count is high enough.

Can you still reopen the module in the toolset? If so and its just a corrupted map, then opening your maps one at a time might reveal the bad one.
               
               

               
            

Legacy_LongEarMage

  • Newbie
  • *
  • Posts: 9
  • Karma: +0/-0
Fixing a Corrupted Module
« Reply #6 on: June 29, 2013, 06:36:21 pm »


               

pope_leo wrote...

here are some handy tools for dealing with module corruption: www.wendersnaven.com/node/179 .  They were made for nwn2 but seems to work fine with nwn1 at least for localizing where the problem is.  from my experience corruption occurs when an area isn't properly deleted from the ifo list.  you can create a new area with the resref of the deleted area that's causing the problem then re-delete it.  or export everything and start fresh.  The update-ifo.exe in the link above could work too.


Thanks for this!

Had an issue where I was using the CEP custom hak to store areas. I inadvertently deleted some of the older areas that were still stored in the module's ifo file. I was able to recreate the areas in the module and it ran fine.

Thank you again!