Author Topic: Module fails to play... can still load in toolset. Any suggestions?  (Read 617 times)

Legacy_Particulizer

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               Hello all that still play.


I have been building a module off and on for years now. Haven't posted
content as it has been a work in progress all this time and I fear NWN1
is quickly becoming a pleasant memory. Anyway...

I tried to
play my module the other day after making a minor modification (editing a
script) and it wouldn't start and gave me some sort of error message
saying something to the effect that the file was corrupt. (can't
remember exactly) Me, like the fool that I can be at times did not back
up the module before making the changes. Since I could still load the
module in the toolset, I decided to make a gigantic erf with all the
content from the module and see what happened... 2 hours later, my erf
was finally done, I created a new module, attached the haks, and
imported the erf file. I reset all the module properties as they were on
the original. I noticed that my new module is quite a bit smaller than
the original. 47MB as opposed to 56MB. I opened each in the toolset and
made a copy of the temp0 folders and compared the two that way. The only
difference I could see was the original had a bunch of .nbd files
(looks like one for each script) which were not present in the new
module. What are these files?

Are they backups for scripts? I don't have any problems with scripts firing in the new mod so it doesn't seem to be a problem.

Are there any problems with recreating a module in such a fashion?


I have already found that I need to do some work with factions. I did
not preserve when making erf either... though am not sure it would have
made a difference... don't know as this is the first time I have tried
to build a mod off of an erf.

Thanks to any info you may be able to provide
Particulizer
               
               

               
            

Legacy_SHOVA

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Module fails to play... can still load in toolset. Any suggestions?
« Reply #1 on: March 17, 2011, 02:10:55 pm »


               Off hand, I guess you did not build/compile the mod (scripts only) Do you use haks for this? Did you remove haks, or anything from the mod before you encountered the error?
               
               

               
            

Legacy_420

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Module fails to play... can still load in toolset. Any suggestions?
« Reply #2 on: March 17, 2011, 05:07:54 pm »


               Check out this post on the old BioWare forums called "   ndb Files - Are they needed?":

http://nwn.bioware.c...675460&forum=46

-420
               
               

               
            

Legacy_Lightfoot8

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Module fails to play... can still load in toolset. Any suggestions?
« Reply #3 on: March 17, 2011, 08:25:07 pm »


               Make sure you are not compiling your scripts with debug info.  Unless of cource you are useing the debugger.  Unce you are done testing you scripts need to be recompiled without the Debug info for regular play.  

Also next time you want to ERF an entire module just change the file extention from .mod to .erf then import it.
               
               

               
            

Baaleos

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Module fails to play... can still load in toolset. Any suggestions?
« Reply #4 on: March 18, 2011, 01:03:04 am »


               Hehe,
Thats my old post. lol

Yeah, if you go over the 16k mark of resources in a module, you can open it in toolset, and compile etc, but Neverwinter nights and nwserver will have a nervous breakdown if they try to run it.

Packing your static resources into hak's such as the cep2_custom hak, can be a good method of reducing your resource count.

eg - Subrace engines , Simtools, etc, things that are in a finished state etc, and not likely to change alot, are good candidates for haks'
               
               

               
            

Legacy_Particulizer

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Module fails to play... can still load in toolset. Any suggestions?
« Reply #5 on: March 18, 2011, 04:26:24 am »


               Awesome... thanks for the info... I should have looked through the old threads but was pressed for time when I posted. Cool that the .ndb files are not needed.

I am nowhere near the 16k limit... the file just became corrupt and I don't know what happened... All I did before it happened was modify a couple of scripts. I had already planned to put a bunch of resources in a hak when I get to a certain point to limit the amount of used resources...  In fact I usually create many things in a tiny module and import to save time. The larger it gets the more time it takes to do anything. btw is there a limit to the size of haks (like no larger than 1GB) or to the overall size of haks together like not over 10GB or so? I think I saw somewhere that there is a limit of 50 haks in total allowed.

Interesting changing the file from .mod to .erf... I wouldn't have thought that would be possible.

I am using haks... cep 2.3, ctp, and WoRms Tilesets... As well as a hak with a couple of minor 2da modifications I made to make them play nice. I have the exact same group of haks attached to other mods with no ill effect, so not thinking that is the problem. I also did not make any recent changes to haks... not in last 6 weeks or so anyway... I have played many times since making the most recent hak modifications without problem.

I did try building the mod doing a complete build to see if that would solve the problem and that didn't help.

Thank you guys for all the help and info.
Particulizer