Corrupt?

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danielmn
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Corrupt?

Post by danielmn »

since a few people have had problems, I'd like a little more info. than I know about the subject.

A. How do you know when a mod is corrupt?

B. What causes a mod to go corrupt?

C. What steps can builders take, other than saving often, to prevent mods goin corrupt?
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Rick7475
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Post by Rick7475 »

A. How do you know when a mod is corrupt?

Actually, I find areas go corrupt. I don't use mod files, I use a directory.
So for the other answers, I'll sub area for mod.

B. What causes a mod to go corrupt?

My areas go corrupt mainly when I use 'Clear' to clear certain terrain, particularily tall grass. It does it every time, usually after the first or second clump of grass, then crash, and the area is corrupted.

C. What steps can builders take, other than saving often, to prevent mods goin corrupt?

I export my area files before working on them. I also never use mod files, I use directories.
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Wynna
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Post by Wynna »

I second the 'use directories'. When the crash comes, it's much easier to take an old, uncorrupt module and the directory from the corrupt one. They work together and little is lost. As for when it crashes, for me it's traditionally been when I was working with huge groups or huge areas and -- coincidentally or not -- seems to have involved opening a script at the same time.
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Thangorn
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Post by Thangorn »

I dont use directories as I prefer to update my filename every hour or so.. cant do that with a directory..

I'd save under a directory for hosting purposes but not for building purposes.. but that's just my coping mechanism..

The only link I can find to crashing and corruption is when I save when I have two areas open and I've just added a crapload of new placeables.. It seems my computer runs out of memory, perhaps as a result of trying to save two areas at once???

I think Terracoppa may have something to do with it aswell, I use it extensively in the building of Zhentil Keep..
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