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Exception Error
Posted: Thu Jan 10, 2008 3:33 pm
by Wynna
After updating to 1.11 yesterday, my mod was fine for a few openings. Later in the evening I imported the NWN bulletin board scripts to adapt to NWN2 and in the same build session laid quite a lot of small triggers. One of those seems to have caused an exception error that seems to be saying something in the creature blueprints or skill collection is at fault. I don't believe I've touched any skills. I deleted the only creature I had in there for bulletin board scribe testing, but the fault keeps getting thrown. Ideas?
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Posted: Thu Jan 10, 2008 7:14 pm
by Wynna
I don't know if this is related, but now when I try to compile a Creature OnSpawn script that used to work, I get an error in x0_inc_generic, line 480. It's a one command script, the sum total of it shown in the image below. The only way I can get it to compile is to take out the lines:
#include "acr_creature_i"
ACR_CreatureOnSpawnIn();
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Posted: Thu Jan 10, 2008 10:14 pm
by Teric neDhalir
I don't know about the second problem but that first error message is related to prefabs, I think. I had some prefabs off the vault in my mod directory/override folder and deleting them stopped that message happening on loading.
TnD
Edit: Or rather it stopped a similar "exeption has been thrown by the target of an invocation". You could, of course, just have been wearing armour at the time you tried to open the mod.
Posted: Sat Jan 12, 2008 6:51 pm
by Wynna
All right, I don't think these two errors are related. I'm going to continue documenting my attempts to fix the first in this thread, and start a new thread for the second in the ACR forum.
For the invocation error, thanks, Teric, but I tried it with nothing in my overrides and I'm still getting it. I'm also getting it on my laptop--which I deliberately left the overrides on when I updated the module AND on a third computer, which I configured clean from a new install (never had NWN or NWN2 on it before) and did not and still does not had/have any overrides on it, ever. So, it's override/prefab unrelated.
I'm now throwing two, though, on start of my Silvy Uni mod, on all those machines. I know other mods are throwing different numbers of the same error, so whatever it is, is a conflict between the 1.12 update and individual content of each mod, I think. However, I went through and systematically deleted everything from my mod--first the areas, then the scripts, then individual blueprint categories. I had no success. Even after deleting everything we've added, I'm still throwing two errors on opening the mod. It doesn't seem to negatively affect performance. I don't crash ingame or anything and the mod loads fine. It's annoying, though, and I'd like to know what's causing it. Any thoughts would be welcome.
Posted: Sat Jan 12, 2008 9:15 pm
by indio
Export everything, make a new mod and import.
It probably won't fix it, but it's an easy first step that might.
Posted: Sat Jan 12, 2008 11:14 pm
by Wynna
OK, I've made 18 new modules from scratch, and can consistently reproduce this error ONLY when I associate the 2da hak first and THEN import the ACR. It doesn't happen if I import ACR first, then associate the 2da hak. Loading any or all the other haks first and then the ACR doesn't give the error.
Loading the 2da alone or with other haks first and then importing the ACR does give me the error. After that, disassociating the 2da doesn't fix it. Once it's broke, you can't unbreak it, it seems. Why doesn't our ACR like our 2da?
Posted: Sat Jan 12, 2008 11:18 pm
by indio
Well done Wynna.
I think the answer lies in the latest patch.
Posted: Sat Jan 12, 2008 11:27 pm
by Wynna
Regrettably, I've now discovered that importing an area from a broken mod breaks the cleanly created mod, too.
Posted: Sat Jan 12, 2008 11:43 pm
by Wynna
It's the #)(&@(&$#^^@ homunculus.
He's the last thing I'd put in--and the first creature that isn't spawned by waypoint--to act as a test scribe for the bbs system. I was going to spawn him later after I'd tested the scripts. I'd already tried taking him out, but my mistake was thinking that would fix the module. Once broke, never unbroke, though, as I found above. After taking him out of the broken module, however, I can export the area cleanly into a new mod without errors.
I'm guessing that other modules that are throwing this error have or HAVE HAD a blueprint creature in their module at some point. I think OAS2 was throwing 18 of these errors, if I remember what AL said to me once. How many blueprint creatures are walking around OAS?
Posted: Sun Jan 13, 2008 12:28 am
by HEEGZ
No idea, AL or Teric should know though.
Posted: Sun Jan 13, 2008 12:36 am
by Wynna
OK, got it narrowed down. My homunculus was the lastcreature I'd created, the only one since updating to 1.11. It doesn't like adding custom creatures to a mod now. I imported all my custom files fine, until I got to the creatures blueprints. I had created four new creatures prior to the update to 1.11. They were fine in the updated mod because they came before 1.11. The homunculus came after, and that's when I started throwing one error. I did notice that he didn't show up in the blueprints list on reopen even after I'd blueprinted him the session before. Thinking I'd made an error and hadn't blueprinted him, I deleted him from his placed spot in the mod and remade him, and started throwing two and he still didn't show up in the blueprint list on the next reopen. Just now I tried to load the four custom creatures into a clean mod...and threw four of those errors and they didn't show up in the blueprints.
The lesson: hold off on playing Dr. Frankenstein until this conflict is resolved.
Posted: Sun Jan 13, 2008 5:30 am
by indio
The way you work through and document your problems is really quite remarkable. Good to see such persistence.