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Thread: Crashes and how to fix them

  1. #141

    Default Re: Crashes and how to fix them

    Quote Originally Posted by makanyane View Post
    oooh, hang on, I suspect it's not the spawn itself, it's that you're missing bits about the first emergence of the faction.
    Timurids and Mongols in vanilla have
    Code:
                add_events
                    event    emergent_faction    timurids
    <snip>
                end_add_events
    in campaign script and
    Code:
    {THE_MONGOLS_EMERGE_BODY}...
    {THE_MONGOLS_EMERGE_TITLE}....
    {THE_TIMURIDS_EMERGE_BODY}....
    {THE_TIMURIDS_EMERGE_TITLE}....
    in historic events (that aren't actually called by a 'historic event')

    RTW needed the event text added
    I think you need the
    {THE_VENICE_EMERGE_BODY}....
    {THE_VENICE_EMERGE_TITLE}....
    if you haven't already got it and possibly that add_events thing in script too, before the spawn army...
    This method of spawning emergent faction involves using event_counter for add_event, which I'm very unfamiliar with. So I generally avoid using event_counter. There were other factions made emergent (sicily, spain, aztecs) in my mod which spawns ok without event_counter or ctd. I've basically copied their emergent entries in descr_sm_factions.txt, descr_strat and campaign_script for venice.

    But thanks for this fresh lead, I'm still eager to solve this nasty bug.

  2. #142
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Crashes and how to fix them

    Your last spawn before the crash is this one: exec <spawn_army> at line 4284, considering that your reveal_tile commands are a 100 lines before that (exec <reveal_tile> at line 4174) I am guessing we are barking up the wrong tree?

    Please provide your script (compressed as well) to check what happens AFTER that spawn.

    Edit: just trawled a bit through the log:

    This unit does not seem exist in the EDU - and it's the same unit you are using in the spawn apparently:
    23:16:07.020 [script.err] [error] Script Error in mods/americas/data/descr_sm_factions.txt, at line 128, column 31
    file: "descr_sm_factions.txt": horde unit type 'venetian archers' not found in unit_db

    23:16:07.021 [script.err] [error] Script Error in mods/americas/data/descr_rebel_factions.txt, at line 293, column 21
    rebel unit type 'Turkish Archers' not available to faction type 'Seljuk_Rebels' (see unit ownership)

    Several of these:
    Code:
    23:16:07.531 [script.err] [error] Script Error in mods/americas/data/export_descr_buildings.txt, at line 3131, column 126
    unit(huai_Ribault) does not match up to the ownership for faction(sicily)
    This is usually due to culture being used in upper levels which includes factions that are not listed in a lower level:
    Code:
    23:16:09.176 [script.err] [error] Script Error in mods/americas/data/export_descr_buildings.txt, at line 7361, column 2
    Building DB error - faction venice has gap in building prior to royal_armoury
    23:16:09.176 [script.err] [error] Script Error in mods/americas/data/export_descr_buildings.txt, at line 7361, column 2
    Building DB error - faction russia has gap in building prior to army_barracks
    This batch is most likely similar:
    Code:
    23:16:09.177 [data.invalid] [error] Target building level not allowed: , large_town -> castle, cannon[0](gunsmith) -> castle_cannon[0](c_gunsmith)
    23:16:09.177 [data.invalid] [error] Target building level not allowed: Nationalist Revolutionaries, large_town -> castle, cannon[0](gunsmith) -> castle_cannon[0](c_gunsmith)
    23:16:09.177 [data.invalid] [error] Target building level not allowed: United States, large_town -> castle, cannon[0](gunsmith) -> castle_cannon[0](c_gunsmith)
    23:16:09.177 [data.invalid] [error] Target building level not allowed: United States, citadel -> city, castle_barracks[4](armoury) -> barracks[3](militia_drill_square)
    23:16:09.177 [data.invalid] [error] Target building level not allowed: Beiyang Army, large_town -> castle, cannon[0](gunsmith) -> castle_cannon[0](c_gunsmith)
    23:16:09.177 [data.invalid] [error] Target building level not allowed: Beiyang Army, fortress -> city, castle_barracks[3](barracks) -> barracks[2](city_watch)
    23:16:09.177 [data.invalid] [error] Target building level not allowed: Beiyang Army, citadel -> city, castle_barracks[3](barracks) -> barracks[2](city_watch)
    23:16:09.177 [data.invalid] [error] Target building level not allowed: Beiyang Army, citadel -> city, castle_barracks[4](armoury) -> barracks[3](militia_drill_square)
    23:16:09.178 [data.invalid] [error] Target building level not allowed: Shi Dakai, large_town -> castle, cannon[0](gunsmith) -> castle_cannon[0](c_gunsmith)
    23:16:09.178 [data.invalid] [error] Target building level not allowed: Nian Rebels, large_town -> castle, cannon[0](gunsmith) -> castle_cannon[0](c_gunsmith)
    23:16:09.178 [data.invalid] [error] Target building level not allowed: Qing Imperial Court, large_town -> castle, cannon[0](gunsmith) -> castle_cannon[0](c_gunsmith)
    23:16:09.178 [data.invalid] [error] Target building level not allowed: Russia, large_town -> castle, cannon[0](gunsmith) -> castle_cannon[0](c_gunsmith)
    23:16:09.178 [data.invalid] [error] Target building level not allowed: Russia, citadel -> city, castle_barracks[4](armoury) -> barracks[3](militia_drill_square)
    23:16:09.178 [data.invalid] [error] Target building level not allowed: Xiang Army, large_town -> castle, cannon[0](gunsmith) -> castle_cannon[0](c_gunsmith)
    23:16:09.179 [data.invalid] [error] Target building level not allowed: Egypt, large_town -> castle, cannon[0](gunsmith) -> castle_cannon[0](c_gunsmith)
    23:16:09.179 [data.invalid] [error] Target building level not allowed: Denmark, large_town -> castle, cannon[0](gunsmith) -> castle_cannon[0](c_gunsmith)
    23:16:09.179 [data.invalid] [error] Target building level not allowed: , large_town -> castle, cannon[0](gunsmith) -> castle_cannon[0](c_gunsmith)
    23:16:09.179 [data.invalid] [error] Target building level not allowed: , large_town -> castle, cannon[0](gunsmith) -> castle_cannon[0](c_gunsmith)
    23:16:09.179 [data.invalid] [error] Target building level not allowed: , large_town -> castle, cannon[0](gunsmith) -> castle_cannon[0](c_gunsmith)
    23:16:09.179 [data.invalid] [error] Target building level not allowed: Taiping Heavenly Kingdom, large_town -> castle, cannon[0](gunsmith) -> castle_cannon[0](c_gunsmith)
    23:16:09.180 [data.invalid] [error] Target building level not allowed: Mongolia, large_town -> castle, cannon[0](gunsmith) -> castle_cannon[0](c_gunsmith)
    23:16:09.180 [data.invalid] [error] Target building level not allowed: , large_town -> castle, cannon[0](gunsmith) -> castle_cannon[0](c_gunsmith)
    23:16:09.180 [data.invalid] [error] Target building level not allowed: , large_town -> castle, cannon[0](gunsmith) -> castle_cannon[0](c_gunsmith)
    23:16:09.180 [data.invalid] [error] Target building level not allowed: , fortress -> city, castle_barracks[3](barracks) -> barracks[2](city_watch)
    23:16:09.180 [data.invalid] [error] Target building level not allowed: , citadel -> city, castle_barracks[3](barracks) -> barracks[2](city_watch)
    23:16:09.180 [data.invalid] [error] Target building level not allowed: , citadel -> city, castle_barracks[4](armoury) -> barracks[3](militia_drill_square)
    23:16:09.180 [data.invalid] [error] Target building level not allowed: , large_town -> castle, cannon[0](gunsmith) -> castle_cannon[0](c_gunsmith)
    23:16:09.180 [data.invalid] [error] Target building level not allowed: , fortress -> city, castle_barracks[3](barracks) -> barracks[2](city_watch)
    23:16:09.180 [data.invalid] [error] Target building level not allowed: , citadel -> city, castle_barracks[3](barracks) -> barracks[2](city_watch)
    23:16:09.180 [data.invalid] [error] Target building level not allowed: , citadel -> city, castle_barracks[4](armoury) -> barracks[3](militia_drill_square)
    23:16:09.180 [data.invalid] [error] Target building level not allowed: Bandits, large_town -> castle, cannon[0](gunsmith) -> castle_cannon[0](c_gunsmith)
    A humongous amount of missing trait descriptions, too large to post here
    Several wrong core_building levels
    Possible invalid settlement placements
    Multiple faction heirs


    Also noticed you are using the americas folder - as I sincerely doubt that you modding that campaign here I have to assume you used the ancient 'folder rename' method to get a mod going. Please refer to this tutorial how to avoid that.
    Last edited by Gigantus; December 05, 2018 at 09:57 AM.










  3. #143
    paleologos's Avatar You need burrito love!!
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    Default Re: Crashes and how to fix them

    @ Gig:
    I don't understand most of the post above I am not sure I am up to making myself well versed enough to understand it.
    I do get however that there are many more than one errors in the scripts above.
    I hope you keep yourself in good health mate!

  4. #144
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Crashes and how to fix them

    There are a large number of non critical errors in the log. It's only good sense to reduce these errors as much as possible as sometimes they have a knock-on effect.

    The case here about the spawn appears to be a different spawn, at least according to the log (first sentence). There is then the log entry with the venetian archer unit which seems to indicate that the unit isn't entered in the EDU which would explain the spawn crash we are discussing.










  5. #145
    KnowledgeMaster's Avatar Laetus
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    Default Re: Crashes and how to fix them

    Hello ! I don't know if it must be said here but I have a CTD-related issue : when I launch my game, it crashes to desktop just before loading, leaving no error message and no log (in fact, the log file don't seem to detect any error). Because of that, I can't trace the file which makes my game crash
    Can anyone help me ? It would be greatly appreciated...

  6. #146
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Crashes and how to fix them

    Is this the main game or a mod?
    Did you unpack the game (not necessary, but may lead to problems if you did)?










  7. #147
    KnowledgeMaster's Avatar Laetus
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    Default Re: Crashes and how to fix them

    It is a mod (maybe you remember me from the geomod topic, I was doing a mod), and the log doesn't seem to detect any unusual error

    [spoiler]00:23:13.132 [system.rpt] [always] CPU: SSE2
    00:23:13.133 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    00:23:13.144 [system.io] [always] mounted pack packs/data_0.pack
    00:23:13.145 [system.io] [always] mounted pack packs/data_1.pack
    00:23:13.147 [system.io] [always] mounted pack packs/data_2.pack
    00:23:13.150 [system.io] [always] mounted pack packs/data_3.pack
    00:23:13.151 [system.io] [always] mounted pack packs/data_4.pack
    00:23:13.152 [system.io] [always] mounted pack packs/localized.pack
    00:23:18.782 [data.missing] [warning] missing/invalid cursor for ANISELECT
    00:23:18.792 [data.missing] [warning] missing/invalid cursor for MODIFIER_SABOTAGE
    00:23:18.804 [data.missing] [warning] missing/invalid cursor for MODIFIER_TRADE
    00:23:18.851 [data.missing] [warning] missing/invalid cursor for DRAGGABLE
    00:23:18.851 [data.missing] [warning] missing/invalid cursor for DRAGGING
    00:23:18.859 [data.missing] [warning] missing/invalid cursor for MODIFIER_MULTIPLE_SELECT
    00:23:18.860 [data.missing] [warning] missing/invalid cursor for MODIFIER_ATTACK
    00:23:18.860 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_CHARACTER
    00:23:18.860 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_RESOURCE
    00:23:18.860 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_FORT
    00:23:18.860 [data.missing] [warning] missing/invalid cursor for MODIFIER_MOVE_OBJECT
    00:23:18.860 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_WATCHTOWER
    00:23:18.860 [data.missing] [warning] missing/invalid cursor for MODIFIER_DEPLOYMENT_AREA
    00:23:18.861 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_TILE
    00:23:18.861 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SPECIAL_PIECE
    00:23:18.861 [data.missing] [warning] missing/invalid cursor for MODIFIER_PAINT
    00:23:18.861 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADJUST_HEIGHTS
    00:23:18.861 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADD_UNIT
    00:23:18.861 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SETTLEMENT
    00:23:22.038 [game.script.trigger] [info]
    Event triggers information:
    00:23:22.038 [game.script.trigger] [info] 000 triggers tested by event HordeFormed
    00:23:22.038 [game.script.trigger] [info] 000 triggers tested by event ExecutesASpyOnAMission
    00:23:22.039 [game.script.trigger] [info] 000 triggers tested by event BattleGatesAttackedByPlayerEngine
    00:23:22.039 [game.script.trigger] [info] 000 triggers tested by event FactionTurnStart
    00:23:22.039 [game.script.trigger] [info] 000 triggers tested by event PopeElected
    00:23:22.039 [game.script.trigger] [info] 000 triggers tested by event InterFactionMarriage
    00:23:22.040 [game.script.trigger] [info] 000 triggers tested by event LesserGeneralOfferedForAdoption
    00:23:22.040 [game.script.trigger] [info] 000 triggers tested by event BattleGatesAttackedByEngine
    00:23:22.040 [game.script.trigger] [info] 000 triggers tested by event BattleGatesAttackedByEnemyEngine
    00:23:22.040 [game.script.trigger] [info] 000 triggers tested by event BattleReinforcementsArrive
    00:23:22.040 [game.script.trigger] [info] 000 triggers tested by event PreFactionTurnStart
    00:23:22.040 [game.script.trigger] [info] 000 triggers tested by event FatherDiesNatural
    00:23:22.040 [game.script.trigger] [info] 000 triggers tested by event UIElementVisible
    00:23:22.040 [game.script.trigger] [info] 000 triggers tested by event BattleWallsBreachedByEngine
    00:23:22.041 [game.script.trigger] [info] 000 triggers tested by event LeaderOrderedDiplomacy
    00:23:22.041 [game.script.trigger] [info] 000 triggers tested by event SufferAssassinationAttempt
    00:23:22.041 [game.script.trigger] [info] 000 triggers tested by event SufferDenouncementAttempt
    00:23:22.041 [game.script.trigger] [info] 000 triggers tested by event SettlementUpgraded
    00:23:22.041 [game.script.trigger] [info] 000 triggers tested by event FactionAllianceDeclared
    00:23:22.041 [game.script.trigger] [info] 000 triggers tested by event TileSeen
    00:23:22.041 [game.script.trigger] [info] 000 triggers tested by event UngarrisonedFort
    00:23:22.041 [game.script.trigger] [info] 000 triggers tested by event ScriptedAdvice
    00:23:22.042 [game.script.trigger] [info] 000 triggers tested by event GameReloaded
    00:23:22.042 [game.script.trigger] [info] 000 triggers tested by event CityRebels
    00:23:22.042 [game.script.trigger] [info] 000 triggers tested by event BecomesFactionHeir
    00:23:22.042 [game.script.trigger] [info] 000 triggers tested by event BattleEnemyUnitAttacksPlayerUnit
    00:23:22.042 [game.script.trigger] [info] 000 triggers tested by event BattleArmyRouted
    00:23:22.042 [game.script.trigger] [info] 000 triggers tested by event FinancesPanelOpen
    00:23:22.042 [game.script.trigger] [info] 000 triggers tested by event AddedToTrainingQueue
    00:23:22.043 [game.script.trigger] [info] 000 triggers tested by event PopeRejectsCrusadeTarget
    00:23:22.043 [game.script.trigger] [info] 000 triggers tested by event ExecutesAnAssassinOnAMission
    00:23:22.043 [game.script.trigger] [info] 000 triggers tested by event GiveMoney
    00:23:22.043 [game.script.trigger] [info] 000 triggers tested by event PriestBecomesHeretic
    00:23:22.043 [game.script.trigger] [info] 000 triggers tested by event MarriageAllianceOffered
    00:23:22.043 [game.script.trigger] [info] 000 triggers tested by event MissionFinished
    00:23:22.043 [game.script.trigger] [info] 000 triggers tested by event BriberyMission
    00:23:22.043 [game.script.trigger] [info] 000 triggers tested by event DiplomacyMission
    00:23:22.044 [game.script.trigger] [info] 000 triggers tested by event GovernorThrowRaces
    00:23:22.044 [game.script.trigger] [info] 000 triggers tested by event SiegeEquipmentCompleted
    00:23:22.044 [game.script.trigger] [info] 000 triggers tested by event PreBattle
    00:23:22.044 [game.script.trigger] [info] 000 triggers tested by event BattleTideofBattle
    00:23:22.044 [game.script.trigger] [info] 000 triggers tested by event RecruitmentPanelOpen
    00:23:22.044 [game.script.trigger] [info] 000 triggers tested by event MessageOpen
    00:23:22.044 [game.script.trigger] [info] 000 triggers tested by event LeaderOrderedBribery
    00:23:22.044 [game.script.trigger] [info] 000 triggers tested by event SpyMission
    00:23:22.045 [game.script.trigger] [info] 000 triggers tested by event GuildUpgraded
    00:23:22.045 [game.script.trigger] [info] 000 triggers tested by event BattleGeneralRouted
    00:23:22.045 [game.script.trigger] [info] 000 triggers tested by event SettlementConverted
    00:23:22.045 [game.script.trigger] [info] 000 triggers tested by event GuildDestroyed
    00:23:22.045 [game.script.trigger] [info] 000 triggers tested by event AbandonShowMe
    00:23:22.045 [game.script.trigger] [info] 000 triggers tested by event Birth
    00:23:22.045 [game.script.trigger] [info] 000 triggers tested by event FactionTurnEnd
    00:23:22.045 [game.script.trigger] [info] 000 triggers tested by event ScrollClosed
    00:23:22.046 [game.script.trigger] [info] 000 triggers tested by event SabotageMission
    00:23:22.046 [game.script.trigger] [info] 000 triggers tested by event BattleSiegeEngineDocksWall
    00:23:22.046 [game.script.trigger] [info] 000 triggers tested by event GovernorBuildingDestroyed
    00:23:22.046 [game.script.trigger] [info] 000 triggers tested by event BattleSpySuccess
    00:23:22.046 [game.script.trigger] [info] 000 triggers tested by event BattleBattleGatesDestroyedByEngine
    00:23:22.046 [game.script.trigger] [info] 000 triggers tested by event GeneralJoinCrusade
    00:23:22.046 [game.script.trigger] [info] 000 triggers tested by event GovernorPlugInCompleted
    00:23:22.046 [game.script.trigger] [info] 000 triggers tested by event FamilyTreePanelOpen
    00:23:22.047 [game.script.trigger] [info] 000 triggers tested by event SufferAcquisitionAttempt
    00:23:22.047 [game.script.trigger] [info] 000 triggers tested by event SettlementScrollAdviceRequested
    00:23:22.047 [game.script.trigger] [info] 000 triggers tested by event GovernorUnitTrained
    00:23:22.047 [game.script.trigger] [info] 000 triggers tested by event SettlementPanelOpen
    00:23:22.047 [game.script.trigger] [info] 000 triggers tested by event CharacterMarriesPrincess
    00:23:22.047 [game.script.trigger] [info] 000 triggers tested by event CharacterTurnStart
    00:23:22.047 [game.script.trigger] [info] 000 triggers tested by event UnitsDesertCrusade
    00:23:22.047 [game.script.trigger] [info] 000 triggers tested by event AssassinCaughtAttackingPope
    00:23:22.048 [game.script.trigger] [info] 000 triggers tested by event OfferedForAdoption
    00:23:22.048 [game.script.trigger] [info] 000 triggers tested by event ButtonPressed
    00:23:22.048 [game.script.trigger] [info] 000 triggers tested by event BattleDelayPhaseCommenced
    00:23:22.048 [game.script.trigger] [info] 000 triggers tested by event Insurrection
    00:23:22.048 [game.script.trigger] [info] 000 triggers tested by event CapturedCharacterRansomed
    00:23:22.048 [game.script.trigger] [info] 000 triggers tested by event CharacterAttacksCrusadingGeneral
    00:23:22.048 [game.script.trigger] [info] 000 triggers tested by event ConstructionPanelOpen
    00:23:22.048 [game.script.trigger] [info] 000 triggers tested by event GovernorBuildingCompleted
    00:23:22.049 [game.script.trigger] [info] 000 triggers tested by event LeaderOrderedAssassination
    00:23:22.049 [game.script.trigger] [info] 000 triggers tested by event BattleWallsCaptured
    00:23:22.049 [game.script.trigger] [info] 000 triggers tested by event BattleSiegeEngineDestroyed
    00:23:22.049 [game.script.trigger] [info] 000 triggers tested by event GeneralCaptureSettlement
    00:23:22.049 [game.script.trigger] [info] 000 triggers tested by event MarriageMission
    00:23:22.049 [game.script.trigger] [info] 000 triggers tested by event MarriageAlliancePossible
    00:23:22.049 [game.script.trigger] [info] 000 triggers tested by event HireMercenariesPanelOpen
    00:23:22.049 [game.script.trigger] [info] 000 triggers tested by event CeasedFactionHeir
    00:23:22.050 [game.script.trigger] [info] 000 triggers tested by event SackSettlement
    00:23:22.050 [game.script.trigger] [info] 000 triggers tested by event RequestMercenariesAdvice
    00:23:22.050 [game.script.trigger] [info] 000 triggers tested by event EscPressed
    00:23:22.050 [game.script.trigger] [info] 000 triggers tested by event BattlePlayerAttacksSettlementBuilding
    00:23:22.050 [game.script.trigger] [info] 000 triggers tested by event InquisitorAppointed
    00:23:22.050 [game.script.trigger] [info] 000 triggers tested by event LeaderOrderedSabotage
    00:23:22.050 [game.script.trigger] [info] 000 triggers tested by event SettlementSelected
    00:23:22.050 [game.script.trigger] [info] 000 triggers tested by event GeneralAbandonCrusade
    00:23:22.051 [game.script.trigger] [info] 000 triggers tested by event GeneralAssaultsGeneral
    00:23:22.051 [game.script.trigger] [info] 000 triggers tested by event OccupySettlement
    00:23:22.051 [game.script.trigger] [info] 000 triggers tested by event GeneralDevastatesTile
    00:23:22.051 [game.script.trigger] [info] 000 triggers tested by event GeneralCaptureResidence
    00:23:22.051 [game.script.trigger] [info] 000 triggers tested by event CrusadeEnds
    00:23:22.051 [game.script.trigger] [info] 000 triggers tested by event UngarrisonedSettlement
    00:23:22.051 [game.script.trigger] [info] 000 triggers tested by event GovernorThrowGames
    00:23:22.051 [game.script.trigger] [info] 000 triggers tested by event NavalAutoResolvePanelOpen
    00:23:22.051 [game.script.trigger] [info] 000 triggers tested by event Forgiveness
    00:23:22.052 [game.script.trigger] [info] 000 triggers tested by event BattlePlayerSiegeEngineDestroyed
    00:23:22.052 [game.script.trigger] [info] 000 triggers tested by event NavalPreBattleScrollAdviceRequested
    00:23:22.052 [game.script.trigger] [info] 000 triggers tested by event SettlementTurnStart
    00:23:22.052 [game.script.trigger] [info] 000 triggers tested by event UpdateAttitude
    00:23:22.052 [game.script.trigger] [info] 000 triggers tested by event OfferedForMarriage
    00:23:22.052 [game.script.trigger] [info] 000 triggers tested by event BattleFinished
    00:23:22.052 [game.script.trigger] [info] 000 triggers tested by event CharacterTurnEnd
    00:23:22.052 [game.script.trigger] [info] 000 triggers tested by event BattleWinningCombat
    00:23:22.053 [game.script.trigger] [info] 000 triggers tested by event FactionExcommunicated
    00:23:22.053 [game.script.trigger] [info] 000 triggers tested by event GeneralArrivesCrusadeTargetRegion
    00:23:22.053 [game.script.trigger] [info] 000 triggers tested by event LeaderMissionSuccess
    00:23:22.053 [game.script.trigger] [info] 000 triggers tested by event GeneralAssaultsResidence
    00:23:22.053 [game.script.trigger] [info] 000 triggers tested by event GovernorCityRiots
    00:23:22.053 [game.script.trigger] [info] 000 triggers tested by event ShortcutTriggered
    00:23:22.053 [game.script.trigger] [info] 000 triggers tested by event DenouncementMission
    00:23:22.053 [game.script.trigger] [info] 000 triggers tested by event CardinalPromoted
    00:23:22.054 [game.script.trigger] [info] 000 triggers tested by event DishonestTransgression
    00:23:22.054 [game.script.trigger] [info] 000 triggers tested by event BattleEngineUnmanned
    00:23:22.054 [game.script.trigger] [info] 000 triggers tested by event LeaderMissionFailed
    00:23:22.054 [game.script.trigger] [info] 000 triggers tested by event ScrollOpened
    00:23:22.054 [game.script.trigger] [info] 000 triggers tested by event BattlePlayerUnitAttacksEnemyUnit
    00:23:22.054 [game.script.trigger] [info] 000 triggers tested by event BuildingDestroyed
    00:23:22.054 [game.script.trigger] [info] 000 triggers tested by event PlugInCompleted
    00:23:22.054 [game.script.trigger] [info] 000 triggers tested by event BattlePlayerUnderAttackIdle
    00:23:22.055 [game.script.trigger] [info] 000 triggers tested by event UnitTrained
    00:23:22.055 [game.script.trigger] [info] 000 triggers tested by event BattleEnemyUnitRouts
    00:23:22.055 [game.script.trigger] [info] 000 triggers tested by event EnemyCharacterSelected
    00:23:22.055 [game.script.trigger] [info] 000 triggers tested by event BattleUnitRouts
    00:23:22.055 [game.script.trigger] [info] 000 triggers tested by event BattleDeploymentPhaseCommenced
    00:23:22.056 [game.script.trigger] [info] 000 triggers tested by event DeclineAutomatedSettlementManagement
    00:23:22.056 [game.script.trigger] [info] 000 triggers tested by event CharacterPanelOpen
    00:23:22.056 [game.script.trigger] [info] 000 triggers tested by event FactionSummaryPanelOpen
    00:23:22.056 [game.script.trigger] [info] 000 triggers tested by event CollegeOfCardinalsPanelOpen
    00:23:22.056 [game.script.trigger] [info] 000 triggers tested by event FactionNewCapital
    00:23:22.057 [game.script.trigger] [info] 000 triggers tested by event BattleEnemyAttacksSettlementBuilding
    00:23:22.057 [game.script.trigger] [info] 000 triggers tested by event CharacterBecomesAFather
    00:23:22.057 [game.script.trigger] [info] 000 triggers tested by event CharacterTurnEndInSettlement
    00:23:22.057 [game.script.trigger] [info] 000 triggers tested by event AdviceSupressed
    00:23:22.057 [game.script.trigger] [info] 000 triggers tested by event BattleUnitGoesBerserk
    00:23:22.057 [game.script.trigger] [info] 000 triggers tested by event LeaderDestroyedFaction
    00:23:22.058 [game.script.trigger] [info] 000 triggers tested by event PreBattlePanelOpen
    00:23:22.058 [game.script.trigger] [info] 000 triggers tested by event BecomesFactionLeader
    00:23:22.058 [game.script.trigger] [info] 000 triggers tested by event BattleDominatingPlaza
    00:23:22.058 [game.script.trigger] [info] 000 triggers tested by event CharacterNearWitch
    00:23:22.058 [game.script.trigger] [info] 000 triggers tested by event FactionLeaderPrisonersRansomedCaptor
    00:23:22.058 [game.script.trigger] [info] 000 triggers tested by event FactionWarDeclared
    00:23:22.059 [game.script.trigger] [info] 000 triggers tested by event GovernorAgentCreated
    00:23:22.059 [game.script.trigger] [info] 000 triggers tested by event BattleArmyHalfDestroyed
    00:23:22.059 [game.script.trigger] [info] 000 triggers tested by event AcceptBribe
    00:23:22.059 [game.script.trigger] [info] 000 triggers tested by event SettlementTurnEnd
    00:23:22.060 [game.script.trigger] [info] 000 triggers tested by event BuildingCompleted
    00:23:22.060 [game.script.trigger] [info] 000 triggers tested by event ExterminatePopulation
    00:23:22.060 [game.script.trigger] [info] 000 triggers tested by event BattlePlayerUnitRouts
    00:23:22.060 [game.script.trigger] [info] 000 triggers tested by event FactionTradeAgreementMade
    00:23:22.060 [game.script.trigger] [info] 000 triggers tested by event FactionBreakAlliance
    00:23:22.060 [game.script.trigger] [info] 000 triggers tested by event PopeAcceptsCrusadeTarget
    00:23:22.061 [game.script.trigger] [info] 000 triggers tested by event TradePanelOpen
    00:23:22.061 [game.script.trigger] [info] 000 triggers tested by event Idle
    00:23:22.061 [game.script.trigger] [info] 000 triggers tested by event RequestBuildingAdvice
    00:23:22.061 [game.script.trigger] [info] 000 triggers tested by event BattlePlayerUnitGoesBerserk
    00:23:22.061 [game.script.trigger] [info] 000 triggers tested by event ScrollAdviceRequested
    00:23:22.062 [game.script.trigger] [info] 000 triggers tested by event CharacterComesOfAge
    00:23:22.062 [game.script.trigger] [info] 000 triggers tested by event BattleEnemyUnitGoesBerserk
    00:23:22.062 [game.script.trigger] [info] 000 triggers tested by event PostBattle
    00:23:22.062 [game.script.trigger] [info] 000 triggers tested by event ArmyTakesCrusadeTarget
    00:23:22.062 [game.script.trigger] [info] 000 triggers tested by event PreBattleWithdrawal
    00:23:22.062 [game.script.trigger] [info] 000 triggers tested by event BattleConflictPhaseCommenced
    00:23:22.063 [game.script.trigger] [info] 000 triggers tested by event LeaderOrderedSpyingMission
    00:23:22.063 [game.script.trigger] [info] 000 triggers tested by event BattlePlayerArmyHalfDestroyed
    00:23:22.063 [game.script.trigger] [info] 000 triggers tested by event NewAdmiralCreated
    00:23:22.063 [game.script.trigger] [info] 000 triggers tested by event BattleStopsWinningPlaza
    00:23:22.063 [game.script.trigger] [info] 000 triggers tested by event FactionLeaderPrisonersRansomedCaptive
    00:23:22.063 [game.script.trigger] [info] 000 triggers tested by event CeasedFactionLeader
    00:23:22.064 [game.script.trigger] [info] 000 triggers tested by event CharacterMarries
    00:23:22.064 [game.script.trigger] [info] 000 triggers tested by event UnitDisbanded
    00:23:22.064 [game.script.trigger] [info] 000 triggers tested by event BattleGeneralKilled
    00:23:22.064 [game.script.trigger] [info] 000 triggers tested by event DiplomacyPanelOpen
    00:23:22.064 [game.script.trigger] [info] 000 triggers tested by event VotedForPope
    00:23:22.065 [game.script.trigger] [info] 000 triggers tested by event BattleEnemySiegeEngineDestroyed
    00:23:22.065 [game.script.trigger] [info] 000 triggers tested by event CardinalRemoved
    00:23:22.065 [game.script.trigger] [info] 000 triggers tested by event BattleAiCommenced
    00:23:22.065 [game.script.trigger] [info] 000 triggers tested by event CityRiots
    00:23:22.065 [game.script.trigger] [info] 000 triggers tested by event AssassinationMission
    00:23:22.065 [game.script.trigger] [info] 000 triggers tested by event CharacterSelected
    00:23:22.066 [game.script.trigger] [info] 000 triggers tested by event GeneralPrisonersRansomedCaptor
    00:23:22.066 [game.script.trigger] [info] 000 triggers tested by event CharacterDamagedByDisaster
    00:23:22.066 [game.script.trigger] [info] 000 triggers tested by event GiveSettlement
    00:23:22.066 [game.script.trigger] [info] 000 triggers tested by event GovernorCityRebels
    00:23:22.066 [game.script.trigger] [info] 000 triggers tested by event BattleEnemyArmyHalfDestroyed
    00:23:22.066 [game.script.trigger] [info] 000 triggers tested by event Disaster
    00:23:22.067 [game.script.trigger] [info] 000 triggers tested by event RefuseBribe
    00:23:22.067 [game.script.trigger] [info] 000 triggers tested by event CitySacked
    00:23:22.067 [game.script.trigger] [info] 000 triggers tested by event DiplomaticStandingPanelOpen
    00:23:22.067 [game.script.trigger] [info] 000 triggers tested by event CharacterNearHeretic
    00:23:22.067 [game.script.trigger] [info] 000 triggers tested by event CrusadeCalled
    00:23:22.067 [game.script.trigger] [info] 000 triggers tested by event AddedToBuildingQueue
    00:23:22.068 [game.script.trigger] [info] 000 triggers tested by event GeneralTakesCrusadeTarget
    00:23:22.068 [game.script.trigger] [info] 000 triggers tested by event AgentCreated
    00:23:22.068 [game.script.trigger] [info] 000 triggers tested by event RequestTrainingAdvice
    00:23:22.068 [game.script.trigger] [info] 000 triggers tested by event BattleArmyTired
    00:23:22.068 [game.script.trigger] [info] 000 triggers tested by event CapturedCharacterReleased
    00:23:22.069 [game.script.trigger] [info] 000 triggers tested by event Transgression
    00:23:22.069 [game.script.trigger] [info] 000 triggers tested by event SufferMarriageAttempt
    00:23:22.069 [game.script.trigger] [info] 000 triggers tested by event HireMercenaries
    00:23:22.069 [game.script.trigger] [info] 000 triggers tested by event GeneralPrisonersRansomedCaptive
    00:23:22.069 [game.script.trigger] [info] 000 triggers tested by event BattleWinningPlaza
    00:23:22.069 [game.script.trigger] [info] 000 triggers tested by event PreBattleScrollAdviceRequested
    00:23:22.070 [game.script.trigger] [info] 000 triggers tested by event MultiTurnMove
    00:23:22.070 [game.script.trigger] [info] 000 triggers tested by event MessageClosed
    00:23:22.070 [game.script.trigger] [info] 000 triggers tested by event BrotherAdopted
    00:23:22.070 [game.script.trigger] [info] 000 triggers tested by event Demeanour
    00:23:22.070 [game.script.trigger] [info] 000 triggers tested by event AcquisitionMission
    00:23:22.070 [game.script.trigger] [info] 000 triggers tested by event ObjSeen
    00:23:22.071 [game.script.trigger] [info] 000 triggers tested by event IncomingMessage
    00:23:22.071 [game.script.trigger] [info] 000 triggers tested by event EventCounter[spoiler]

  8. #148

    Default Re: Crashes and how to fix them

    KnowledgeMaster, what did you try to do to the mod in between the last time it worked and now when it crashes?

    I'm desperately trying to remember what gives a pre-load crash with no error message in log. (export_descr_buildings.txt buildings without a working description?)

    EDIT: and your log isn't on *trace
    trace might be more useful as you get more detail about how far it got successfully before falling over...

  9. #149
    KnowledgeMaster's Avatar Laetus
    Join Date
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    Default Re: Crashes and how to fix them

    I was just thinking about it, but when I set the log on *trace I get a lot of missing files in data/ui/southern_european/buildings, data/ui/northern_european/buildings, data/ui/eastern_european/buildings and data/ui/southern_european/buildings. And then the game crashes, still with no error
    Is it possible that the game crashes now because of these missing building pictures ?
    The fact is that all these missing files are not mine, they are from the mod I used as a base so there should be no problem with them

  10. #150
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician took an arrow to the knee spy of the council

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    Aug 2006
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    Default Re: Crashes and how to fix them

    The most 'standard' crash right at start up is the modeldb file. You can test that by simple removing the file temporarily, if the game proceeds to load further then you got your culprit.

    To set your log to trace simply change the log entry in the mod's CFG file from 'error' to 'trace'. The log will be huge, so please compress it (7Zip is freeware) and then attach\upload.










  11. #151

    Default Re: Crashes and how to fix them

    Hello friends! I hope this topic is still being watched. I have a problem in my mod: During most battles, my game crashes, often it is after the first 1-2 minutes in battle has passed. However, there are battles which I can finish with no CTD. The game crashes NOT during loading but during the actual battle. Error log does not say anything. Pop Up Message says M2TW encountered unspecified error.... Please help!

  12. #152
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician took an arrow to the knee spy of the council

    Join Date
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    Default Re: Crashes and how to fix them

    This could be related to a faulty unit model. Note which units were involved and then do a custom battle with those units. In the opposing army use an unmodded unit and in your army use one by one modded units that were involved in a a crash battle.
    A common crash error are units that have a missile officer - those will crash on entering hand to hand combat.










  13. #153

    Default Re: Crashes and how to fix them

    What is a missile officer? Can you give me an example, please? Also, in my mod I did not alter any battle models, only changed some skin-faction-associations in the battle_models.modeldb. Are there any verification tools for that file?

  14. #154

    Default Re: Crashes and how to fix them

    (Why cannot I edit my posts?)

    Have to add:

    I also switched some mount models (switched for example jerusalem barded horse with barded horse) - could that also be a problem?

  15. #155

    Default Re: Crashes and how to fix them

    Ok it seems I figured out what caused the instabilities. I used the default descr_sounds_music.txt instead of my heavily modified one (I added a lot of new sounds and also only have 2 or 3 "sound cultures" in my modded file. Since I use the default descr_sounds_music.txt, the crashes seem to be gone... Strange.

  16. #156

    Default Re: Crashes and how to fix them

    I also have a crash in campaign map often it appears during the slave turn. What is very strange: After crash, the QuickSave file is there, I can load it et viola - I am back exactly where I should have been without the crash (my next turn). This is strange and I could not find any solution to it via google. What can I do?

  17. #157
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician took an arrow to the knee spy of the council

    Join Date
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    Default Re: Crashes and how to fix them

    missile officer - you can add officers to the EDU entry, see example below.
    Code:
    type             Buergerwehr
    dictionary       Buergerwehr     ; Halberd Militia
    category         infantry
    class            spearmen
    voice_type       Heavy
    banner faction   main_infantry
    banner holy      crusade
    soldier          buergerwehr, 80, 0, 1
    officer         Drummer_Helm
    officer         Flagger_Hat
    officer         1648_officer
    attributes       sea_faring, hide_forest, can_withdraw, pike, free_upkeep_unit
    formation        1.2, 1.2, 1.8, 1.8, 10, schiltrom, square
    stat_health      1, 0
    If these officer models (usually a unit in the EDU, but can be only an entry in the modelDB file) have a missile unit animation then the battle will crash as soon as they fight hand to hand.

    descr_sounds_music - unless your custom entries are supported by your sound set up a crash can happen. How to set up custom sounds and generate new IDX\DAT files to enable them is discussed in detail in this workshop.
    Last edited by Gigantus; April 22, 2019 at 10:31 PM.










  18. #158
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: Crashes and how to fix them

    This should be somehow added to the op of this thread.

    Its extremly important and seems that there is no thread explaining about this tool anywhere.

    Basically, one of the reasons why the game can crash is wrong edition of character names, the log will not help the modder and he gets totally blind about whats happening.

  19. #159

    Icon4 Re: Crashes and how to fix them

    Quote Originally Posted by Gigantus View Post
    missile officer - you can add officers to the EDU entry, see example below.
    Code:
    type             Buergerwehr
    dictionary       Buergerwehr     ; Halberd Militia
    category         infantry
    class            spearmen
    voice_type       Heavy
    banner faction   main_infantry
    banner holy      crusade
    soldier          buergerwehr, 80, 0, 1
    officer         Drummer_Helm
    officer         Flagger_Hat
    officer         1648_officer
    attributes       sea_faring, hide_forest, can_withdraw, pike, free_upkeep_unit
    formation        1.2, 1.2, 1.8, 1.8, 10, schiltrom, square
    stat_health      1, 0
    If these officer models (usually a unit in the EDU, but can be only an entry in the modelDB file) have a missile unit animation then the battle will crash as soon as they fight hand to hand.

    descr_sounds_music - unless your custom entries are supported by your sound set up a crash can happen. How to set up custom sounds and generate new IDX\DAT files to enable them is discussed in detail in this workshop.
    Helo Dear Gigantus & other guys!
    I have a mod named Shaoding Road to LuoYang v1.1 and I have problem to reload my saved campaign after 15 20 turns pass & I save the game & wanna reload it crashes & the log says character_record not loaded properly. Any solution for this prob?? I attach the log too, I hope get response.
    Regards
    Attached Files Attached Files

  20. #160

    Default Re: Crashes and how to fix them

    I should say its not my mod actually I just played this mod

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