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Thread: Crashes and how to fix them

  1. #221
    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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    Default Re: Crashes and how to fix them

    Last it looks for a priest portrait number (068) that exists in the default pack files: data/ui/southern_european/portraits/portraits/young/priests/068.tga

    The traits are way above it and trigger when the Polish diplomat got recruited, followed by recruitment of spear militia and last the priest.

    Whatever came after that crashed the game.










  2. #222
    The Great Khan of Rome's Avatar Civis
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    Default Re: Crashes and how to fix them

    I removed the init scripts for agents and that fixed the crash. It's not always reproducible. It depends on how the AI recruits agents. I think it maybe due to init scripts for other agents than diplomats and priests.

    Code:
    
    
    ;------------------------------------------
    Trigger spyinit4
        WhenToTest AgentCreated
    
    
        Condition AgentType = spy
              and SettlementBuildingExists >= thieves_guild
    
    
        Affects ThievesGuildTrained  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger spyinit5
        WhenToTest AgentCreated
    
    
        Condition AgentType = spy
              and FactionBuildingExists >= m_thieves_guild
    
    
        Affects ThievesGuildMember  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger spyinit6
        WhenToTest AgentCreated
    
    
        Condition AgentType = spy
              and FactionBuildingExists = gm_thieves_guild
    
    
        Affects ThievesGuildMember  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger spyinit7
        WhenToTest AgentCreated
    
    
        Condition AgentType = spy
    
    
        Affects AgentPiety  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger princessinit2
        WhenToTest CharacterComesOfAge
    
    
        Condition AgentType = princess
    
    
        Affects AgentPiety  1  Chance  100 
        Affects NaturalPrincess  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger princessinit3
        WhenToTest CharacterComesOfAge
    
    
        Condition AgentType = princess
              and Trait NaturalPrincess = 1
    
    
        Affects NaturalPrincess  1  Chance  50 
    
    
    ;------------------------------------------
    Trigger princessinit4
        WhenToTest CharacterComesOfAge
    
    
        Condition AgentType = princess
              and Trait NaturalPrincess = 2
    
    
        Affects NaturalPrincess  1  Chance  20 
    
    
    ;------------------------------------------
    Trigger assassininit1
        WhenToTest AgentCreated
    
    
        Condition AgentType = assassin
    
    
        Affects NaturalAssassinSkill  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger assassininit2
        WhenToTest AgentCreated
    
    
        Condition AgentType = assassin
              and Trait NaturalAssassinSkill = 1
    
    
        Affects NaturalAssassinSkill  1  Chance  33 
    
    
    ;------------------------------------------
    Trigger assassininit3
        WhenToTest AgentCreated
    
    
        Condition AgentType = assassin
              and Trait NaturalAssassinSkill >= 2
    
    
        Affects NaturalAssassinSkill  1  Chance  33 
    
    
    ;------------------------------------------
    Trigger assassininit4
        WhenToTest AgentCreated
    
    
        Condition AgentType = assassin
              and SettlementBuildingExists >= assassins_guild
    
    
        Affects AssassinsGuildTrained  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger assassininit5
        WhenToTest AgentCreated
    
    
        Condition AgentType = assassin
              and FactionBuildingExists >= m_assassins_guild
    
    
        Affects AssassinsGuildMember  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger assassininit6
        WhenToTest AgentCreated
    
    
        Condition AgentType = assassin
              and FactionBuildingExists = gm_assassins_guild
    
    
        Affects AssassinsGuildMember  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger assassininit7
        WhenToTest AgentCreated
    
    
        Condition AgentType = assassin
              and SettlementBuildingExists >= eastern_assassins_guild
    
    
        Affects AssassinsGuildTrained  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger assassininit8
        WhenToTest AgentCreated
    
    
        Condition AgentType = assassin
              and FactionBuildingExists >= m_eastern_assassins_guild
    
    
        Affects HashashinsGuildMember  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger assassininit9
        WhenToTest AgentCreated
    
    
        Condition AgentType = assassin
              and FactionBuildingExists = gm_eastern_assassins_guild
    
    
        Affects HashashinsGuildMember  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger assassininit10
        WhenToTest AgentCreated
    
    
        Condition AgentType = assassin
    
    
        Affects AgentPiety  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger hereticinit1_denouncerclear
        WhenToTest PriestBecomesHeretic
    
    
        Condition Trait GoodDenouncer > 0
    
    
        Affects GoodDenouncer -200  Chance  100 
    
    
    ;------------------------------------------
    Trigger hereticinit1_denouncerclear_bad
        WhenToTest PriestBecomesHeretic
    
    
        Condition Trait BadDenouncer > 0
    
    
        Affects BadDenouncer -200  Chance  100 
    
    
    ;------------------------------------------
    Trigger hereticinit1_faithclear
        WhenToTest PriestBecomesHeretic
    
    
        Condition Trait StrongFaith > 0
    
    
        Affects StrongFaith -100  Chance  100 
    
    
    ;------------------------------------------
    Trigger hereticinit1_purifierclear
        WhenToTest PriestBecomesHeretic
    
    
        Condition Trait Purifier > 0
    
    
        Affects Purifier -200  Chance  100 
    
    
    ;------------------------------------------
    Trigger hereticinit1a
        WhenToTest PriestBecomesHeretic
    
    
        Condition Attribute Piety < 1
    
    
        Affects NaturalHereticSkill  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger hereticinit2
        WhenToTest PriestBecomesHeretic
    
    
        Condition Trait NaturalHereticSkill >= 1
    
    
        Affects NaturalHereticSkill  1  Chance  50 
    
    
    ;------------------------------------------
    Trigger hereticinit3
        WhenToTest PriestBecomesHeretic
    
    
        Condition Trait NaturalHereticSkill >= 2
    
    
        Affects NaturalHereticSkill  1  Chance  20 
    
    
    ;------------------------------------------
    Trigger hereticinit7
        WhenToTest AgentCreated
    
    
        Condition AgentType = heretic
    
    
        Affects NaturalHereticSkill  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger hereticinit8
        WhenToTest AgentCreated
    
    
        Condition Trait NaturalHereticSkill >= 1
    
    
        Affects NaturalHereticSkill  1  Chance  33 
    
    
    ;------------------------------------------
    Trigger hereticinit9
        WhenToTest AgentCreated
    
    
        Condition Trait NaturalHereticSkill >= 2
    
    
        Affects NaturalHereticSkill  1  Chance  33 
    
    
    ;------------------------------------------
    Trigger witchinit2
        WhenToTest AgentCreated
    
    
        Condition AgentType = witch
    
    
        Affects NaturalWitchSkill  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger witchinit3
        WhenToTest AgentCreated
    
    
        Condition AgentType = witch
              and Trait NaturalWitchSkill >= 2
    
    
        Affects NaturalWitchSkill  1  Chance  50 
    
    
    ;------------------------------------------
    Trigger witchinit4
        WhenToTest AgentCreated
    
    
        Condition AgentType = witch
              and Trait NaturalWitchSkill >= 3
    
    
        Affects NaturalWitchSkill  1  Chance  33 
    
    
    ;------------------------------------------
    Trigger witchinit5
        WhenToTest AgentCreated
    
    
        Condition AgentType = witch
              and Trait NaturalWitchSkill >= 4
    
    
        Affects NaturalWitchSkill  1  Chance  33
    
     ;------------------------------------------
    Trigger inquisitorinit1
        WhenToTest AgentCreated
    
    
        Condition AgentType = inquisitor
    
    
        Affects NaturalInquisitorSkill  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger inquisitorinit2
        WhenToTest AgentCreated
    
    
        Condition AgentType = inquisitor
              and Trait NaturalInquisitorSkill = 1
    
    
        Affects NaturalInquisitorSkill  1  Chance  33 
    
    
    ;------------------------------------------
    Trigger inquisitorinit3
        WhenToTest AgentCreated
    
    
        Condition AgentType = inquisitor
              and Trait NaturalInquisitorSkill >= 2
    
    
        Affects NaturalInquisitorSkill  1  Chance  22 
    
    
    ;------------------------------------------
    Trigger inquisitorinit4
        WhenToTest AgentCreated
    
    
        Condition AgentType = inquisitor
              and FactionLeaderAttribute Purity > 0
    
    
        Affects FairProsecutor  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger inquisitorinit5
        WhenToTest AgentCreated
    
    
        Condition AgentType = inquisitor
              and FactionLeaderAttribute Violence < 0
    
    
        Affects FairProsecutor  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger inquisitorinit6
        WhenToTest AgentCreated
    
    
        Condition AgentType = inquisitor
              and FactionLeaderAttribute Purity < 0
    
    
        Affects UnfairProsecutor  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger inquisitorinit7
        WhenToTest AgentCreated
    
    
        Condition AgentType = inquisitor
              and FactionLeaderAttribute Violence > 0
    
    
        Affects UnfairProsecutor  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger merchantinit1
        WhenToTest AgentCreated
    
    
        Condition AgentType = merchant
    
    
        Affects NaturalMerchantSkill  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger merchantinit2
        WhenToTest AgentCreated
    
    
        Condition AgentType = merchant
              and Trait NaturalMerchantSkill = 1
    
    
        Affects NaturalMerchantSkill  1  Chance  50 
    
    
    ;------------------------------------------
    Trigger merchantinit3
        WhenToTest AgentCreated
    
    
        Condition AgentType = merchant
              and Trait NaturalMerchantSkill >= 2
    
    
        Affects NaturalMerchantSkill  1  Chance  33 
    
    
    ;------------------------------------------
    Trigger merchantinit5
        WhenToTest AgentCreated
    
    
        Condition AgentType = merchant
              and not SettlementBuildingExists >= town_hall
    
    
        Affects ShadyDealer  1  Chance  50 
    
    
    ;------------------------------------------
    Trigger merchantinit6
        WhenToTest AgentCreated
    
    
        Condition AgentType = merchant
              and Trait ShadyDealer = 1
    
    
        Affects ShadyDealer  2  Chance  33 
    
    
    ;------------------------------------------
    Trigger merchantinit7
        WhenToTest AgentCreated
    
    
        Condition AgentType = merchant
              and SettlementBuildingExists >= town_hall
    
    
        Affects LegalDealer  1  Chance  50 
    
    
    ;------------------------------------------
    Trigger merchantinit9
        WhenToTest AgentCreated
    
    
        Condition AgentType = merchant
              and SettlementBuildingExists >= city_hall
              and Trait LegalDealer = 1
    
    
        Affects LegalDealer  1  Chance  33 
    
    
    ;------------------------------------------
    Trigger merchantinit10
        WhenToTest AgentCreated
    
    
        Condition not AtSea
              and AgentType = merchant
              and SettlementBuildingExists >= cathedral
              and PopulationOwnReligion > 80
    
    
        Affects ReligiousMerchant  1  Chance  50 
    
    
    ;------------------------------------------
    Trigger merchantinit11
        WhenToTest AgentCreated
    
    
        Condition AgentType = merchant
              and Trait ReligiousMerchant >= 1
    
    
        Affects ReligiousMerchant  2  Chance  33 
    
    
    ;------------------------------------------
    Trigger merchantinit13
        WhenToTest AgentCreated
    
    
        Condition AgentType = merchant
              and SettlementBuildingExists >= m_merchants_guild
    
    
        Affects MerchantsGuildTrained  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger merchantinit14
        WhenToTest AgentCreated
    
    
        Condition AgentType = merchant
              and FactionBuildingExists = gm_merchants_guild
    
    
        Affects MerchantsGuildMember  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger merchantinit15
        WhenToTest AgentCreated
    
    
        Condition AgentType = merchant
    
    
        Affects AgentPiety  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger cardinalinit1
        WhenToTest CardinalPromoted
    
    
        Condition Trait PriestLevel = 1
    
    
        Affects PriestLevel  1  Chance  100 
    
    
    ;------------------------------------------
    Trigger cardinalinit2
        WhenToTest CardinalPromoted
    
    
        Condition Trait PriestLevel = 0
    
    
        Affects PriestLevel  2  Chance  100 
    
    
    ;------------------------------------------
    Trigger cardinalinit3
        WhenToTest CardinalPromoted
    
    
    
    
        Affects Warmonger  1  Chance  50 
        Affects Peaceful  1  Chance  50 
        Affects Corrupted  1  Chance  50 
        Affects Righteous  1  Chance  50 
    
    
    ;------------------------------------------
    Trigger cardinalinit4
        WhenToTest CardinalPromoted
    
    
        Condition Trait Warmonger >= 1
    
    
        Affects Warmonger  1  Chance  50 
    
    
    ;------------------------------------------
    Trigger cardinalinit5
        WhenToTest CardinalPromoted
    
    
        Condition Trait Warmonger >= 2
    
    
        Affects Warmonger  1  Chance  50 
    
    
    ;------------------------------------------
    Trigger cardinalinit6
        WhenToTest CardinalPromoted
    
    
        Condition Trait Peaceful >= 1
    
    
        Affects Peaceful  1  Chance  50 
    
    
    ;------------------------------------------
    Trigger cardinalinit7
        WhenToTest CardinalPromoted
    
    
        Condition Trait Peaceful >= 2
    
    
        Affects Peaceful  1  Chance  50 
    
    
    ;------------------------------------------
    Trigger cardinalinit8
        WhenToTest CardinalPromoted
    
    
        Condition Trait Corrupted >= 1
    
    
        Affects Corrupted  1  Chance  50 
    
    
    ;------------------------------------------
    Trigger cardinalinit9
        WhenToTest CardinalPromoted
    
    
        Condition Trait Corrupted >= 2
    
    
        Affects Corrupted  1  Chance  50 
    
    
    ;------------------------------------------
    Trigger cardinalinit10
        WhenToTest CardinalPromoted
    
    
        Condition Trait Righteous >= 1
    
    
        Affects Righteous  1  Chance  50 
    
    
    ;------------------------------------------
    Trigger cardinalinit11
        WhenToTest CardinalPromoted
    
    
        Condition Trait Righteous >= 2
    
    
        Affects Righteous  1  Chance  50
    Creator of UNREAL, balance mod series that promises changes to everything Total War, and it's offshoots, MEGA for other games. Basically, I'm reject Radious.

  3. #223
    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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    Default Re: Crashes and how to fix them

    One or two of those init triggers in your log were generic, eg they had no agent type condition, maybe that interfered with the type specific triggers?

    Here is a list of default triggers that we removed from 1648 as they tended to be involved in crashes:

    ; agents23
    ; agents24
    ; governing6
    ; harsh_lifestyle1
    ; sitting_around_town_with_orthodoxchurch
    ; selfperpetuating26
    ; sitting_around_camp_vnv_trigger










  4. #224
    The Great Khan of Rome's Avatar Civis
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    Default Re: Crashes and how to fix them

    Now it's crashing constantly whenever I hit start on Grand Campaign. I know this crash bc I got it on Total Bananas 1099. I thought it was due to this,
    6:40:06.184 [data.invalid] [error] Target building level not allowed: Wales, fortress -> city, castle_cannon[0](c_gunsmith) -> cannon[3](royal_arsenal)16:40:06.184 [data.invalid] [error] Target building level not allowed: Wales, fortress -> city, castle_cannon[1](c_cannon_maker) -> cannon[4]((null))
    16:40:06.184 [data.invalid] [error] Target building level not allowed: Wales, citadel -> city, castle_cannon[0](c_gunsmith) -> cannon[3](royal_arsenal)
    16:40:06.184 [data.invalid] [error] Target building level not allowed: Wales, citadel -> city, castle_cannon[1](c_cannon_maker) -> cannon[4]((null))
    16:40:06.184 [data.invalid] [error] Target building level not allowed: Wales, citadel -> city, castle_cannon[2](c_cannon_foundry) -> cannon[5](data/ui/southern_european/buildings/construction/#southern_european_c_gunsmith.tga)
    16:40:06.184 [data.invalid] [error] Target building level not allowed: Ireland, fortress -> city, castle_cannon[0](c_gunsmith) -> cannon[3](royal_arsenal)
    16:40:06.184 [data.invalid] [error] Target building level not allowed: Ireland, fortress -> city, castle_cannon[1](c_cannon_maker) -> cannon[4]((null))
    16:40:06.185 [data.invalid] [error] Target building level not allowed: Ireland, citadel -> city, castle_cannon[0](c_gunsmith) -> cannon[3](royal_arsenal)
    16:40:06.185 [data.invalid] [error] Target building level not allowed: Ireland, citadel -> city, castle_cannon[1](c_cannon_maker) -> cannon[4]((null))
    16:40:06.185 [data.invalid] [error] Target building level not allowed: Ireland, citadel -> city, castle_cannon[2](c_cannon_foundry) -> cannon[5](data/ui/southern_european
    but I got this type of error before and it didn't CTD bc of that. I unpacked and moved the unit cards of vanilla into KCGM. I think that's the issue. I think .sd files auto regen like .rwm files, which can often fix stratmap crashes.
    Creator of UNREAL, balance mod series that promises changes to everything Total War, and it's offshoots, MEGA for other games. Basically, I'm reject Radious.

  5. #225
    The Great Khan of Rome's Avatar Civis
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    Default Re: Crashes and how to fix them

    HMMMM. I guess I fixed it. My sus wasn't correct. It was down to video settings it seems. Don't which one.
    Creator of UNREAL, balance mod series that promises changes to everything Total War, and it's offshoots, MEGA for other games. Basically, I'm reject Radious.

  6. #226
    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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    Default Re: Crashes and how to fix them

    building target levels errors are not fatal.

    SD, RWM, STRING.BIN work on the same principle of a file edit causing the generating of a new file - RWM however actually requires deleting while the others don't. There are issues in Steam with some of the files if you delete the generated file, especially battle, strat, shared and tooltips string.bin - not sure about the sd files.










  7. #227
    The Great Khan of Rome's Avatar Civis
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    Default Re: Crashes and how to fix them

    I'm getting this odd crash every so often in SS 6.4. I've modded it to hell and back, mostly just the units and EDB for recruitment. I've messed around with video settings and I did get a load into the campaign map, but tabbed out of it and it CTD when I tabbed back in. I'm wondering if I need to get the 4gb patch in order fix the crashes.
    Last edited by The Great Khan of Rome; June 11, 2022 at 01:44 PM.
    Creator of UNREAL, balance mod series that promises changes to everything Total War, and it's offshoots, MEGA for other games. Basically, I'm reject Radious.

  8. #228
    The Great Khan of Rome's Avatar Civis
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    Default Re: Crashes and how to fix them

    Never mind, I just did, and it's still crashing whenever I go to campaign. I modded the campaign_script for historical events that restrict units, but I'm not sure if that's causing the crash or something different, bc the log would tell me that if it did. I'm at a loss here.
    Creator of UNREAL, balance mod series that promises changes to everything Total War, and it's offshoots, MEGA for other games. Basically, I'm reject Radious.

  9. #229

    Default Re: Crashes and how to fix them

    I am having difficulty getting a usable log out to debug my EDB.

    This is all I am able to get.

    17:51:56.770 [system.rpt] [always] CPU: SSE2
    17:51:56.770 [system.rpt] [always] ==== system log start, build date: Sep 5 2014 version development ===
    17:51:56.772 [system.io] [always] mounted pack packs/data_0.pack
    17:51:56.773 [system.io] [always] mounted pack packs/data_1.pack
    17:51:56.773 [system.io] [always] mounted pack packs/data_2.pack
    17:51:56.773 [system.io] [always] mounted pack packs/data_3.pack
    17:51:56.774 [system.io] [always] mounted pack packs/data_4.pack
    17:51:56.774 [system.io] [always] mounted pack packs/localized.pack
    17:51:56.778 [system.io] [warning] open: mods/WarringVipers/data/text/diplomacy.txt.strings.bin is missing
    17:51:56.778 [system.io] [warning] open: mods/WarringVipers/data/text/diplomacy.txt is missing
    17:51:56.779 [system.io] [warning] open: mods/WarringVipers/data/text/diplomacy_speech.txt.strings.bin is missing
    17:51:56.779 [system.io] [warning] open: mods/WarringVipers/data/text/diplomacy_speech.txt is missing
    17:51:56.782 [system.io] [warning] open: mods/WarringVipers/data/text/missions.txt.strings.bin is missing
    17:51:56.782 [system.io] [warning] open: mods/WarringVipers/data/text/missions.txt is missing
    17:51:56.783 [system.io] [warning] open: mods/WarringVipers/data/text/shortcut.txt.strings.bin is missing
    17:51:56.786 [system.io] [warning] open: mods/WarringVipers/data/text/shortcut.txt is missing
    17:52:00.278 [data.missing] [warning] missing/invalid cursor for ANISELECT
    17:52:00.283 [data.missing] [warning] missing/invalid cursor for MODIFIER_SABOTAGE
    17:52:00.288 [data.missing] [warning] missing/invalid cursor for MODIFIER_TRADE
    17:52:00.306 [data.missing] [warning] missing/invalid cursor for DRAGGABLE
    17:52:00.306 [data.missing] [warning] missing/invalid cursor for DRAGGING
    17:52:00.309 [data.missing] [warning] missing/invalid cursor for MODIFIER_MULTIPLE_SELECT
    17:52:00.309 [data.missing] [warning] missing/invalid cursor for MODIFIER_ATTACK
    17:52:00.309 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_CHARACTER
    17:52:00.309 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_RESOURCE
    17:52:00.309 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_FORT
    17:52:00.309 [data.missing] [warning] missing/invalid cursor for MODIFIER_MOVE_OBJECT
    17:52:00.309 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_WATCHTOWER
    17:52:00.309 [data.missing] [warning] missing/invalid cursor for MODIFIER_DEPLOYMENT_AREA
    17:52:00.309 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_TILE
    17:52:00.309 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SPECIAL_PIECE
    17:52:00.309 [data.missing] [warning] missing/invalid cursor for MODIFIER_PAINT
    17:52:00.309 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADJUST_HEIGHTS
    17:52:00.309 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADD_UNIT
    17:52:00.309 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SETTLEMENT
    17:52:00.657 [system.io] [warning] open: mods/WarringVipers/data/text/climates.txt.strings.bin is missing
    17:52:00.660 [system.io] [warning] open: mods/WarringVipers/data/text/climates.txt is missing
    17:52:00.796 [system.io] [warning] open: mods/WarringVipers/data/text/event_titles.txt.strings.bin is missing
    17:52:00.796 [system.io] [warning] open: mods/WarringVipers/data/text/event_titles.txt is missing
    17:52:00.797 [system.io] [warning] open: mods/WarringVipers/data/text/event_strings.txt.strings.bin is missing
    17:52:00.804 [system.io] [warning] open: mods/WarringVipers/data/text/event_strings.txt is missing

    I have tried variations on the log entry without getting any change to the log itself. I've tried using spaces, no spaces, everything I can think of- and no change to the log, just a CTD almost immediately upon startup (load bar not budging).

    [log] to = system.log.txt # path and name of log
    level = * trace # detailed log
    #level = * error # basic log

  10. #230

    Default Re: Crashes and how to fix them

    I'd recommend these settings for your config file:

    Code:
    [log]
    to = mods/your_mod_name/logs/your_mod_name.system.log.txt
    level = *script* trace
    A building that lacks text entries in export_buildings.txt will cause a crash when launching the game with no info in the log.

  11. #231

    Default Re: Crashes and how to fix them

    Is it necessary to add a ModelsDB entry if you add an existing unit to another faction? If so, can Gracul's unit editor be used to expedite the process of editing the ModelsDB file? I am getting consistent CTDs as a result of changing the faction ownerships for lots of existing units, and it would be really annoying to have to manually edit the file... I suppose it should be possible, theoretically, to just write a Python script or something to just feed in the EDU values and then copy the ModelsDB entries if there's a mismatch... I really don't want to have to do it by hand!

  12. #232

    Default Re: Crashes and how to fix them

    If by "ModelsDB entry" you're referring to the faction-texture assignments in bmdb, then no, it is not necessary to assign textures to all factions that have ownership of a unit in EDU. All that will happen when a non-mercenary-unit is rendered without textures is the so-called "silver surfer" bug, which is non-fatal. I don't see how adding/removing factions from the ownership line in EDU can, by itself, cause a crash. On the other hand, if you're adding/removing factions from ownership lines and then going back and adding/removing faction-texture assignments in bmdb and forgetting to increment the number of assignments per entry or something like that, then that will cause a crash at launch. My suggestion in that case would be to edit the bmdb entries as soon as you change any unit's ownership factions and to test your bmdb edits regularly rather than trying to mass-process dozens of units and bmdb entries before testing.

    I'm not aware of a tool that will auto-generate bmdb entries, but Fynn wrote a script that checks for silver surfers and there are several tools around here, including IWTE, that will find fatal syntax errors in bmdb.

    Just so we're on the same page, this is what I would call one "bmdb entry".

    Spoiler Alert, click show to read: 



  13. #233

    Default Re: Crashes and how to fix them

    So I've definitely determined that it's a combination of the EDB and the EDU. Beyond that, the log is spectacularly unhelpful.

    The issue is that my add brain is doing multiple things at once, things that I was fairly sure were routine, and related to the same file (EDB)... apparently there's more going on.

    Also, I'm ctd'ing on startup now; probably something to do with me re-adding in some vanilla buildings (ikoner, music, castle academic, health, hospital chains) from vanilla and changing which factions can build them. That shouldn't matter, should it?

    As to units, I've generally not messed with ModelsDB beyond the minimum necessary to add in new Kingdoms Units... and that by itself shouldn't be causing the problem, since the modded MDB isn't crashing when I boot up with an older, stable version of the EDU and EDB files. Does an error in the MDB file "lie dormant" if the unit in question isn't called- i.e., is it possible that the crash is being caused because I forgot a texture for a Kingdoms unit or something but that error doesn't cause a CTD when the EDU doesn't have that unit? That might be my problem- since I've gone over the EDB and EDU repeatedly, my gut says that the problem is in another file, like the MDB.

    Is there a way to get the log to tell you if there's a missing entry in export_buildings?

    To reiterate, I've modified the following files:

    MDB: adding Crusades Units (this by itself worked but with the Silver Surfer effect)

    EDB: adding in recruitment for vanilla and Kingdoms units, many of which are not aligned with vanilla (e.g., "Egypt" has Italian Militia because they're an Italian faction); this is problem #1

    EDU: changing ownership and values for units (this is problem #2)

    EDB and Export Buildings: changing which factions can build things like music halls, and re-adding music halls (among other vanilla buildings) after having removed them from Export-Buildings- this is likely what is causing the new CTD.


    EDIT-
    so it's DEFINITELY the EDB file causing the issue, the campaign fully loads with just Export_Descr_Unit. Gonna do a debug session to find the problem..
    Last edited by Undead Martyr; December 11, 2022 at 09:54 PM.

  14. #234

    Default Re: Crashes and how to fix them

    Think I found the problem:

    Code:
                    recruit_pool "Janissary Musketeers"  1   0.5   4  0  requires factions { turks, } and region_religion byzantine 60 and building_present_min_level cannon gunsmith and event_counter modern_gunsmithing 1
    You're not allowed to do this, are you?

  15. #235

    Default Re: Crashes and how to fix them

    Quote Originally Posted by Undead Martyr
    Does an error in the MDB file "lie dormant" if the unit in question isn't called- i.e., is it possible that the crash is being caused because I forgot a texture for a Kingdoms unit or something but that error doesn't cause a CTD when the EDU doesn't have that unit?
    Yes, there are several bmdb errors you can make that will only crash the game when it attempts to render the unit. Here are a few: 1) the EDU type calls a bmdb entry that doesn't exist in bmdb (not in log), 2) the EDU type calls a bmdb entry that references models or textures that don't exist in the mod or the base game (in log), 3) the EDU type calls a bmdb entry that references models that are too large (~400 KB, not in log). This is why you should test regularly after making edits and not wait having to rely on the log or other means of bulk testing.

    Quote Originally Posted by Undead Martyr
    Is there a way to get the log to tell you if there's a missing entry in export_buildings?
    No, but Withwnar's text editor tool will show these errors.

    Quote Originally Posted by Undead Martyr
    You're not allowed to do this, are you?
    You cannot use building_present_min_level as a condition for the recruit_pool effect if the building level has other effects aside from recruit_pool. This error manifests as a crash during the AI's turn on the campaign map. It is not shown in the log.


    It sounds like you're making way too many edits in disparate files before testing which is making it needlessly difficult to diagnose what is probably a simple error due to the number of variables you've introduced. You ought to be testing as soon as you make any sort of edit, even a minor one.

  16. #236

    Default Re: Crashes and how to fix them

    I am trying to get more complex family trees in the game, and it is proving surprisingly frustrating.
    Whenever I try and view the family tree for the "portugal" faction the game freezes without any error message or entry in the log.

    This is what my descr_strat entries look like:

    Code:
    ;Outside Ljubiana
    character    Galeazzo, named character, male, leader, age 35, x 173, y 253
    traits Factionleader 1 , NaturalMilitarySkill 2 , GoodAttacker 1 , PoliticsSkill 3 , GoodAdministrator 2 , Austere 1 , ReligionStarter 1 
    ancillaries apothecary
    [army]
    
    
    ;Florence
    character    Giacomo, named character, male, heir, age 31, x 138, y 185 
    [army]
    character_record    Carlo_Maria, male, age 59, dead 25, never_a_leader
    character_record    Margaret, female, age 54, alive, never_a_leader
    character_record    Margaretii, female, age 54, alive, never_a_leader
    character_record    Caterina, female, age 29, alive, never_a_leader
    character_record    Gian_Galeazzo, male, age 2, alive, never_a_leader
    
    
    relative        Carlo_Maria,    Margaret,     Galeazzo, Giacomo, end
    relative        Galeazzo,    Margaretii,     Gian_Galeazzo, end
    relative        Giacomo,     Caterina,     Carlo_Maria, end
    Attached Files Attached Files

  17. #237

    Default Re: Crashes and how to fix them

    It appears that the name Carlo_Maria is used twice in the 'relatives' section. I would have expected this to throw an error when you tried to start the campaign from the menu, strange that you made it all the way to the family tree scroll. Carlo_Maria has only one character_record entry where his age is 59 and yet he is also being listed as the child of Giacomo (age 31). This sort of mathematical error with ages typically manifests as a crash when you try to start the campaign.

    Your log also shows a number of non-fatal errors which you can find by searching "[error]" backwards from the end of the file.

  18. #238

    Default Re: Crashes and how to fix them

    Yes, it was a weird bug, now fixed, thanks!

  19. #239
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    Default Re: Crashes and how to fix them

    what causes giant in call of warhammer to crash in seige maps usually a few seconds after battle starts? and also random crashes at start of custom battle. otherwise they work very well. pretty sure its not animation related cause the crashes happen without movement. there is one lod 0 model that has range of 40000.

    the occasional random crashes are slightly similar to some crashes that the ents have in third age total war.

    the seige crash is unique for this unit.

    no log errors, triggers for campaign script are noted in the log but no shut down of the script.

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  20. #240
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    Default Re: Crashes and how to fix them

    explain 5th turn crash. how are cultures and factions assigned or unassigned from traits?

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