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April 03, 2009, 09:37 PM
#1
Laetus
CTD upon taking Granada
Hello,
I've besiedged the last of the Argonese cities in Granada. I'm more than half-way through my game as Lithuania. I've destroyed several factions, but this is the first time I've had this trouble. If I take the city and destroy the Crown of Aragon, the game crashes, and reveals this in the log:
20:40:44.218 [system.rpt] [always] CPU: SSE2
20:40:44.234 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
20:40:44.234 [system.io] [always] mounted pack packs/data_0.pack
20:40:44.234 [system.io] [always] mounted pack packs/data_1.pack
20:40:44.234 [system.io] [always] mounted pack packs/data_2.pack
20:40:44.250 [system.io] [always] mounted pack packs/data_3.pack
20:40:44.250 [system.io] [always] mounted pack packs/data_4.pack
20:40:44.250 [system.io] [always] mounted pack packs/localized.pack
20:42:01.484 [game.script] [error] Trigger processing error in <Kingmaker1>
: FactionwideAncillaryExists needs a living character.
when testing <FactionwideAncillaryExists> condition
20:42:01.484 [game.script] [error] Trigger processing error in <Kingmaker2>
: FactionwideAncillaryExists needs a living character.
when testing <FactionwideAncillaryExists> condition
20:42:02.625 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
Acting on this information, I commented out the test for FactionwideAncillaryExists in both Kingmaker triggers. But that also results in a CTD when I take the city with this log:
21:28:40.156 [system.rpt] [always] CPU: SSE2
21:28:40.156 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
21:28:40.156 [system.io] [always] mounted pack packs/data_0.pack
21:28:40.171 [system.io] [always] mounted pack packs/data_1.pack
21:28:40.171 [system.io] [always] mounted pack packs/data_2.pack
21:28:40.171 [system.io] [always] mounted pack packs/data_3.pack
21:28:40.171 [system.io] [always] mounted pack packs/data_4.pack
21:28:40.171 [system.io] [always] mounted pack packs/localized.pack
21:36:33.843 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
I'm using SS6.1 with RR/RC Byg's GRIII. I can't remember the exact designations of RR and RC
Is there any way of resolving this (even remove something and then reimplement it after Aragon dies) without having to start a new campaign? I've put a lot of time into this one and would like to complete it.
Thanks!
Edit:
The guides in the mod folder for RR and RC say RR 1.0 and RC 1.5.
Oh, and despite eliminating the Teutonic Order being one of my faction goals, the Teutonic Order seemingly cannot be destroyed. I have removed from the game all units and diplomats belonging to them, but they still exist. They successfully took my city of Caffa as their first and only city, which I promptly retook. I then bribed the remaining Teutonic units and assassinated their leaders to avoid direct engagement with their powerful armies, but to no effect. Is the fact that I did not eliminate them in a final battle but through diplomacy and assassins a problem here? It is preventing my victory in the campaign. I presently own 106 territories and have taken my target cities of Kiev and Rome and still own Vilinus. I own all of Europe aside from half of Spain and Greece, including the UK and Scandinavia. I also own the area around the northern and eastern sides of the Black Sea.
Last edited by firelord84; April 03, 2009 at 11:18 PM.
Reason: Additional information
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April 06, 2009, 05:23 AM
#2
Re: CTD upon taking Granada
firelord84
There are issues with certain traits in the 6.1 version of SS.
They appear to be fixed in SS6.2 RC4 - but that will mean starting a new campaign.
(I know - Very annoying - but it's about the only way of fixing the problem I know of. Even if you had a fixed traits file it would still cause problems with an existing campaign.)
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April 06, 2009, 01:34 PM
#3
Laetus
Re: CTD upon taking Granada
I was afraid of that. I'd read that it was fixed in 6.2, but I also knew it wasn't save game compatible. Just keeping my hopes up for possibly a trick I could use as a quick fix.
Too bad, but I guess the chance one takes with any mod, even one as great as SS (not that vanilla wasn't much worse about bugs though).
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