Post copied and moved to M2TW Workshop.
The log still doesn't shows clear errors hopefully some other modder might suggest you with some remedy.
Give it to the SS people. My mod's crashing about the same place.
13:09:49.625 [game.script.trigger] [trace] Trigger <triumphs_in_battle_clear> fired
13:09:49.625 [game.script.trigger] [trace] Trigger <Battle_General_Took_Hits> fired
13:09:49.625 [game.script.trigger] [trace] Trigger <battle1> fired
13:09:49.625 [game.script.trigger] [trace] Trigger <battle5> fired
Sir Ron i brought this from the SS-Technical forums seems nobody can pinpoint the cause.
Edit seems this in red is the last trigger that was fired before the crash:-
Spoiler Alert, click show to read:
And in the EDCT the trigger is:-
Spoiler Alert, click show to read:
He is getting the crash at aragon's turn(next turn thingy)
Last edited by Ishan; December 18, 2010 at 08:04 AM.
Not that I expect it to make a huge different but replace the not Trait BiologicalSon = 1 with Trait BiologicalSon != 1.
What are few trace lines prior to what you show above? I'd like to see what other triggers are firing.
EDIT: Now that I'm looking at that I'm wondering if the heir and king both died in the same battle, and the trigger is firing on a dead character?
Under the patronage of Roman_Man#3, Patron of Ishan
Click for my tools and tutorials
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein
I hate these errors were the log runs in loops the last couple of lines and then the bink thingy comes.
Apparently a factionleader got killed in a battle and an adopted family member became the heir. Difficult to replicate, otherwise I would have suggested to comment out the trigger.
These are driving me nuts. Stainless Steel is not alone.
If your savegame is corrupted then investigating any problem connected to that is most likely a waste of time.
UAC and 3rd party security software like anitvirus can cause savegame corruption. Also don't rely on autosave, make your own saves, and don't use quicksaves. That's all the advice I have to offer.
Haha never overdo the traits in your mod, lesson i have learned.![]()
Which reminds me of essential reading: How To Fix UAC and VirtualStore Problems
Corrupted savegames also is a sign of minimum ram and very little free harddisc space badly fragmented. MSN, mIRC, and autoupdaters can do it, too.
I forgot to mention that installing m2tw in 'program files' on vista and 7 causes problems. I guess SO covers that in the virtual store stuff, just pointing out the simple solution.
My UAC has been off since Win 7 install last year so least of worries for one. Between it and my copy of Medieval2 is in C:\Games takes everything out of the virtual store. I have nothing for this game in virtual store and I still am fighting this.
The code does not like Captains taking the last settlement of a faction, pure and simple. I have been commenting otu traits since we, including Gigantus, Taiji, Ishan, and Squid, got the priest on ship ctd solved. Generals are also having trouble with the extermination triggers.
If another mod wishes to work with me on these problems, they can contact me.
I'm always up for solving a good mystery. I liked that ship problem, it made me think, something I do far too rarely these days unless I'm modding, coding or doing technical admin stuff.
Under the patronage of Roman_Man#3, Patron of Ishan
Click for my tools and tutorials
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein
@Squid, I can post my last EDCT and you can hava a look at it and see all the ones I have commented out.
Sure toss it up.
Under the patronage of Roman_Man#3, Patron of Ishan
Click for my tools and tutorials
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein
irishron, is this the answer perhaps?:
---------------------------------------------------
Identifier: AgentType
Trigger requirements: character_record
Parameters: character type (spy, assassin, diplomat, admiral, general, named character, family)
Sample use: AgentType = diplomat
Description: Test to see if a character is of a particular type (spy, admiral, named character &c.)
Battle or Strat: Strat
Class: CHARACTER_TYPE_TEST
Implemented: Yes
Author: Lee
---------------------------------------------------
I notice in DLV's EDCT stuff like this
Trait Hatesegypt
Characters family
NoGoingBackLevel 3
AntiTraits Fearsegypt
etc. ..
And then for a trigger:
That's it... Family is clearly required by the trait but then AgentType isn't used. Isgeneral... 'General?' Is that a 'Family' to the EDCT? Odd, because things don't work like that elsewhereCode:WhenToTest PostBattle Condition IsGeneral and PercentageBodyguardKilled > 70 and BattleSuccess >= average and GeneralFoughtFaction egypt
Like in descr_character a general isn't even capable of gaining traits at all.
And in campaign script 'family' would not include everything included by 'named character'.
You see what I mean perhaps, and perhaps I am totally wrong
The point being that I don't know if traits enable triggers or the other way around. And so know whether or not triggers are firing in situations where the wrong character type is targeted. Plus I don't know what happens when 10-30 of these happen at once, as tends to happen since it's such an exciting time to gain a trait.
Last edited by Taiji; December 18, 2010 at 01:10 PM.
It's happening to me when I take the last settlement of a faction with a Captain, it will ctd and the two conditions that are always there are PostBattle and Is General.
The last time I could make a Captain a Man-of-Hour General and take the same settlement, It crashed on extermination6.
I have had Spain eliminate Genoa/Milan and ctd on extermination5_ai.
Last edited by irishron; November 08, 2012 at 09:06 PM.
Exactly the kind of thing that crossed my mind.
Also look at this:
---------------------------------------------------
Identifier: PostBattle
Event: When a battle has finished
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_POST_BATTLE
Author: Lee
---------------------------------------------------
No condition requires that export. So what must it be for?
Interested to hear how tests turn out
It could have implications for the use of all character_type exporting events.
For example:
---------------------------------------------------
Identifier: GeneralAbandonCrusade
Event: A General has left the Crusade/Jihad
Exports: nc_character_record, character_record, faction, region_id, character_type, religion, crusade, target_settlement, target_region_id, target_faction, target_religion
Class: ET_GENERAL_ABANDON_CRUSADE
Author: Grig
---------------------------------------------------
Perhaps this is an event which can fire when a character without a character record (a 'general' in descr_character) abandons a crusade. The original 'named character' dies and the 'general' left in his place is the GeneralAbandonCrusade target. Maybe the game is helped somehow by specifying a named character as being the potential recipient of the trait. It seems to me that this character_type thingy has some importance for these events.
Last edited by Taiji; December 18, 2010 at 02:12 PM.