Sylvania crash

Thread: Sylvania crash

  1. Elitewolf said:

    Default Sylvania crash

    I'm playing a Sylvania campaign, but I cannot proceed. I'm no at turn 37, and when I hit the end turn button the game encounters an unspecified error and exits.

    This happens every single time as soon as I have hit the button and it starts processing the high elves turn. I have reloaded a save a few turns back, and it has still happened. No matter what I do, it continues happening. Does anyone have any possible solutions to this? I don't wanna go through that tough start again

    Playing 1.44 with Reiksfarts stinkers mod, and the extended English voice mods. Using Gigantus's install version, found in this forum
    I salute those who took the Hungarian Phrasebook simply because of the quote!
     
  2. Elitewolf said:

    Default Re: Sylvania crash

    Never mind, I have reason to believe it's related to Reiksfarts stinkers mod (the crash is caused by a missing description of Knights of Nurgles.

    Problem is, I already fixed that in the campain script as advised in the thread. So I'm now haunted y nonexistant ghost knights :C
    I salute those who took the Hungarian Phrasebook simply because of the quote!
     
  3. Gigantus's Avatar

    Gigantus said:

    Default Re: Sylvania crash

    Can you give me a link to that thread\post? The description would have to be in data\text\export_units.









     
  4. Elitewolf said:

    Default Re: Sylvania crash

    Quote Originally Posted by Gigantus View Post
    Can you give me a link to that thread\post? The description would have to be in data\text\export_units.
    This post
    My log described the same error. I was able to fix it by adding a copy of the Knights of Nurgle in the EDU, which I named Knights of Nurgles. It's not gone, it just doesn't crash my game anymore
    I salute those who took the Hungarian Phrasebook simply because of the quote!
     
  5. Gigantus's Avatar

    Gigantus said:

    Default Re: Sylvania crash

    Misspelling of a unit's name in the campaign_script, that's fatal when the trigger fires. I thought you had meant a missing error in export_unit. good to hear to got it fixed.









     
  6. Elitewolf said:

    Default Re: Sylvania crash

    Quote Originally Posted by Gigantus View Post
    Misspelling of a unit's name in the campaign_script, that's fatal when the trigger fires. I thought you had meant a missing error in export_unit. good to hear to got it fixed.
    I might have had that, I've had headaches getting Reiksfarts stinkers mod to work (after reinstalling with your installation due to the crashes I couldn't get the names to appear) but everything's fixed now. No idea how I did that though. Do you know if you changed any major directories or something?

    I also got a crash later on when I encountered dismounted knights of morr, added by his mod. It was looking for the model in the wrong directory. Fixed that too, the unit names and descriptions are back so it's all good now.

    Only thing I still want to change is the trigger for Krell. I believe he has a 1% chance of spawning when you capture brass keep, but I wanted to raise that to about 20 percent (Hey, I took two stacks of zombies led by my leader and the heir through empire territory tocapture the place, it'd better be worth my time ) Any idea how to increase the percentage of him appearing?
    I salute those who took the Hungarian Phrasebook simply because of the quote!
     
  7. Gigantus's Avatar

    Gigantus said:

    Default Re: Sylvania crash

    Probably an entry in the script with 'generate_random_counter' followed by a reference name for the krell spawn. The acceptance of the spawn probability is then determined by a condition: if [krell_spawn_counter] = [numberical]. It all depends on the modder's other priorities and his way of scripting. Haven't looked into the script yet, so this is all theory.









     
  8. Elitewolf said:

    Default Re: Sylvania crash

    Quote Originally Posted by Gigantus View Post
    Probably an entry in the script with 'generate_random_counter' followed by a reference name for the krell spawn. The acceptance of the spawn probability is then determined by a condition: if [krell_spawn_counter] = [numberical]. It all depends on the modder's other priorities and his way of scripting. Haven't looked into the script yet, so this is all theory.
    The campaign_script right?

    Will have a look. Think I saw something like that
    EDIT: Not found in campaign_script. Found Krell, but nothing like that. Think krell has a 1% chance of spawning for AI if they have Drakenhof, but still working on the triggers for human players

    Found it, but bumping up an old thread for a new problem
    Last edited by Elitewolf; August 13, 2011 at 01:28 PM.
    I salute those who took the Hungarian Phrasebook simply because of the quote!
     
  9. Gigantus's Avatar

    Gigantus said:

    Default Re: Sylvania crash

    It has been addressed here, didn't find it earlier.