View Full Version : Why does my Mod crash?
Duke John
09-11-2003, 13:40
101 to Crash to Desktop errors
Crash to desktop (CTD for short) happens when MTW cannot find a file, the file is incorrect or experiences similar errors. You can learn alot from the time when the CTD occurs, with the list below you can hopefully debug your mod.
Crashes when loading MTW
MTW doesn't load. MTW logo comes up, CD turns but then nothing happens.
Problem 1: Descriptions or Names files are not correctly edited.
Crashes on strategic level
NOTE: Some problems were found after ending a certain turn. This is however not per definition the only turn the crash may occur. I added it because it might be in some cases.
Campaign loads, then the campmap flashes and a CTD occurs
Problem 1:Starting date is lower then the date of the starting period.
Campaign loads for 50% and then hangs, no CTD
Problem 1: This occured when I was disabling certain regions. To fix this you must be absolutely sure that no there traces in entries that deal with enabled lands.
Game crashes when ending the first turn
Problem 1: Trace of disabled region:
SetBorderInfo:: ID_LANDREG_05 ID_LANDREG_99
Where ID_LAND_99 does not exist. Remove this SetBorderInfo or edit it if you entered the wrong regionnumber.
Game crashes when ending the second turn
Problem 1: This happened when I was disabling factionleaders so that they would die out. Make sure that there are no heirs to a disabled leader.
Crashes during/before battles
Game crashes when pressing 'Continue' when playing a battle
Problem 1: ammo value of 0 for missile unit in the unitprod.txt file.
Game crashes when pressing 'Start battle' to start the battle
Problem 1: Battle\UnitIcons\UnitName.LBM has an incorrect colourpalette. This icon should only be saved with Ultimate Paint or another program who completely leaves the palette intact.
Game crashes a few minutes after the battle starts
Problem: armour value of 0 in the unitprod.txt file.
This had me stymed for several days once. Very frustrating. Just as you did, i found the answer in the archives.
Mod CTD's when i hit continue on the battle map,
(CTD = Crash to Desktop)
did i assign my new missile unit any ammo?
crashes can be cllassified into 3 distinct types
Sulk mode,
where it sits there, arms folded and won't tell you whats wrong,
if you manage to elicit any reply at all it is invariably "if you don't know whats wrong, then im NOT going to tell you.."
Storm Out mode (storms out of room and slam door),
where the game folds up and CTD's without an error message,
Dummy Spit mode,
where the game spits some type of error message at you as it bolts out the door
and into the Landcruiser, managing to back over your MG on it's way out the driveway...
at least then you have a clue what you did wrong...
Marshal Murat
10-05-2003, 14:08
I acedintally puta longbow with a Kat, and gave no ammo and it worked fine, then later I put in the ammo (oops)
I've got HTW and when I press Start campaign, the loading bar doesn't load, it says Initmapmain Unkown Error (0) (000000) how can I fix this conundrum?
Mod CTD's after i choose campaign and faction,
often briefly hear the strategic map music begin,
1. are both unit and build prod files valid files?
2. are both the files listed in the campmap/startpos script in the root directory of medieval?
3. (expansion type mods) are the campmap\pieces\Units\Christian\Shields\MY_MOD
and campmap\pieces\Units\Muslim\Shields\MY_MOD
shield images in place?
brent_james
10-11-2003, 19:41
When I edit something simple in my extra startpos.txt file I created, like when I add more units to certain provinces to start the game (proper size and type) the game will end up CTD when I hit 'end turn' in the campaign screen, within the first 10 turns (usually after one, two, or three turns).
Duke John
10-11-2003, 21:17
As stupid as this may sound. Brent, it's the cold hard truth, but you simply edited the files wrong. You should be very carefull with tabs and you need to enter all the names correctly.
When editing the unit files, faults can be relatively easily found, but with the campaign file it's much harder because of the large text file. To make sure that it doesn't crash, make one change/mistake at a time. This method is slower but it will avoid the CTD situation where you have almost completely made the mod, but you wouldn't know where to search since you did everything at the same time.
Cheers, Duke John
brent_james
10-11-2003, 21:25
What do you mean by being careful with tabs? The game reads data by how many tabs there are in between values? I didn't that that mattered.
Besides that, I don't see any errors. I only made changes to a few lines. I renamed the file, and copy-pasted a few more units to a certain province. I don't see how I could have made an error...
what lines did you change?
not bothered about units copying, if you made mistake there the game will ctd as load, or not load at all, or not find you campaign
what other lines did you change?
Game crashes when pressing 'Continue' when playing a battle
specifically if you have made a new unit icon for battle/unit icons folder,
Problem. The icon, despite BEING an lbm format made using Ultimate Paint, is the wrong lbm format,
solution? Try a different software package,
GrafX (available from the org) never fails when converting files to lbm, they always work fine.
GrafX takes some fiddling to figure it out, basically make a dummy file using notepad, and change the file extension to .lbm,
then open GrafX, open the bitmap image you want to use, choose save as lbm, select the dummy file and accept overwrite of file.
Quote[/b] ]komninos
Posted: Oct. 21 2003,15:01
--------------------
Hi all,
I get an "Error loading offscreen" while it loads the campaign and the MTW frizzes ... what does it mean???
I also get the following strange behaviour.
Two provinces are assigned to factions that I have not assigned in the startpos file.
Has anyone seen these??? What was the problem??
--------------------
komninos
Posted: Oct. 22 2003,15:21
--------------------
Hi all,
I found the problem ... this happens when you keep the LMM naming for the map LBM files in the VI
A version of LMM is being developed which hopes to correct this problem,
http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Bevan of Hertfordshire
10-25-2003, 14:31
ok ok don't shout at me once you hear this,or read it... http://www.totalwar.org/forum/non-cgi/emoticons/dizzy.gif
The Early campaign doesn't show up when you get to choose between viking, early, high and late.
I've changed a couple of stuff around in the file is it just spacing or is there another reason.
EDIT > turns out i forgot to put how many barques there were.
--
Also, when i added a hero his name comes up with Example (could not translate)
I put the name in the names.txt and in the default heroes and changes etc but it always comes up the same.
Thanks http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
Bevan of Hertfordshire,
forgive me i editied your post to include what was causing the bug, thats something that may save someone else a few hours down the track,,
as for the hero, here's an example from my mod
campmap\names\your-mod_HEROES.txt
needs this entry under the FAMOUS_HEROES:: heading for the faction you want.
"stw_Yoshitsuna",
and this entry here
Loc\Eng\names.txt
["stw_Yoshitsuna"] {"Yoshitsuna"}
the 2 tabs bit, that just means place 2 tabs between the } and the [
and that should be all,
this gives a hero named Yoshitsuna
Bevan of Hertfordshire
10-31-2003, 10:41
Cheers Barroca,
I've got it all sorted now 5 generations of my family throughout MTW, woooo
I sent my Great grandad on a crusade to antioch http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
ShadesWolf
12-10-2003, 22:32
I have a CTD...
I have installed a new MOD as an Add-on....
I have a new campaign map etc...
The campaign starts and after a few turns is drop back to desktop... It is about 4 turns
Any ideas guys ?
I've made "The Irish" but I can't play as them. When I try it CTD. I can play as the English but when I build a ship in Wales the game crashes. Any ideas?
Sir Zack de Caldicot
01-25-2004, 16:07
Hey Kaatar
I was just reading your post on .com, no solution here http://www.totalwar.org/forum/non-cgi/emoticons/gc-jester.gif
SIR ZACK DE CALDICOT http://www.totalwar.org/forum/non-cgi/emoticons/smokin.gif
I've given up on creating one, so now I'm just editing one.
I figured out why it was crashing on me. I had:
SetShieldImage:: FN_ARAGONESE "Irish_lge" "Irish_sml" "Irish"
"Irish" "Irish"
because that's how in is in VIKING.txt
but it was meant to be:
SetShieldImage:: FN_ARAGONESE "Irish_lge" "Irish_sml" "Ireland"
"F1013" "F1013"
But does this mean I can't have the Irish shield on the map screen?
(Don't know hoe to edit my last post so I'm posting anew)
Also, my game crashes when I build a fort. Even if I put one there (Ireland) to start it still crashes Help would be appreciated
Lord Of Storms
02-20-2004, 19:20
OK, I am going to share something that happened to me.
While editing Hereos and Names txt to make additions for a mod. upon making my entries I found that the game would not load at all?
Odd I thought, I only made 2 entries to Heroes txt and Names txt.?
So I went back and removed the edits and proceeded to add the bits again to ascertain the problem.
I made 2 heroes entries and then added there names to the Heros Forenames/Surnames in Names txt.
Again the game would not Load, I double checked for space or typos nothing there?
I then removed them and the game loaded just fine,
I am at a loss to know why this occured, and it was interesting to note that maybe errors in these files will cause the game not to load...LOS
Myrddraal
02-23-2004, 17:12
My mod is a new game, new map, new buildings, new units, but I don't know how good the finished product is, because it fails to load.
There's no error message, the MTW logo comes up, then it appears at the bottom of the screen, but it just stops there.
At first I though it was a problem with the units, so I got rid of every unit but peasants and royal knights, yet still the game does not load.
FRUSTRATION http://www.totalwar.org/forum/non-cgi/emoticons/gc-wall.gif
http://www.totalwar.org/forum/non-cgi/emoticons/gc-help.gif
starkhorn
03-25-2004, 10:39
Kaatar,
You seem to be having problems with shields which is causing most of your CTD's.
Download the guide I wrote. By following that, you should be able to add the Irish faction. (This infact was my first ever mod, i.e. to play as the Irish). For your specific question on why the irish flag on the map, read section 3.2.10. I suspect your fort problem is also due to the castle flags not being set correctly.
http://www.totalwar.org/cgi-bin....y255332 (http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=5;t=15884;st=0;r=1;&#entry255332)
Hope that helps.
Cheers
Starkhorn
starkhorn
03-25-2004, 10:42
Quote[/b] (ShadesWolf @ Dec. 10 2003,22:32)]I have a CTD...
I have installed a new MOD as an Add-on....
I have a new campaign map etc...
The campaign starts and after a few turns is drop back to desktop... It is about 4 turns
Any ideas guys ?
ShadeWolf,
Is in VI or MTW ? Are you just adding a new faction or are you also adding new buildings or new units ?
Are there any specific events beforehand, i.e. do you create a specific unit or ship or fort etc ?
Anytime that happened to me, it was because my shields weren't setup properly.
Cheers
Starkhorn
Any idea's please.
This isn't quite a CTD but having installed the first Newbie mod I've made, I noticed a few pecularities. I borrowed a few cavalry units from MedMod 3.? Namely Knechte, Knights of Calatrava and Knights of the Banderium. These units are now appearing inappropriatley as Royal bodyguard units for Turkey, Venice and Novgorod.
Mostly I just edited Unitprod, Descriptions file and Names file. Has anybody got a clue to what is causing this re-shuffle, besides something in the unitprod. Were these units originaly set as Royal Bodyguard Units by Wes and if so How do I turn the "Bodyguard" status of. Everything else seems to be working fine.
Many Thanks for any thoughts on the matter,
Nomad
http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif
Steppe Merc
03-28-2004, 16:56
Unforutonatly, my game won't even open. I used to play Medmod, but downloaded BKB's Mod. I've been slowly transfeing the Medmod units to his mod. I started with the norman knights (but the French got them as a bodyguard unit), and after that decied to stick to renaming the existing units. I just did the byzantine names, copying pasting the names (plural and singular), and the descrption from Medmod to BKB's thing. I also changed the land controlled by the Byzantines to make it historically acurate. Now it won't even open. Do I need to reinstall everying?
Edit I relize this is the last reason posted on top.
Edit2: I just fixed it. Hint to everyone: backup Fortunatly I did, and it took just a bit to redo everything.
Swartskof
03-29-2004, 07:13
After making a new unit that works correctly using exsisting units with modified stats, i tried to make another. However i recive the following error msg- Too few values found in element data: column 3, data row 184
800
I look for a solution in this forum to no avial, any help would be appreciated
Swartskof
http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif Hi there,
The error message your getting normally
means you've made a mistake in the unit prod file. Sometimes you can make several errors with unit stats and you'll still be able to load and play. (Although an error will usually surface in the game) Alternativley you then add a unit thats statistically correct and BOOM your game won't open. Very frustrating.The error message should take you directly to the error, although this isn't always the case e.g If you've got multiple errors or columns and lines have become ofset etc
Too few properties generally means somethings missing from that lines (units) stats e.g column ?? line?? to few properties means to make the unit work, there should be a bit more info at that location. You can usually work it out through a bit of deductive logic. Or try to install the units individualy into the main game and see which one stops it working. Hope this helps, I've had to much experience of this myself,
Nomad
http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif
Hi Steppe Mercanary,
My situation is almost the same as your's I'm making a hybrid mod part BKB, part MedMod, part Na Mod but my games still opening, maybe becuase I didn't rename the awkward units although I can't see why this would stop it working.
Likewise I've been adapting Medmod units to BKB and subsequently getting some of these units poping up as bodygaurds all over. Although this seems to rectify when the game gets to "High" Although I won't no for sure unless the Turkish re-emerge. I thought I'd done all the editing I needed but ??????????? post us a reply if you crack this nut.
The Nomad
Myrddraal
03-29-2004, 12:27
In the Gnome editor there is a column which designates which units become bodyguards. I'm not sure which one it is, but the easy way would be to scroll down the list and look for Royal Bodyguards or Ghulam Bodyguards and scroll along till u see a column where there is a whole list of factions in those columns.
Then scroll down/up to the units u have created and in that row and column there should be the name of the faction/s for which they are bodyguards. Delete everything in that box and the unit should no longer be the bodyguard for that faction.
Hope this helps http://www.totalwar.org/forum/non-cgi/emoticons/gc-smile.gif
Cheers amigo, problem sorted,
Somehow I'd added a few blank columns which had shufted everything up a bit putting the faction label into the leader unit column. However the Unit prod in BKB's mod won't open in the Gnome editor, something about being incorrectly formated. I couldn't get MedMod to open either. But my minimod seemed ok (so far). I'll try disecting there unitprods files to find out what the offending items are,
Nomad
http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif
Swartskof
03-29-2004, 20:02
Thanks alot for the advice Nomad, the problem maybe that i used gothic foot knights as the base unit and they arent buildable by default,
Thanks again
Swartskof
Swartskof
03-29-2004, 21:00
Well boys, i think i am loosing my mind. I remade the unit statline a few times from scratch with no results. it continues to tell me that there are not enough values in the cost colum. you would think that it would be a simple problem to fix. any have a simmilar problem?
Swartskof... again
Swartskof
03-29-2004, 21:20
the two different units will work one at a time but not together
Steppe Merc
03-29-2004, 21:26
About not reading Medmod or BKB with Gnome: for medmod, you find your crusader unit prod 11 file, copy the top up to Data Start, and paste that into medmod, and it should work. As for BKB, you open the fil and search for "", and it cfhange it to only one ". It should open then.
Hi Swartskof,
Hmmmmm, Most of the problems tend to come from Columns getting shunted along. sending values and commands into the wrong places. However a good check in GnomeEditor should reveal any/most prob's. Where are you adding the units on the prod list. I keep them at the bottom of the list. Otherwise a small error can sneak in and cause all sorts of problems. Also makes them easier to find and analyze chronologically
I've had the, too few values prob' your describing more than once. The error message was constant despite some re-shuffling and omissions from my new unit roster. I think I found the problem to be with another previously added unit. Too many blank columns added after the faction column if I remember correctly. (but it could have been somewhere else)
But as i understand you've got unit A and unit B, both working but not together. I think you might find that one of or both (less likely) are not scripted properly. What can happen is you add "A" (lets say its not working but the game doesn't see this because it doesn't have to read another unit line after unit "A") and the game loads. Then you add "B" (which is actually working. However because of the mistake with unit "A" the computer can't finish reading the "A" stats correctly or make sense of your "B" unit and BINGO error to few values in line...etc. This is just a possibility
Have you got both units appearing correctly in the game or in custom battles and are you using Gnome editor. Also some values shouldn't be edited in Unitprod and are connected to worksheets and other readfiles. So scratch built units may not have the necessary links, but you'll have to check me on that. My main advice is back up your prodfile every time, before you edit and hold onto at least one previous good edit. if things stop working go back to your back up edit and add each unit one at a time. If this fails you go back to the last good edit before the back up edit.
Hope this helps http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Nomad
p.s Hope I haven't stated the bleedin obviuos
p.p.s Cheers Steppe Mercanary
Myrddraal
03-30-2004, 12:38
I had that problem once and if I remember correctly the problem had nothing to do with the cost at all even though the message indicated the cost column. I think that there was a problem with the buildings needed to build that unit... http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
I can't remember though. I'll post it if I do.
In the meantime, probably the best way to get rid of that error is to remake the unit. Pain in the ass I know but it could be the only way. http://www.totalwar.org/forum/non-cgi/emoticons/idea.gif
Swartskof
03-31-2004, 02:19
I would just like to say, victory is mine. The problem turned out to be that there was an extra space after the ID_English at the end of one of the unit stat lines that cause the next one after it not to work, hense the only one working at a time. Thanks alot boys, couldnt have done it with you guy's help,
Swartskof
P.S. off to play, hehe
Swartskof
04-01-2004, 01:13
since my last post i have made a new faction and a host of new units. however i am now getting a "Hard-sprites failed to load" error. Anyone?
Swartskof
Basil II
04-01-2004, 03:08
Greetings All
hopefully you can help me...
i'm using the medmod and i wanted to add a unit to the byz. its a modified sarc inf named 'skutatoi'. its all the same, save the info pic (something about the arabic on the shield not looking right for a byzantine unit http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif ). i just copied the chiv ser pic. so when i bring up the unit production screen in camp mode, it CTD'S...any ideas?
Hi Basil II,
Just one unit you say your adding. Hmmmm. This may be a bit of obviuos advice but Are you sure you've got the right BIF's in Review Panel and Info pic's respectively. Accidently Swapping these around can skew things. I've had this kind of problem myself a few times. Although usually its when I test units in Custom Battle mode, that it CTD's. (I use custom battles as a Barometer, A quicker way to check if yer units are OK)
Also use "Find" Files and Folders from your MSstart window to check all the nescesary files are present in MTW and in there correct format and files. Just type in the name of your unit as it appears in Unitprod, search your MTW file and everything relevant should come up. If you've copied a unit (i.e Saracen Infantry) to make a new one then they should both be the same. I don't think Its merely the Chiv Serg BIF but I'm new to modding and not sure if the LBM and Icon BIF's for the Units, refer to each other in anyway (don't think they do as I've modded many Unit Bifs without any problems).
Maybe a check with Gnome editor aswell just incase somethings out of place Happy hunting,
Nomad.
http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
Basil II
04-01-2004, 22:52
Nomad
before i go on, thanks for the reply man http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif yeah i do that same little test in campaign mode to see if everything's in working condition(heh never is, it seems). as for the review pannel and info pics, i notice copy/pasting to another file seems to ruin the scripting so i just open (for instance) the info pic file for the chiv serg and 'save as' into the new skutatoi folder. i repeat the same process w/ the review pannel but use the sar inf pic... i mean everythings in the right format and all that..so waht could be wrong? and i ran that search you suggested and everything seemed to be in its proper place... i'm baffled.
drinks are on me if you can help me with this problem http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif
pax
Basil
http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif Tricky,
So as I understand your New Skutatoi, work with the Saracen Infantry Unit Icon Bif but not with the Chivalric sergeant Icon bif. I don't know why this would happen. Is it/are they, working in custom battle mode.
Normally when I've had this kind of review pannel Bif problem its been because I've gone and put the info pic's Bif in the review pannel file, and/or vica versa or omitted a bif somewhere.
I'm not that experienced on the Animation Graphic's side of things yet, so If the prob's there I can't really help. There are several guides to this subject in the Apothecary that might shed some light on yer problem. I've definitely read somewhere that unit bif's and LBM's refer to each other.
However two slow ways round this problem would be to a) Plunder MedMods Skutatoi Unit which is definitely working.
b) Download the Skutatoi unit from the Org Mod section. Also working.
I'm to am using Skutatoi (using the Halbardier BIF)plus the Menavlotoi units (to name but a couple) so alternatively, I could try to email you the Bifs and stats. Although, I'm out of town this weekend.
Finally and most annoyingly you could try recreating the unit. Good luck,
Nomad.
http://www.totalwar.org/forum/non-cgi/emoticons/gc-stunned.gif
Just posted this answer on the the New Topic you've opened. Didn't realize you were editing MedMod, that changes everything. I thought the Skutatoi were already in MedMod (At least I've borrowed them from there, for a mod I made.) Could be you've installed the unit twice and/or overwritten some files of Wes' Skut's but not all the files. So now your unit is half Halbardier half Saracen, thus not working. In which case re-install the Skutatoi from MedMOd as its definitely working for me.
It could be that simple.
http://www.totalwar.org/forum/non-cgi/emoticons/gc-juggle.gif
p.s But probably a whole lot more difficult.
Basil II
04-04-2004, 10:33
nomad
hey man i just gave up completely on creating the skuts. i'm too much of a newb modder to take on something like that, i suppose. after spending a few days of file fishing and forum reading, i picked up a few techniques for modding current units, however. i brought myself to a compromise and just modded the byz infantry (vestiaritae). in wes' mod, the description calls for medium spear infantry so all i did was copy and paste over all the appropriate files of the saracen inf (lol without touching any of those for the pain-in-the-ars info pic/review pannel) over to those of the byz....worked like a charm so now that i have 'em i was thinking about giving them short bows (or darts, maybe) and javelins to the kontaratoi (new units for the byz. for those who dont have medmod, theyre pretty much italian infantry w/ a bit higher stats). i personally think it'd be historically accurate, but you think they'd be a bit too powerful for fair play? not that playing sportingly in single player matters, of course http://www.totalwar.org/forum/non-cgi/emoticons/gc-toff.gif ...
pax
basil II
Basil II
04-04-2004, 10:48
oh and btw, nomad i just read your response for the other topic. you mentioned a BKB mod or something along those lines... what can you tell me about it? any site i can go to in order to see more info and screenshots on it?
pax
basil II
The Blind King of Bohemia
04-04-2004, 17:25
Hi Basil II, below is a link to my BKB site with the original Beta in the download section and below that is a patch that corrects some mistakes in the mod. Many new factions, loads of new units and loads more~:D
http://lukeandkyle_medieval.tripod.com/
http://www.mizus.com/Files/k0rgs8gVt/Mstats.shtml
Basil II
04-05-2004, 06:05
good stuff thanks for the info, BKB. i think i'll give the mod a try.
pax
Basil II
Hey there,
I have a problem similar to ShadesWolf's. I have modded my game rather heavily and now experience a CTD at the beginning of the fourth or fifth turn, every time. I'm stumped.
I'm running VI.
It is not a flags or shields problem, the battles work fine and I get no error messages.
I've run through Starkhorn's guide (which was excellent) and done everything including the custom bif folders fix.
I've added two buildings from VI into my MTW mod and 'unlocked' several of the units that were in unit prod file.
I have enabled the Burgundians, Russians and Swiss, as well as using up all the fn_free slots (21-30) adding new factions.
I've added Africa as a working region as per the instructions elsewhere on these forums.
Any ideas, anybody? http://www.totalwar.org/forum/non-cgi/emoticons/gc-help.gif
Duke John
04-19-2004, 11:44
Welcome to the Org Bacchon
That is indeed some heavy modding I think that you didn't do all these things in 1 go, right? So did you experience CTD's after adding factions/Africa? You did a whole lot and without more specific details it would be like finding a needle in a haystack.
Cheers, Duke John
Thank you, [B}Duke John[/B].
Hmmm.
I went back and started up a new campaign again and played for a few turns, insuring Africa/Sahara wasn't the problem. Anyways, it seems that the problem is linked to an action on someone's part, not to a certain turn.
The bug appears to have entered my mod somewhere between after adding and successfully testing my first faction. And now. Looks like I didn't playtest it enough. http://www.totalwar.org/forum/non-cgi/emoticons/gc-oops.gif
If I find out what the problem is, I'll post it here in case anyone else experiences it.
Monkwarrior
05-08-2004, 16:52
Quote[/b] (barocca @ Oct. 23 2003,06:37)]
Quote[/b] ]komninos
Posted: Oct. 21 2003,15:01
--------------------
Hi all,
I get an "Error loading offscreen" while it loads the campaign and the MTW frizzes ... what does it mean???
I also get the following strange behaviour.
Two provinces are assigned to factions that I have not assigned in the startpos file.
Has anyone seen these??? What was the problem??
--------------------
komninos
Posted: Oct. 22 2003,15:21
--------------------
Hi all,
I found the problem ... this happens when you keep the LMM naming for the map LBM files in the VI
A version of LMM is being developed which hopes to correct this problem,
:D
I have found the same problem (error loading offscreen) with my Mod (70 regions map).
Could you explain how to solve it?
What name is the correct for the LBM files?
(if I have well understood it is necessary to rename them).
PLEASE, PLEASE, ANSWER ME ASAP, OR THE EXPIRING DATE OF csImageFile WILL ARRIVE.
With a second version of the map (99 land regions, 14 sea regions) LMM cannot create the script. I have an error message from MS VBScript (sorry, the message was in Spanish) about the execution time. Something about line 2703, character 5, code 800A0009. It seems that the problem comes from LBMPaletteDic2 ID_SEAREG_01.
http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif
Monkwarrior
05-10-2004, 16:07
It's me again.
I renamed correctly the files and the campaign loads but...
CTD happens.
Can it be because a non-defined area in the map (or a disabled land)?
What information in the Loc files (names, descriptions...)is required for the campaign to work?
http://www.totalwar.org/forum/non-cgi/emoticons/gc-help.gif
Can I load a picture in the message from my computer?(not from a web page)
Too many questions?
http://www.totalwar.org/forum/non-cgi/emoticons/gc-help.gif
(Hi there I'm the latest NoOB.I do admire your knowledge and your work,this forum is a worthy rep to MTW.Great job,folks http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif )
Lately I kinda tried to teach myself how to mod,step by step ,as an exercise I tried to implement all the non-original unit-bifs,I could lay hands on,and most do work fine,but some do not...and I don't know why...and that drives me mad http://www.totalwar.org/forum/non-cgi/emoticons/gc-wall.gif
Best examples are the Me:TW-RohanHorseArcher-/MountedFyrdmen/-MountedJavelineers.
I know,they were meant for 1.1 and I try to use them with 2.01,but while the HorseArchers work,the MountedJavelineers and Fyrdmen do not,although using the same .bif.I had similar experiences with some of the Units of DukeJohn(from his unitpack and his ancientmod).In the Custom Battles Army selection screens the unit icons do appear and when I select them my next click inevitably leads to a ctd.:furious3:
My error.log tells me: C:\Source\VikingsPatch\Crusaders_TW\main3d_1.cpp(1929) : DirectX call : DDERR_SURFACELOST
I've tried almost anything (in the unitprod,changed the icons,item folders,etc. ).Any suggestion would be most appreciated.
Or to put it more bluntly:PleeEEEASE HeELP Meee. http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif
(Sorry for any mistakes,had no practice in english for quite a while )
http://www.totalwar.org/forum/non-cgi/emoticons/gc-oops.gif
Sorry,my mistake.Found the solution.I gave 'em shorter names in the unitprod and it works.Leads me to the conclusion,that I should have given them names in the first place (but a direct draw error was not the best hint).
Sorry for bothering you folks.
In Chaos: Total War mod, the game crashes whenever you view Lithuania. It also will not work with HedgesMTWDEditor 2.0.4. I have posted in the Chaos thread but no-one answers there. Any ideas?
guntherhammer
06-02-2004, 20:05
Hi guys I got troubles with Medmod_IV_3[01].09. It seems there are some error in the crusader_build_prod file. When I launch the game, an error window ("FN_EGYPTIAN: unknown in coloumn xx row xx")appears. Can you help me? tHANX
Welcome to the forums guntherhammer http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
For your question, I don't think its the latest version of medmod. Try updating it at Wes' site (http://wes.apolyton.net).
guntherhammer
06-03-2004, 11:13
thanx for the link, tombom. Now i'll try to download the mod from there. cheers
pyhhricvictory
06-25-2004, 02:32
I have a mod that keeps telling me that I have an error when it tries to load:
Column_Building_unit_capacity
Too many data columns found in parsefile
I have checked the total number of upgrades and it matches perfectly. I can't find where the issue is coming from. Any ideas??
Which mod is it? Sometimes MTW crashes because of something like this and I can't work out why.
pyhhricvictory
06-26-2004, 18:26
It is a slightly altered BKB, I changed factions and units around to my liking on one of the versions of MTW on my computer.
Sun Tzui
07-21-2004, 15:29
Hi everybody
I'm not a modder, but i do love playing some of the mods that are available, but have been having some problems tough
Recently dowloaded BKB supermod installer and HTW beta, and in both i seem to have the same problem
I choose single player/new campaign/choose faction and in the faction selection screen, the faction identification is all a bunch of xxx's indications of coordinates not found and not being able to transalte intructions kinda things, regardless of that i choose the faction and click continue, the game keeps going and just when the progress bar fills up, it CTD's https://forums.totalwar.org/forum/non-cgi/emoticons/eek.gif
PLS HELP
I've seen screenies of HTW and am just dying to try Supermod on high....
txs
https://forums.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif
The Blind King of Bohemia
07-21-2004, 20:40
Do you have them both installed on the same Medieval?
Sun Tzui
07-22-2004, 15:14
Nope, separate fresh games....
Hi All,
Been reading the forums for a while and learned a lot about Mods. Much thanks to all you contributors.
While testing V6 of my own "Yingling Mod" (Pagan Viking Danish, see background below) for VI-2.01, I got a new type of CTD while testing it. All of the mods work fine in a game past 20-40 turns until I attack any Byzantine provence (battle win or byzantine retreat makes no difference). I get the CTD on the next turn with no error message. This CTD does occur after the auto-save. Earlier turns that took out Rebels, Polish and Hungarians had no problems. I tried a bunch of stuff and nothing helped identify the problem.
Yes I have scanned the Forums for any similiar problem and found nothing. Being stumped, does any genius out there have any ideas on what is going wrong????? I am willing to zip and email the files to any interested party.
TIA and Bye
Mod Premise: No battle at Stamford Bridge, King Harold still loses to William. Danish get excommunicated after refusing Papal order to turn over Mercia/York to William and go back to being pagan and make their own empire.
Mod Description: Starting from EARLY.TXT, Danish become pagan barbarian raider with units and some buildings from VI via cut&paste. Uses custom prod-files, names files, and mods to the "LOC\ENG" files. The modified tech-tree works. Only "new" unit is a danish-specific "Skald" agent (emissary type) with preaching/zeal effects and this mod passed game testing in the early turns. This Skald agent was the only new type of mod change from my Yingling V5 Mod that did not have this CTD problem. But I cannot figure how this could cause a "enemy faction-specific" CTD.
Myrddraal
09-09-2004, 08:25
Could it be that when you capture that province you come into contact with another nation, of another religion e.g. Turks, and the Muslim pieces/shields, which you can now see, have an error in them? This happened to me in my WoT mod.
To test this, send an emissary to the area and check it out.
Thanks for the thought, but I had not modded faction shields/colours. I did try your test anyway but it did not trigger the CTD
Just for closure purposes, I was not able to discover the cause of the "CTD after attacking a specific faction after many turns into the game". However, it might be of interest that the problem disappeared after rebuilding the mod campaign text from scratch but leaving the other mod files alone. This does imply that "Mod success" can only be declared after completing a full game, or maybe several games, including maybe played as each active faction in the game. Just an evil thought.
Thanks and Cheery Bye
PrinceRakeem
04-15-2005, 05:40
I have big prob with XL mod.
I installed it while following all instructions step-by-step,but game failed with CTD error, if i go to campaing or attept load saved games.
When i look on error log i see this:
Errors for session started: Thu Apr 14 19:02:13 2005
C:\MedAddOn\Crusaders_TW\main3d_1.cpp(7115) : DirectX call : DDERR_SURFACELOST
Errors for session started: Thu Apr 14 19:11:09 2005
C:\Med_Patch\Crusaders_TW\frontend_globals.cpp(107 4) : Error : "No such file or directory"(2)
C:\Med_Patch\Crusaders_TW\bmradar.cpp(287) : File Error : fopen(".\RadarMap\flatinland17.map", "wb") - "No such file or directory"(2)
I never installed anything to this path.
When i try to find these files in directory, where i installed the game,i find nothing.
Please help me! Btw: Sorry for my English but im from far far away from u...
Here are a few things I have learned while debugging my mod:
1)You may only declare 31 factions in a campaign, including the rebels, not 32. The program will CTD prior to the Main Menu if you attempt to declare more than this.
2)At least some of the new V&V's added for VI in the changes text do not work. Basically, if a V&V is not defined in events text nor used in the default file, then it will probably not work.
3)There is some kind of glitch with the Horde's Set Leader Attributes in the campaign files. Trying to change anything results in the romannumeral error in his name.
I also ran into a mysterious error with the Ligurian Sea. I changed it to Lagurian and it seems to have fixed the problem. I still have no idea what was going on.
4)The scenario system is FUBAR'd when it comes to graphics, imho. Basically, to use it you have to find all the Viking folders, make similar ones for your mod, and fill them with everything new for your mod plus everything from the basic game that you use in your mod, such as factions.
Included in this is the 25meg campmap\portraits folder, even if you don't add any new portraits for your mod.
5)There seems to be something strange about the way faction descriptions are defined. Those for the Viking factions only appear in Changes.txt, which should not normally work without being defined previously in Startpos.txt, and which in fact does not work for other entries. I mean, there appears to be some type of special hardcoded link just for the Viking factions.
Descriptions which are defined in Startpos.txt don't show up in the game unless they have a duplicate entry in Changes.txt.
6)This is something I noticed a long time ago, but have not seen described here.
Error messages for the units text are almost always wrong. The game seems to load the file by columns, and the error is usually in the previous unit in the previous tab to the one specified in the message, at least in the case of missing tabs.
SicilianVespers
06-20-2005, 20:27
This a fix for the CTD during the "thinking...." phase.
I ran into this problem after I created a new 600 AD map for the Fall of Rome mod. The game would CTD, usually after 10 turns, or so.
I isolated it to the Avars conquering Macedonia, and discovered I missed a neighbors entry for Dalmatia to Epirus. The Epirus to Dalmatia entry was fine.
One I added the Epirus entry to Dalmatia's neighbors, the game was fine. I auto ran it for 300 years with out a CTD.
This a fix for the CTD during the "thinking...." phase.
I ran into this problem after I created a new 600 AD map for the Fall of Rome mod. The game would CTD, usually after 10 turns, or so.
I isolated it to the Avars conquering Macedonia, and discovered I missed a neighbors entry for Dalmatia to Epirus. The Epirus to Dalmatia entry was fine.
One I added the Epirus entry to Dalmatia's neighbors, the game was fine. I auto ran it for 300 years with out a CTD.
That may be my problem, then. After posting here, I discovered that I had a number of such errors. Most pertained to recent changes I made to the map, but a few could have been present before then....
I just tried, and the game still won't work, but later I'll remove the units and see if it still crashes immediately.
I have found that there are hard-coded links to agents in the units text which bar you from removing any of them from the game, or altering their unit type.
here is the content of a pm from WesW
============================================
Well, one of the last bugs I found was simply a missing bracket around one of the priority settings in the buildings text, something like {PORT(100}, where the 100 wasn't enclosed. This caused an immediate crash the first time you hit End turn.
============================================
The two bugs which were such a bitch both dealt with agents, however. The game kept CTD'ing during the AI thinking phase when it got to the first faction that had any type of Castle, on the first turn after the castle appeared.
It was so confusing because there was nothing wrong with the buildings text, and the bug was unrelated to any of the buildings which had a castle as a preq, such as the Town Militia line or the Royal Palace.
There was also no connection to any units enabled by the castle, and any syntax errors in the units text should have been detected at game startup.
It turned out that I had done two things which were each causing the exact same crash.
First, I had moved three agent units to the bottom of my units text, which placed them beyond the 255 limit. The game also crashed if they were deleted from the file.
The second thing I had done was change the unit type of the Grand Inquisitor to Cardinal, since I was using it as a pagan priest. Changing the unit type of any of the agents also causes the CTD. There are no messages generated by any of these crashes; the program simply shuts down.
From what I can surmise, the game performs multiple checks of the units text at different points in the game.
The check at program startup checks for allowable values from a hardcoded list, which I am sure you are familiar with.
There is a second check, when you begin or load a saved game, for royal units. If it fails to find any for a given faction, it defaults to the first unit in the units text, which can cause a crash if that unit is not one which can appear on the battlefield, such as an agent or a ship. I suspect that this was why the programmers placed Highlanders at the top of the file, so that the game wouldn't default to the Catapult. Artillery will work fine, but having a regular unit probably worked better when they were first playtesting the game.
These two checks I knew about, but it turns out that there is a third check, apparently the first turn after the appearance of any building designated as a Troop Producer in the buildings text, though it may be something hardcoded specifically to castles. This was very confusing since there is an Agent Producer designation which one would think would trigger anything dealing with agents. I seem to remember that the Troop designation affects the granting of valour bonuses to battlefield units, but I don't know what the others are used for.
Anyway, it is this check which triggers the hardcoded search for the agent names and types, and unless all are present and properly linked, and located somewhere within the first 255 units in the text, then the game crashes.
WesW
Regarding the above post, I should mention that the agent crashes do not occur until after the appearance of the first castle in an AI-controlled province. Castles controlled by you don't trigger the check, apparently.
I've been working a mod (with files independent of the original M:TW) that ultimately allows the user to play as one of many "rebel" factions...based around the Early Era. Currently I think I have 22 playable factions or so...7 of which are not playable in the original M:TW. The mod also adds many small tweaks, new units etc.
The problem I'm having is a CTD when loading the 3D battle map IF and only IF certain troops are in the army for specific factions; it loads approx halfway on the bar before CTD. The troops are produced without problem. No CTD if I "autocalc" a battle (ie skip the 3D mode).
Specific example: One of my added factions is the Moldavians...
If I have Varangian Guard or Saracen Infantry (probably others as well) in the army, I get the CTD if I attempt to "fight out" a battle. Same with my new units...the new units work normally for the original factions, but NOT if owned by the new factions. I can use SOME troops at least with the Moldavians, such as Armoured Spearmen, Irish Dartmen, Avar Nobles.
I keep thinking it's some sort of shield error, but I can't find it if it is. I've gone over the unitprod (MOD-specific unitprod, btw) so many times and found no error. It seems like I've gone over every obscure corner of the directory and back again and found nothing that would cause this particular problem. I could provide an extensive list of which troops work and which don't if that helps pinpoint the issue. Any ideas? :help:
Sounds like the face shield textures problem. There are eight unit types which cause a CTD when used by modded factions.
Try the following:
In the textures/men folder you'll find the folders for the various unit graphics. Copy the following folders and rename the copies as shown below:
Peasant --> Custom0
ChainHlm --> Custom1
HlPlArSH --> Custom2
LArmWCav --> Custom3
MKnight --> Custom4
MSHelm --> Custom5
PlateS --> Custom6
PlateCav --> Custom7
Now go into each of the new folders and rename the files to match the new folder. For example, in Custom0 you'll find Peasant.bif, Peasant.lbm and Peasant_H.bif. Rename them to Custom0.bif, Custom0.lbm and Custom0_H.bif and then do the same to the other new folders. Only change the .bif and .lbm files to match the new folder name.
Almost done. Now go into the unit production file that you're using for your units, using an editor like Gnome's. The default file was Crusaders_unit_prod11.txt but you only need to change whichever unit file you're using for that mod. Scroll across to field 48, the texture body types. Now scroll down and locate each unit which uses one of the abve 8 textures and change the entry t match the new folder. Remember to use all caps here. So each time you see "PEASANT, YES, YES" change it to "CUSTOM0, YES, YES" all the way down, and change "CHAINHLM, YES, YES" to "CUSTOM1, YES, YES" and so on for each of the units which use one of the above texture types. Make sure you don't miss any. That's it. The reason that you want to copy the abve folders and rename the copies is so you can still play the original unmodded eras which use files pointing to the old folders.
Good luck.
(And thanks to Lysander for identifying the problem and the solution way back when and Starkhorn for including the fix in his adding_new_faction_guide.pdf and BKB for clueing me in to the need to add PlateCav to the list)
Lord Liendecker
08-19-2005, 01:53
now i had this same problem and i tried this solution, and im pretty sure i logged in everything right.
changed to the custom names in the directory
changed to the custom names in Gnome
but when i tried it again i got a message from Gnome saying: that Custom0 wasnt recognized in column 27 row 1 (even though the correct collum where they were edited is 48 and 27 is something like ammo)
What could have gone wrong with that.
i finnally found a temporary solution. To change all the images in Gnome to images that i knew that worked, Like LotHelm and stuff like that. Now the battles work but theyre graphics are messed up. (i get dieing graphics while the unit is marching to battle lol. And if i face another angle, they're marching, but i get the picture sideways of each unit marching.)
~:) anybody have a clue
Good question. Make sure that you're using all caps in the Gnome editor for the new unit folders. It may not seem like a big deal; but it is. Even though you can name the folders Custom0 and the files Custom0.bif; you must use caps in the proper column in the unit_prod file. So in Gnome, make absolutely sure that the lines read "CUSTOM0, YES, YES" and "CUSTOM1, YES, YES" etc, and not "Custom0" or something else. Leaving out a capital letter, or using the letter O instead of the number 0, or a missing comma in any of the statements you changed will cause it to crash when loading the file and give you the column row error statement. The column and row in the erroe message numbers aren't always equivalent to the columns and rows in an editot like Gnomes; but the file name should be correct, so locate the problem that way.
[GG]Ashram
09-02-2005, 22:11
Howdy folks,
Getting a CTD when I am trying to HOST games in MP on Gamespy... all with a mod. I can join games just fine. Any ideas?
LA
I have found a few more errors and such as I have continued to mod the game...
First, for buildings, bif names are also used as the links to the descriptions and names texts for the building, and these names are case-sensitive. So, if your building info doesn't show up onscreen, check this out.
Also, there apparently can only be one building type with the TRADING_POST effect.
I also think I found the cause of the crash which occured whenever an Agent type was removed from the game. I noticed that the Heroes text referenced all the unit types from the units text when deciding which types were admissible for Heroes. The list of unit types appears to be hardcoded, and causes a crash if any are not present in the units text. It doesn't matter whether or not there is a Hero of a given type- every type in that hard list must be present in the units text. Apparently, the game is designed to initially activate the Heroes text right after the first AI-controlled castle appears, so this is what triggers the crash.
Finally, ruler numbers appear to not work properly for new factions. Instead, the game uses one of the entries in the startpos' prince list for the faction. The entries it uses differ depending upon the faction's place in the list.
This bug also occurs for the Horde. To illustrate the bug, since it's hard to describe, here is a paste from the Medmod beta, where I have made notes for my own use (sanity).
SetStartLeader:: FN_HORDE 0 8 2 0 4 1 0 0 0 3 //1st entry used as ruler no.
SetStartLeader:: FN_HUNGARIAN 10 8 3 4 4 1 2 1 5 1
SetStartLeader:: FN_PAPIST 9 8 4 5 11 22 4 5 4 10
SetStartLeader:: FN_SICILIAN 4 8 4 3 6 2 4 1 2 1
SetStartLeader:: FN_BULGARIAN 2 8 1 4 0 3 0 3 2 1 //1st entry used as ruler no.
SetStartLeader:: FN_CUMAN 0 8 1 4 0 3 0 3 2 1 //1st entry used as ruler no.
SetStartLeader:: FN_GENOESE 4 8 4 3 1 1 12 2 2 1 //3rd entry used as ruler no.
SetStartLeader:: FN_LITHUANIAN 2 8 1 4 1 3 0 3 2 1 //3rd entry used as ruler no.
SetStartLeader:: FN_OUTREMER 2 8 1 4 4 3 4 3 2 1 //3rd entry used as ruler no.
SetStartLeader:: FN_PORTUGUESE 5 8 3 4 1 1 2 1 5 1 //3th entry used as ruler no.
SetStartLeader:: FN_SCOTTISH 7 8 3 4 2 3 1 1 2 2 //6th entry used as ruler no.
//SetStartLeader:: FN_SERBIAN 0 8 1 3 2 2 1 4 1 1 //6th entry used as ruler no.
SetStartLeader:: FN_SWEDISH 7 8 3 4 2 1 2 3 5 1 //6th entry used as ruler no.
SetStartLeader:: FN_TEUTONIC 3 8 2 3 2 3 3 1 2 1 //6th entry used as ruler no.
For the Swedes, their king would be "Hagar" the 3rd, while the Teuton Master would be the first with his name.
Adding Heroes to default_heroes.txt (or any custom heroes file)
CRASH :- the game loads fine,
but crashes during the first turn when the AI is moving pieces around.
(ALTERNATE - no-one has any names, they are all blanks!!)
Possible causes :-
missing beginning or ending bracket,
missing quotation marks,
missing comma, - (data sperator OR end of line)
and my personal favourite - (always crashes)
missing the numeral from a vice or virtue,
ie: affable as a virtue when it should be affable1, affable2 or affable3.
now it is simply too much work to check every entry loading the game for each, one by one by one....
(especially when you are adding 5000 entries like we are for Sam Warlords)
SO
group them by clan/faction,
then split them into groups of TEN
add the ENTIRE faction in one hit,
load the game, run a couple of turns,
if all is good move on to the next faction,
if it crashes simply delete the last ten men from that faction,
reload and retest,
continue deleting until you identify which group of ten crashes the game and then examine that group very carefully. (fix the error)
reload and retest,
if all ok then add back ALL the men you deleted, test again
(and move on if all ok)
Cheers
B.
Tyberius
10-21-2007, 20:42
Strange ctd...
I've just added a Slav Horsemen (ALL_FACTIONS) unit from BKB Supermod to my XL mod and all seems to be fine when I play it on custom battle mode or when I play a battle within a golden horde campaign.
But when playing a campaign with any other faction if the slav horsemen are present the battle bar loads to 80% and then a ctd occurs.
clues: I have renamed the Pestucav.bif and the Pestucav_H.bif files to LarmWCav.bif and LarmWCav_H.bif and placed themb in the original LarmWCav folder (unused on MTWXL mod)
all unit prod.txt are correct ("LARMWCAV, YES, YES, LiHorse")
actions page files are correct
items files are correct
unit icon.lbm loads correctly (at least on custom battle or when playing the GH)
i JUST DON'T GET IT..........
Tyberius
10-22-2007, 01:23
I've found it! the problem may be related to the fac shield folder, the game seems to assign a fac shield to any unit using the non-custom bif files so I added the fac shields back replacing the original fac shields with totally transparent pink tga's, (with the originals a weird shield appears on top of the unit's weapons) and the slavhorsemen worked fine for the mtw_vi original factions (factions that use the fac shield files) ie. Polish but keep on crashing with the cumans or other modded factions. (still I don't understand why it worked fine with the mongols)
now I understand why Viking Horde left the LarmWCav files unused since it is sort of hardcode link to the fac shields
only two solutions:
1.make available the unit only for the original factions.
2.use another texture folder.
Trotski12
06-23-2008, 00:13
I4m not sure this the good place to post, but anyway can be usuefull for mod making, if it's relataed to mods.
I posted a topic on p&m forum, cause i thougth firstly is was related to the mod... a graphic probleme.
a part of my topic:
well i' don't understand anything... if someone know something, please tell me
So ihave two installed versions of MTw, each one for a different mod
the first one, with ntw, is working fine,
the second one, i tried a bunch of mod on it,like pke and muskets, mtw xl, bKb, samurai warlords...
only samurai warlords worked!
of course, after triyng a mod, i did new fresh instalation of mtw vi, with version required for the mod i'm trying (fortunatly all of theim are for VI 2,01)
i also tried changing drivers of my graphic card. it change nothing.
i know there is some issues with nvidia card, but, if it's not working on theim, why is it working with ntw???
it's really, really strange...
Oh, i realised i forgot to explain when it's crashing^^
it's crashing when :
starting a french campaign, the game load, i see the map for less than a second and it crash. (for p&m bkb and mtw xl)
starting a scot one for bkb and mtw xl : it crash after succefull built of a building, didn't remenber witch one, when i got to the region who got it.
for all countires : when i zoom on campaign map
highlandclansman
07-07-2008, 20:25
Hi I'm making a mod for vi and every time i click on the mtw icon on my desktop, the logo appears then a box comes up saying "row 2 column 20 faction not recognised FN_EGYPTIAN" or something like that. I only have 8 factions in my mod and egypt is not one of them. I have searched the startpos files, the heroes files, the region and faction specific files, the startops files, the unit and build prod files and the word FN_EGYPTIAN is not in them. Could someone please help me because if i can get this mod to work it will be really good. Please because ive worked for months on this...:help:
Eh, this one's a tough one.
Are you absolutely sure that there is no FN_EGYPTIAN line in any of those files? If not, open each one of the text files you've mentioned in Notepad and hit ctrl+F and type in FN_EGYPTIAN in the box and hit enter. Do this to each of the text files and only when it returns nothing can you deem it free of this line.
Sorry I got a bit larger-than-life there, if nothing turns up, then re-post here.
highlandclansman
07-09-2008, 18:49
Yeah i know that's what i did - find FN_EGYPTIAN and there was none.
Hi!
I am still stuck on this version of MTW and don't really want to move to later versions yet. I have been working on a mod that, after looking through the projects completed by members here, is a very simple mod, but it's driving me nuts and I would sure appreciate some help.
My simple mod is incorporating the Viking Expansion factions with the original MTW factions, placing each on only their home provence with some choice buildings, and let them have at.
I have read something about a "gnome editor" -- I have surfed, but can't find one. I have been doing okay with just a text editor, though, but if someone has a link or download for me to get that thing, I'd appreciate it. It may come in handy.
So, I started by putting the following existing MTW Early/High factions on only their home provences: Danish, Germans, English, Italians, Burgundians, Swiss, Spanish, Aragonese, Golden Horde, Byzantines, Almohods, Poilsh, Hungarians, French, Papacy, Novgorod, so forth. Then, I added the Scots from the Viking expansion and put them on Scotland. Okay, had a small glitch; every time a piece from that faction came into view, voila, CTD. I solved that problem by doing some copying of files, and I'm not sure what I copied where, but I just got lucky.
Then, I went to add the Vikings. (I know, I know, they became danes later in real history, but who's talking real history here!) Same problem. Viking pieces come into view and I crash to desktop. I have no other files to copy.
How do i fix this?
My next questions is: With the Scots, I sometimes CTD when going into battle mode. Now, I did read a guide about modding from someone here; something about Peasant to Custom0, etc; The problem is, I don't have the Gnome editor, and each time I attempt to do so with a text editor, I get error messages. (And I've been working on this for quite a while and have a background in computers, so I do understand "tab deliminator files" but it happens in spite of my care). So, the Gnome editor could come in handy to complete this project and hopefully solve that problem but I don't have one. Any suggestions on how to repair THAT problem if I can't find the Gnome?
Welcome OldMan!
I believe it would've been best for you to start a new thread. This is quite an old one, dating back many years.... HA! But I'm still here, the same Raz from three posts up. :laugh4:
Okay, to be honest, my modding experience is too rusty for this; I haven't even started up MTW in more than 11 months. But I'm going to do my best.
You can acquire GnomeEditor from the Mizus server, here (http://www.mizus.com/files/files/Tools/).
Check for the file named:
Gnome_UnitBuildProj_Editorv2.0.zip
The server seems to be falling (even more so) into disregard and I can't be certain of the server's future. I think that it's also available for download ... scratch that I thought it was available on the org's own server but it seems that it isn't actually hosted here at all --- That is, the Mizus server is the ONLY place that still has the tool available to download.
It's all pretty self-explanatory to use (for a mostly computer savvy person).
Notes about it's use (coming from a user of the program):
It can be used to edit unit_prod.txt files, building_prod.txt files and projectilestats.txt files.
Occasionally, seemingly at random, when you save the edited file in GnomeEditor, the program will add a whole load of blank spaces after the entries in the text file. See the below example for a horrible example on the matter.
Example:
...
{unit/building/projectile data}
{unit/building/projectile data}
{unit/building/projectile data}
{unit/building/projectile data}
{unit/building/projectile data}
(what would normally be the end of the text file... but then...)
(blank space added by GnomeEditor for some reason, known to sometimes be the source of crashes/errors)
[more to come, sorry I'm a bit tired and need to think about this... this whole message might not seem even half-coherent.]
Thanks, Raz. I got the gnome and I started a new thread.
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