Archives des forums MMO/MMORPG > Neverwinter Nights > NWN - Maskado > Module Corrupted !!!
Module Corrupted !!!
Par Caillou PierreSang le 9/8/2002 à 19:44:55 (#1941058)
Hier, je teste mon module avec NWN 1.21, apres avoir crée plein de news areas et des customs items à foisons (des livres pour la plupart).
Entre temps, je patch mon jeu en 1.22 avec la commande d'auto-update. Aujourd'hui je teste mon module avec la nouvelle version : et voici le message que j'ai :Could not Load the module
Module file might be corrupt
Impossible de jouer avec mon module...:enerve:
Alors, je l'ouvre dans le toolset : Bizarre, le toolset me crache plein de "fatal errors", les areas sont renommées selon leur tag, et lorsque je fais "build Module" y a plein d'erreurs de compilation de scripts. J'ouvre alors un fichier script : rien a l'intérieur, et une fatal error lorsque j'essaye de déplacer ma souris dans l'éditeur de scripts...
Je sauvegarde alors le module sous un autre nom de fichier par prudence : résultat : taille du fichier *.mod, 1 Ko. Le fichier .mod du module original fait toujours 3.25 Mo mais il est quand même corrupted...
J'ai un backup de mon module, mais il remonte à 3-4 jours....
Alors que j'ai fait la plupart du boulot en ces 3 derniers jours....
Donc, je demande à la plus charitable des ames si y a qqch à faire pour recupérer mon boulot tel qu'il était hier soir, si vous pourriez me redonner goût au toolset NWN car là, je suis vraiment ecoeuré !!
Par Caillou PierreSang le 9/8/2002 à 21:29:54 (#1941373)
:confus:
Par Caillou PierreSang le 9/8/2002 à 23:01:38 (#1941704)
Si qqun a un module corrupted, je me ferai un plaisir de lui indiquer la manip que j'ai faite, car c'est frustrant de perde tout son boulot....:)
Par Caillou PierreSang le 10/8/2002 à 8:49:46 (#1942717)
C'est un article trouvé sur le forum NWN bioware qui décrit plusieurs procédures pour enlever la corruption. La dernière est celle que j'ai utilisée.
-MODULE CORRUPTUION BUG
The biggest bug of all is the module corruption bug, which usually happens if the toolset or your computer crashes while making, saving or loading a module. The toolset has a built in rescue function, (a little like Word, Excel etc), and most people tend to think that this is where the problem lies. Some people also believe that it may be a memory leakage problem. If you fall foul to this bug then you will likely see "Cannot create file" and "Code violation" error messages when trying to load up your module with the toolset. The new patch has solved certain 3rd party resources from corrupting our modules but still hasn't actually solved the main corruption problem.
Unfortunately there is no rock solid fix for this as yet, and it could mean that your module is dead. But I'm sure the guys at Bioware are working on one. Until then the best thing to do is to constantly back up your modules in an entirely different folder. Don't set up a script or macro to do this for you as it may copy the corrupted file. I know that it is a long a laborious process, copying it every time you modify the thing, but it is what we have to do until the fix is released. If you do have a corrupted module that you wish to keep DON'T DELETE IT JUST YET. It may be recoverable;
Hex editing the actual module - This fix requires knowledge of use with a hex editor. DO NOT attempt this fix if you don't know how hex editors work. It is a powerful tool, and it may screw your module up beyond recovery. Even if you do know how to use a hex editor, make a backup of your corrupted module first!
1. Write down the garbage file the toolset tries to open when you open the corrupted module. Hopefully there are at least 2 printable characters.
2. Open the corrupted module in the hex editor. Search for the garbage text or a subset of it. It should appear near the top of the file, but your mileage may vary.
3. Hopefully there is only one hit for the search of garbage. Replace the entire line with hexadecimal zeros.
4. Save the module to a new file. Attempt to open it in the toolset.
If the error message is still the same: You most likely have hit the wrong place in which to modify the module. Either it is another hit in the garbage search, or you entered the wrong garbage to search (see tips below).
If the error message is the same, but different garbage appears: You have found the right area to modify, but you didn't replace the entire line with zeros. Look for space and the dos newline as well.
If you got a general "your module is corrupted message": You probably deleted the line instead of replacing it with zeros, or something happened that shouldn't have.
Tips for this particular suggestion:
If your searches aren't turning up the right place to modify, have Character Map display in your system's font to aid you in determining which characters correspond to hex values. If you have blank/black rectangles, that are null characters and since there are so many, consider them as "wild cards". Having no printable characters is much more difficult. This doesn't give you anything useful to go by. Recovery is still possible: You will have to open the toolset in a debugger and capture the error message so you may find out the hex values of the garbage, and then follow the above steps with a hex search. Of course, this step is for seriously advanced users only. It appears to be that when your module is corrupted, most if not all of the information is still there, (after all you can usually run a module ingame without any problems), however there is an error in a small section of file that needs to be corrected. Advanced knowledge of computer systems, file structure and hex editors can probably solve more than one type of module corruption.
Export areas - Only a viable option in very specific circumstances. If, by some miracle, you can still view the module in the toolset, export ALL of your areas, then start a new module. Import all of the areas and everything should work the way you want it to, for a while at least.
Delete temp directories - This one appears to be the most successful method for recovering modules, (it worked for two of mine);
1) Close the toolset if its open.
2) Go into your modules directory.
3) Leave this directory open.
4) Remove any temp directories.
5) Open the toolset, open your module. DO NOT click the okay button when your module fails.
6) Go to your modules directory, make a copy of the temp file that is currently there. Note this name.
Close the toolset, reboot as required (XP doesn't usually need to, Win98SE does).
9) Make a new module, with one default area, DO NOT OPEN the viewer for the area.
10)Save the module.
11)Open the module directory WITH the toolset and new module still loaded.
12)Copy the contents of the directory you copied earlier into the new temp directory that your new module just made, overwrite any duplicate files.
13)Go to the toolset. Save As your new module to a new name.
14)Close the toolset.
15)Open the toolset, open the new name.
You should now have most of your old module in this new module minus the corrupt script and anything that unpacks after that. (Which if your lucky wasn't much).
voilà, la solution en gras est celle que j'ai utilisée et elle a très bien marché.
;)
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