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FLING!!!!!!!!! j/k but...

Araknuum's picture

I am so angry! I want to say harsh words and fling inanimate objects! Why do savegames break!? Sometimes only after death, sometimes only after certain points in the game, sometimes, every time! I can't effectively test which mod is breaking saves when the breaks aren't consistent or immediate. I may have to try replicating the savegame break, omitting one mod at a time, or taking them all out and testing each one individually... hmmm...... The point in doing so, would be to maybe identify what causes the break, and avoiding it in the future... so I'll do that. later... I'm calmer for having written this, but I still don't have the patience to test such a vague problem right now. The last time it happened, I scrapped it all, but the Edit's I made do all seem to work, and the Farmlands are much more challenging, without feeling overwhelming. I don't want to lose that. But I can't replicate the error on a new start like I was hoping. Save games aren't broken right now, but something down the line breaks them, and that could be any one of my mod files....

Does anyone have any insight they could share on this problem? Are there specific screw-ups that break saves this way consistently? Is semi-complex AI system interplay too much for DS to handle? Just how aerodynamic is my laptop?

:spider:

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Araknuum's picture

Save games still busted, and I've run out of things to try. I'll have to scrap everything. yeah.....

Araknuum wrote:

Does anyone have any insight they could share on this problem? Are there specific screw-ups that break saves this way consistently? Is semi-complex AI system interplay too much for DS to handle? Just how aerodynamic is my laptop?

:spider:

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One of the problems with modding DS1 is that save games save all information about the world. As such they get progressively bigger. I remember making a respawn mod for DS1, which worked but eventually it caused the game (and saved games) to crash. Looking at the size of the saved game file and it was enormous (can't quite remember how big but approx. 10 times normal).

Also when making Legends of Utrae I had exception problems at certain points because of errors in monster templates (especially the krakbones I put around the swamps). As soon as the area containing the faulty template was loaded into the world, it would cause an exception. It was also quite fixable with saved games since I could repair the faulty templates and eventually move pass the problem area.

Faults in usable templates (weapons, armor, etc) generated by the pcontent system could be more problematic to fix as everything would work well until a call was put through the pcontent system that tried to generate an object, which would generally cause an exception. However sometimes the object would be generated into the world and only caused an exception if you tried to pick it up or equip it. Depends on what was the cause of the problem.

Also common is making changes to usable templates already in the inventory or being equipped or changes to the actor's template. These are the types of errors which can cause save games to break and can be difficult to repair.

As you can see there's numerous ways of problems appearing when modding the game. Did I mention mod compatibility as well? This often causes issues between mods and can be very hard to track down.

All of the above is the reason GPG implemented the save system used in DS2. It only saves information about the party and quest status as well as details about doors opened, containers opened, etc. World details like actor positioning, etc, isn't saved. This makes save games very small but means you always have to restart saved games from certain start points, unlocked in the towns when you reach them.