When thinking of The Exile's "update" method it seems that none of the files of v159 did the crash as all were copied into v151? Right? Then something that was "surplus" in v151must have done the trick for you.
BW'S report suggest though that adding in one of the files of the quest folder of v159 caused the crah. Hmmmm... he did that with v138 as base (and not v151).
So, perhaps this theory: One of the files in the quest folder of v159 requires an additional/updated file not contained in v159 itself (redman and I out of the picture for a moment). This file is in v151, but not in v139. Therefore The Exile could merge all in and run (using v151 as base), while BW could not get it running with those files from quest folder (with v139 as base).
The master question: Which additonal/updated files does v151 contain in comparison to v139? And do redman and I perhas have this file from some other source (e.g. mod that is running)?
Small steps: v139 is without the underground maps. When using the .qtx from v159/161 quest folder, some map references will run into the void. The maps cannot be found - this might cause that particular crash.
Sounds solid enough for me, one minor correction I used v161 into v138, the problem folder seems to be 'quest' but I do not know how much the 'quest' folder covers across the game. With beth a quest could easily be broken by a Mod that just moved one thing, maybe Compare the Mods we all have in use?
From old habits of tracking things down it was often something that would seem the least likely that was the one causing the problem.
PS: I for one never rule out the variations in hardware and its drivers being used by the players, so many bugs over the years, some that players scream about as being game killing but others just scratch their heads and ask "what bug are you talking about?" Same game, no mods being used, why do they not have the same problem???
TW2 treats those files as newer and therewith grants them overwrite status that have been packaged the latest. Just in case: Have you done any unpacking and then repacking (with wd tool) of files between the version of the WORLDMERGE mod?
Iy you had, then maybe some other (repacked) files overwrite parts of WORLDMERGE v151/159/161... This would explain why the simple act of unpacking WORLDMERGE and then repacking caused everything to work (for The Exile: then it was just the new time stamp acquired by doing so and not any extra files of v151). For BW this has not fully worked yout because the repack with quests was not comptabile in itself (due to nonexistent dungeon maps).
Just guessing... To make certain: Are there any .wd files in your folder wirh a newer date then the WORLDMERGE version that refused to work correctly?
Ha! I got the boat at level 16. Pulled the stupid bears to the beach one at a time and Kited them. However, I took the Northern route around the pirate Isles to try to go to Alsorna and the game crashed. Not sure if I went to far North or that this is an issue with the Mod. Neil, I know you probably have an order in which you are addressing things but think writing them down here will give you a list for later. Also, isn't there a console command for figuring out where you are so you can get new jump commands to place you next to the quest givers in the multiplayer maps. By, the way, I am fine doing these, in fact I played the multiplayer a lot when TW2 first came out while I waited for patches for the SP.
By the way, I don't know if it is a bug or not but the fights in the dungeons are a lot harder with the magic users healing each other. Its pretty cool actually. MP has only one difficultyfor everyone and I am playing on normal and its refreshing to see the mobs put up a bit of a fight. Seems like they block more too. Way more fight animations as well.
The quest reward messages at the end are there by the way. Just no coin.
I am not using any mods but Worldmerge by the way.
Ha! I got the boat at level 16. Pulled the stupid bears to the beach one at a time and Kited them. However, I took the Northern route around the pirate Isles to try to go to Alsorna and the game crashed. Not sure if I went to far North or that this is an issue with the Mod. Neil, I know you probably have an order in which you are addressing things but think writing them down here will give you a list for later. Also, isn't there a console command for figuring out where you are so you can get new jump commands to place you next to the quest givers in the multiplayer maps. By, the way, I am fine doing these, in fact I played the multiplayer a lot when TW2 first came out while I waited for patches for the SP.
A piratey gratz for your ship, captain redman! My condolations all them poor bear families, sniff... I think I killed all "world ends here" markers, so you might indeed have sailed too much north and fallen over the rim of that giant turtle .. Or you collided with the hidden ressource lands that are somewhere in the sea there, spoooooky . I will adjust jump commands, good idea - de facto I have already noted some updated ones here. Great to hear taht you cover the mp maps - I am a lucky fella for having such a dedicated crew here!
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By the way, I don't know if it is a bug or not but the fights in the dungeons are a lot harder with the magic users healing each other. Its pretty cool actually. MP has only one difficultyfor everyone and I am playing on normal and its refreshing to see the mobs put up a bit of a fight. Seems like they block more too. Way more fight animations as well.
Nice to hear, but also a little strange. What you describe could very well be effects of
the Very Hard All in one Compilation . It inter alia allows casters to do some very effective group heals. Concerning the anmiations and block - a lot more of them can be seen by applying the They fight back! mod which makes it much harder to interrupt enemy actions by simply fast clicking. As you don't use any of these mods - well, perhaps those mobs learned from their modded fellows already! Vicious AI indeed... (I am pretty certain to not have accidentally incldued these mods in WORLDMERGE, will tripple check though just in case).
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The quest reward messages at the end are there by the way. Just no coin.
No coin - that Ferengi of a quest giver! I will get him by the ears, I will!
Ha! Just surprised myself - I already have them Tir Geal quest fixes in... little irritating I forgot ttey are already in, but hey, I am not complaining that one of my many personalities obviously did the job alreday - good man that, now if he just could clean the kitchen, too... .
The only reason I can think of why the gold reward wouldn't work might be that new teleport line (it's never used in the same quest as the gold reward as far as I can see).
As there is no timer forseen for when to get the gld reward, it might be that it's hardcoded to be executed after teleport. After teleport we are not on the map where the quest is attched to anymore and therwewith it's never executed at all. Probably should do the teleport in an extra quest. This will have many own implications which I would rather tackle later on when deciding how to implement all those mp questmaps during sp campaign. So I will put it on my to do list with teleport line flagged as possible culprit.
Ah, when bringing in quests for map 16/mp map 4, which is next for me to do, I will experiemnt with just removing the unlock, but not adding teleport and see if gold reward is triggered. Easily done and good to test the hypothesis.
BW and The Exile: Do me a favour please once you find the time and unpack the (vanilla) v161 and repack it again /therwith giving all the files contained a very fresh time stamp. Then please place the repacked version into your wd folder and see if it runs now. This should be the fastet way to find out if we are lucky and it's just due to time stamps.
EDIT: Make sure that when you use newer addons from me (as coming below - I get faster with this, hehe) to have even fresher timestamps as they are planned to override v161.
Last edited by youngneil1; 10. October 2011 at 20:58..
Next one up: map 16 (mp 4) with quest structure, v162.
I have changed the upload and update system as BW suggested (leaner, faster):
What you find attached is just the packed files from quest folder as these were the only ones changed compared to full v161. So, just leave the v161.wd (or whatever works for you so far) installed and addtionally ADD the one attched. It will replace the outdated files of the full package.
Edit: This one is without teleport line - so tell me if the gold reward is granted now. I will push forward now instead of too much testing.
Maggots, rear your filthy heads! Cracks whip and looks frantically for testing reports... then stumbles over open shoe lace and drops down cliff... Nobody plays with the poor lonely evil emperor, always the same, sniff...
Should bring you directly to the quest giver.
The command for getting actual world position is:
1. twoworldscheats 1
2. display.show 1
3. hold down shift to see the coordinates in the right format (40 times the non-shift version)