Game crashes at startup after adding custom location

Discussion in 'Fallout General Modding' started by Fic_Mon, Jun 29, 2020.

  1. Fic_Mon

    Fic_Mon First time out of the vault

    14
    Jun 27, 2020
    I followed Coljack's guide on adding maps to the game. And when I did everything specified right (at least I think so) the game crashes at the first loading screen (the one at startup with the art), there's no warning messages or anything.

    Here are the changes to the MAPS, CITY and WORLDMAP text files.

    upload_2020-6-29_23-12-25.png upload_2020-6-29_23-10-46.png upload_2020-6-29_23-11-25.png
    If i had to guess what's wrong, I would say that there is something I'm missing in the WORLDMAP since it different then the one described in the tutorial.

    Edit: I realized that i read the tutorial too fast and I edited the WORLDMAP instead of the MAP file (and overlooked some previous steps or instructions), the game doesnt crash anymore but when i start the game this happens + I can't even save the damn game!
    upload_2020-6-29_23-58-57.png
     
    Last edited: Jun 29, 2020
  2. Zorchar

    Zorchar It Wandered In From the Wastes

    147
    Jun 18, 2018
    1. worldmap.msg parenthesis {} changes the caption when choosing an area to enter, when clicking a previously entered city. it starts with 200, so Arroyo's first map should be 200. It then goes up by 10 for The Den's first map. going up by one will change the different captions, according to the number of entrances in the worldmap.txt, so {200} will be entrance0 in arroyo area in city.txt, {201} will be entrance1, and so on.
    In your case, u should change to {690}

    2. u wrote "entrence=...alpha base..."
    this should be "entrence=...Alpha..." same as the lookup name u entered in maps.txt. that is why u get a black screen (or maybe the reason it crashes, either way) and the annoying cursor leftovers. what u see is actually a blank map.
    BTW - "map name=Alph" - this means u should name the map file (the actual map u edited) "alph"(.map)

    I think it will also resolve your savegame stuff

    EDIT:also, make sure the 130,410 numbers, which are the x and y positions of the PC when entering a map is actually inside the limits of your modded map. write -1,-1 for it to use the default starting position. This is maybe also the reason u get a blank map
     
    Last edited: Jun 29, 2020
    • [Rad] [Rad] x 1
  3. Fic_Mon

    Fic_Mon First time out of the vault

    14
    Jun 27, 2020
    upload_2020-6-30_8-47-44.png
    upload_2020-6-30_8-49-40.png
    Did everything you said and renamed the map file to alph but the same thing still happens and I cant even save??

    I'm seriously lost with modding this game and thinking of switching to godot since this is the most BS ridden modding experience i had.
     
  4. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    Just in case: You are using latest Sfall / the city limits patch?

    If yes, revert all your changes and start again. There's an issue in the files somewhere.

    /edit: Don't know if this is an issue, but don't give area and map the exact same name.

    Modding Fo2 is actually pretty easy. You just did something wrong somewhere.
     
    Last edited: Jun 30, 2020
    • [Rad] [Rad] x 1
  5. Zorchar

    Zorchar It Wandered In From the Wastes

    147
    Jun 18, 2018
    Something is weird with your files. Let me explain.
    There is a mismatch between your .msg file and .txt file.
    I see the area number for new reno stables in city.txt is 48 - hence, the parenthesis in map.msg should read {680}.
    In your first screenshot, it says {670} instead of {680}, so I think there is a mismatch between the files somewhere.
    Try making sure you are modding the appropriate files. I would have installed a clean Fallout2 version, then try it out. Also be aware to keep the modded files as "read-only", so it won't get overwritten by the engine when u run the game.

    BTW: in your second screenshot of the map.msg, you wrote {669}. It should be (if both city.txt and map.msg match) {680} which is: 48 (area number), add 20, then a zero = 680 (the zero stands for the entrance# in city.txt. in your case, entrance0)
     
    Last edited: Jun 30, 2020
    • [Rad] [Rad] x 1
  6. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    This is only about proto files in the vanilla proto folder, nothing else.
     
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  7. Fic_Mon

    Fic_Mon First time out of the vault

    14
    Jun 27, 2020
    upload_2020-6-30_12-34-39.png
    Ladies and Gentlemen we got him. And one more thing before I mess things up can I edit the location (i.e size, location on the world map: xxx,yyy) or add things in the mapper without messing up the game. Yes, I know I can do it in the mapper but I prefer the game for testing since the issues will come up when I actually play the game.

    Thank you all for your help much appreciated, especially Lexx for reminding me of installing the city limit patch!
     
  8. Zorchar

    Zorchar It Wandered In From the Wastes

    147
    Jun 18, 2018
    What about modded maps and scripts with the same name as vanilla? Don't they get overwritten as well?
     
  9. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    Nope, the game is not overwriting anything, it will just delete .pro files if they aren't set to read-only. This also only applies to the "vanilla folder" - if you put your files into the new /mods/ folder, they won't be touched.
     
  10. Fic_Mon

    Fic_Mon First time out of the vault

    14
    Jun 27, 2020
    I thought that deleting or renaming PATCH001 changes that?