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| | Error message and help/support subforum | |
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Author | Message |
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sjohnson Master Veteran
Posts : 524 Join date : 2017-06-03
| Subject: Re: Error message and help/support subforum Sun 4 Feb 2018 - 7:33 | |
| In Caesier's final quests, - Spoiler:
version 16.5/6, the Jupiter stash instructions read: "East Pripyat At the riverport is a teleport booth that leads to my safe area... Find my photo document and your search for my stash will be easier. Look for the X that marks the spot, and make the jump..." - Code:
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1. The Jupiter note mentions an existing teleport booth, but no such teleport seems to exist on arrival in E Pripyat. 2. I'm aware of no clue regarding Caesier's photo document. 3. I'm aware of no clue regarding an "X that marks the spot" unless it is the photo document in (2). Even so, where does the "jump" lead"? The game gives no clue at this time. In [You must be registered and logged in to see this link.] Yique62 posts about East Pripyat Caesier stashes at "a small building south, the laundry, the statue and the wheel" - Code:
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4. Yique62 seems to have found information regarding the E Pripyat stashes, but there seems to be no clue about any such stash in either of the Jupiter or E Pripyat stash clues sheets. I'm not sure about the other locations Yique62 mentions, but I found the stash on the statue in the NE of East Pripyat. It's note read: "At the river port is transport to Jupiter. Find the elevator in the old Jupiter factory and make your way underground... Jupiter Underground . Climb through the tunnel bars, where a teleport awaits you... Make your next choice wisely, as your life will depend on it..." - Code:
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5. After finding the E Pripyat stash, the Jupiter transport is created and is at the river port pier. Clear. Finding the elevator to the old Jupiter factory (Jupiter Underground) is also straightforward. 6. "Climb through the tunnel bars" - what tunnel, what bars? 7. If a wise choice exists, how can MO decide which?
- Spoiler:
Might the clues read something like, instead (Jupiter stash): "East Pripyat
Small building in the South Behind the HQ On the statue Near the ferris wheel"
and the clues in (East Pripyat stash): Jupiter River Port transport Jupiter elevator in factory
Jupiter Underground In main area near the control booth" After exiting the Old Tunnels transport, choose wisely, as your life will depend on it.
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| | | pchester Administrator
Posts : 2440 Join date : 2017-06-03 Location : UK
| Subject: Re: Error message and help/support subforum Sun 4 Feb 2018 - 10:19 | |
| - sjohnson wrote:
- In Caesier's final quests,
- Spoiler:
version 16.5/6, the Jupiter stash instructions read: "East Pripyat At the riverport is a teleport booth that leads to my safe area... Find my photo document and your search for my stash will be easier. Look for the X that marks the spot, and make the jump..." - Code:
-
1. The Jupiter note mentions an existing teleport booth, but no such teleport seems to exist on arrival in E Pripyat. 2. I'm aware of no clue regarding Caesier's photo document. 3. I'm aware of no clue regarding an "X that marks the spot" unless it is the photo document in (2). Even so, where does the "jump" lead"? The game gives no clue at this time. In [You must be registered and logged in to see this link.] Yique62 posts about East Pripyat Caesier stashes at "a small building south, the laundry, the statue and the wheel" - Code:
-
4. Yique62 seems to have found information regarding the E Pripyat stashes, but there seems to be no clue about any such stash in either of the Jupiter or E Pripyat stash clues sheets. I'm not sure about the other locations Yique62 mentions, but I found the stash on the statue in the NE of East Pripyat. It's note read: "At the river port is transport to Jupiter. Find the elevator in the old Jupiter factory and make your way underground... Jupiter Underground . Climb through the tunnel bars, where a teleport awaits you... Make your next choice wisely, as your life will depend on it..." - Code:
-
5. After finding the E Pripyat stash, the Jupiter transport is created and is at the river port pier. Clear. Finding the elevator to the old Jupiter factory (Jupiter Underground) is also straightforward. 6. "Climb through the tunnel bars" - what tunnel, what bars? 7. If a wise choice exists, how can MO decide which?
The teleport booth is - Spoiler:
in the round, metal structure (I am still not sure what this is!) outside the river port building. You have to get inside and jump to activate it. It takes you across the river, which is useful if the stash is under the Ferris Wheel. The photo clue is behind an apartment building, behind the fence behind the Launderette (sorry, lots of behinds there). If you leave Jupiter via the new E. Pripyat transition in the container yard in the south west corner, you arrive close to this location. Otherwise you have to use the teleport booth and follow the fence all the way around. If you don't know it is there, chances are you won't find it. The X is next to the photo, I'm not sure what purpose it serves as by the time you can see the X you can also see the photo. Ferris Wheel: under the wheel- [You must be registered and logged in to see this link.]Statue: [You must be registered and logged in to see this link.]launderette: on a drain cover behind the building- [You must be registered and logged in to see this link.]Shop roof: small, square building about half way along the southern edge of the map- [You must be registered and logged in to see this link.]In Jupiter Underground, after passing through the large circular chamber, you reach an area with a small room with a stash box. Close to this is a side tunnel blocked by some bars. There is a broken tractor by the bars and an opening where a bar is bent above the tractor.
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| | | sjohnson Master Veteran
Posts : 524 Join date : 2017-06-03 Location : South Dakota, U.S.A.
| Subject: Re: Error message and help/support subforum Sun 4 Feb 2018 - 14:22 | |
| - Spoiler:
OK, I did not apply due diligence in finding the river port teleport booth.
Given that teleport, I'd still be stuck, as there is no clue about where the "X" or the photo sit, so no other sites are known to MO.
For an E. Pripyat clue, how about:
"East Pripyat
At the river port is a teleport booth that leads to my safe area... South East where two marked roads don't meet... Find my photo document and your search for my stash will be easier. Look for the X that marks the spot"
For Jupiter Underground, I had already accessed the last Caesier stash via the hole in the glass wall next to the stairs leading to the control center. c'est la vie I see about the wording of the clue, however. Without the tech's suit and artefacts I'd not survive!
Thanks, as always! | |
| | | oxe222 Novice
Posts : 25 Join date : 2017-06-05
| Subject: Collector level up 2 Tue 20 Feb 2018 - 15:34 | |
| Shortly after finishing level up 1 (according to plesskyn's guide), alas dead end. - Spoiler:
The first thing I did after the secret lab and storm, I used a teleport item in Jupiter Underground to get closer to Rostok and talk to barman and Lanky rather than going in the order of the guide.
After taking the weapon in the red forest cave, I went back to rostok and Voronin gave me only nonsensical dialogue about ZEP codes and nothing about Freedomer killed by storm.
Did I break the game by using a teleport instead of going through the CS underground tunnels to get to Red Forest or am I missing something, because I can't really progress. | |
| | | Sword2012 Administrator
Posts : 1239 Join date : 2017-05-31 Location : UK
| Subject: Re: Error message and help/support subforum Tue 20 Feb 2018 - 15:54 | |
| - oxe222 wrote:
- Shortly after finishing level up 1 (according to plesskyn's guide), alas dead end.
- Spoiler:
The first thing I did after the secret lab and storm, I used a teleport item in Jupiter Underground to get closer to Rostok and talk to barman and Lanky rather than going in the order of the guide.
After taking the weapon in the red forest cave, I went back to rostok and Voronin gave me only nonsensical dialogue about ZEP codes and nothing about Freedomer killed by storm.
Did I break the game by using a teleport instead of going through the CS underground tunnels to get to Red Forest or am I missing something, because I can't really progress. Plesskyn's Guides are just that, extremely useful guides for completing missions, but they're not compulsory. There are many ways of getting through the game, and the Guides are simply Plesskyn's way of doing it Marked Teleports will work well as long as you've earned them, and they appear in the game naturally. Using Esc + F2 however, can break the game if you miss an intended trigger point. And you should never use Esc + F2 to reach an area you've not been to before | |
| | | oxe222 Novice
Posts : 25 Join date : 2017-06-05
| Subject: Re: Error message and help/support subforum Tue 20 Feb 2018 - 23:08 | |
| - Sword2012 wrote:
- oxe222 wrote:
- Shortly after finishing level up 1 (according to plesskyn's guide), alas dead end.
- Spoiler:
The first thing I did after the secret lab and storm, I used a teleport item in Jupiter Underground to get closer to Rostok and talk to barman and Lanky rather than going in the order of the guide.
After taking the weapon in the red forest cave, I went back to rostok and Voronin gave me only nonsensical dialogue about ZEP codes and nothing about Freedomer killed by storm.
Did I break the game by using a teleport instead of going through the CS underground tunnels to get to Red Forest or am I missing something, because I can't really progress. Plesskyn's Guides are just that, extremely useful guides for completing missions, but they're not compulsory. There are many ways of getting through the game, and the Guides are simply Plesskyn's way of doing it
Marked Teleports will work well as long as you've earned them, and they appear in the game naturally. Using Esc + F2 however, can break the game if you miss an intended trigger point. And you should never use Esc + F2 to reach an area you've not been to before I never use Esc + F2 unless I am debugging or testing something, I used actual teleport items that I carry at all times, at first a monolith teleport and then I used the military warehouses teleport. I did not notice the new marked teleport during the sms exchange in Jupiter Underground at first, so I guess I will reload to that point. | |
| | | grayxy Experienced
Posts : 58 Join date : 2017-06-03
| Subject: Re: Error message and help/support subforum Wed 21 Feb 2018 - 2:30 | |
| It seems there is the bag missing in NPP1 again, that quest from yantar's scientist to get doctor's bag (Captain Ivanon or something).
Does someone knows what's the spawn name of that "doctor's bag"?
edit: arhara items: sumka_arhara | |
| | | pchester Administrator
Posts : 2440 Join date : 2017-06-03 Location : UK
| Subject: Re: Error message and help/support subforum Wed 21 Feb 2018 - 9:52 | |
| - grayxy wrote:
- It seems there is the bag missing in NPP1 again, that quest from yantar's scientist to get doctor's bag (Captain Ivanon or something).
Does someone knows what's the spawn name of that "doctor's bag"?
edit: arhara items: sumka_arhara You may also need info portion - Spoiler:
sahar_sumka_have
to give you the "return to Sakharov" message before he will accept it. | |
| | | Aleks1970 Administrator Founder
Posts : 243 Join date : 2017-05-31 Age : 54 Location : Slovenia
| Subject: Re: Error message and help/support subforum Wed 21 Feb 2018 - 10:59 | |
| - grayxy wrote:
- ... It seems there is the bag missing in NPP1 again, that quest from yantar's scientist to get doctor's bag (Captain Ivanon or something) ...
I need your save - before the first visit to the NPP1 area... | |
| | | grayxy Experienced
Posts : 58 Join date : 2017-06-03
| Subject: Re: Error message and help/support subforum Wed 21 Feb 2018 - 11:06 | |
| - pchester wrote:
- grayxy wrote:
- It seems there is the bag missing in NPP1 again, that quest from yantar's scientist to get doctor's bag (Captain Ivanon or something).
Does someone knows what's the spawn name of that "doctor's bag"?
edit: arhara items: sumka_arhara You may also need info portion- Spoiler:
sahar_sumka_have to give you the "return to Sakharov" message before he will accept it. Thanks pchester, it seems the quest updated properly once I spawned the bag and I was able to finish it. It's a strange though. I remember couple different issues with this quest. In one of my playthroughs the bag was in the captain's inventory, in one it was absent althougether with the captain, and in the last one iirc, it was on the ground near that perma radio station there. It could be that it went under the ground, or over the fence, because I shot those red barrels near and maybe those explosions throw it over or under the reach... Sadly, I quicksaved as I was approaching so didn't have the save to try it out properly and I was lazy to go through the level again... ******************************************************************** - Aleks1970 wrote:
- grayxy wrote:
- ... It seems there is the bag missing in NPP1 again, that quest from yantar's scientist to get doctor's bag (Captain Ivanon or something) ...
I need your save - before the first visit to the NPP1 area... I'll try to find it asap. Shall I send it to [You must be registered and logged in to see this link.]? edit: The save just before entering NPP1. [You must be registered and logged in to see this link.]Edit 2: Another possible issue. The miners quest to rescue their friend from Monolith in Labyrinth. I took it fairly early in the game, supposing it could wait. But, took me a while to go to the Labyrinth. Once I went there, the miner was already dead. I know the issues regarding this quest, so I did it in one go (no quicksaves until I rescue him). Had a save from caves, prior entering laby1, tried again, but he's still dead. Is there a timer introduces, once you take this quest (or, was it always there?)? - I was still able to finish the quest:
I was still able to finish the quest by resurrecting him (had a problem wounding him, so I put the least damaging pistol with one bullet in his inventory to avoid respawning his inventory, hence I could had enough time to talk) and quickly talking to him. And than running away from him as crazy:)
Edit 3: In this playthrough, - Spoiler:
after shutting down Radar, all Freedom and Duty guys died in that fight at the crossroad to Pripyat (I didn't want to inferfere, so Monolith killed the last of Duty memeber that survived previous fight) so now I don't have that group of Duty/Freedom upon entering Pripyat. Now, there are dozens of Monoliths spawned in Pripyat and Radar every time I enter there. It that "normal"?
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| | | Tolya Zombie
Posts : 2 Join date : 2018-02-26
| Subject: CTD fatal error on start Tue 27 Feb 2018 - 10:52 | |
| First of all thanks to TB and Aleks for all the effort put in this game. I can't say which patch I have since the game doesn't even start. Today Feb. 26 I ran the SSUpdater and it downloaded a 18 Mb patch. After installing it my game crashes on start with the following msg: - Code:
-
--found external arch mp_military_2.xdb0 [error]File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp [error]Line : 166 [error]Description : Can't find include file: [error]Arguments : mp\TB3D_livelink.ltx I checked and didn't have such file in soup's directory. Creating an empty tb3d_livelink.ltx file in mp folder doesn't help. Also the log reported this error just once and then only gave an unspecified CTD log most of the time. Maybe an SSUpdater error? My gamedata.dbv1 size is 16.449.536 bytes (while in other msg I read is about 19 Mb) and the updater reports I've the latest version. Any way to revert back to the previous patch? I deleted the 7 gb installer and don't want to redownload all over again. Also I looked for the gamedata folder backup but I didn't see one. | |
| | | Aleks1970 Administrator Founder
Posts : 243 Join date : 2017-05-31 Age : 54 Location : Slovenia
| Subject: Re: Error message and help/support subforum Tue 27 Feb 2018 - 17:26 | |
| - Tolya wrote:
- ...Today Feb. 26 I ran the SSUpdater and it downloaded a 18 Mb patch.
After installing it my game crashes on start with the following msg:
- Code:
-
[error]Description : Can't find include file: [error]Arguments : mp\TB3D_livelink.ltx ... Maybe an SSUpdater error? My gamedata.dbv1 size is 16.449.536 bytes (while in other msg I read is about 19 Mb) and the updater reports I've the latest version. .... Any way to revert back to the previous patch?... First, download and install the latest patch from here: [You must be registered and logged in to see this link.]after the finished installation, rename these sections in SSupdater.ini file: - Code:
-
[MicroPatchIniVers] MicroPatchIniBuild=16.8
[InstalledDialogueRev] InstallDialogueImprRev=16.1 to the: - Code:
-
[MicroPatchIniVers] MicroPatchIniBuild=16.0
[InstalledDialogueRev] InstallDialogueImprRev=16.0 Restart the update program... P.S. You will find SSupdater.ini file on the path: STALKERSOUP\Resources\Updates\Portable\ | |
| | | Tolya Zombie
Posts : 2 Join date : 2018-02-26
| Subject: Re: Error message and help/support subforum Wed 28 Feb 2018 - 13:42 | |
| - Aleks1970 wrote:
Restart the update program...
P.S. You will find SSupdater.ini file on the path: STALKERSOUP\Resources\Updates\Portable\ Thank you very much for the help Aleks this solved the problem. May I ask a couple of additional technical questions?
- How can I activate each sweetfx-reshade shader when running the dx11 enhanced? I'm particulary interested in smaa instead of using shoc native aa.
- I've enhanced shoc's positional audio activating HRTF in OpenAL following a Reddit guide. Since I can't post urls just search for "enabling fully 3d positional audio hrtf stalker" in Google. I must say it sounds amazing with headphones but I found a problem, let's see if I can explain it well.
It happens in shoc-ss and cop-coc afaik. When I open the in-game inventory some ( not all) sound sources suddenly stop. For example if it is raining the sound of the rain stops, ambient background, sounds of mutants, etc. If I press Esc and go to the menu these stopped sound sources activate again when I exit the menu. Has anyone tried this enhancement as well and found the same problem? Any insight on how to fix it? Could be related with not having a dedicated sound card in my system? I'm using the onboard HD audio of my ASUS RoG Maximus IV Extreme. My i7-2600k CPU should be capable to handle OpenAL's HRTF algorithms. | |
| | | TecnoBacon Administrator
Posts : 268 Join date : 2017-06-01 Location : USA
| Subject: Re: Error message and help/support subforum Fri 2 Mar 2018 - 21:20 | |
| I had to remove sweetfx as it is outdated and does not work with my new renderer which is now ready for dx12 and I will probably use cop shaders or if updated OGSE shaders | |
| | | papanoel Novice
Posts : 40 Join date : 2017-06-03 Age : 45 Location : France
| Subject: Re: Error message and help/support subforum Sat 3 Mar 2018 - 13:44 | |
| Guys, I ran into an unusual problem.
I keep 2 stashes in the northern part of the bar map. 1 for weapons, 1 for all the other stuff (lots of ammo and artifacts). I also set up a row of anomalies for me to cook and noticed one of them is very close to the spawn point of a mutant. It worked for months like this.
So, some time ago, after updating to 16 I got a CTD upon entering the bar area from AW. Log said: 0023:0046E25F XR_3DA.exe, CKinematics::LL_SetBoneVisible()
I managed to enter the map normally after updating to 16.2 or 16.3 and thought my problem was over. Unfortunately, several days later, when I returned to my stashes I again got this CTD. Log showed the very same error. I retried several times and always got the same message. Sometimes, it was accompanied by the following text: [error][ 183] : Cannot create a file when that file already exists.
I also got other messages like, IIRC, "[error][ 250] :no more data is available to process this command".
I was pretty sure that one of my stash was guilty for this. So I changed 2 values: look_radius in tb3d modder script and switch_distance in alife.ltx (changed it to 1 instead of 120 and 140 respectively). I managed to come close enough to one stash and emptied it in order to move it elsewhere (close to the WT transition). I then approached the second stash (the one containing weapons) and my game crashed when it spawned. Once or twice, it spawned but my game froze shortly after. It usually happened only once after starting a new game. I then reinstalled the game (and cleaned the registry before reinstalling) but it made no difference.
Some days ago I started a new level 0 game. While I was in garbage trying to make Seriy talk to me (killed all the bandits but he doesn't want to talk), I messed with infoportions. I just managed to make him talk to me but there was no dialogue regarding the bandits. Fed up will all this I thought I would try to load my latest save in the bar with my faulty stash. I didn't have any hope but... it worked. I managed to empty my weapon stash and stored them in a "fixed" stash : the cross close to the WT transition. I then kept on playing normally and headed to NPP2 to retrieve a flight recorder. Then, things got worse. I entered the bar area via WT. Got a CTD upon arrival. What was the error message ? Yes, you git it right !
0023:0046E25F XR_3DA.exe, CKinematics::LL_SetBoneVisible() [error][ 183] : Cannot create a file when that file already exists.
So I edited alife.ltx and tb3dmodderscript to try to isolate the problem but it didn't change anything... I mean it crashed again. I then loaded an earlier save in WT, used ESC F2 to go to garbage and tried entering Rostock from here ( so far away from my stashes). But I can't as I get this very same message:
0023:0046E25F XR_3DA.exe, CKinematics::LL_SetBoneVisible() [error][ 183] : Cannot create a file when that file already exists.
I absolutely have no clue why this happens.
Any help ? Please ? | |
| | | Aleks1970 Administrator Founder
Posts : 243 Join date : 2017-05-31 Age : 54 Location : Slovenia
| Subject: Re: Error message and help/support subforum Sat 3 Mar 2018 - 15:56 | |
| - papanoel wrote:
- Guys, I ran into an unusual problem.
I keep 2 stashes in the northern part of the bar map. 1 for weapons, 1 for all the other stuff (lots of ammo and artifacts). I also set up a row of anomalies for me to cook and noticed one of them is very close to the spawn point of a mutant. It worked for months like this.
So, some time ago, after updating to 16 I got a CTD upon entering the bar area from AW. Log said: 0023:0046E25F XR_3DA.exe, CKinematics::LL_SetBoneVisible() ... Sometimes, it was accompanied by the following text: [error][ 183] : Cannot create a file when that file already exists.
I also got other messages like, IIRC, "[error][ 250] :no more data is available to process this command".
I was pretty sure that one of my stash was guilty for this. So I changed 2 values: look_radius in tb3d modder script and switch_distance in alife.ltx (changed it to 1 instead of 120 and 140 respectively). I managed to come close enough to one stash and emptied it in order to move it elsewhere (close to the WT transition). ... I thought I would try to load my latest save in the bar with my faulty stash. I didn't have any hope but... it worked. I managed to empty my weapon stash and stored them in a "fixed" stash : the cross close to the WT transition. ... 0023:0046E25F XR_3DA.exe, CKinematics::LL_SetBoneVisible() [error][ 183] : Cannot create a file when that file already exists.
I absolutely have no clue why this happens.
Any help ? Please ? - papanoel wrote:
- ...I absolutely have no clue why this happens.
Any help ? Please ?... I think you have already answered to yourself what is wrong with your game. - papanoel wrote:
- ...I keep 2 stashes in the northern part of the bar map. 1 for weapons, 1 for all the other stuff (lots of ammo and artifacts)...
Wrong! You also have two hidden (unmarked) stash lying in the grass with over the 700 elements in each of these backpacks!... I tried to figure out what's wrong with your save with bone error and find out that you have too many items stashed too close to the main base. When the game scheduler iterate over the all elements in stash/backpack it have only the certain time allowed to run and if he fail to do this in the given time scale, then the CTD error popup with no data or the bone errors. The true bone visual errors caused by the bad weapon spawning are really rare... @ For all:Please do not accumulate too many items near/on the level/terrain which have a lot of the NPC's nearby! | |
| | | pchester Administrator
Posts : 2440 Join date : 2017-06-03 Location : UK
| Subject: Re: Error message and help/support subforum Sat 3 Mar 2018 - 16:03 | |
| - papanoel wrote:
- Any help ? Please ?
I don't know if this is a 'bad' weapon issue, but have you tried setting check_bad_weapons = false to true in the modders script? EDIT: Sorry, I didn't see that Aleks had already answered you. | |
| | | Aleks1970 Administrator Founder
Posts : 243 Join date : 2017-05-31 Age : 54 Location : Slovenia
| Subject: Re: Error message and help/support subforum Sat 3 Mar 2018 - 16:20 | |
| - pchester wrote:
- papanoel wrote:
- Any help ? Please ?
I don't know if this is a 'bad' weapon issue, but have you tried setting check_bad_weapons = false to true in the modders script? I tried to spawn every weapon from his backpacks (his save) and the weapons was ok... | |
| | | nemisis1842khann Master
Posts : 516 Join date : 2017-07-12 Age : 81 Location : Sussex
| Subject: Re: Error message and help/support subforum Sun 4 Mar 2018 - 12:50 | |
| Hi Sword2012... oops..."you should never use Esc + F2 to reach an area you've not been to before " Might explain a few problems.... | |
| | | papanoel Novice
Posts : 40 Join date : 2017-06-03 Age : 45 Location : France
| Subject: Re: Error message and help/support subforum Sun 4 Mar 2018 - 13:18 | |
| - Aleks1970 wrote:
- papanoel wrote:
- Guys, I ran into an unusual problem.
I keep 2 stashes ...
I absolutely have no clue why this happens.
Any help ? Please ?
- papanoel wrote:
- ...I absolutely have no clue why this happens.
Any help ? Please ?... I think you have already answered to yourself what is wrong with your game.
- papanoel wrote:
- ...I keep 2 stashes in the northern part of the bar map. 1 for weapons, 1 for all the other stuff (lots of ammo and artifacts)...
Wrong! You also have two hidden (unmarked) stash lying in the grass with over the 700 elements in each of these backpacks!... I tried to figure out what's wrong with your save with bone error and find out that you have too many items stashed too close to the main base.
When the game scheduler iterate over the all elements in stash/backpack it have only the certain time allowed to run and if he fail to do this in the given time scale, then the CTD error popup with no data or the bone errors. The true bone visual errors caused by the bad weapon spawning are really rare...
@For all: Please do not accumulate too many items near/on the level/terrain which have a lot of the NPC's nearby! Thanks for this explanation. At least I now know exactly why I get this CTD. BTW, shortly after reading your post I loaded my "buggy" save and it worked. I sold a bunch of weapons and suits but got a stack overflow just before selling a second batch of stuff (upcoming blow out). Of course, loading my latest save gets me the now usual CTD. Is there a way to allow more time to the game scheduler to process through all the objects, at least temporarily ? | |
| | | papanoel Novice
Posts : 40 Join date : 2017-06-03 Age : 45 Location : France
| Subject: Re: Error message and help/support subforum Sun 25 Mar 2018 - 23:32 | |
| - Quote :
- Is there a way to allow more time to the game scheduler to process through all the objects, at least temporarily ?
If the above is not possible, can I edit a save in order to get rid of some weapons in my stash ? | |
| | | Bisque Zombie
Posts : 1 Join date : 2018-03-28
| Subject: Re: Error message and help/support subforum Wed 28 Mar 2018 - 20:11 | |
| So I'm in pretty much the same situation as papanoel. Updated from 12 to 16, started a new game to create a new all spawn, then loaded my old game and can't go to the Bar. When I turn look_radius and switch_distance down I can access my stuff (thanks for that, would never have figured it out on my own!) so what I'm really looking for is a strategy on how and where to organize my stuff. This is a big game with a huge amount of items that you are encouraged to store forever because they may be needed in the future. In .0012 I had been successful keeping 3 stashes downstairs in the bar, one for guns, 1 for ammo, and one for everything else but obviously that's too much stuff and too many people in one place, but what's a good way of spreading it out while still remaining convenient to me as a player? I don't want to run to the next map to find out if I have enough ammo for the gun I want to switch to Aleks1970, I'd also be interested in knowing how you found the stashes hidden in the bushes in papnoels save. A lot of observation, or some special trick? | |
| | | sjohnson Master Veteran
Posts : 524 Join date : 2017-06-03 Location : South Dakota, U.S.A.
| Subject: Re: Error message and help/support subforum Wed 28 Mar 2018 - 21:53 | |
| This is just me, I'm certainly no StalkerSoup authority. I don't understand the perceived need for many different firearms and storing large numbers of items. Once I have the executioner rifle, my choice of shotgun, nano/skat15/better armor I'm done collecting various other pieces of equipment. Earlier in the game I have the same shotgun, 5.45x39 and 5.56x45 rifles upgraded as far as I can and the best armor I can find (sometimes it's Tirex' suit, others it's upgraded exo armor). I may also keep a stealth suit around but TBH it gets little to no use. I may keep an RPG around, but use it so little I've started to use rifle grenade launchers or even hand grenades. The .50 Barrett has limited usefulness, but when it's the best weapon, it's by far the BEST WEAPON to use without becoming highly frustrated. So, I keep one of them and ammo around. Specialty weapons like the Iglomet I sell as soon as the mission(s) requiring the weapon are complete. Other than that, I upgrade to the best anomaly/artifact detectors available and sell off old tech as I acquire newer tech. I keep ammunition around to feed my shotgun and the one or two rifles used all the time as well as 'nades of various flavors. Late in the game you will find some very, very serious grenade firepower. Some hoarding is natural until you've played through the entire game a few times, but my goal is to minimize accumulation. I do accumulate artifacts, mutant parts and mutant/anomaly spawn capsules. I temporarily hoard items I need or know I will need for quests (like food for the deserter to get Miser his herb). I may keep a few items of nostalgia, such as the copy of Strelock's rifle. Most everything else gets sold. If you don't like having a lot of money, try being benevolent and dropping exo's and good weapons in the rookie village in Cordon or other "needy" NPC areas. It's pure joy to watch the rookies clean the clock of the military because the rookies have them outgunned The game does NOT like a large number of items, this can cause crashes when limits are reached. When you loot, NPC rarely have more than a few items. There's a reason for this and it's not just to make the game challenging. I clean up battlefields, but stash weapons and other stuff onto dead NPC so system cleanup removes the extras from the game count. No need to hoard most items, selling is OK though. I may have missed a few things. Again, this is my style of play. I really can't help a lot if you want to play using large accumulations of weapons, etc except to remind you the issues some are reporting about doing so. I've been through hoarding cycles but as I gain comfort in where the game will take me I've tended to go minimalist but with maximum firepower. And TBH haven't noticed any problem with doing so. Good luck, and good stalking! | |
| | | WhiteWolf Veteran
Posts : 498 Join date : 2017-09-26 Age : 53 Location : South Africa and Thailand
| Subject: Re: Error message and help/support subforum Thu 29 Mar 2018 - 9:41 | |
| - sjohnson wrote:
- Previous post:
This is just me, I'm certainly no StalkerSoup authority. I don't understand the perceived need for many different firearms and storing large numbers of items. Once I have the executioner rifle, my choice of shotgun, nano/skat15/better armor I'm done collecting various other pieces of equipment. Earlier in the game I have the same shotgun, 5.45x39 and 5.56x45 rifles upgraded as far as I can and the best armor I can find (sometimes it's Tirex' suit, others it's upgraded exo armor). I may also keep a stealth suit around but TBH it gets little to no use. I may keep an RPG around, but use it so little I've started to use rifle grenade launchers or even hand grenades. The .50 Barrett has limited usefulness, but when it's the best weapon, it's by far the BEST WEAPON to use without becoming highly frustrated. So, I keep one of them and ammo around. Specialty weapons like the Iglomet I sell as soon as the mission(s) requiring the weapon are complete. Other than that, I upgrade to the best anomaly/artifact detectors available and sell off old tech as I acquire newer tech. I keep ammunition around to feed my shotgun and the one or two rifles used all the time as well as 'nades of various flavors. Late in the game you will find some very, very serious grenade firepower. Some hoarding is natural until you've played through the entire game a few times, but my goal is to minimize accumulation. I do accumulate artifacts, mutant parts and mutant/anomaly spawn capsules. I temporarily hoard items I need or know I will need for quests (like food for the deserter to get Miser his herb). I may keep a few items of nostalgia, such as the copy of Strelock's rifle. Most everything else gets sold. If you don't like having a lot of money, try being benevolent and dropping exo's and good weapons in the rookie village in Cordon or other "needy" NPC areas. It's pure joy to watch the rookies clean the clock of the military because the rookies have them outgunned The game does NOT like a large number of items, this can cause crashes when limits are reached. When you loot, NPC rarely have more than a few items. There's a reason for this and it's not just to make the game challenging. I clean up battlefields, but stash weapons and other stuff onto dead NPC so system cleanup removes the extras from the game count. No need to hoard most items, selling is OK though. I may have missed a few things. Again, this is my style of play. I really can't help a lot if you want to play using large accumulations of weapons, etc except to remind you the issues some are reporting about doing so. I've been through hoarding cycles but as I gain comfort in where the game will take me I've tended to go minimalist but with maximum firepower. And TBH haven't noticed any problem with doing so. Good luck, and good stalking!
- STASH BAGS:
I read your notes, and i have a question. So, you can stash but to a limit and only in certain areas ? i like to have [You must be registered and logged in to see this link.]COLLECTORS BAGS bag for personal stuff, ( files, notes, coins, my 3 guns i use, my 2 suits i use and the repair parts guns and suits 5 of each item i use. bag for guns (one of each) bag for ammo (one of each) and a stock of my ammo i use, rifle 5000, shotgun 5000, pistol 1000 bag for suit (one of each) bag for all foods, 200 of each bag for medical supplies, 200 of each bag for my boze, 100 of each bag for artifacts, 100 of each, and all the artifact capsules bag for mutant parts, 100 of each, and all the mutant capsules FOR SALE BAGS bag for rifles bag for pistol bag for ammo, food, medical, and so on In total 12 bags in one plays. That is how i like to play this game, it is a collectors game, that's why it's called S.T.A.L.K.E.R. right. i love the game Stalkersoup, i love what the guys are doing to make this game better, but, my feeling over this game is, if i had the brain to do modding, i will reduce the anomalies to about 30%, bring in shooters of all fictions 30% or more in the maps, reduce the sale pricing coast for items, keep the cost for buying the same as it is ok, and it will be a more balanced game. at the moment the ANOMALIES are over powering the game, there is no gunfights in the zone like in all the oraguanal stalker games, a los, as the ZONE is about the environment and other stalker, military, monolith soldiers and so on, trying to get you, but as i said, the anomalies has overpowered the zone, there is no gunfights between you and other fictions, and don't come and say, yes there is, just go a make enemies with them. How mayne stalker, military, monolith soldiers and so on have you seen in your game play walking around looking for a easy pick, the only places i have seen is NPP, Generators, and they are just strolling around, the dump, cordon, bandits occupying a building or a spot. Bring the movements of other fictions back like the oraguanal stalker games. Please, don't get me wrong, i'm not bad mouthing the game or any one, just sharing my views on the game. Are you planning to go online with stalkersoup, bloody good idea if you are, but, as it is, 500 players a day online, collecting, staching, the load will crash, but just think of all the gunfights over area contrale lol, well, lets just dream over it for now, maybe one day it will go online, i'll most probably be 85 then lol, Game on budy, hehehehehe, now where's me walking stick. Nice to chat with you all, i'm off to finishing the collectors free play mode, got 4 maps to go to.
| |
| | | sjohnson Master Veteran
Posts : 524 Join date : 2017-06-03 Location : South Dakota, U.S.A.
| Subject: Re: Error message and help/support subforum Thu 29 Mar 2018 - 10:08 | |
| From the TecnoBacon overview of StalkerSoup, at [You must be registered and logged in to see this link.] - Quote :
- My earliest memories are of death...
Now, with a total loss of identity and past, it has taken another lifetime to progress from being unwelcome and destitute - lacking even a decent weapon to protect myself in this unforgiving and desolate place - to learning who I was, where I’d been, and where I needed to be. To get there I had to search for clues, in addition to weapons, medicine, and protection from literally everything in the Exclusion Zone - that natural hell born from arrogance, hubris and fear that will forever be remembered as 'Chernobyl'… Unless I'm missing the point, TecnoBacon has made StalkerSoup an interactive story, the story of Strelok, or Marked One. As I read his overview and other documentation, it appears to me that everything in the game is about Marked One "finding" his place in the Zone. While it's certainly obvious that the game can be played differently, I see TecnoBacon's mission as providing a platform for the story of Strelok and friends. I'm not seeing any mission about accumulating "wealth" other than wealth of knowledge. It's an interactive story, an adventure into the world of the Zone. More related to chess than to blackjack. I haven't seen any move to make StalkerSoup online, but if it did so I think the game would be more about cooperative community than personal wealth or warfare. Again, I'm relating my experience and reason in playing the game. "Your mileage may vary", "Objects in Mirror are Closer than they Appear", "Caution, HOT!" and so on... | |
| | | pchester Administrator
Posts : 2440 Join date : 2017-06-03 Location : UK
| Subject: Re: Error message and help/support subforum Thu 29 Mar 2018 - 10:22 | |
| - WhiteWolf wrote:
- sjohnson wrote:
- Previous post:
This is just me, I'm certainly no StalkerSoup authority. I don't understand the perceived need for many different firearms and storing large numbers of items. Once I have the executioner rifle, my choice of shotgun, nano/skat15/better armor I'm done collecting various other pieces of equipment. Earlier in the game I have the same shotgun, 5.45x39 and 5.56x45 rifles upgraded as far as I can and the best armor I can find (sometimes it's Tirex' suit, others it's upgraded exo armor). I may also keep a stealth suit around but TBH it gets little to no use. I may keep an RPG around, but use it so little I've started to use rifle grenade launchers or even hand grenades. The .50 Barrett has limited usefulness, but when it's the best weapon, it's by far the BEST WEAPON to use without becoming highly frustrated. So, I keep one of them and ammo around. Specialty weapons like the Iglomet I sell as soon as the mission(s) requiring the weapon are complete. Other than that, I upgrade to the best anomaly/artifact detectors available and sell off old tech as I acquire newer tech. I keep ammunition around to feed my shotgun and the one or two rifles used all the time as well as 'nades of various flavors. Late in the game you will find some very, very serious grenade firepower. Some hoarding is natural until you've played through the entire game a few times, but my goal is to minimize accumulation. I do accumulate artifacts, mutant parts and mutant/anomaly spawn capsules. I temporarily hoard items I need or know I will need for quests (like food for the deserter to get Miser his herb). I may keep a few items of nostalgia, such as the copy of Strelock's rifle. Most everything else gets sold. If you don't like having a lot of money, try being benevolent and dropping exo's and good weapons in the rookie village in Cordon or other "needy" NPC areas. It's pure joy to watch the rookies clean the clock of the military because the rookies have them outgunned The game does NOT like a large number of items, this can cause crashes when limits are reached. When you loot, NPC rarely have more than a few items. There's a reason for this and it's not just to make the game challenging. I clean up battlefields, but stash weapons and other stuff onto dead NPC so system cleanup removes the extras from the game count. No need to hoard most items, selling is OK though. I may have missed a few things. Again, this is my style of play. I really can't help a lot if you want to play using large accumulations of weapons, etc except to remind you the issues some are reporting about doing so. I've been through hoarding cycles but as I gain comfort in where the game will take me I've tended to go minimalist but with maximum firepower. And TBH haven't noticed any problem with doing so. Good luck, and good stalking!
- STASH BAGS:
I read your notes, and i have a question. So, you can stash but to a limit and only in certain areas ? i like to have [You must be registered and logged in to see this link.]COLLECTORS BAGS bag for personal stuff, ( files, notes, coins, my 3 guns i use, my 2 suits i use and the repair parts guns and suits 5 of each item i use. bag for guns (one of each) bag for ammo (one of each) and a stock of my ammo i use, rifle 5000, shotgun 5000, pistol 1000 bag for suit (one of each) bag for all foods, 200 of each bag for medical supplies, 200 of each bag for my boze, 100 of each bag for artifacts, 100 of each, and all the artifact capsules bag for mutant parts, 100 of each, and all the mutant capsules FOR SALE BAGS bag for rifles bag for pistol bag for ammo, food, medical, and so on In total 12 bags in one plays. That is how i like to play this game, it is a collectors game, that's why it's called S.T.A.L.K.E.R. right. i love the game Stalkersoup, i love what the guys are doing to make this game better, but, my feeling over this game is, if i had the brain to do modding, i will reduce the anomalies to about 30%, bring in shooters of all fictions 30% or more in the maps, reduce the sale pricing coast for items, keep the cost for buying the same as it is ok, and it will be a more balanced game. at the moment the ANOMALIES are over powering the game, there is no gunfights in the zone like in all the oraguanal stalker games, a los, as the ZONE is about the environment and other stalker, military, monolith soldiers and so on, trying to get you, but as i said, the anomalies has overpowered the zone, there is no gunfights between you and other fictions, and don't come and say, yes there is, just go a make enemies with them. How mayne stalker, military, monolith soldiers and so on have you seen in your game play walking around looking for a easy pick, the only places i have seen is NPP, Generators, and they are just strolling around, the dump, cordon, bandits occupying a building or a spot. Bring the movements of other fictions back like the oraguanal stalker games. Please, don't get me wrong, i'm not bad mouthing the game or any one, just sharing my views on the game. Are you planning to go online with stalkersoup, bloody good idea if you are, but, as it is, 500 players a day online, collecting, staching, the load will crash, but just think of all the gunfights over area contrale lol, well, lets just dream over it for now, maybe one day it will go online, i'll most probably be 85 then lol, Game on budy, hehehehehe, now where's me walking stick. Nice to chat with you all, i'm off to finishing the collectors free play mode, got 4 maps to go to.
I usually line seven or eight locked stash bags on the ledge at the back of the flat roof above the Arena entrance. I may be tempting fate here, but so far I haven't had any problems. I keep food, medkits etc. in the first bag, artefacts and mutant parts in the second, weapons and suits that I like to swap out occasionally for variety in the third, then ammo, quest items, scopes and silencers, documents, a spare bag for miscellaneous items, and finally unwanted weapons/outfits to use for repairs or sale. There is also keep a pile of dropped items that won't stash, e.g. Playboys, 'special' PDAs and that annoying grenade you pick up in the Swamp. | |
| | | WhiteWolf Veteran
Posts : 498 Join date : 2017-09-26 Age : 53 Location : South Africa and Thailand
| Subject: Re: Error message and help/support subforum Thu 29 Mar 2018 - 10:40 | |
| - pchester wrote:
- WhiteWolf wrote:
- sjohnson wrote:
- Previous post:
This is just me, I'm certainly no StalkerSoup authority. I don't understand the perceived need for many different firearms and storing large numbers of items. Once I have the executioner rifle, my choice of shotgun, nano/skat15/better armor I'm done collecting various other pieces of equipment. Earlier in the game I have the same shotgun, 5.45x39 and 5.56x45 rifles upgraded as far as I can and the best armor I can find (sometimes it's Tirex' suit, others it's upgraded exo armor). I may also keep a stealth suit around but TBH it gets little to no use. I may keep an RPG around, but use it so little I've started to use rifle grenade launchers or even hand grenades. The .50 Barrett has limited usefulness, but when it's the best weapon, it's by far the BEST WEAPON to use without becoming highly frustrated. So, I keep one of them and ammo around. Specialty weapons like the Iglomet I sell as soon as the mission(s) requiring the weapon are complete. Other than that, I upgrade to the best anomaly/artifact detectors available and sell off old tech as I acquire newer tech. I keep ammunition around to feed my shotgun and the one or two rifles used all the time as well as 'nades of various flavors. Late in the game you will find some very, very serious grenade firepower. Some hoarding is natural until you've played through the entire game a few times, but my goal is to minimize accumulation. I do accumulate artifacts, mutant parts and mutant/anomaly spawn capsules. I temporarily hoard items I need or know I will need for quests (like food for the deserter to get Miser his herb). I may keep a few items of nostalgia, such as the copy of Strelock's rifle. Most everything else gets sold. If you don't like having a lot of money, try being benevolent and dropping exo's and good weapons in the rookie village in Cordon or other "needy" NPC areas. It's pure joy to watch the rookies clean the clock of the military because the rookies have them outgunned The game does NOT like a large number of items, this can cause crashes when limits are reached. When you loot, NPC rarely have more than a few items. There's a reason for this and it's not just to make the game challenging. I clean up battlefields, but stash weapons and other stuff onto dead NPC so system cleanup removes the extras from the game count. No need to hoard most items, selling is OK though. I may have missed a few things. Again, this is my style of play. I really can't help a lot if you want to play using large accumulations of weapons, etc except to remind you the issues some are reporting about doing so. I've been through hoarding cycles but as I gain comfort in where the game will take me I've tended to go minimalist but with maximum firepower. And TBH haven't noticed any problem with doing so. Good luck, and good stalking!
- STASH BAGS:
I read your notes, and i have a question. So, you can stash but to a limit and only in certain areas ? i like to have [You must be registered and logged in to see this link.]COLLECTORS BAGS bag for personal stuff, ( files, notes, coins, my 3 guns i use, my 2 suits i use and the repair parts guns and suits 5 of each item i use. bag for guns (one of each) bag for ammo (one of each) and a stock of my ammo i use, rifle 5000, shotgun 5000, pistol 1000 bag for suit (one of each) bag for all foods, 200 of each bag for medical supplies, 200 of each bag for my boze, 100 of each bag for artifacts, 100 of each, and all the artifact capsules bag for mutant parts, 100 of each, and all the mutant capsules FOR SALE BAGS bag for rifles bag for pistol bag for ammo, food, medical, and so on In total 12 bags in one plays. That is how i like to play this game, it is a collectors game, that's why it's called S.T.A.L.K.E.R. right. i love the game Stalkersoup, i love what the guys are doing to make this game better, but, my feeling over this game is, if i had the brain to do modding, i will reduce the anomalies to about 30%, bring in shooters of all fictions 30% or more in the maps, reduce the sale pricing coast for items, keep the cost for buying the same as it is ok, and it will be a more balanced game. at the moment the ANOMALIES are over powering the game, there is no gunfights in the zone like in all the oraguanal stalker games, a los, as the ZONE is about the environment and other stalker, military, monolith soldiers and so on, trying to get you, but as i said, the anomalies has overpowered the zone, there is no gunfights between you and other fictions, and don't come and say, yes there is, just go a make enemies with them. How mayne stalker, military, monolith soldiers and so on have you seen in your game play walking around looking for a easy pick, the only places i have seen is NPP, Generators, and they are just strolling around, the dump, cordon, bandits occupying a building or a spot. Bring the movements of other fictions back like the oraguanal stalker games. Please, don't get me wrong, i'm not bad mouthing the game or any one, just sharing my views on the game. Are you planning to go online with stalkersoup, bloody good idea if you are, but, as it is, 500 players a day online, collecting, staching, the load will crash, but just think of all the gunfights over area contrale lol, well, lets just dream over it for now, maybe one day it will go online, i'll most probably be 85 then lol, Game on budy, hehehehehe, now where's me walking stick. Nice to chat with you all, i'm off to finishing the collectors free play mode, got 4 maps to go to.
I usually line seven or eight locked stash bags on the ledge at the back of the flat roof above the Arena entrance. I may be tempting fate here, but so far I haven't had any problems.
I keep food, medkits etc. in the first bag, artefacts and mutant parts in the second, weapons and suits that I like to swap out occasionally for variety in the third, then ammo, quest items, scopes and silencers, documents, a spare bag for miscellaneous items, and finally unwanted weapons/outfits to use for repairs or sale. There is also keep a pile of dropped items that won't stash, e.g. Playboys, 'special' PDAs and that annoying grenade you pick up in the Swamp. Bro !, cannot leave playboy in the rain ! lol. Talking about them annoying stuff, they need to make it like the other stuff, if i don't want it, i want to stash it, keep thing need and tidy, as i say, a plays for everything, and everything in it's plays. | |
| | | pchester Administrator
Posts : 2440 Join date : 2017-06-03 Location : UK
| Subject: Re: Error message and help/support subforum Thu 29 Mar 2018 - 10:58 | |
| - WhiteWolf wrote:
- Bro !, cannot leave playboy in the rain ! lol.
Fortunately they appear to be special-edition "waterproof" Playboys. I used to leave them in a pile by the bed near Zahar's room for some light bedtime reading - only for the articles, you understand - but those dirty hunters kept "borrowing" them. | |
| | | sjohnson Master Veteran
Posts : 524 Join date : 2017-06-03 Location : South Dakota, U.S.A.
| Subject: Re: Error message and help/support subforum Mon 2 Apr 2018 - 16:17 | |
| Hah! I'm no longer keeping an RPG around. I just took out two APCs with just over 1 magazine of 7.62x54r (34 rounds) through my executioner!. I shot for the gun port from so far away they don't know I'm there. I don't know if other areas are vulnerable. Now I want to try with an AK74 or maybe some kind of scoped pistola | |
| | | Jakovsky Zombie
Posts : 2 Join date : 2018-04-03
| Subject: Re: Error message and help/support subforum Thu 5 Apr 2018 - 15:49 | |
| Hi.
I have been tried to install and play newest version of stalkersoup. Till now, i have played 1.0.9.9.9.9.
My problem is, i can not reach the bar, from any direction, or teleport without game crashing, and error message:
0023:0046E4C0 XR_3DA.exe, CKinematics::LL_SetBoneVisible()
Have tried to modify modder script and alife.ltx like papanoel and others told earlier in this topic, but without success.
I can access to the bar with loading very early save, but i am not very interested to start gaming again from that point.
I am asking if there is way to clear my items from bar area, or something, if that´s the problem. | |
| | | papanoel Novice
Posts : 40 Join date : 2017-06-03 Age : 45 Location : France
| Subject: Re: Error message and help/support subforum Sun 8 Apr 2018 - 1:15 | |
| So I finally reached level 0 end and just started collector. First, my game froze just after loading the autosave in Cordon. Then, still in cordon, I got a CTD when picking up the contents of the first stash. I loaded the latest save (hard save) but my screen kept showing the "Entering the zone" message. Here is the log: - LOG:
-->TB3D SERVICES: set existing diff[4] [Collector Freeplay] -->BIND STALKER: load: difficulty level[4] treasures[false] stored input time[55] -->BIND STALKER: loading packets !!->XR LOGIC: pstor varname[1]=[no_var_name] tn[1] removed!!!! * Log file has been saved successfully! !!->XR LOGIC: pstor varname[2]=[no_var_name] tn[0] removed!!!! * Log file has been saved successfully! !!->XR LOGIC: pstor varname[3]=[no_var_name] tn[0] removed!!!! * Log file has been saved successfully! !!->XR LOGIC: load all [type invalid]!!!! * Log file has been saved successfully! !!->XR LOGIC: pstor varname[7]=[no_var_name] tn[143] removed!!!! * Log file has been saved successfully! !!->XR LOGIC: load all [type invalid]!!!! * Log file has been saved successfully! !!->XR LOGIC: load all [type invalid]!!!! * Log file has been saved successfully! !!->XR LOGIC: pstor varname[11]=[no_var_name] tn[143] removed!!!! * Log file has been saved successfully!
... and it goes on and on... Also had other crashes with different messages like: Can't open section "" or Can't open section [0] I also noticed that loading the quicksave or the automatic save (like 7_1_hunt stash 1.sav) gives the same result. Starting a new collector freeplay seems to work fine so I might just do that and spawn most of the stuff I've been hoarding during level 0. Will try again by loading my latest save in Dead city and see how it goes this time. | |
| | | Maximus86 Zombie
Posts : 3 Join date : 2017-11-25 Location : Slovakia
| Subject: Re: Error message and help/support subforum Sun 8 Apr 2018 - 12:15 | |
| Hi guys. I have recipe for rattle artefact in my pda but Im not able to cook this artefact in fruit punch anomaly. In transmutator this recipe is not available. Even manually cooking is not working. I tried to spawn every fruit punch anomaly and still nothing, but if i try spawn anomaly zone_buzz_strong my game freeze completely or this error happens : FATAL ERROR [error]Expression : !object->used_ai_locations() || ai().level_graph().valid_vertex_id(object->m_tNodeID) [error]Function : CALifeSwitchManager::add_online [error]File : E:\stalker\sources\trunk\xr_3da\xrGame\alife_switch_manager.cpp [error]Line : 64 [error]Description : Invalid vertex for object [error]Arguments : af_ameba_slime34116
stack trace:
So how to cook this artefact? thanks | |
| | | papanoel Novice
Posts : 40 Join date : 2017-06-03 Age : 45 Location : France
| Subject: Re: Error message and help/support subforum Sun 8 Apr 2018 - 12:19 | |
| - Previous post:
- Maximus86 wrote:
- Hi guys.
I have recipe for rattle artefact in my pda but Im not able to cook this artefact in fruit punch anomaly. In transmutator this recipe is not available. Even manually cooking is not working. I tried to spawn every fruit punch anomaly and still nothing, but if i try spawn anomaly zone_buzz_strong my game freeze completely or this error happens : FATAL ERROR [error]Expression : !object->used_ai_locations() || ai().level_graph().valid_vertex_id(object->m_tNodeID) [error]Function : CALifeSwitchManager::add_online [error]File : E:\stalker\sources\trunk\xr_3da\xrGame\alife_switch_manager.cpp [error]Line : 64 [error]Description : Invalid vertex for object [error]Arguments : af_ameba_slime34116
stack trace:
So how to cook this artefact? thanks
You will be able to cook this artifact after taking on a particular mission from Sid. | |
| | | papanoel Novice
Posts : 40 Join date : 2017-06-03 Age : 45 Location : France
| Subject: Re: Error message and help/support subforum Sun 8 Apr 2018 - 14:46 | |
| - Previous post:
- papanoel wrote:
- So I finally reached level 0 end and just started collector.
First, my game froze just after loading the autosave in Cordon. Then, still in cordon, I got a CTD when picking up the contents of the first stash. I loaded the latest save (hard save) but my screen kept showing the "Entering the zone" message. Here is the log:
-->TB3D SERVICES: set existing diff[4] [Collector Freeplay] -->BIND STALKER: load: difficulty level[4] treasures[false] stored input time[55] -->BIND STALKER: loading packets !!->XR LOGIC: pstor varname[1]=[no_var_name] tn[1] removed!!!! * Log file has been saved successfully! !!->XR LOGIC: pstor varname[2]=[no_var_name] tn[0] removed!!!! * Log file has been saved successfully! !!->XR LOGIC: pstor varname[3]=[no_var_name] tn[0] removed!!!! * Log file has been saved successfully! !!->XR LOGIC: load all [type invalid]!!!! * Log file has been saved successfully! !!->XR LOGIC: pstor varname[7]=[no_var_name] tn[143] removed!!!! * Log file has been saved successfully! !!->XR LOGIC: load all [type invalid]!!!! * Log file has been saved successfully! !!->XR LOGIC: load all [type invalid]!!!! * Log file has been saved successfully! !!->XR LOGIC: pstor varname[11]=[no_var_name] tn[143] removed!!!! * Log file has been saved successfully!
... and it goes on and on...
Also had other crashes with different messages like: Can't open section "" or Can't open section [0]
I also noticed that loading the quicksave or the automatic save (like 7_1_hunt stash 1.sav) gives the same result.
Starting a new collector freeplay seems to work fine so I might just do that and spawn most of the stuff I've been hoarding during level 0.
Will try again by loading my latest save in Dead city and see how it goes this time.
So, I tried the following: 1 - Reload the last save in Dead City. - LC to Cordon - Don't move until I get the message from Sid - Go to the rookie village - Start ZEP and Collector missions - Find first note - Find first stash Everything went fine. But, when loading my latest hard save, I get a CTD just right when the "Entering the zone" message appears. 0023:064B371B xrGame.dll [error][ 87] : The parameter is incorrect. 2 - Load my latest automatic save (xxx_1_hunt stash 1.sav) CTD => Can't open section 'ac' or Can't open section '0' By reading the various reasons for those crashes on [You must be registered and logged in to see this link.] I guess it might be related to the vast amount of stuff I stashed in Cordon. Will try again by getting rid of most of the stuff I hoarded and see if it solves my problems. Loading any save before this one works fine. 3 - Start a new collector game Everything seems to be fine. I just noticed that an artifact is close to the first note in Cordon. It doesn't seem to spawn when transitionning from level up 0 to level up 1. This is my prefered option as I still have a huge weapons stash in the bar which causes a CTD each time I'm close enough. My only complaint is that I don't know how to spawn the stock Walther WA2000 sniper rifle as it doesn't seem to be in the weapons list when using [ESC+S]. | |
| | | papanoel Novice
Posts : 40 Join date : 2017-06-03 Age : 45 Location : France
| Subject: Re: Error message and help/support subforum Tue 10 Apr 2018 - 0:27 | |
| - papanoel wrote:
3 - Start a new collector game Everything seems to be fine. I just noticed that an artifact is close to the first note in Cordon. It doesn't seem to spawn when transitionning from level up 0 to level up 1. This is my prefered option as I still have a huge weapons stash in the bar which causes a CTD each time I'm close enough. My only complaint is that I don't know how to spawn the stock Walther WA2000 sniper rifle as it doesn't seem to be in the weapons list when using [ESC+S]. I did the above but things don't go as planned. I went to Kuznetsov to trade some vodka but each time I select the dialog line regarding ammo I get a CTD: 0023:00BF000E xrCore.dll 0023:00ABCE15 xrCore.dll, xrDebug::fail() [error][ 183] : Cannot create a file when that file already exists. | |
| | | Warezz.K Novice
Posts : 28 Join date : 2018-04-24 Age : 39 Location : (CZE) Carlsbad
| Subject: Re: Error message and help/support subforum Tue 24 Apr 2018 - 23:00 | |
| When i save game, die and click to last save or load save, game constantly crash with. This is frustrating. I have last version.
0023:09A3C700 xrGame.dll 0023:09A610AF xrGame.dll 0023:09A2C852 xrGame.dll [error][ 87] : Parameter wrong | |
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