Construction Set Crashing on Save

Post » Wed Mar 23, 2011 2:50 pm

I have FCOM, and I've recently been trying to make a small adjustment mod that will allow me to melt down gold items into gold nuggets, similar to what you are able to do with silver items. The only changes I've made are finding the script that changes the silver items into nuggets, and then duplicating it to create gold nuggets instead, applying this new, separate script to the gold items added by the OOO portion of FCOM.

The problem is, whenever I try to save the mod, the Construction Set crashes, and the mod is read by Wrye Bash as having a corrupt header. Does anyone know why this is happening, and if possible, how to fix the problem?
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Ysabelle
 
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Post » Wed Mar 23, 2011 1:04 pm

Try not editing anything and trying to save. What happens then?
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Marquis T
 
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Post » Wed Mar 23, 2011 5:56 pm

Alrighty...this is definitely odd. I tried saving without making any edits, like you suggested, and it saved just fine, so I tried making the changes again. Lo and behold, now it magically works perfectly. :shrug:
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Robyn Howlett
 
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Post » Thu Mar 24, 2011 2:46 am

Alrighty...this is definitely odd. I tried saving without making any edits, like you suggested, and it saved just fine, so I tried making the changes again. Lo and behold, now it magically works perfectly. :shrug:


It sounds like a parsing problem to me. Most of the time, when the script can't "compile" (aka doesn't recognize one or more commands), it will tell you that when you try to save the script. But, it's possible to save the scrpt with some commands or edits that will then make the CS crash when you try to save the whole mod.

I had the exact same thing happen to me recently. It took a long time, but I traced it back to using two eval commands (an OBSE function) on the same IF statement. It turns out that eval was never meant to be used twice in the same command, but even so I was able to save the script before saving the mod caused a crash.

Another common reason for the CS to crash: having a SET statement that's too lengthy.
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Vickytoria Vasquez
 
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Post » Thu Mar 24, 2011 4:44 am

I had the exact same thing happen to me recently. It took a long time, but I traced it back to using two eval commands (an OBSE function) on the same IF statement. It turns out that eval was never meant to be used twice in the same command, but even so I was able to save the script before saving the mod caused a crash.
I'm unable to reproduce that behavior on my end. Could you post the script that you used ?
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Kortknee Bell
 
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Post » Wed Mar 23, 2011 9:09 pm

I'm unable to reproduce that behavior on my end. Could you post the script that you used ?


I wish I could, but I don't remember it and didn't keep it :)
I do recall however that, in addition to using two eval statements in the same IF, the IF statement was very long (over 150 characters). That may have had something to do with it too.
If I run across the behavior again though I'll send it to you.
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Mistress trades Melissa
 
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