Stellaris
More Events Mod
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Malthus  [dév.] 18 juil. 2016 à 10h30
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I've been getting an unavoidable crash on the same day and while I can't be sure it's tied to this mod, my log file is filled with messages like this:

[19:29:20][trigger_impl.cpp:1216]: Script Error: Invalid context switch [from] from Pelx-Cradonian Civilization [country], file: events/mem_broken_clock.txt line: 1679, Scope:
type=country
id=134
random={ 0 3137655570 }
random_allowed=yes

For every civilisation in the game, with timing that matches the crash. Nothing else is triggering that I can find. Disabling the broken clock event in the mod menu seems to be having no effect at all.
Violent Beetle  [dév.] 21 sept. 2021 à 2h13 
The spam will be fixed in the next update. Not sure if it would be crash-related.
Was reading through here a bit, and can confirm that fixing the error log by changing the syntax to a "fromfrom" removes the spam but does not fix the ctd. There doesn't seem to be any other relevant leads in my error log. But how do I access the mod menu?
Pinky! 22 sept. 2021 à 21h00 
Got the Lunar Gate event, chose to construct it, but I never got any event notification about success or failure. Took me a while to remember where it was, and found that the moon was destroyed, so I guess failure, but assume it's some sort of bug that I never heard about it.

Stellaris Version 3.1.1 (6abe)
Only running this mod, Expanded Events and Tiny Outliner V2
Malthus a écrit :
georgeisonearth a écrit :
https://ibb.co/4f6b6GS

So it looks like it's not your event id, altho someone else confirmed the same bug on the general comment section which makes me wonder if it's something different..

Judging from the id name i'd guess Civil Wars.

Deactivating our mod would not change anything regarding a broken event table in another mod. Is it possible that this other mod got updated in the meantime?

Your problem and the one of the other person do not necessarily have to have the same reason. Sometimes the launcher also fails to correctly update the modfiles.

Fact is there is little i can do unfortunately, when the broken event is not from our mod.

Hi,

I have a similar issue as the person you replied to; starting a game gives lots of empty event boxes. Deactivating this mod fixes the issue.
Running 'debugtooltip' shows that all of these boxes are from this mod, such as; "mem_wpdr", "mem_visitor_x" (x are numbers like 7, 42, etc), "mem_surveyor", and others.

Subscribing and re-subscribing does not fix this, neither does deleting mod files and verifying integrity.
A weird thing I noticed though is that in ....\Documents\Paradox Interactive\Stellaris\mod, the ugc_727000451.mod file's contents say the supported_version is 2.6, and it references a non-existent archive file instead of the path to the mod. Manually changing this does not help, as it reverts when I launch the game.
In ....\steamapps\workshop\content\281990\727000451 though, the descriptor.mod file says it's version 2.15.0, not 2.16. Here, the supported_version is 3.1.*.

I don't know how Steam interacts/works with Github or other repositories, but is it possible that maybe an old file/folder is being pushed to me when I try to get the mod?

Thanks for all your awesome work.
Having same issue as moonandstar and SgtPeppersSoul, loads of Script Errors at the end of error log for basically every empire, last three entries look like this:

[20:34:56][trigger_impl.cpp:1216]: Script Error: Invalid context switch [from] from Stellarite [country], file: events/mem_broken_clock.txt line: 1679, Scope:
type=country
id=101
random={ 0 4194580387 }
random_allowed=yes

[20:34:56][trigger_impl.cpp:1216]: Script Error: Invalid context switch [from] from Djunn Trade Commission [country], file: events/mem_broken_clock.txt line: 1679, Scope:
type=country
id=23
random={ 0 1139595576 }
random_allowed=yes

[20:34:56][trigger_impl.cpp:1216]: Script Error: Invalid context switch [from] from Tal'Akkur Imperium [country], file: events/mem_broken_clock.txt line: 1679, Scope:
type=country
id=1
random={ 0 2450854093 }
random_allowed=yes.

The game will freeze consistently on the same date (2308.02.04 for me). If you wait long enough (like 5 minutes) the game will unfreeze and continue, but when you try and save the game after the freeze it will never finish the save, it will just sit there trying to save with the game frozen indefinitely.
Dernière modification de ZARNUM \o/"\o/; 23 sept. 2021 à 18h34
Same error as above. The game freezes on 2308.02.04, seemingly fixes itself and then will save infinitely on the next auto or manual save, while filling my error log with the above errors, just with my empires.
Malthus  [dév.] 23 sept. 2021 à 9h04 
Sorenternal a écrit :
Malthus a écrit :

Judging from the id name i'd guess Civil Wars.

Deactivating our mod would not change anything regarding a broken event table in another mod. Is it possible that this other mod got updated in the meantime?

Your problem and the one of the other person do not necessarily have to have the same reason. Sometimes the launcher also fails to correctly update the modfiles.

Fact is there is little i can do unfortunately, when the broken event is not from our mod.

Hi,

I have a similar issue as the person you replied to; starting a game gives lots of empty event boxes. Deactivating this mod fixes the issue.
Running 'debugtooltip' shows that all of these boxes are from this mod, such as; "mem_wpdr", "mem_visitor_x" (x are numbers like 7, 42, etc), "mem_surveyor", and others.

Subscribing and re-subscribing does not fix this, neither does deleting mod files and verifying integrity.
A weird thing I noticed though is that in ....\Documents\Paradox Interactive\Stellaris\mod, the ugc_727000451.mod file's contents say the supported_version is 2.6, and it references a non-existent archive file instead of the path to the mod. Manually changing this does not help, as it reverts when I launch the game.
In ....\steamapps\workshop\content\281990\727000451 though, the descriptor.mod file says it's version 2.15.0, not 2.16. Here, the supported_version is 3.1.*.

I don't know how Steam interacts/works with Github or other repositories, but is it possible that maybe an old file/folder is being pushed to me when I try to get the mod?

Thanks for all your awesome work.

It can quite possibly be the launcher problem again, where it fails to properly download the current version of the mod. It always happens to some people after each update. The issues you have are obviously broken event tables. An issue resulting from script changes in the latest game update, which is fixed in our most recent update though.
Malthus a écrit :
It can quite possibly be the launcher problem again, where it fails to properly download the current version of the mod. It always happens to some people after each update. The issues you have are obviously broken event tables. An issue resulting from script changes in the latest game update, which is fixed in our most recent update though.

I think I've found a quick dirty fix for the problem that I'll share in case anyone also has a similar problem and wants to play the game with this mod immediately.

I concluded that the mod files are probably up to date and correct, and the problem is the game not reading them. To fix:

First run the Stellaris launcher without pressing 'play'.
Then, open file "ugc_727000451.mod" in "C:\Users\your_username\Documents\Paradox Interactive\Stellaris\mod" with Notepad or something (might be different for you depending where your Documents folder is).
The problem line in this file (for me at least) is: "archive="d:/programs/steam/steamapps/workshop/content/281990/727000451/mem_stable.zip""
Since we don't have such an archive, I changed this line to: path="d:/programs/steam/steamapps/workshop/content/281990/727000451"
This is the path for where this mod is saved on your computer, so might not be drive 'd' for you. Note the quotes.
Save the file after doing this (make sure it's still saved as a .mod file). Changing supported_version to 3.1 can also be done but doesn't matter.

You can now start the game without issue. Do not re-load the launcher! Every time the launcher is re-started, you have to make this file edit again. Simply make and save the file edit whilst the launcher is still open, then press 'play'. The mod's files will be read correctly from where they're saved.
moonandstar a écrit :
Was reading through here a bit, and can confirm that fixing the error log by changing the syntax to a "fromfrom" removes the spam but does not fix the ctd. There doesn't seem to be any other relevant leads in my error log. But how do I access the mod menu?

I changed the "from" to "fromfrom" with no effect, still getting those same tons of script errors and now an additional error at the end of the error log which is as follows:


[18:25:29][eventtarget.cpp:2125]: Undefined event target: shroud_country, location: file: events/nemesis_crisis_endgame.txt line: 862
[18:25:29][trigger_impl.cpp:1216]: Script Error: Invalid context switch [fromfrom] from Hierarchy of Tumbatik Prime [country], file: events/dpe_leader_events_overwrite.txt line: 22, Scope:
type=country
id=14
random={ 0 3518484825 }
random_allowed=yes
from={
type=country
id=14
random={ 0 3219767179 }
random_allowed=yes
from={
type=fleet
id=5218
random={ 0 1984226211 }
random_allowed=yes
from={
type=fleet
id=33558425
random={ 0 2268306309 }
random_allowed=yes
}
}
}

There are only 3 of this type of error at the end of the log, versus probably hundreds of those script errors that occur right before these do.
Dernière modification de ZARNUM \o/"\o/; 23 sept. 2021 à 18h38
[22:03:48][trigger_impl.cpp:1216]: Script Error: Invalid context switch [from] from Orbis Customer Synergies [country], file: events/mem_broken_clock.txt line: 1679, Scope: type=country id=85 random={ 0 4047232929 } random_allowed=yes

... and then 16 thousand lines of the same error, and then crash to desktop.

Error log is 27 thousand lines long, 16 thousand of those lines are this error (which takes 5 lines, so somewhere around 3.2 thousand errors, but still that's a lot of errors).
This mod in multiplayer causes an out of sync on all players (except the host) when the orphan gate appears/opens and the new cluster is created.
When the players come back and i press play, they out of sync again.
The save is broken now.

The out of sync error is COUNTRY SECTOR, if i'm not mistaken.
If the ship for the Temple of Unity that appears in home system belongs to this mod, the event is broken as you cannot board with any type of military ship, they is no option to board no matter where I click.
Violent Beetle  [dév.] 30 sept. 2021 à 0h31 
I think it's just vanilla event, with cultists.
Try clicking on crosshair, I think this is where it is.

I haven't encountered it in 3.0 though.
Last Orila chain is causing a complete game freeze if you accept the burden at the end. Can't do anything apart from forcefully terminate Stellaris at that point
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