So I was creating my module as usual and when it came the moment to test it up i found a error message that says “Could not load the module file. Module might be corrupt.” It is weird because I can load it normally in the toolset.
I tried removing the module.ifo file from temp0 and creating a new one opening again my module, but it doesn’t work.
Anyone knows a solution to this problem? Thank you in advance!!
I only have the original portaits and the CEP portraits, and it worked perfectly yesterday, I didn’t install any new portraits to the module since yesterday
Had the same stupid error last week. The way I got it fixed was kind of what pstemarie wrote but doing it by file type, and then individual file, one at a time.
So, load module, copy everything from temp0 somwhere else, then close and create new module.
Then import all areas (copy over from somewhere to temp0, make trivial change to module, save).
See if the module loads. If not, reduce number of areas to import until you find the bad one.
If it loads, continue with importing dialogues.
See if the module loads. If not, reduce number of dialogues to import until you find the bad one.
If it loads, continue with scripts.
Then blue prints, … until everything has been imported, or until you’ve found the bad apple in the bunch.
When did the toolset crash? Did it throw an error message? Did the game create a dump file - check your /Documents install folder? Knowing what caused the crash might go a long way into identifying what corrupted the module.
Unfortunately, at least in EE, some Toolset crashes seem to be a death sentence for a module, corrupting it so it won’t load in game. That said, I’ve never encountered a module corruption that couldn’t be circumvented using the methods I listed above. The wiki has a lot of toolset errors listed, their causes, and how to fix/avoid them. See Common Errors and Their Causes - Neverwinter Nights 1: EE - nwn.wiki
One way to mitigate the disaster you are suffering is to make daily backups of your module. That way, if it does get corrupted, you can always revert back to an earlier version and rebuild from that point.
You can’t say this often enough. And there should be sequential backups, to avoid the danger of overwriting a working old version with a corrupt new one.
I never ever had this problem for years! … until today. Launched the module with F9 (as usual). The process “hangs” on the character selection, and there was now way to proceed.
Solution:
Had a look into the *.ifo file and found out, that there was still a reference to an area, I ripped out some hours ago. Deleted the reference, and moved the *.ifo out of temp0. Then I patched the module by moving the amended *.ifo into it with the hak pack editor.
Now I wonder, that this problem should be caused by the F9 key? I’m quite unsure about this.
I’ve seen many posts in recent times concerning module corruption after f9. I suspect they could all be the same case, as others have mentioned not saving, too. Not sure whether the devs are looking at it,
I would bet that F9 doesn’t make any changes to the module. Why should it?
But that could be easily tested. Load a mod into the toolset, save it after a change and go for a coffe (or tea? ) After a nice cup, hit F9. The timestamp of the mod is not changed.
If you click yes to the query “Save first?”, then there could be a timing problem under rare circumstances.
The “Could not load the module file. Module might be corrupt.” might have different causes, but if it’s always the *ifo, which isn’t properly updated, then there is an undetected bug in the toolset, which has nothing to do with F9.
In my experience looking at other peoples’ instances of this (I’ve never hit it but have also never used f9 and build and store my module in git) it’s pretty much always been a bogus area entry in the module.ifo file.
It’s pretty certain that making the toolset 64bit (which is how you begin fixing) is off the table. From nwn.wiki (can’t think of anything newer and shinier that has gone in recently):
The game can load a module immediately in single player with the first local vault character to mimic F9. This is a recommended way if you don’t want to keep the client open for some reason (resources or the like). The syntax is:
nwmain.exe +TestNewModule "module name"
To load the a specific character with a module you can use a different command which loads up to the point of selecting or creating a character, useful for testing modifications to classes, feats and the like:
I doubt that launching the game from the toolset is causing these problems.
Mmat’s experience mirrors my own: when this has happened to me its almost always been a messed .ifo file for the module. This is probably a toolset problem, but it isn’t going to be caused by its invocation of another program.
It’s pretty certain that making the toolset 64bit (which is how you begin fixing) is off the table.
I do wish we’d get fixes like these rather than cartoon filters, I have to say.