Strange; there's some of those "ERROR: unidentified condition type()" lines BEFORE the CTD, then some other stuff, and then some of those again.
Does the new stuff in the error log mean anything

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Strange; there's some of those "ERROR: unidentified condition type()" lines BEFORE the CTD, then some other stuff, and then some of those again.
refShip.Flags.Mast2.Flag1 = FLAG_ENSIGN;
refShip.Flags.NoPennants = true;
refShip.Flags.Mast0.Flag1 = FLAG_ENSIGN;
refShip.Flags.NoPennants = true;
From what I can tell:
PrisonShip1 has got 1 flag on mast2
PrisonShip2 has got 1 flag on mast2
raft has 1 flag
Are any of those ships involved in the scene where the CTD occurs?
Add the following to both Prison Ship's ships_init.c entries:Add the following to the raft's ships_init.c entry:Code:refShip.Flags.Mast2.Flag1 = FLAG_ENSIGN; refShip.Flags.NoPennants = true;
This will give the game the information it needs to draw the flags properly without getting confused.Code:refShip.Flags.Mast0.Flag1 = FLAG_ENSIGN; refShip.Flags.NoPennants = true;
Hopefully this fixes the problem, but even if it doesn't, it's still a good idea to have it.
Try to load a savegame from before the scene that contains the crash, perform a Reinit (F11), then try again and see if things work better.
Try to load a savegame from before the scene that contains the crash, perform a Reinit (F11), then try again and see if things work better.
Talisman, even though I have fixed hundreds of bugs the last months it seems to be a very very buggy mod. I'm sorry.![]()
Tomorrow I'll start fixing some of the problems. :nk
Yes, but this situation is new. There is no flag there from the start, the player raises it (by a ReloadToLocation) - could this be the problem?If there is supposed to be a flag on top of the tower, the game should know that as well as it knows there's flags in some ports.
The location "wr_cave_shore" has from start this Locations[n].townsack = "Grand Turk"; (because that fort commander's nation = PIRATE)How is the flag set up to be there then? I never understood flags in land locations.
2 casesif(Locations[FindLocation(chr.location)].models.always.locators == "Shore04_l_JRH3")
Locations[FindLocation(chr.location)].models.always.locators = "Shore04_l_JRH3F";
if(Locations[FindLocation(chr.location)].models.always.locators == "Shore04_l_JRH4")
Locations[FindLocation(chr.location)].models.always.locators = "Shore04_l_JRH4F";
DoQuestReloadToLocation("wr_cave_shore", "goto", "flag_pole", "hoist_flag1");