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Fixed Crash when taking prisoners with Weaponsmod OFF

Salino

Landlubber
Ahoy, mates!

First of all, I'd like to congratulate each and everyone that helped making such an awesome mod and this community; I've been lurking for a while now and I can't believe the amount of support a game 13 years old gets. You guys are great.

I've been playing the mod with no issues whatsoever but there's a thing that bugs me a bit. Everytime I try to take prisoners onto the brig of my ship after a boarding, the game crashes. Everytime. I used the search in order to find someone who has had a similar problem but alas without luck. I have tried playing different characters, storylines, ships and it still crashes; so I'd think it has something to do with either the installation or some of the options, although I haven't done much tweaking.

Any thoughts?

Cheers :napoleon
 
Ahoy there, @Salino and welcome to the forum! :cheers

Can you please post all the .log files from your main game folder after this issue occurs?
Possibly also include a savegame, the file named "options" from your main game folder and PROGRAM\InternalSettings.h, just in case.

Do I understand correctly that the crash occurs after the boarding when you are talking to the surrendered enemy captain?
 
Thank you very much for the quick reply.

You understood correctly, I'm sorry if I made it a bit hard to understand the problem. That's exactly it. Once the enemy captain surrenders and I order my men to capture the enemy crew and put them in the brig, the game crashes.

I've uploaded the .log files from the main game folder as well as the savegame (Once loaded it should let you board an already surrendered ship next to mine where you could test the crash) and the settings file.

Cheers and thank you again for your help :doff
 

Attachments

  • compile.log
    28.6 KB · Views: 127
  • error.log
    2 KB · Views: 119
  • system.log
    3.5 KB · Views: 123
  • InternalSettings.h
    68.9 KB · Views: 104
  • Save.rar
    782.9 KB · Views: 128
as well as the savegame
Savegame is missing from your post, I'm afraid.
If the forum did not allow you to upload it, you may have to ZIP it first.

There are definitely a bunch of messages in error.log that could be related to your issue.
Especially this here looks quite suspect:
Code:
RUNTIME ERROR - file: interface\transfer_goods.c; line: 385
missed attribute: name
RUNTIME ERROR - file: interface\transfer_goods.c; line: 385
no rAP data

According to compile.log, you are running the Build 14 Beta 4 public release, dated 2 April 2016.
We discovered various bugs with that version that could potentially result in enemy captains being erased while they were still needed.

Several fixes for that are included in here: Mod Release - Build 14 Beta 4.1 WIP | PiratesAhoy!
While a New Game is recommended with that, it is not required so you could install that and see if it solves the problem.

If all goes well, I'll post another update with quite a lot more fixes before the end of the weekend.
So starting a New Game is definitely not worth it until after I have posted that new version.
 
Whoops, I forgot to upload the save, my bad. The previous post is now edited and the save file added.

I'll download the Beta 4.1 and see if it works. If it still doesn't, I'll follow your advice and wait for the new update. Kudos on that, by the way!

I appreciate the help, Pieter. :cheers

-: EDIT :-

Aaaaand solved. I installed the Beta 4.1 and now it works. Thank you very much for the help. Great community.
 
Last edited:
Whoops, I forgot to upload the save, my bad. The previous post is now edited and the save file added.
Thanks! I loaded it in my own game version and managed to lock the captain in the cargo hold:
upload_2016-7-15_18-42-40.png

So as far as I can tell, this is not a problem in the most recent version. :doff
 
Aaaaand solved. I installed the Beta 4.1 and now it works. Thank you very much for the help. Great community.
Glad to hear that took care of it! :woot

Also, thanks for reporting it. While testing your save, I noticed a slight formatting error in the output of some code I changed recently.
So now I fixed that too for the next update. :cheeky
 
Awesome! Feels great to know I've helped you a bit too, like I've been able to return you guys the favor for creating such an amazing mod. I'll be sure to report any other issues I encounter. Great work! :aar
 
Awesome! Feels great to know I've helped you a bit too, like I've been able to return you guys the favor for creating such an amazing mod. I'll be sure to report any other issues I encounter. Great work! :aar
Much appreciated. :doff

Though you're, of course, also welcome to give general feedback on how you like the changes we've made. Not every post necessarily needs to be a bug report. ;)
General stories of your escapades might be fun, for example. Especially if you're doing some actual role playing.
The game world definitely allows all sorts of random events to occur and, with a bit of story to string them together, that can make for an entertaining read. :cheeky
 
Ahoy, once again!

Just a quick update. @Pieter Boelen, I believe the crashes happen whenever I disable the weapon qualities mod. I usually have that one disabled as I cannot get any blacksmith to spawn, don't know really why, so it's a bit frustrating having to repair my weapons using the dialogues with F4. Anyway, after installing the Beta 4.1 and playing for a while with no issues, the same crash when taking prisoner a surrendered captain happened again. This was after I had disabled the weapon qualities mod on the realism options, so I tried enabling it (as it comes enabled by default) to see if the crash still happened and, to my surprise, it didn't. I also tried with a previous save (the one I uploaded earlier, actually) and the same thing happened. If the weapons quality mod is disabled, it crashes. If it's enabled, it doesn't.

I'm not sure what files I can upload in order to make your work easier since the situation is almost the same as before; only with the Beta 4.1; so I hope that knowing it's the weapon qualities mod what's causing the issue may be a bit of help. Either way, I'll upload whatever file you consider to be necessary.

Cheers, and I'll certainly consider giving more feedback and sharing some seafaring stories :thumbs1!
 
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@Salino: I found the problem and it was both very obvious AND bizarre in that nobody ever noticed it before! :facepalm

In PROGRAM\MAXIMUS_Functions.c I now made the two changes marked with "PB" below:
Code:
void DisarmCharacter(ref tmpChr, bool bTake, bool bTakeAll)
{
   string blade, gun, cuirass, flask, pouch;
   if(IsCharacterEquipByGroup(tmpChr,BLADE_ITEM_TYPE))
   {
     blade = GetCharacterEquipByGroup(tmpChr,BLADE_ITEM_TYPE);
     RemoveCharacterEquip(tmpChr, BLADE_ITEM_TYPE);
     TakeItemFromCharacter(tmpChr, blade);
     if(bTake) GiveItem2Character(GetMainCharacter(), blade); // PB: was 'gun'???
   }
   if(IsCharacterEquipByGroup(tmpChr,GUN_ITEM_TYPE))
   {
     gun = GetCharacterEquipByGroup(tmpChr,GUN_ITEM_TYPE);
     RemoveCharacterEquip(tmpChr, GUN_ITEM_TYPE);
     TakeItemFromCharacter(tmpChr, gun);
     if(bTake) GiveItem2Character(GetMainCharacter(), gun);
   }
   if(IsCharacterEquipByGroup(tmpChr,ARMOR_ITEM_TYPE))
   {
     cuirass = GetCharacterEquipByGroup(tmpChr,ARMOR_ITEM_TYPE);
     RemoveCharacterEquip(tmpChr, ARMOR_ITEM_TYPE);
     TakeItemFromCharacter(tmpChr, cuirass);
     if(bTake) GiveItem2Character(GetMainCharacter(), cuirass); // PB: was 'gun'???
   }
Basically, the "blade" variable was initialized, then the "gun" variable was used instead (but wasn't initialized yet), which obviously doesn't work.

So.... one more bug bites the dust! Thanks for figuring this one out. :doff
 
Awesome work! Glad to see you were able to locate the problem and fix it so quickly, amazing.

I'll report any other bugs I find, keep up the good work Pieter and thanks for the help.:cheers
 
I disable the weapon qualities mod. I usually have that one disabled as I cannot get any blacksmith to spawn, don't know really why, so it's a bit frustrating having to repair my weapons using the dialogues with F4.
I think I know know now why that happens: If you start the game with the Weapon Qualities mod OFF,
then the Blacksmiths aren't put in their place as the game figures you don't need them.
So toggling that mod on/off requires a New Game to be started to ensure everything works as it should.

I am now changing the modpack code so that in this case, the entire Blacksmith location won't show up either.
 
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