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Loading custom module error: Virtual Function call


PisOgPapir

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well i've made a custom module just to experiment. iv'e saved the module as .Hak .Mod .Erf and as .SAV (It doesn't hurt to be sure... :p )

And then i launch the module from the Ebon Hawk's security computer with his script:

 

#include "k_inc_debug"

void main()

{

StartNewModule("299TEL", "262telb");

}

 

And then i get a C++ error bx saying 3112 or sumthing and then "Error: Pure Virtual function call"

 

what am i doing wrong?

 

EDIT: Now i don't get that error any longer now i just get the standard "This application has made some bs and must be closed"

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1. You only need MOD file and it should be in SwKotor2/Modules folder. Don't put sav, hak, with same name and whatever else there.

 

2.

void main()
{
    DelayCommand(0.5, StartNewModule("299TEL"));
}

 

This script can be used to start the module. Second parameter (IIRC) was a waypoint name, so you don't need that. The script assumes you have a file called 299tel.mod in Modules folder. If you don't have it, the game will freeze or crash.

 

If you still get the error, the there is probably something wrong with your actual module. It may be missing GIT, ARE, IFO files .. or they are incorrectly edited.

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great now i got the script. though everytime i try to load my module it goes to game menu and freezed my cursor. Sions still moving. weird huh?

 

its prolly coz this is my first time at edting modules. i took the module.ifo and changed the mod_id and mod_entry_area and mod_id and renamed the files and compressed them. what do i need to change more just to rename my module?

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Originally posted by PisOgPapir

i took the module.ifo and changed the mod_id and mod_entry_area and mod_id and renamed the files

 

You don't need to rename anything or change those values. This is probably where it's gone wrong for you.

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Originally posted by PisOgPapir

so you're saying if i rename all the files to 299tel.git 299tel.are and module.ifo it should work?..that sounds...disturbing... :confused:

 

No, what I am saying is that you didn't have to rename anything in the first place or change those value which you said you changed.

For example:

Suppose you want to clone existing 262Tel module?

 

You extract:

module.ifo

262Tel.git

262Tel.are

+

stuff you need like placeables, waypoints, etc.

 

Then you can pack all that into 299Tel.mod and it will work.

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Originally posted by PisOgPapir

but i need to change the module's name and thats when it starts going -_-because if i tell it to load 262tel i'm pretty sure it'll just load the polar academy.

 

No you don't "need to". You packed all that in 299Tel.mod, remember? Hence, you've already changed the module name.

 

So, when you use StartNewModule("299Tel") script command, it will look for 299tel.mod.

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