#Made a major oopsie in map studio SOLVED
1 messages · Page 1 of 1 (latest)
I restarted my pc like a big ole idiot, so i cant simply ctrl+z my way out of the mess. i really dont want to lose the 15 hours of work 
i was editing this area and didn't delete anything, only made a forge for Hewg and that's it. Somehow in the 10 minutes of putting the forge together i must've deleted an object on accident or something. Usually when this happens map editor wouldn't let you save because it recognizes it as a crucial asset or whatever it may be
Im no expert i just wanna try to help - i see only a mention of m11_10_00_00.emevd all the time , so it might be something in that?
Are there specific crashlogs too?
You'd think, but no, I've ran all the tests that make sense. Isolation of all relevant files in when testing just tells me it's definitely the map file
My guess, is that I deleted something within the map file that is integral in an event
Which results in getting errors about it.
As far as I know this is the only log? It's generated by mod engine 2.1
perhaps explain all the changes and additions you have made on this map, perhaps that might give everyone a clue on what might make it crash
Well the only thing that i'd just done when the mistake occurred was making them two stone objects.
are these objects vanilla, as in native to Elden Ring and not ported/custom?
So, explaining what I've done with the map doesn't really help. This custom version of the roundtable hold has seen 100s of changes over the past year+
yes they are vanilla
Deleting them does not help
but if you crashing at the roundtable, then its probably evident that the most recent changes to the roundtable are probably causing the crash.
Yes
hhmm, what else did you add, before the stone objects
That and maybe some lights for the overhead chandeliers and such
i tried deleting those to see if it was causing the issues but no luck there either
ok, between the last successful launch and entering to the roundtable and up to the crash is the lighting and the stone objects all you have added/changed, is the crash only at the roundtable, are you able to go anywhere else etc?
Indeed, if i open up a different save i can travel anywhere but upon trying to warp to roundtable, crash
hhmm, ok so it is only the roundtable
nothing esd or evemd related to the roundtable has been touched?, only map
here is a different log generated with the same circumstances, this one mentions m11_10_00_00 hks instead of emevd
correct
ok, this stone object and lightning, is this taken from a different map, is it from the roundtable?
it's from a different map
but in my hundreds of hours of map modding thats never been an issue before
yeah, but even deleting the latest changes didnt solve the crash, so that is all the more curious
the last few of the log refers to the hkxbdts of m11_10
i myself wouldnt even know how to change those, but edits to the map wouldnt naturally edit those
Right. I'm quite perplexed
Unless lighting has something to do with that?
It uses the bdt file only though, as far as I know anyways
unless you are straight up missing those files idk, atleast based on the log its trying to find those files in your reborn files folder
but if removing those two additions/changes didnt solve it then maybe a change before those edits, do you remember what you did before that?
I have no recollection unfortunately
I think I also messed with some of the gear around hewg, therein does not lie any kind of explanation for the issue
dang, thats unfortunate, the logs as well don't really give much of a clue on what the issue could be.
Yeah, like mentioned before hand, I believe I may have somehow accidentally clicked on something and deleted it, while meaning to delete a different thing
if thats the case and it is vital smithbox would immediately whine about it and prevent saving
This is what I get for not making any backups on a large mod version
Well you'd think so anyways.
ok, are you willing to send that map at all, it might be easier for me to check through physically and test the map myself. its ok to say no to that, but we really have very little to go on
Absolutely
alright send it when you can
sure, the issue does pique my interest, at the very least it takes me away from doing my own modding
What are you working on?
ive done a lot of npc porting from sekiro to ER,
ive compiled all of them into one mod and working on some basic bare bones map editing so people can fight them
That would go hard
ive done a like a few boss fights, the one which is standalone is Great Shinobi Owl at the roundtable and uploaded to nexus
here is all the ones ive ported
unfortunately none have cloth physics and now that ive lost the ability to use 3ds max i cant even try cloth sims
wow, and you're porting all the animations and all that?
oh man yeah that is unfortunate
cloth physics are essential
more so for like BB, a lot of npcs dont really need it, atleast you can tolerate it for the most part, but being in ER is more important than one aspect of it i suppose
Yeah definitely for bloodborne
What I was envisioning in my head was bloodborne mods without cloth physics
It's a bit rough to look at
yeah, which is why the only port that ive done with bb enemies is living failures, you can see on the right hand side of the image
ah nice
it will definitely make for a sweet mod at the end of the road
Ok, so interestingly, deleting extremely important things in the map editor and clicking save... actually saves the map
so, im not sure what has gone wrong, but clearly that very vital feature that acts as a fail safe is gone
i deleted roderika and hewg themselves and mapstudio threw no arguments up whatsoever
Which.. is a bit of an issue
well, while they are integral to the game and such, it really isnt in terms of map editing, you can always add roderika to anywhere else and add her esd and it should act the same as if she were in the roundtable
well what about the actual map pieces? i also deleted that, the grace, the stone sword imp statues and more. Map editor didn't let you do that before
those probably would cause smithbox/dsms to whine, the big things that would cause them to prevent you from saving etc would be things tht get referenced, like patrols, them getting a region name but the region of that name does not exist etc
What exactly is an hkx?
havok, things like physics, collusions, animations, are under the havok format, of course this is just a layman's explanation, but its how i see it
hkx is the file extension for it
"Searching for map\m11\m11_10_00_00\l11_10_00_00.hkxbdt" is the final error its spitting out more than anything
Oh heck
i might've deleted the map collision
but smithbox would definitely say something if the most important thing collusion is missing,
i am comparing thing between a vanilla roundtable, to yours and the collusions match so far
Since it's mentioning the emevd, have you checked that?
ive checked it, its specifically map related
Howd you know
well i checked all the entity ids that they didnt conflict with each other, also i have the map as well, and since i am using the vanilla emevd and it is still crashing, so it is most likely the map and probably unfortunately atleast one or so asset that is fucking everything over

im doing the incredibly long way of reputting the assets back into the modded map and so far no crash there
I wish changes you made would be green like paramedits lol
yeah same, but this also gives me the chance to see how i fare with map merging etc,
manually i mean
Hehe
Could it be that one of the values associated with the map was changed, and not that something was deleted? Perhaps referencing something that doesn't exist because a digit was removed or added by accident, for example?
Painful as it may be, it may be worth systematically going through all of those properties
unlikely since most cases smithbox/dsms would alert you that you are missing a reference or the asset
I see
but it could be as you said a particular property from an asset that was duplicated on to this map that could affect the whole thing, but there really isnt a whole lot to work with here, so my long ass strategy is one of the only way
But what if smkthbox didn't say anything this time 
im not the map owner/creator so its up to Halcyon to try his way of removing aspects and reverse his changes
im doing the other way around and reintegrating shit back in
it more than likely could, but either way we still dont why it is occurring
well come back after you rested and if we still havent fixed you are more than welcome to join
yas
Would smithbox/DSMS throw a fit if it's referencing something that does exist, but is not in the right format or category? Something silly like a collision id in lighting, which I can see happening if the value is being pasted in the wrong place by accident because of an unintentional click or tab.
I'm not extremely experienced with map editing, but I'd approach it with halcyon retracing his steps
i dont think so, its usually part names that they whine about, typically things like patrols and when you delete one patrol region but left the name in the patrol info it stops you from saving
the problem is, is that he doesnt remember all of the edits he made before the crash the ones he did were removed but still crash
This is why I record all of my changes meticulously. I'm paranoid that if I don't, I'll blunder
and he cant undo it cause he restarted smithbox or his computer
The surest bet is just redoing the map edits from scratch, which sucks, but it could take just as long to figure out what is causing the issue as it would recreating the changes
ive seen thet roundtable map he's made so far, its a lllooott of work to just scrap it, ive already recovered parts of it already, my strategy is working so im continuing down this route
until it crashes
then i will know which asset is the issue
That said, I don't know how much he has invested into this particular map. I read something like 15 hours, iirc. Unless he's layered a lot of other changes
Yeah, if you can salvage anything, I'd say that's worthwhile
he has done a lot of editing on this map
very intricate details in a lot of places
most of the npcs were moved to other areas and such
At the very least, I hope it works out. Seems like you're doing saint's work and saving him a lot of time lost
sure, though it will more than likely lose a tiny bit of edits, but i think its worth more than starting from scratch
Even if I wasn't exactly able to help, I did learn some new things, so thank you for the explanations.
Absolutely. Anything you can get back is that much less to redo
its fine, im not big on map editing either, i just shove npcs on a map and call it a day
im doing this becuase it sounded interesting to solve
I've kinda done the same. Moving things around, maybe copy-pasting objects between maps, and playing around with adding simple hostile NPC's
did things like this lately, lazy but its fun, sometimes
Exactly why I chipped in. I like the puzzle
That's neat. What I've done is much simpler, albeit on DeS with a much more simplistic toolset
I added this NPC and had him using three of the new miracles I designed
pretty nice, ive never been good at making spells or anything player related so its always cool to see
I also changed the swamp properties so you're no longer limited to no-roll and instead have reduced equip load
I just played around with existing sfx and bullet properties in debug until I found something I liked
nice, seems like a good tradeoff
Thank you 😁
@steep acorn , when you are around, please try this one and see if you can open it in game
so far from what i have done, this asset AEG227_103_4506 seems to cause the crash,
@steep acorn , try this one out instead
so, it seems that AEG_103_4506 is missing its modelname
this was the exact cause of the map crashing
Thats so weird, which asset was it?
aeg227_103
the other five of this assets were ok, it was just this last one 4506 that was broken
i went into map editor to try and see that specific asset but smithbox crashed when i searched for it
Thats so dang weird. Thats one of the sword models that goes into the roundtable with all of the aged and rusted weaponry. No wonder i didn't figure it out, NEVER would have thought it'd be related to that object.
Its an original roundtable asset after all
yeah thats strange
side note, when i accidently triggered the invader, this was happening, perhaps you have something different with your modified reg bin but thats whats happening, just letting you know
also the anvil isnt really facing the right way and Hewg isnt holding the sword, so just another edit you'll have to make
this seems to be an issue with ai being on assets instead of on collision mapping
yeah probably
its one of the weirder challenges of map editing
yeah
ahh 😅
appreciate it
sure, otherwise the roundtable you made looks real good, my save hasnt gotten far so i cant see the two fingers room but in map editor it looks nice too
But like damn i am so glad. Easily saving me 20 hours of redoing stuff
Thank you 
no worries, well, problem solved, make sure to rename the title of the thread to solved
Made a major oopsie in map studio SOLVED
well it took me from 2:13 pm to 11:11 pm ish, but still worth it to sorta know ways that maps can crash
You are an absolute legend. I owe you
Np buddy
It took a while, but I got it, I did say it was more than likely an asset fucking things up
How exactly did you crack it if i may ask?
like what was the process and how did you get to this? #1294434511270182922 message
I unpacked the map with witchy, then I unpacked the vanilla map with witchy and just used notepad++ with the compare plugin and just copy pasted it
Of course the xmls for each asset and stuff was copy pasted into the vanilla round table map folder
The only way it would used in game is if I had initialized them in the main xml, I initialized them one by one or in small groups
i see. That's good to know that it can be unpacked with witchy.
It can though it is used for checking diffs
Big brain 
how to spot an experienced modder 101
You really shouldn’t use it for much else or if you want to be a masochist you can xml map edit which only a deranged human being should do
But it does mean you can technically map merge
Sounds like a challenge
This explains why i was seeing the map pieces overlapping eachother vanilla/reborn in the first file
thats good to know
While it causes a bunch of conflicts it does often mean those that don’t will placed in the map just the same so you can pick and choose in map editor and make a merged version
Ja, anyways I gotta go to sleep, make sure to make regular saves from now on and backups, even if it wasn’t your fault to begin with pinpointing a single asset fault is taxing to say the least, but have fun with your map editing, good luck buddy


