#Game crashes in a specific event with edited text

95 messages · Page 1 of 1 (latest)

twin torrent
#

I'm editing text in the game using the Unreal Atlus Script method, and the game always crashes on event Main_100_033_C (the brief cutscene that plays when Makoto arrives at Iwatodai Station for the first time, during the Dark Hour).

The cutscene crashes in two distinct instances (not sure what causes the crash timings to change): it crashes either right as the cutscene begins, after the bottom right cutscene button prompts appear while the screen is still black, or it actually gets to start, and crashes just as Makoto is about to lower his headphones. I've made no FLOW edits or anything of the sort, I have edited exclusively the text of the first few scenes.

The text replacements themselves work fine, as while this scene crashes consistently, I edited the subtitle text of the intro movie, and that does not crash and the text also displays properly as I edited it.

I tried loading the cutscene without the text edits of Main_100_033_C, but the game still crashes.

The UE4 crash window displays this. I don't know if there are any other logs I'm able/know how to provide.

spring lion
#

@frigid hinge i think it does do the thing

twin torrent
#

What's the thing?

spring lion
#

the thing it does

#

i'll look into fixing it soon, at least i know it's atlus script for sure now

twin torrent
#

I see

#

Thanks for clearing that up

twin torrent
true dove
twin torrent
#

Will do 👍

#

The new builds fix the issue heemoji

#

The game isn't crashing on that event

twin torrent
#

The game crashes if you open the Quest menu with this error

#

like before, disabling the mod with the text edits causes it to not crash

frigid hinge
#

Have you got the latest versions of Unreal.ObjectsEmitter (1.1.0) and Unreal.AtlusScript (1.0.3)?

frigid hinge
spring lion
#

like 80% sure that's fmalloc since names and descriptions worked fine, as well as junpei's tartarus entrance .flow that crashed for me even without changes before

frigid hinge
#

Where's FMalloc actually defined? (The class or struct)

#

I'm on mobile so it's hard to navigate

#

Might just look when I get home. Anyway it's good that you got it working

#

Iirc my implementation in unreal Essentials is a bit incomplete. I only did what I actually needed for it

spring lion
spring lion
twin torrent
twin torrent
true dove
#

if you're not sure, delete the copy in the dump folder then get it to re-decompile it, it'll log if it failed with BE

twin torrent
#

How am I able to tell? Will the outputs be different?

twin torrent
#

I'll go do that, lemme just boot my PC

true dove
#

There's just the reloaded logs (click View Log Files in Reloaded's main window)

#

Just make sure to delete the existing copy since it won't decompile it again if the file already exists there

twin torrent
#

I see

#

Ok, I actually tested this one more time: I deleted the Quest menu's decompiled BMD file, and unlike the previous issue I had with that cutscene at the start, deleting this caused it to stop crashing

#

which means that script is causing issues

#

I will now delete all of the dumps I have and decompile everything only in BE

#

Ok, I dumped it

#

I had the BE setting on and the Quest BMD decompiled

#

I'm going to copy-paste it into my mod and enable it to see if it crashes

#

It still crashes <:/

true dove
#

can you send it here?

#

also i think the selector for just BE/LE is broken naotoflushed

twin torrent
#

Here you go, this is from my mod folder, but I copy-pasted it from the dump folder with no edits at all, so it should just be the raw decompiled script, decompiled with the BE option

true dove
#

can't even test because i don't have quests unlocked yet 💀

twin torrent
#

Zoinks...

#

The menu gets to open for a bit

#

It transitions to the Quest menu properly, but just before the actual list of quests pops up, the game crashes

true dove
#

can you test if it works fine when compiled using the cmd line compiler?

twin torrent
#

The Atlus Script Compiler?

#

I can try

#

Aside from -Compile, what other arguments do I need to pass?

#

I never used this tool before

#

I'm testing this by compiling the Quest script, and the script of a cutscene I know is working, but both are giving me the same error so I'm probably doing something wrong

true dove
#

arkadia's server is the only place i know there's a guide

#

oh it links the lost gui version nice, even simpler then it should just be drag and drop

twin torrent
#

Oh I have that one

#

Both are giving errors

#

I'm using the version on Github

#

is what you linked a more recent version? I can't access that link

true dove
#

when you say errors, do you mean the gui/compiler or in-game?

twin torrent
#

In the gui/compiler

#

Oooooooh yeah my GUI is outdated

true dove
#

the main repo isn't updated yet since p3r is still wip

twin torrent
#

The tutorial has the game option for P3R while mine does not

#

Oh, both compiled successfully

#

Even the Quest menu script

true dove
#

do they work in-game?

twin torrent
#

The compiled ones? I haven't tested

#

How do I mod the compiled ones in the game? Do I replace the decompiled .msg with the .bmd for it to work? Or do I need to do something else?

true dove
#

so your new compiled one should be .uasset, and you'd replace it in-game using Unreal Essentials (im assuming you know that works but lmk if you don't)

twin torrent
#

It compiled as .bmd, not .uasset

#

I didn't read the rest of the tutorial 😬

true dove
#

uhhh, i think you have to extract and dnd the original .uasset to extract it

#

that way it has the data needed to rewrap it in a .uasset

twin torrent
#

That makes sense

#

I put the raw .msg gotten from the Unreal Atlus Script decompilation into the program

true dove
#

i've never used past an early early test of ue atlus script

twin torrent
#

I'll retry in a bit

twin torrent
#

Something came up so I might be a bit but I'll do this as soon as I can

twin torrent
#

Ok I'm back

twin torrent
#

Welp, I tested it again, I followed the guide properly and the .uasset was created as it should, I edited the text this time just 'cause, and it crashes in the exact same fashion as it did with the Unreal Atlus Script edit

#

Quest menu gets to open but it crashes just before any text appears

spring lion
#

nice, then it's probably not my fault femc

lilac apexBOT
#

@vocal mason BMD_Quest seems to break after being recompiled, though it decompiles fine. Recompiled uasset above, original flow here:

Here you go, this is from my mod folder, but I copy-pasted it from the dump folder with no edits at all, so it should just be the raw decompiled script, decompiled with the BE option

Jump

[Go to message!](#1221508325540237312 message)

BMD_Quest.zip
vocal mason
#

ik what's causing the crash itself but i've still yet to find what exactly's wrong with the bmd so I can fix the issue

vocal mason
#

yea the pointers to the speaker name are broken for some reason