#crash on entering a field

284 messages · Page 1 of 1 (latest)

empty flower
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so i'm moving a pre-esiting field, and i've got most of it down, however i cant seem to get past triggering the go button, and the field name doesnt come up. i'm unsure of how to fix this

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oh fuck lag made this post twice

grand topaz
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i was about to say

empty flower
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my wifi hates me, lemme delete yhr other one

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debug is also saying nothing so i don't know whats causing it

grand topaz
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if you try and enter the intended way, does it still happen

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(ie. load a save file, then go to school normally)

empty flower
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you cannot go to 2f at all

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same crash

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should i try via story rather than mod menu?

grand topaz
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thats what i was suggesting

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if it still happens in normal gameplay then there might be an issue compiling the field bf
although in my experience that usually caused an infinite loading screen instead of crash (although femulator did get updated recently...)

empty flower
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loaded in a save in the classroom, immediate crash

grand topaz
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turn off unreal essentials

empty flower
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same crash when trying to use the new entrance, but now the classroom and floor two are accessable

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i am now thinking it might be an animation thing

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in which case i just... need to make this work with UE.

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so it just relaunched itself??

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and now isnt slow

grand topaz
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you shouldnt need or use unreal essentials because p5r is not an unreal engine game adachi_true

empty flower
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ahh

grand topaz
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if its still showing up in the log then something you have enabled has set it as a dependency when it shouldnt

empty flower
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ok so

grand topaz
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if not then theres another issue besides that

empty flower
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i removed all the flows

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and there is no longer a crash

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so it is a flow/bf issue

grand topaz
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if you set bf emulator to debug does it show any errors

empty flower
grand topaz
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have you tried clearing cache

empty flower
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How do I do that

grand topaz
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go into mod folder for persona essentials
delete folder named cache

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also, looking at your flows, are the sVars new to your mod or are they part of the original flow

empty flower
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Original

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I haven't added anything just juggled things around

grand topaz
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you dont need those, idk what happens if you have them anyway so id just remove em

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the messages in your msg file feel vanilla, also

empty flower
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in _01 they are all vanilla

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just some are taken out

grand topaz
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as i said in your other post, you should delete them if theyre not new or edited

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if a user has a lower priority mod that edits a message, then including the vanilla version in your mod will revert it, hurting compatibility

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which defeats the point of merging

empty flower
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HA

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So now the entrance on the intended floor teleports you to the original door

grand topaz
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im realizing i havent asked, what are you trying to do exactly
have the entrance to the classroom on first floor instead of second? (since your mod name seems to suggests an akechi protag mod)

empty flower
empty flower
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this is the one thing i have on my must do pre putting out the wip page

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its still saying the og door is the school store and allows entrance

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i'm thinking its bc the class still thinks thats the door + annimations

grand topaz
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i thiiiiiiiink you have to edit the procedure for leaving the classroom to deposit you on the first floor instead of the second? idr precisely how warps are defined, i think in addition to major and minor id for the map it also has an id for which floor entrance you should spawn at

empty flower
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yeah

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i've already added entances to the fbn

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(ids 7 + 8)

grand topaz
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im just realizing, this does not look like it should compile 😭

empty flower
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it does not

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its causeing me so much pain with the p5re folder

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so its just not there

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its why theres no _01.bf in the en folder

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its what is causing the infinite loading

grand topaz
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cus ur procedure is written wrong
AC_GOTO_CLASS_NORTH_hook ends with the curly bracket after the GRADE_2_CHECK_BASE call, but then theres a bunch of broken if-else statements after that dont belong to any procedure

empty flower
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i think that was vanilla that i tried adding in to make it compile

grand topaz
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you may want to learn some c 😭

empty flower
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i'm hopeless at this its just copy and paste why wont it work

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i have tried learning c but the site i was using started charging for the lessons so i stopped

grand topaz
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just use w3schools https://www.w3schools.com/c/

empty flower
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where was this two years ago my god

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OH I DIDNT DELETE IT ALL RIGHT I SEE THE PROBLEM

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MY GOD

grand topaz
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oop

empty flower
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I must have been fiddling with what it needed to complie

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spelling jesus

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[04/17/2025 00:04 AM] 17/04/2025 00:04:44 Error: (0021:0004) Invalid call expression. Expected function or procedure identifier, got: GRADE_2_CHECK_BASE

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hmm

grand topaz
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im trying to decomp vanilla fhit to see how it should look but ive been distracted by script gui crashing when i try to update due to space in path

empty flower
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hol on i still have it

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from what i see theres still an event in there i should have moved over or created a new layout for

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as its the event type of attempting to go into class during the pre deadline event

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that will take a while to fix hmm

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i'll have to move the vball player in the classroom too.

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SUB_KFEVT_BldgA2F_CHK_CLASS_2 seems to be it??

grand topaz
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i managed to get script gui to successfully update script library but anyway 002_002_00 is first floor, 002_002_01 is second, yeah?

empty flower
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Yep

grand topaz
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thinking aloud so i can keep it straight
CHK_3D_SOUTH and CHK_3D_NORTH are the procedures youre hooking to create the classroom warp on first floor
while AC_GOTO_CLASS_SOUTH and AC_GOTO_CLASS_NORTH are the vanilla classroom warps
in vanilla bf, CHK_3D_SOUTH and CHK_3D_NORTH both call GRADE_3_CHECK_BASE. AC_GOTO_CLASS_SOUTH and AC_GOTO_CLASS_NORTH do a check for if they should call another procedure used for handling keyfree events, otherwise they warp you to classroom

so AC_GOTO_CLASS_SOUTH and AC_GOTO_CLASS_NORTH should be hooked to have the behavior of the other second-year classrooms, which is to call GRADE_2_CHECK_BASE (the call should just be GRADE_2_CHECK_BASE since you arent actually editing the procedure itself, just adding another call to it)
while CHK_3D_SOUTH and CHK_3D_NORTH should be hooked to have the behavior that the AC_GOTO procedures have in vanilla. obv SUB_KFEVT_BldgA2F_MyclassSouth and SUB_KFEVT_BldgA2F_MyclassNorth dont exist in the vanilla first floor bf so you would copy them wholesale into your first floor .flow (not as hooks, theres no original SUB_KFEVT to hook). mind, the messages called in the SUB_KFEVT_procedures dont exist either so youll also have to copy them into your .msg file (and edit the one that says the classroom is for second years)

empty flower
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I think most of the sub_kfevt_s will need put over, as they're what contains the GoTo keyfree events as well as if else blocks

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Would renaming Check_3D to GoTo_ work?

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Probably not

grand topaz
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i dont think it should matter, function names are just so other functions can find and call them

empty flower
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ok merging now works (finally)

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and now looking at the class crashes it

grand topaz
empty flower
grand topaz
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show flow?

empty flower
grand topaz
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you dont need this line

empty flower
empty flower
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merge

grand topaz
#

ur sure?

empty flower
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[04/17/2025 01:49 AM] 17/04/2025 01:49:56 Error: (0021:0004) Invalid call expression. Expected function or procedure identifier, got: GRADE_2_CHECK_BASE
[04/17/2025 01:49 AM] 17/04/2025 01:49:56 Error: (0020:0000) Failed to emit procedure body
[04/17/2025 01:49 AM] 17/04/2025 01:49:56 Error: One or more errors occured during compilation!
[04/17/2025 01:49 AM] 17/04/2025 01:49:56 Error: One or more errors occured while executing task!
[04/17/2025 01:49 AM]
[04/17/2025 01:49 AM] Task Failed.

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does not occur when that part is in there

grand topaz
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oh thats a compiler bug 🫠

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@carmine viper

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since GRADE_2_CHECK_BASE exists in the vanilla bf, you should be able to call it in your flow without having to define it again. if its failing then thats an issue with script tools

empty flower
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It's what's been annoying me this whole time 😔

It caused me to not be able to add the _01 to p5rE

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I wonder if having the empty code part there is what's causing the crash too

grand topaz
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yeah if you declare a function and then dont actually include a function definition, that should fail to compile
you shouldnt need a function declaration for it in the first place though dark

empty flower
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And here I was thinking it was a me problem

grand topaz
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real quick, if you downgrade the file emulators to the version in this release does it suddenly work

GitHub

Changelog
All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog
and this project adheres to Semantic Versioning.
2.8.4 - 2024-11-23
Commits

B...

empty flower
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Just download all the 7z right?

grand topaz
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bf emulator and possibly femulator base mod

empty flower
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What is going on with this I'm so mad how do I keep finding this stuff

grand topaz
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fwiw theres been a good amount of bugs with latest version dark

empty flower
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Ig I'm accidentally bug finding??

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Man I just wanted to make akechi a third year

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It is still a school store though

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amd the classroom has no name

grand topaz
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i think that should be...in some sort of table im not actually sure which

empty flower
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removed bc it showed peoples user in my overlay

grand topaz
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the hit table maybe?

empty flower
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In cmm?

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Just confirming I'm imagining it to be in the right place

grand topaz
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iirc fields have a hit table that defines where interactable objects are and what happens when you interact with them (what procedure in that field's fhit is called)
im not v familiar with it though since ive not really messed with that stuff personally

empty flower
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Oh wait ok I've got it

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It'd be in 01.hit

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I am modding at 2am again

empty flower
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So it should be in an fbn, however. I cannot find the right fbn.

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Checking the wiki and searching the terms, there is a bunch of renamed(?) ones

empty flower
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So I found the fbn needed, but I don't know how to work this, I'm tired so I will play with it in the morning

grand topaz
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i would assume itd have the same id as the field

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but fair, ppl work better when theyre rested

empty flower
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what does it meannnnn

grand topaz
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i think p5r might have a different ftd template from p5, maybe double check?

empty flower
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nope

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i even surched it

carmine viper
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I'll have a look and try and see why that's the case

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Seems to compile fine for me, although I did remove the msg import since you didn't send that filee (as far as I saw). I don't think that should make any difference though

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This is all the file is for me fwiw, is this right? (Removed the comments)

void AC_GOTO_CLASS_SOUTH_hook()
{
    GRADE_2_CHECK_BASE();
}

void AC_GOTO_CLASS_NORTH_hook()
{
    GRADE_2_CHECK_BASE();
}
grand topaz
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yeah, thats right
but it throws a compile error specifically on latest bf emulator, because its convinced that GRADE_2_CHECK_BASE doesnt exist

carmine viper
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What I've got should be thee same as latest, I'll delete and let it redownload to check though

grand topaz
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downgrading bf emulator makes it work properly

carmine viper
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Nope, still works fine for me

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So you're able to reproduce it too?

grand topaz
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i uh. probably shoulda tried reproducing actually
in my defense i was trying to get myself to start some homework

carmine viper
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No, that's fair. You don't have to if you don't have time or want to

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If I can reproduce it I'll fix it, obviously I can't fix it if I can't reproduce though

empty flower
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Have no idea why it would be bugging like that tbh. I do have a lot of mods downloaded but none of them are enabled

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I've been using script tools gui to check for compiling

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It also will load forever if the dummy file is empty

carmine viper
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I think that was happening when you tried to compile a flow that had no corresponding original bf (i.e. a completely new one). That wouldn't make sense in this case though so maybe something else

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Could you just send me your copy of the mod where it does that failing to compile stuff? Presumably you've done something different to me

empty flower
grand topaz
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you still have downgraded femulator?

empty flower
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yup

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It doesn't have a bf in p5rE tho, so could be why?

carmine viper
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p5rE?

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Oh, the P5REssentials folder?

empty flower
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yeah

carmine viper
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If there was no bf there then that flow would just do nothing

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It needs something to actually emulate against

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i.e. nothing would compile, nothing would be replaced

empty flower
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trying to use scriptoolsgui hits me with
[04/17/2025 10:29 AM] 17/04/2025 10:29:57 Info: Using P5R_EFIGS encoding
[04/17/2025 10:29 AM] 17/04/2025 10:29:57 Info: Output file path is set to C:\Users\ectxB\Desktop\Rens nutting time\Release (1)\Mods\p5R.BETATYPE.AKECHIPROTAG\FEmulator\BF\FIELD\HIT\FHIT_002_006_00.flow.bf
[04/17/2025 10:29 AM] 17/04/2025 10:29:57 Info: Compiling FlowScript...
[04/17/2025 10:29 AM] 17/04/2025 10:29:58 Info: Start compiling FlowScript from file 'C:\Users\ectxB\Desktop\Rens nutting time\Release (1)\Mods\p5R.BETATYPE.AKECHIPROTAG\FEmulator\BF\FIELD\HIT\FHIT_002_006_00.flow'
[04/17/2025 10:29 AM] 17/04/2025 10:29:58 Info: Base directory set to 'C:\Users\ectxB\Desktop\Rens nutting time\Release (1)\Mods\p5R.BETATYPE.AKECHIPROTAG\FEmulator\BF\FIELD\HIT'
[04/17/2025 10:29 AM] 17/04/2025 10:29:58 Info: Parsing compilation unit
[04/17/2025 10:29 AM] 17/04/2025 10:29:58 Info: Parsing procedure 'CHK_DOOR_BACK'
[04/17/2025 10:29 AM] 17/04/2025 10:29:58 Info: Parsing procedure 'CHK_DOOR_FRONT'
[04/17/2025 10:29 AM] 17/04/2025 10:29:58 Info: Done parsing compilation unit
[04/17/2025 10:29 AM] 17/04/2025 10:29:58 Info: Resolving types in compilation unit
[04/17/2025 10:29 AM] 17/04/2025 10:29:58 Info: (0018:0000) Resolving types in procedure 'CHK_DOOR_BACK'
[04/17/2025 10:29 AM] 17/04/2025 10:29:58 Info: (0040:0000) Resolving types in procedure 'CHK_DOOR_FRONT'
[04/17/2025 10:29 AM] 17/04/2025 10:29:58 Info: Done resolving types in compilation unit
[04/17/2025 10:29 AM] 17/04/2025 10:29:58 Info: Start compiling FlowScript compilation unit with version Version3BigEndian
[04/17/2025 10:29 AM] 17/04/2025 10:29:58 Info: (0011:0000) Resolving imports
[04/17/2025 10:29 AM] 17/04/2025 10:29:58 Info: Resolving MessageScript import 'C:\Users\ectxB\Desktop\Rens nutting time\Release (1)\Mods\p5R.BETATYPE.AKECHIPROTAG\FEmulator\BF\FIELD\HIT\FHIT_002_006_00.msg'
[04/17/2025 10:29 AM] 17/04/2025 10:29:58 Info: Importing MessageScript from file 'C:\Users\ectxB\Desktop\Rens nutting time\Release (1)\Mods\p5R.BETATYPE.AKECHIPROTAG\FEmulator\BF\FIELD\HIT\FHIT_002_006_00.msg'
[04/17/2025 10:29 AM] 17/04/2025 10:29:58 Info: Parsing MessageScript source
[04/17/2025 10:29 AM] 17/04/2025 10:29:58 Info: Done parsing MessageScript source
[04/17/2025 10:29 AM] 17/04/2025 10:29:58 Info: (0001:0000) Compiling MessageScript compilation unit
[04/17/2025 10:29 AM] 17/04/2025 10:29:58 Info: (0001:0000) Done compiling MessageScript compilation unit
[04/17/2025 10:29 AM] 17/04/2025 10:29:58 Info: (0011:0000) Done resolving imports
[04/17/2025 10:29 AM] 17/04/2025 10:29:58 Info: Inserting MessageScript window identifier constants
[04/17/2025 10:29 AM] 17/04/2025 10:29:59 Info: (0018:0000) Compiling procedure: CHK_DOOR_BACK
[04/17/2025 10:29 AM] 17/04/2025 10:29:59 Error: (0025:0008) Invalid call expression. Expected function or procedure identifier, got: SUB_KFEVT_Myclass_BldgA2FSouth
[04/17/2025 10:29 AM] 17/04/2025 10:29:59 Error: (0024:0004) Failed to compile if statement body
[04/17/2025 10:29 AM] 17/04/2025 10:29:59 Error: (0019:0000) Failed to emit procedure body
[04/17/2025 10:29 AM] 17/04/2025 10:29:59 Error: One or more errors occured during compilation!
[04/17/2025 10:29 AM] 17/04/2025 10:29:59 Error: One or more errors occured while executing task!
[04/17/2025 10:29 AM]
[04/17/2025 10:29 AM] Task Failed.

carmine viper
#

Well that's a different problem...

#

What happens when you try to run the game with that mod you just sent? For me it crashes 🙃

empty flower
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it runs fine for me

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i sent a video prior to me running it

carmine viper
#

Maybe the downgraded file emulation framework stuff... I'll check

empty flower
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i was having crashes in school pre downgrade

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only the first floor worked for me

carmine viper
#

Not in school for me, on startup. Like after the game's window opens

empty flower
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huh

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the only start up files i think changed are the names in cmm.bin

grand topaz
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cmm.bin?

empty flower
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the confidant name files

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p5R.BETATYPE.AKECHIPROTAG\FEmulator\PAK\INIT\CMM.BIN

carmine viper
#

That is to say, probably nothing to do with your issues

empty flower
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wait do you have .3 on maybe?

carmine viper
#

.3?

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Oh, no

empty flower
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it caused problems for me once

carmine viper
#

I'm on 1.0.4

empty flower
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wonder why thats happening for you

carmine viper
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Yeah, I'd see a lot more errors in the console if I were on 1.0.3 I think

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Idk, my computer hates me or something

empty flower
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computers are wild

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mine likes to forget where its harddrive is

carmine viper
#

🫠

empty flower
#

for now backloading and adding an empty call field seems to make the bf file work, thus allowing the flow to function. i don't see changing it out for the vanilla file doing anything

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i will try that though

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ok, vanilla bf doesn't work

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to try and remove risk of it blanking the original procedure i'm numbering them really long numbers, so the og takes precedent

carmine viper
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Wdym numbering them really long numbers?

empty flower
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(in my mind, this makes sence, i do not think it works like this)

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so say a tags supossed to be index 6

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i'm making it like. 2939389 or something

carmine viper
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How?

empty flower
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// Procedure Index: 2356356

carmine viper
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That doesn't do anything

empty flower
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figured

carmine viper
#

That's just a comment from the decompilation

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Comments don't do anything on compilation, they're completely ignored

empty flower
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I dont know why but the bf in P5RE needs the blank parts to exist, but the flow doesnt??

carmine viper
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I don't know what that means...

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Are you both compiling a bf manually and having the flow in FEmulator\BF?

empty flower
#

so .flow in FEmulator doesnt need say a blank procedure named Sub_blank

but the .bf in P5REssentels does.

empty flower
#

it cant be empty either? for some reason

carmine viper
#

Whatever you're doing is wrong, probably not your fault though. It sounds like you're doing it because stuff is broken. You should have:

  • A .flow file in FEmulator\BF, this has your edited/new code
  • An empty (0kb) .bf file in P5REssentials wherever the real file is in the game's structure
    If things are working correctly, the flow file gets compiled and then "replaces" that empty bf with the proper one. If something goes wrong then that empty bf file may get loaded instead (which would break everything).
    If your changes to that .bf file are having any affect then that means that bf emulator isn't working, so that .flow file is doing nothing. When it's working it won't matter what that actual .bf file is, it'll get compeltely replaced with the correct compiled one. The 0kb empty file is just to save space, and make it a bit easier to make
empty flower
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CATbang why is it not workingggg all my other mods run

empty flower
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should i carry on with the temporary fix i found till bf emulator works?

carmine viper
#

If you want, I'm still not sure I understand what your fix even is though

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Feels like there are a few things going on

empty flower
#

i'm just adding blank calls to the bf, so say if it calls GoTo_ but that procedure isnt in that bf, i'll just add it with no function

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i don't know why script tools is struggling with it either?

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i'm using the latest update

carmine viper
#

But are you manually compiling it and then putting that compiled bf in P5REssentails\whatever?

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Or are you just editing the flow in FEmulator\BF?

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That's what I'm confused with

carmine viper
#

Ok, well that's a different problem then

empty flower
#

p5R.BETATYPE.AKECHIPROTAG\P5REssentials\CPK\EN.CPK\FIELD\HIT

carmine viper
empty flower
#

lemme remove all my mods and try this on a fresh install

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Huh. The dependencies download is stuck on something

empty flower
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fresh install of everythin, same issues

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Trying the backport

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backport ends the endless load, but the changes to .flow do not work

empty flower
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Why is it not working

empty flower
empty flower
#

Ok, so, I think my only option is to edit the vanilla fhit and leave the excess in rn, which unfortunately would make my mod incompatible with any other mods changing the school layout/editing the bfs.

I'll report the issue on atlas script tools later, but the issue is that the bf is trying to call a procedure addressed in another file, and is not liking the fact that the call is not within the same file.

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It's basically yelling at me about being forced to call a separate file.

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I might try and use an older version of it actually, that might fix the issue

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But that means back dating bf emulator again

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Which has the same issue as script tools

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SUB_KFEVT isn't in 002_006_00, but bf emulator seems to expect it to be in there instead of 002_002_00 and it's causing complications

carmine viper
#

I guess wait until I fix it. I've gotta sort out the game just straight up crashing for me first but after that I'll have a look. Might get it done today, idk we'll see

carmine viper
#

If you're manually compiling stuff you'd need to import the original bf yourself by adding import("whatever.bf"); to the top of you flow file. Bf emulator automatically imports the original so you don't need that line when using it

empty flower
#

so for 002_006 id add import 002_002_00.flow since thats the location of the function?

carmine viper
#

I suppose you could and that might work, but it might also break stuff. If the function is from a completely different bf I would just copy it into your flow instead

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At a minimum you'd want to import the base bf. So if you've got f002_002_00.flow you'd presumably import("f002_002_00.bf")

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Unless you are completely replacing that original bf (i.e. you don't want any of the original procedures or messages), in which case you could not import it. Although when you get it working with bf emulator it will get imported since I don't think there's really a case where you'd need it to not be imported

empty flower
#

so for 002_006 id import its messages and then 002_00.bf

#

does it work for edited flows

empty flower
# empty flower so for 002\_006 id import its messages and then 002_00.bf

[04/18/2025 00:52 AM] 18/04/2025 00:52:25 Error: (0026:0008) Invalid call expression. Expected function or procedure identifier, got: SUB_KFEVT_Myclass_BldgA2FSouth
[04/18/2025 00:52 AM] 18/04/2025 00:52:25 Error: (0025:0004) Failed to compile if statement body
[04/18/2025 00:52 AM] 18/04/2025 00:52:25 Error: (0020:0000) Failed to emit procedure body
[04/18/2025 00:52 AM] 18/04/2025 00:52:25 Error: One or more errors occured during compilation!
[04/18/2025 00:52 AM] 18/04/2025 00:52:25 Error: One or more errors occured while executing task!
[04/18/2025 00:52 AM]
[04/18/2025 00:52 AM] Task Failed.

same error

#

it should be importing 0002_002_00 but it seems to not want to?

carmine viper
#

There's a lot of stuff in here, what was causing a crash when you entered a field?

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(What you just mentioned in #p5-modding-chat)

empty flower
#

It was an infinity load on using an empty/dummy bf

carmine viper
#

Could you give a specific example that I can test?

empty flower
#

Yeah hold on my pc is off

carmine viper
#

All good, there's no rush

empty flower
empty flower
#

the dummy file would just cause endless loading

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here its the classroom file i've replaced with the dummy

carmine viper
#

Alright, I'll have a look in a bit

empty flower
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Tested, still loading forever with the dummy file :( will keep using the odd work around

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Might try and just do a fresh install of reloaded, might be BC of left over files

empty flower
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Ok might be a me problem?

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Trying to patch that

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it was not me

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[BfEmulator] Building BF File | C:\Users\ectxB\Desktop\Reloaded-II\Mods\p5R.BETATYPE.AKECHIPROTAG\P5REssentials\CPK\EN.CPK\FIELD\HIT\FHIT_002_002_00.bf
[Script Compiler] (0014:0000) Duplicate procedure declaration: void CHK_3D_SOUTH_hook(){ { <unknown> (15:0) } }
[BfEmulator] Failed to compile BF File | C:\Users\ectxB\Desktop\Reloaded-II\Mods\p5R.BETATYPE.AKECHIPROTAG\P5REssentials\CPK\EN.CPK\FIELD\HIT\FHIT_002_002_00.bf
[BfEmulator] Building BF File | C:\Users\ectxB\Desktop\Reloaded-II\Mods\p5R.BETATYPE.AKECHIPROTAG\P5REssentials\CPK\EN.CPK\FIELD\HIT\FHIT_002_002_01.bf
[Script Compiler] (0012:0000) File to import does not exist: FHIT_002_002_01.bf
[Script Compiler] (0012:0000) Failed to resolve compiled FlowScript import: FHIT_002_002_01.bf
[Script Compiler] (0011:0000) Failed to resolve imports
[BfEmulator] Failed to compile BF File | C:\Users\ectxB\Desktop\Reloaded-II\Mods\p5R.BETATYPE.AKECHIPROTAG\P5REssentials\CPK\EN.CPK\FIELD\HIT\FHIT_002_002_01.bf
[BfEmulator] Building BF File | C:\Users\ectxB\Desktop\Reloaded-II\Mods\p5R.BETATYPE.AKECHIPROTAG\P5REssentials\CPK\EN.CPK\FIELD\HIT\FHIT_002_006_00.bf
[Script Compiler] (0025:0008) Invalid call expression. Expected function or procedure identifier, got: SUB_KFEVT_Myclass_BldgA2FSouth
[Script Compiler] (0024:0004) Failed to compile if statement body
[Script Compiler] (0019:0000) Failed to emit procedure body
[BfEmulator] Failed to compile BF File | C:\Users\ectxB\Desktop\Reloaded-II\Mods\p5R.BETATYPE.AKECHIPROTAG\P5REssentials\CPK\EN.CPK\FIELD\HIT\FHIT_002_006_00.bf
Bind Complete! 840 files, Id: 2, Time: 963ms

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gonna keep trying to see if its a me thing tho

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Was a me problem

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Fixed now!

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Woop woop