#crash on entering a field
284 messages · Page 1 of 1 (latest)
i was about to say
my wifi hates me, lemme delete yhr other one
debug is also saying nothing so i don't know whats causing it
file as is, if you want to try replicate
if you try and enter the intended way, does it still happen
(ie. load a save file, then go to school normally)
you cannot go to 2f at all
same crash
should i try via story rather than mod menu?
thats what i was suggesting
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...)
turn off unreal essentials
mmm slow mo
same crash when trying to use the new entrance, but now the classroom and floor two are accessable
i am now thinking it might be an animation thing
in which case i just... need to make this work with UE.
so it just relaunched itself??
and now isnt slow
current state of things
you shouldnt need or use unreal essentials because p5r is not an unreal engine game 
ahh
if its still showing up in the log then something you have enabled has set it as a dependency when it shouldnt
ok so
if not then theres another issue besides that
if you set bf emulator to debug does it show any errors
have you tried clearing cache
How do I do that
go into mod folder for persona essentials
delete folder named cache
also, looking at your flows, are the sVars new to your mod or are they part of the original flow
you dont need those, idk what happens if you have them anyway so id just remove em
the messages in your msg file feel vanilla, also
as i said in your other post, you should delete them if theyre not new or edited
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
which defeats the point of merging
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)
please ignore my yt vid in the background i dint realise it was picking up
yeah
this is the one thing i have on my must do pre putting out the wip page
its still saying the og door is the school store and allows entrance
i'm thinking its bc the class still thinks thats the door + annimations
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
im just realizing, this does not look like it should compile 😭
it does not
its causeing me so much pain with the p5re folder
so its just not there
its why theres no _01.bf in the en folder
its what is causing the infinite loading
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
i think that was vanilla that i tried adding in to make it compile
you may want to learn some c 😭
i'm hopeless at this its just copy and paste why wont it work
i have tried learning c but the site i was using started charging for the lessons so i stopped
just use w3schools https://www.w3schools.com/c/
where was this two years ago my god
OH I DIDNT DELETE IT ALL RIGHT I SEE THE PROBLEM
MY GOD
oop
I must have been fiddling with what it needed to complie
spelling jesus
[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
hmm
what is wrong with you why are you doing that stop it
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
hol on i still have it
the bf with all its parts
from what i see theres still an event in there i should have moved over or created a new layout for
as its the event type of attempting to go into class during the pre deadline event
that will take a while to fix hmm
i'll have to move the vball player in the classroom too.
SUB_KFEVT_BldgA2F_CHK_CLASS_2 seems to be it??
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?
Yep
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)
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
Would renaming Check_3D to GoTo_ work?
Probably not
i dont think it should matter, function names are just so other functions can find and call them
you shouldnt need to copypaste any of the kf related procedures except SUB_KFEVT_BldgA2F_MyclassSouth and SUB_KFEVT_BldgA2F_MyclassNorth though, since those are the only checks that pertain to the classroom entrance
as in the og class door
the keyfree events themselves might look weird though
show flow?
you dont need this line
video of the crash and its log
ur sure?
[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.
does not occur when that part is in there
oh thats a compiler bug 🫠
@carmine viper
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
It's what's been annoying me this whole time 😔
It caused me to not be able to add the _01 to p5rE
I wonder if having the empty code part there is what's causing the crash too
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 
real quick, if you downgrade the file emulators to the version in this release does it suddenly work
Just download all the 7z right?
bf emulator and possibly femulator base mod
Yes it works now..
What is going on with this I'm so mad how do I keep finding this stuff
fwiw theres been a good amount of bugs with latest version 
Ig I'm accidentally bug finding??
Man I just wanted to make akechi a third year
It is still a school store though
amd the classroom has no name
i think that should be...in some sort of table im not actually sure which
removed bc it showed peoples user in my overlay
the hit table maybe?
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
So it should be in an fbn, however. I cannot find the right fbn.
Checking the wiki and searching the terms, there is a bunch of renamed(?) ones
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
i would assume itd have the same id as the field
but fair, ppl work better when theyre rested
i think p5r might have a different ftd template from p5, maybe double check?
Adding this to make it compile makes no sense. That should prevent it from compiling
I'll have a look and try and see why that's the case
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
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();
}
yeah, thats right
but it throws a compile error specifically on latest bf emulator, because its convinced that GRADE_2_CHECK_BASE doesnt exist
What I've got should be thee same as latest, I'll delete and let it redownload to check though
downgrading bf emulator makes it work properly
i uh. probably shoulda tried reproducing actually
in my defense i was trying to get myself to start some homework
No, that's fair. You don't have to if you don't have time or want to
If I can reproduce it I'll fix it, obviously I can't fix it if I can't reproduce though
Here's what I'm using to test. Just that one file, maybe that makes a difference 
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
I've been using script tools gui to check for compiling
It also will load forever if the dummy file is empty
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
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
current merge issue is with 002_006, it wont use the correct spiit out points
you still have downgraded femulator?
yeah
If there was no bf there then that flow would just do nothing
It needs something to actually emulate against
i.e. nothing would compile, nothing would be replaced
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.
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 🙃
Maybe the downgraded file emulation framework stuff... I'll check
Not in school for me, on startup. Like after the game's window opens
cmm.bin?
Nope, I was having the same thing with Meovv's ai tactics fix mod as well (never got back around to looking into it). I think something is very broken with my game specifically, no matter what I reverted to it always happened and seemingly no one had had this before. I think what's happening now is the same...
That is to say, probably nothing to do with your issues
wait do you have .3 on maybe?
it caused problems for me once
I'm on 1.0.4
wonder why thats happening for you
Yeah, I'd see a lot more errors in the console if I were on 1.0.3 I think
Idk, my computer hates me or something
🫠
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
i will try that though
ok, vanilla bf doesn't work
to try and remove risk of it blanking the original procedure i'm numbering them really long numbers, so the og takes precedent
Wdym numbering them really long numbers?
(in my mind, this makes sence, i do not think it works like this)
so say a tags supossed to be index 6
i'm making it like. 2939389 or something
How?
// Procedure Index: 2356356
That doesn't do anything
figured
That's just a comment from the decompilation
Comments don't do anything on compilation, they're completely ignored
I dont know why but the bf in P5RE needs the blank parts to exist, but the flow doesnt??
I don't know what that means...
Are you both compiling a bf manually and having the flow in FEmulator\BF?
so .flow in FEmulator doesnt need say a blank procedure named Sub_blank
but the .bf in P5REssentels does.
because of this error
it cant be empty either? for some reason
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
.flowfile inFEmulator\BF, this has your edited/new code - An empty (0kb)
.bffile inP5REssentialswherever 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.bffile are having any affect then that means that bf emulator isn't working, so that.flowfile is doing nothing. When it's working it won't matter what that actual.bffile 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
why is it not workingggg all my other mods run
should i carry on with the temporary fix i found till bf emulator works?
If you want, I'm still not sure I understand what your fix even is though
Feels like there are a few things going on
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
i don't know why script tools is struggling with it either?
i'm using the latest update
But are you manually compiling it and then putting that compiled bf in P5REssentails\whatever?
Or are you just editing the flow in FEmulator\BF?
That's what I'm confused with
in here
Ok, well that's a different problem then
p5R.BETATYPE.AKECHIPROTAG\P5REssentials\CPK\EN.CPK\FIELD\HIT
As I said up here, you shouldn't need to do that. If it's actually changing stuff in game that means that bf emulator isn't working at all
lemme remove all my mods and try this on a fresh install
Huh. The dependencies download is stuck on something
fresh install of everythin, same issues
Trying the backport
backport ends the endless load, but the changes to .flow do not work
Why is it not working
Should I just wait for an update or is there something I can do to fix it?
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.
It's basically yelling at me about being forced to call a separate file.
I might try and use an older version of it actually, that might fix the issue
But that means back dating bf emulator again
Which has the same issue as script tools
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
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
If the function's in a separate file then you need to import that file
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
so for 002_006 id add import 002_002_00.flow since thats the location of the function?
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
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")
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
so for 002_006 id import its messages and then 002_00.bf
does it work for edited flows
[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?
There's a lot of stuff in here, what was causing a crash when you entered a field?
(What you just mentioned in #p5-modding-chat)
It was an infinity load on using an empty/dummy bf
Could you give a specific example that I can test?
Potentially caused by this
Yeah hold on my pc is off
All good, there's no rush
the mod with the manual compiling will have an empty call in it, this was the only way i could make it work
it was throwing out this in script tools otherwise, and would load the game without any of the .flow changes
the dummy file would just cause endless loading
here its the classroom file i've replaced with the dummy
Alright, I'll have a look in a bit
Tested, still loading forever with the dummy file :( will keep using the odd work around
Might try and just do a fresh install of reloaded, might be BC of left over files
Ok might be a me problem?
Trying to patch that
it was not me
[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
gonna keep trying to see if its a me thing tho
Was a me problem
Fixed now!
Woop woop