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Odd... Can't get NWNX4Demo to load
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pontificus



Joined: 18 Nov 2009
Posts: 2

PostPosted: Wed Nov 18, 2009 15:42    Post subject: Odd... Can't get NWNX4Demo to load Reply with quote

Hi there, I'm new to the program and just trying to get it running at the most basic level. However, I'm consistently running into a problem - I cannot get the demo module to load at all. I've tried it with SQLLite, MySQL, etc. I cannot even load the module directly from the server without using NWNX4.

What happens is that NWNX4 will happily start up, say that its hooking, and load the module. I can see the game listed in GameSpy and start to log into it. I can get to the select character or make a new character, but when I select one of the above, it then finishes loading and boots me back to the NWN2 menu with an error message "could not load the module. There was an error loading the module".

I've tried this on two different computers with the exact same behavior - one Windows XP SP3, one Windows 7. Same behavior. These are fresh installs - I have only installed the OS, patched it, then loaded the three DVD's of game content and then installed NWNX. The log files show no SQL activity, and when selecting SQLLite, a 0-byte file is created.

It's almost as if patch 1.23 or equivalent no longer likes the mod. Has anyone verified that it still loads as of 1.23?

FWIW - Triva fact - I *am* able to load a big module from another PW into memory as well, but that one comes back with an error along the lines of the server isn't properly configured for autodownloading (even though I think it is set up correctly). I wondered to myself if perhaps some of the autodownloader data was stored in SQL, and thats why I decided to back up and just try to get the basics working first and discovered the issue with the NWNX4Demo.mod..

My log files:

NWNX:

NWN Extender 4 V.1.0.9
(c) 2008 by Ingmar Stieger (Papillon)
visit us at http://www.nwnx.org

* Loading plugins...
* Loading plugin xp_mysql.dll: Successfully registered as class: SQLoff
* Loading plugin xp_sqlite.dll: Successfully registered as class: SQL
* Loading plugin xp_time.dll: Successfully registered as class: TIME
* General protection fault error dialog disabled.
* NWNX4 activated.


XP_MYSQL (don't know why its still trying to connect with SQLoff in there)

NWNX MySQL Plugin V.0.0.9
(c) 2007 by Ingmar Stieger (Papillon)
(c) 2008 by virusman
visit us at http://www.nwnx.org
(built using mysql-5.0.27 source)

* Log level set to 2 (everything)
o SCO located at 78f440.
o RCO located at 78f090.
* Hooking successful
* MySQL database server not found in ini file
* Using default server localhost
* MySQL user account not found in ini file
* Using default user ''
* MySQL password not found in ini file
* Using default password ''
* MySQL schema not found in ini file
* Using default schema ''
* Connection to MySQL server failed:
Can't connect to MySQL server on 'localhost' (10061)
* Plugin initialized.
* Registering under function class SQLoff


XP_SQLITE:

NWNX SQLite Plugin V.0.0.8
(c) 2007 by Ingmar Stieger (Papillon)
visit us at http://www.nwnx.org
(built using SQLite 3.3.17)

* Log level set to 2 (everything)
* SQLite database file is c:\nwnx4\sqlite.db
* Plugin initialized.
* Registering under function class SQL
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erikbreau



Joined: 09 Oct 2009
Posts: 23
Location: NB, Canada

PostPosted: Tue Dec 08, 2009 15:20    Post subject: Reply with quote

I have the exact same issue. Actually, I have encountered several issues while attempting to install NWNX4 from the instructions on your site.

-1- the file MadCHook.dll does not exist, but there IS a file NWNX4_Hook.dll ( I will presume this is the correct file to copy over).

-2- when I checked the nwnx.txt file as recommended, this is what I got.
NWN Extender 4 V.1.0.9
(c) 2008 by Ingmar Stieger (Papillon)
visit us at http://www.nwnx.org

* Loading plugins...
* Loading plugin xp_mysql.dll: Successfully registered as class: SQLoff
* Loading plugin xp_sqlite.dll: Successfully registered as class: SQL
* Loading plugin xp_time.dll: Successfully registered as class: TIME
* General protection fault error dialog disabled.
* NWNX4 activated.
* NWNX4 shutting down.

-3- When initiating the NWNX4 GUI, the server module window comes up blank. I added the parameter option as stated on the site, but it remains blank. However, the module CAN be selected from the drop down menu, therefore I will assume that all is ok.

At step 5.1, it states: "Connect to your server using the NWN2 client, and you will enter the main demo module, NWNX4Demo."
...I load the module NWNX4Demo, and access the multi-player aspect via the nwn2 client... but it tells me: "Could not load the module. There was an error loading the module."
...when attempting to load my own module: I can load my own module, so I must assume that the issue is with the demo. Since I am up to date on the later NWN2 version (1.23 updated patch) I will equally assume that the issue is a module version incompatibility.

Please advise on what to do next. I am looking on the date above, and the initial post is almost 1 month old! I'm hoping this site has a better turnaround that Atari...
Respectfully.
Erik.[i]
[/i]
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Belsirk



Joined: 04 Sep 2009
Posts: 16

PostPosted: Tue Dec 08, 2009 20:10    Post subject: Reply with quote

Yeah, the installation notes aren't update, you don't need MadCHook.dll at all

Once you has installed NWNX4 you can test directly the SQLite plugin (if you already touched all those ini files could be a better overwrite them with original) IF YOU WANT TO CHECK MYSQL you need go to your SQLite.ini and put the class: as SQLoff instead of SQL (or delete the plugin or any other name different to SQL) and on your Mysql.ini change the class to SQLoff (AND have a MySQL server already running with access for the user with the correct pass and schema ), truly focus first on SQLite

About third parss, i can't remember which ini you need to modify for the changes been permanent (The one on "My documents" folder or the installation folder of nwn2) but don't give any problem and you don't need have

For the last pass... it's odd.. i'm having a problem wit the NWNXDEmo but is with the toolset, when i opened it's mark me a error with index of pointers and i can't work neither access to the areas... (yet not sure if this problem it's only mine) but i recently used the demo and worked fine, why don't try to download again the file to see if the mod get damage ?
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erikbreau



Joined: 09 Oct 2009
Posts: 23
Location: NB, Canada

PostPosted: Tue Dec 08, 2009 22:02    Post subject: Reply with quote

Belsirk wrote:
Yeah, the installation notes aren't update, you don't need MadCHook.dll at all


OK, so I don't need to transfer the file NWNX4_Hook.dll to the Root Folder?

Belsirk wrote:
Once you has installed NWNX4 you can test directly the SQLite plugin


See, that is the issue, I don't know IF I installed it successfully, I can't get past step 5.1, so without the module test, I have no way of knowing if it installed...I mean, the GUI.exe seems to work... I can load my module... but it saves nothing after a server reboot, the module date, time and PC location are the same as if I had had just loaded the module form a fresh start. SQLite plugin? There was no SQLite Plugin in the instructions...where is that and what does it do?

Belsirk wrote:
.. i'm having a problem wit the NWNXDEmo but is with the toolset, when i opened it's mark me a error with index of pointers and i can't work neither access to the areas...


Actually, I have that issue too, I can't access the module via the Multi-Player server, nor will the toolset load it without giving me an error window filled with gibberish code.

Am I wrong here, or wasn't NWNX4 designed to make your world persistent? Would that not mean that the program creates a database of information that is accessed after a server reboot? Will that save such info as NPC location and inventory, etc etc etc?
Additionally, how and where does SQLite come in? It didn't state anywhere in the instructions on where to download it, where to install it, if it needs to be setup ??? I'm feeling very lost... (sniff sniff...so very lost...lol).
It might be an idea to get some of the recent users of NWNX4 together and build a new instructions booklet, the information is sparse and dated, such a beautiful piece of programming should have the punch of a heavyweight, BAM, "THAT is HOW it is DONE!"

Respectfully,
Erik.
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"Europa is coming, and there isn't anything you can do to stop it!..."
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Zebranky



Joined: 04 Jun 2006
Posts: 415

PostPosted: Wed Dec 09, 2009 0:44    Post subject: Reply with quote

NWNX does not add any persistence automatically. It does enable access to a SQLite or MySQL database which you can use to create persistence by storing whatever data you need.
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erikbreau



Joined: 09 Oct 2009
Posts: 23
Location: NB, Canada

PostPosted: Wed Dec 09, 2009 2:04    Post subject: Reply with quote

Zebranky wrote:
NWNX does not add any persistence automatically. It does enable access to a SQLite or MySQL database which you can use to create persistence by storing whatever data you need.


Ahhhh.... so the program itself does not store the database, rather SQLite does, and it ACCESSES the information. Correct?

OK, now it begins to make sense. Two questions then if you please; is it difficult to set NWNX4 & SQLite up to record such databases, and must there be a database for each aspect? (eg. one for NPC inventories, another for date/time recording, etc).

Erik.
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Zebranky



Joined: 04 Jun 2006
Posts: 415

PostPosted: Wed Dec 09, 2009 6:12    Post subject: Reply with quote

Right. It's not difficult if you have some SQL experience; otherwise there will be some learning to do. Generally you have one database that contains multiple tables, each of which contains data of some form. For example, the ubiquitous 'pwdata' table, which the scripts distributed with NWNX are designed to use by default. The results of a query on this table might look like:
Code:
+-------------------+-------------------+----------------+------+--------+---------------------+
| player            | tag               | name           | val  | expire | last                |
+-------------------+-------------------+----------------+------+--------+---------------------+
| Zebranky          | Character1        | IsAwesome      | 1    |      0 | 2009-12-07 23:17:50 |
| Zebranky          | Character2        | FinishedQuestX | 2    |      0 | 2009-12-08 22:48:57 |
+-------------------+-------------------+----------------+------+--------+---------------------+

I pulled that from an old NWN1 DB -- NWN2 might be slightly different, but you get the idea.
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erikbreau



Joined: 09 Oct 2009
Posts: 23
Location: NB, Canada

PostPosted: Wed Dec 09, 2009 7:04    Post subject: Reply with quote

Zebranky wrote:
Right. It's not difficult if you have some SQL experience; otherwise there will be some learning to do.


Well, I'm glad I happen to know someone who does know SQLite... because I would have more chance of learning ancient Greek...lol

So what you're saying Zebranky, is that I need to install SQLite, and get someone who knows SQL lingo to build me a database to make the information persistent? Will it be similar to using NWNX2 in NWN1?

Is there any reference materials or delineated steps I can refer to? A basic 'how to' and 'what's what' for the SQL?

Erik.
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Belsirk



Joined: 04 Sep 2009
Posts: 16

PostPosted: Wed Dec 09, 2009 9:37    Post subject: Reply with quote

erh, no SQLite it's so simpleyou don't need install anything apart to NWNX4.

If you don't know nothing about SQL then you can use the default function NWNX already have (SetPersistantInt by example) which it's more quickly than use Campaign DB.

If you try to use MySQL then you will need extra software.
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erikbreau



Joined: 09 Oct 2009
Posts: 23
Location: NB, Canada

PostPosted: Wed Dec 09, 2009 16:16    Post subject: Reply with quote

Belsirk wrote:
erh, no SQLite it's so simpleyou don't need install anything apart to NWNX4. If you don't know nothing about SQL then you can use the default function NWNX already have (SetPersistantInt by example) which it's more quickly than use Campaign DB.


Ok, so SQLite need not be installed and the Int's can be set directly through NWNX4.

My question now is, how close to nwnx2 is the new nwnx4? If the setup and functions are similar then setting it all up will be a cinch, since I know someone who has done it for NWN1...

THANKS!
Erik.
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Zebranky



Joined: 04 Jun 2006
Posts: 415

PostPosted: Wed Dec 09, 2009 17:04    Post subject: Reply with quote

Very similar. Configuration is slightly different, script names are different, but the Get/SetPersistent* functions work pretty much the same.
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erikbreau



Joined: 09 Oct 2009
Posts: 23
Location: NB, Canada

PostPosted: Wed Dec 09, 2009 17:52    Post subject: Reply with quote

Excellent news.

Now, back to the original issue.
...I still cannot get past step 4 & 5 in the instructions. I reinstalled the NWNX4, but the issue remains: I open the NWNX4 GUI.exe, it loads up the server, BUT the Module Name remains blank. I double and triple checked the instruction settings and everything seems fine, but it will not load the module in the server.

I'm using WinVista Home, 64 bit.
Running the latest NWN2 1.23 version.
NWNX4 GUI is version 0.0.9
Copied NWNX4_Hook.dll to the root directory (C:\Program Files (x86)\Atari\Neverwinter Nights 2)
I'm using the XP_SQLITE.ini default settings, as per the instructions.

But when I get to step 4.1 and the Module Name window remains blank.

NWNX.ini is set up like this:
# NWNX4 configuration file
# These are the default values for NWNX4.

# Path to NWN2 installation (where nwn2server.exe is located)
# no default. You really have to specify it, currently.
nwn2 = C:\Program Files (x86)\Atari\Neverwinter Nights 2

# You can override the tempory path NWN2 uses
# This is where NWN2 will put its logfiles (among other files)
# no default
# nwn2temp = D:\Projekte\NWNX4svn\bin\dist

# Command line parameters to start the server with
# default: no parameters
# parameters = -module Europa

...am I missing something here?
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Zebranky



Joined: 04 Jun 2006
Posts: 415

PostPosted: Wed Dec 09, 2009 19:18    Post subject: Reply with quote

You have the parameters line commented. Remove the # and space at the start of that line.
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erikbreau



Joined: 09 Oct 2009
Posts: 23
Location: NB, Canada

PostPosted: Wed Dec 09, 2009 20:23    Post subject: Reply with quote

So it would be:

# NWNX4 configuration file
# These are the default values for NWNX4.

# Path to NWN2 installation (where nwn2server.exe is located)
# no default. You really have to specify it, currently.
nwn2 = C:\Program Files (x86)\Atari\Neverwinter Nights 2

# You can override the tempory path NWN2 uses
# This is where NWN2 will put its logfiles (among other files)
# no default
# nwn2temp = D:\Projekte\NWNX4svn\bin\dist

# Command line parameters to start the server with
# default: no parameters
parameters = -module Europa

???
What about the # nwn2temp line ?

Shouldn't parameters = -module Europa be pointing to my module location? Like:
C:\Users\User\Documents\Neverwinter Nights 2\modules\Europa


Erik.
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Zebranky



Joined: 04 Jun 2006
Posts: 415

PostPosted: Wed Dec 09, 2009 21:37    Post subject: Reply with quote

nwn2temp is optional, and does exactly what it claims. The -module option assumes the NWN2\modules folder under My Documents, so no, you don't have to specify the path. You do, however, need to use -moduledir instead of -module if your mod is in directory format.
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