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Author Topic: NGS Issues | PLEASE POST DETAILS HERE |  (Read 21669 times)

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Offline Keitasama

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #350 on: October 07, 2016, 04:02:55 pm »
NGS was updated again, as per latest post in the abyss thread.

Offline hillman101

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #351 on: October 08, 2016, 01:10:46 pm »
Once again, NGS issues. They're really on top of it lately.

Offline Fl0rn

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #352 on: October 08, 2016, 01:30:48 pm »
NGS was updated again, as per latest post in the abyss thread.

That's a good start, mentioning abyss.


Not at anyone in specific, bear in mind this form.
When asking for assistance... Please attach this form (may change or be updated) to your posts when posting to assist us in helping you.  Thank you.
(use Copy Ctrl+C and Paste Ctrl+V)


If you do not wish to strictly adhere to the form, you need to at least think about what you believe would be relevant details to others confirming any issues.  At the moment, abyss is the largely assumed problem, but it's a good habit to either include what types of mods you use, or how you've personally tested what tripped NGS for you.  As in you actually did trial and error to confirm abyss was the problem.

Offline Ulk

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #353 on: October 08, 2016, 02:15:33 pm »
System Specs: Win10 Pro 64 bits, Intel i5 -6500, 8GB RAM, EVGA GTX950

Only mod I was using: Abyss (deleted when I tried to use my pack mod). Also used MabiDirectLaunch to launch the game. No other launcher was used.

Original post for reference: https://mabimods.net/index.php?topic=17648.0
------

I was trying to modify pick-up AIs for dolls. The modified xml file (aidescdata_autobot_vocaloid.xml, last updated in version 229, found under db\ai\local\) was working fine with abyss's data folder feature. When I used MabiPacker (version 1.2.1) to pack the said xml into a pack file I got NGS error after running the game for a few minutes. I also deleted the data mod and abyss when I was testing the .pack. I am sure I followed the guide for MabiPacker and also changed the .pack to read-only before launching the game.

Following are the codes in the xml I modified. I changed values under pet_shuttle_item, idle_pet, and specifically visualfield_radius for kristell doll.

Code: [Select]
<?xml version="1.0" encoding="utf-16"?>
<aidescdata>
<template>
<var_decl>
<var name="visualfield_radius" default="600" />
<var name="audio_range" default="400" />
</var_decl>
<sensor visualfield_radius="%visualfield_radius" visualfield_angle="90" audio_range="%audio_range" />
<character return_to_startpoint="false" auto_respawn="false" target_type="always" support_type="none">
<!--race stringid="*/wolf/*" type="hate" / -->
</character>
<patterns>
<!-- 똑똑한 펫: 아이템 줍기 -->
<pattern name="pick_item">
<sequence>
<!-- 아이템이 있는지 검사한다 -->
<if condition="expr" expr="@check_enable_shuttle_item_in_dist">
<then>
<!-- 있다면 아이템 줍기를 시도한다. -->
<cmd name="pet_shuttle_item" success_msg="|" fail_msg="|" />
<cmd name="wait" min="100" max="100" />
</then>
<else>
<!-- 없다면 주위를 걍 돌아다닌다. -->
<cmd name="move_random" radius="300" run="true" timeout="3000" />
<cmd name="wait" min="3000" max="5000" />
</else>
</if>
</sequence>
</pattern>
</patterns>
<strategy>
<!-- 주인과 max_radius거리만큼 멀어지면 follow_radius거리안으로 주인에게 다가감 -->
<idle type="idle_pet" max_radius="2000" follow_radius="2000">
<pattern name="pick_item" />
</idle>
</strategy>
</template>
<definition race="Miku_toy">
<var_def>
<var name="visualfield_radius" value="7000" />
<var name="audio_range" value="800" />
</var_def>
</definition>
<definition race="Ruairi_toy">
<var_def>
<var name="visualfield_radius" value="7000" />
<var name="audio_range" value="800" />
</var_def>
</definition>
<definition race="Mari_toy">
<var_def>
<var name="visualfield_radius" value="7000" />
<var name="audio_range" value="800" />
</var_def>
</definition>
<definition race="Tarlach_toy">
<var_def>
<var name="visualfield_radius" value="7000" />
<var name="audio_range" value="800" />
</var_def>
</definition>
<definition race="Ferghus_toy">
<var_def>
<var name="visualfield_radius" value="7000" />
<var name="audio_range" value="800" />
</var_def>
</definition>
<definition race="Rtboy_toy">
<var_def>
<var name="visualfield_radius" value="7000" />
<var name="audio_range" value="800" />
</var_def>
</definition>
<definition race="Kristell_toy">
<var_def>
<var name="visualfield_radius" value="2000" />
<var name="audio_range" value="800" />
</var_def>
</definition>
<definition race="Reno_toy">
<var_def>
<var name="visualfield_radius" value="7000" />
<var name="audio_range" value="800" />
</var_def>
</definition>
<definition race="Va_toy">
<var_def>
<var name="visualfield_radius" value="7000" />
<var name="audio_range" value="800" />
</var_def>
</definition>
<definition race="Tion_toy">
<var_def>
<var name="visualfield_radius" value="7000" />
<var name="audio_range" value="800" />
</var_def>
</definition>
</aidescdata>


Offline Fl0rn

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #354 on: October 08, 2016, 03:32:17 pm »

I was trying to modify pick-up AIs for dolls. The modified xml file (aidescdata_autobot_vocaloid.xml, last updated in version 229, found under db\ai\local\) was working fine with abyss's data folder feature. When I used MabiPacker (version 1.2.1) to pack the said xml into a pack file I got NGS error after running the game for a few minutes. I also deleted the data mod and abyss when I was testing the .pack. I am sure I followed the guide for MabiPacker and also changed the .pack to read-only before launching the game.

Following are the codes in the xml I modified. I changed values under pet_shuttle_item, idle_pet, and specifically visualfield_radius for kristell doll.

Hm.  I'm afraid i won't be too terribly much help in this area.  I vaguely recall messing with my own doll ai at some point around version 230 i think, maybe a few before.  Something in the dolls i edited, i do believe caused me a crash, but i don't recall what it was i'm afraid.  I also am fairly certain it was a crasht hough, and not an NGS error.  I ended up only editing a few lines related specifically to 2 dolls i was using and giving up on the rest.  I later found out that making the dolls pick up fast, while nice, will cause major delays on the user end when you have multiple dolls, so do be careful when playing with the dolls.


At the moment, the only real advice i give is simply trial and error.  If you've narrowed down the specific file, only thing i personally am able to suggest, is extract the default dollai, with no changes, into your data folder and try running the game to make sure it doesn't cause any issues.  From there change specific feature or features, making note of what you changed, then re-apply mods and relaunch the game, emphasis on reapply, cuz you will have to remake the pack file if you made a change.  You can use this method to narrow down the source of the problem, may be one specific feature related part of the code, or possibly a simple oversight such as missing a part of the code.



I do want to take a moment though, to show appreciation for your attention to detail on that post.  It's extremely productive to list all that info, what you suspect is the problem, possible related files that may have caused problems, and specifically what you were attempting to do.  Even if i alone can't help much, that kind of info is what others will need if they're able to be of any help, so respect to you for seriously listening to our requests on submitting help request.

Offline Ulk

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #355 on: October 08, 2016, 05:42:41 pm »
Hm.  I'm afraid i won't be too terribly much help in this area.  I vaguely recall messing with my own doll ai at some point around version 230 i think, maybe a few before.  Something in the dolls i edited, i do believe caused me a crash, but i don't recall what it was i'm afraid.  I also am fairly certain it was a crasht hough, and not an NGS error.  I ended up only editing a few lines related specifically to 2 dolls i was using and giving up on the rest.  I later found out that making the dolls pick up fast, while nice, will cause major delays on the user end when you have multiple dolls, so do be careful when playing with the dolls.


At the moment, the only real advice i give is simply trial and error.  If you've narrowed down the specific file, only thing i personally am able to suggest, is extract the default dollai, with no changes, into your data folder and try running the game to make sure it doesn't cause any issues.  From there change specific feature or features, making note of what you changed, then re-apply mods and relaunch the game, emphasis on reapply, cuz you will have to remake the pack file if you made a change.  You can use this method to narrow down the source of the problem, may be one specific feature related part of the code, or possibly a simple oversight such as missing a part of the code.



I do want to take a moment though, to show appreciation for your attention to detail on that post.  It's extremely productive to list all that info, what you suspect is the problem, possible related files that may have caused problems, and specifically what you were attempting to do.  Even if i alone can't help much, that kind of info is what others will need if they're able to be of any help, so respect to you for seriously listening to our requests on submitting help request.

Thanks for the reply! I tested it like you said and something weird happened. I extracted the xml from the original pack file, put it in a data folder, and packed the folder back into a .pack without any changes to the code. Ran the game for a few minutes and then got NGS notice. I don't understand why it wouldn't work...

Offline Fl0rn

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #356 on: October 08, 2016, 07:39:59 pm »
Thanks for the reply! I tested it like you said and something weird happened. I extracted the xml from the original pack file, put it in a data folder, and packed the folder back into a .pack without any changes to the code. Ran the game for a few minutes and then got NGS notice. I don't understand why it wouldn't work...

So if you exclude that one file, the doll one, while retaining all of your other mods, can you confirm that NGS isn't triggering?

Offline Ulk

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #357 on: October 08, 2016, 09:52:42 pm »
So if you exclude that one file, the doll one, while retaining all of your other mods, can you confirm that NGS isn't triggering?

I tested with other mods and realized I must did something wrong when compressing the doll AI mod into .pack file. I put the memory card game .pack mod (released by Sharugami:https://mabimods.net/index.php?topic=17344.0) into the package folder without any other mods and it was working fine. Then I removed the mod, unpacked it, and packed it again back into the package folder. This time I got NGS notice after a few minutes. At this point I believe I did something wrong when making the .pack for my own doll AI mod.

Here's what I did for making the .pack file:
                     1. Ran MabiPacker 1.2.1 as administrator
                     2. Entered the directory for both data folder and package folder; package folder directory ends with the name of my .pack
                     3. Set version to 235(which is current game version) and compression level to 1 (as suggested by the guide) and pressed pack.
                     4. Changed the .pack generated in package folder to read-only
                     5. Used MabiDirectLaunch to lauch the game; got NGS notice after a few minutes.

I have no idea what I missed...Above steps are pretty much the same as those found in guides on forum. I know this is kind of long so I appreciate your patience :)


Offline Fl0rn

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #358 on: October 08, 2016, 10:00:38 pm »


That's my mabipacker setup.  Try raising your version number to be higher than the current game version.  That should give it priority over the game files.  I'm not certain, but it may be that setting your custom pack to the same version, is causing a conflict and thus tripping NGS.  I may be totally off-base, but it's worth a shot if nothing else.

As for compression level, i've honestly not touched it.  If there's a guide on this though, odds are you can follow the guide and be just fine, especially if it's the one provided by shaggyze.

https://mabimods.net/index.php?topic=17645.msg248085#msg248085

Offline Ulk

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #359 on: October 08, 2016, 10:21:22 pm »


That's my mabipacker setup.  Try raising your version number to be higher than the current game version.  That should give it priority over the game files.  I'm not certain, but it may be that setting your custom pack to the same version, is causing a conflict and thus tripping NGS.  I may be totally off-base, but it's worth a shot if nothing else.

As for compression level, i've honestly not touched it.  If there's a guide on this though, odds are you can follow the guide and be just fine, especially if it's the one provided by shaggyze.

https://mabimods.net/index.php?topic=17645.msg248085#msg248085

I just tried game version as 1000 and compression level as auto...Still got NGS notice :(

Offline ithric

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #360 on: October 09, 2016, 01:34:19 am »
For Louge's mabipacker ive noticed even after the patcher is closed either a reboot or a task purge was needed to stop ngs from detecting the thing. Did a ton of trial and error testing a while back on this to confirm.

For the task purge option... I created a shortcut with this as the target:
Code: [Select]
%windir%\system32\rundll32.exe advapi32.dll,ProcessIdleTasks
Following this as a procedure...
Use packer
Close packer
Run purge shortcut
Run mabi

Offline hillman101

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #361 on: October 11, 2016, 12:16:26 pm »
Once again, Abyss is being detected.

Offline TheDanglar

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #362 on: October 11, 2016, 12:22:06 pm »
Abys NGS strikes again!

Offline Kokimchi

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #363 on: October 12, 2016, 12:04:16 pm »
NGS error again prior to newest abyss

Offline Chacha

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #364 on: October 13, 2016, 11:20:59 am »
Latest Abyss (R235.10) does, indeed, appear to be detected by NGS. Oh well~

Disregard. Seems to have been a false positive. My bad!

Offline crimsonfox7

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #365 on: October 17, 2016, 05:11:53 pm »
by any chance is the mod_sharker.dll still detected by NGS i ran a clean ini with the dll and i get ngs detection so im wondering if the dll is outdated and requires a patch by someone thats not plonecakes

Offline CelinusX

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #366 on: October 21, 2016, 11:38:56 am »
Heads up!

Abyss presenting an NGS error 30 mins after the Maintenance today!

Offline jc2pb4jc2tk2

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #367 on: October 21, 2016, 11:45:09 am »
Nexon is really putting a great efforts to update this bullcrap NGS. Patched 4 times in 3 days ...

It's detecting again now on the 10/21 update btw.

Offline BlindedDoll

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #368 on: October 21, 2016, 01:53:12 pm »
Nexon is really putting a great efforts to update this bullcrap NGS. Patched 4 times in 3 days ...

It's detecting again now on the 10/21 update btw.

If only they'd put a tenth of that effort to improving the game

Offline joy0123

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #369 on: October 22, 2016, 11:27:19 am »
I think they update NGS at a fixed time. Especially around 10 AM
So I was playing around end of 9am, and suddenly I crashed and then when i logged on, NGS kicked in. Happened few days ago as well.

Offline Kokimchi

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #370 on: October 22, 2016, 11:45:27 am »
Getting NGS error as well after crashing

Offline TheDanglar

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #371 on: October 23, 2016, 08:56:25 pm »
Getting NGS with Abyss now

Offline BlindedDoll

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #372 on: October 25, 2016, 11:06:51 am »
Seems like NGS got updated. I just got hit out of the blue.

Offline ragiichaos

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #373 on: October 25, 2016, 11:56:58 am »
currently double-checking but i do believe NGS started detecting today. (i say double checking cus a few days ago i said it was detecting but it really wasnt cus i had forgotten to update the abyss).

Edit: it is u should check it out boss.

Offline Kokimchi

Re: NGS Issues | PLEASE POST ALL OF THEM HERE |
« Reply #374 on: October 26, 2016, 03:42:23 pm »
Seems like Abyss is getting detected again by NGS