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No. When a file is present in the modfolder then it overrides the file from the vanilla game - that is if the mod is working properly and reading from the file in the modfolder, which would be reported in savedebug.txt if it would not work and fall back to the vanilla file.

I just tested event 8300063 in the cheat window and so I don't think it's what causes the crash.

Can I find out in savedebug.txt if it's reverting to the vanilla version?
 
If you have set extra debug logs to 2 in settings.cfg and the mod does not find an expected file in the mod folder, then yes the debug files should list an error that the file had not been found and the vanilla one is used as a fallback option.
 
If you have set extra debug logs to 2 in settings.cfg and the mod does not find an expected file in the mod folder, then yes the debug files should list an error that the file had not been found and the vanilla one is used as a fallback option.

I tested my game again and looked at savedebug.txt after it crashed.

I couldn't find anything about files not being found.

When checking province files, it said: "Copy and paste to a new file and change its extension to CSV." Does this mean a CSV file is missing?

The last line again lists a country that isn't in my game:

"Executing event 8300063 TAN"
 
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Hello,

It's possible the crash problem is caused by a simple lack of processor power on some computers. I will know for sure if this is the case when I get a more powerful computer.

However, I'm still interested to know why the game executes events for countries that aren't even in the game. Has there been any progress in identifying this problem?

Regards,

Wayland1
 
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Sadly not very helpful -I guess. But:

But I have an similiar problem at my own mod.
Random crashes in a specific timelapse, no error in the debug file, no specific event that's bugged.

I use a custom mapmod, but iirc, I had the error also before I modded the map. I would claim this isn't the error.

I had these random CTDs on different time spans, so I guess there where different triggers for these crashs.

What I've noticed:
In my mod, I use different events, which triggers for a very big mass of countries. Like the mobilization events - events, which can trigger for all existing countries.
With deactivating such potentially mass triggering events, I could reduce these unspecific CTDs to a minimum, There are still such, but much less without less mass triggering events.

My guess is, that if a event triggers simultaneously for many countries at the same time, this can in combination with unknown reasons, cause a CTD.
Probably, this is due lack of processor power. But my machine has a lot of... Maybe the DH engine can only handle a specific amounts of events that triggers at the same time?

Do you have some events, that could trigger for many countries atthe same time? Try to deactivate them and check if the CTDs are still there. Maybe we can find a solution :)
 
Hi, it's me again.

I have now such crashes again with my iwn mod... Nearly every game. Even if I reload the last autosave, the crash's still here.
Different games started, every single end in a crash, but on different time & world situations.
No debug entry, debug log lvl2 100% clean except some known minor errors that shouldn't/cannot cause such a crash.
Totally same symptoms as Wayland1.

Any news on this issue @Wayland1?
Anyone else an idea?

Could provide the current dev_version of my mod & savegame some day/hours before crash.
 
Okay, I found the error in my mod.

It was this:

I had Cavalry divisions which can use light tank brigades.
The semi-motorized cavalry is in my mod an entirely new unit type; as soon as researched, the normal cavalry become update to the new unit type.
The problem was, that I didn't allowed light tank brigades for the semi-mot-cav unit type.

If a cavalry with LARM finished to upgarde, this means it become an semi-mot-division with an brigade which wasn't enabled for this type.
This causes the CTD as soon the update was finished.

Don't know if it is something like this in your mod. But maybe check it out.

greez
 
Okay, I found the error in my mod.

It was this:

I had Cavalry divisions which can use light tank brigades.
The semi-motorized cavalry is in my mod an entirely new unit type; as soon as researched, the normal cavalry become update to the new unit type.
The problem was, that I didn't allowed light tank brigades for the semi-mot-cav unit type.

If a cavalry with LARM finished to upgarde, this means it become an semi-mot-division with an brigade which wasn't enabled for this type.
This causes the CTD as soon the update was finished.

Don't know if it is something like this in your mod. But maybe check it out.

greez

I upgrade a lot of units into new unit types and the brigades are just moved to the redeployment pool. It doesn't cause a crash.
 
...when the upgrading unit is on strategic redeployment, has an brigade that is after upgrade no longer available and complete it's update while strat. redeploy. CTD. ;)
 
...when the upgrading unit is on strategic redeployment, has an brigade that is after upgrade no longer available and complete it's update while strat. redeploy. CTD. ;)

I've investigated this, and it's true that when an upgrading unit completes while in strategic redeployment, it will cause a crash if it has a brigade that cannot be attached to the new unit type.

However, this will only cause a crash at the turn of a day in game time, i.e. at 23:00 hours. My game has been crashing at various points in a day, such as at 7:00 hours.

And so it's clear the upgrading problem isn't the main problem in this case.
 
In running the mod (with the provided map), I have a situation where the game runs fine until I quit and try to load a saved game. I'm running an i7, Win7 and have 16 gigs of RAM.

I just uninstalled and reinstalled. I'll run debug.
 
Darkest Hour in the E3-FN map - the problem is a bug in the map with a province (land sea connection with a lake) - if you read the thread here you see how to solve it!
 
@Night_147, I am 95% sure your fix works but it is not in the thread that you posted. I went through your recent postings to find anything related and the kinda crudish fix I implemented is in page 7 of this thread https://forum.paradoxplaza.com/forum/threads/map-fn-map-for-darkest-hour-and-aod.994288/page-7. The only reason I'm only 95% sure is because I need to play the game longer to make sure nothing else is broken and because you mentioned their are other broken things that I did not fix.

@Wayland1, I had the exact same symptoms with your updated Draka mod where the game would crash for no apparent reason at random but short and inconsistent intervals from 1942-1943. Essentially there is a problem with the land-sea lake connection in province 6846 that Night mentioned near the Brazilian-Uruguay sea provinces where any ship that tries to go through it will crash the game because of some kind of mislabeling in the text files. In the thread I linked there is an updated province.csv and navaldist.tbl files that when added removed all of my current crashing. This isn't a 100% fix as Night and @fabfeingold talk more about stuff that I'm not capable of doing and errors I am not experiencing so I recommend you read the thread more to rebuild the mod if necessary. Nevertheless I was able to continue my constantly crashing savegame for a year with 0 crashes since I pasted the two files in the map folder. Hopefully there are not more crashes and I will let you know if there are.

Sorry if any terminology or fixing I did sounds weird or if I didn't credit anybody that should be. I'm new to the whole Darkest Hour mod scene and paradox forums and I just did whatever I could to fix the mod.