So, has your game crashed when spawning a chest?
There are several causes for a crash. Here are the general causes and fixes.
1. Your Modding Environment Is Incomplete
Symptoms include:
* Albion Explorer works, but no changes will make place in-game when I use it.
* You used FreeRoam, yet you still cannot walk anywhere. The game is still as it is unmodded.
How to fix:
* The problem you have is the fact your game still uses the FinalAlbion.wad because you didn't move or rename it. Do this now by going into c:\Program Files\Microsoft Games\Fable The Lost Chapters\data\Levels (Or wherever you personally installed Fable) and change the name of FinalAlbion.wad. Or move it.
2. Basic Script Error
Symptoms include:
* My game crashes at the point where my game tries to enter the region I spawned the chest.
* FreeRoam is working and I can walk everywhere and Albion Explorer works.
How to fix:
* Check your script!
Here are common script errors I've seen and fixed before that other people have done without noticing. This will help you fix your script. Just keep moving down, checking if you've done the following to your script. If you reach the bottom and it still doesn't work, then paste it in the thread and I'll help you out.
Missing IconsNewThing Object;
Player 4;
UID 18446741874686296151;
DefinitionType "OBJECT_CHEST_OPENABLE";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 0.0;
PositionY 0.0;
PositionZ 0.0;
RHSetForwardX 1.000000;
RHSetForwardY 0.000000;
RHSetForwardZ 0;
RHSetUpX 0;
RHSetUpY 0;
RHSetUpZ 1;
EndCTCPhysicsStandard;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCEditor;
EndCTCEditor;
StartCTCChest;
ContainerContents[0] "OBJECT_SWORD_OF_AEONS" <<<Missing icons! Each containercontents must end with ;
ChestOpen FALSE;
EndCTCChest;
Health 1.0;
EndThing;
Typos!NewThing Object;
Player 4;
UID 18446741874686296151;
DefinitionType "OBJECT_CHEST_OPENABLE";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 0.0;
PositionY 0.0;
PositionZ 0.0;
RHSetForwardX 1.000000;
RHSetForwardY 0.000000;
RHSetForwardZ 0;
RHSetUpX 0;
RHSetUpY 0;
RHSetUpZ 1;
EndCTCPhysicsStandard;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCEditor;
EndCTCEditor;
StartCTCChest;
ContainerContents[0] "OBJECT_SWORD_OF_AEOSN"; <<<Typos! Make sure every entry is spelt correctly! And don't assume that each OBJECT entry is just the name of the object! Check the OBJECT entries in Fable Explorer beforehand!
ChestOpen FALSE;
EndCTCChest;
Health 1.0;
EndThing;
Spawning the UnspawnableNewThing Object;
Player 4;
UID 18446741874686296151;
DefinitionType "OBJECT_CHEST_OPENABLE";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 0.0;
PositionY 0.0;
PositionZ 0.0;
RHSetForwardX 1.000000;
RHSetForwardY 0.000000;
RHSetForwardZ 0;
RHSetUpX 0;
RHSetUpY 0;
RHSetUpZ 1;
EndCTCPhysicsStandard;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCEditor;
EndCTCEditor;
StartCTCChest;
ContainerContents[0] "ARMOUR_BALVERINE"; <<<Wrong type of entry. ARMOUR entries are not what they seem. You can only spawn objects that begin with OBJECT!
ChestOpen FALSE;
EndCTCChest;
Health 1.0;
EndThing;
Starting with a 1 rather than a 0
NewThing Object;
Player 4;
UID 18446741874686296151;
DefinitionType "OBJECT_CHEST_OPENABLE";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 0.0;
PositionY 0.0;
PositionZ 0.0;
RHSetForwardX 1.000000;
RHSetForwardY 0.000000;
RHSetForwardZ 0;
RHSetUpX 0;
RHSetUpY 0;
RHSetUpZ 1;
EndCTCPhysicsStandard;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCEditor;
EndCTCEditor;
StartCTCChest;
ContainerContents[1] "OBJECT_SWORD_OF_AEONS"; <<<Wrong number! All chest scripts start at ZERO, not ONE!
ChestOpen FALSE;
EndCTCChest;
Health 1.0;
EndThing;
Editing the wrong part of the script!NewThing Object;
Player 4;
UID 18446741874686296151;
DefinitionType "OBJECT_SWORD_OF_AEONS"; <<<DON'T EDIT THIS PART. In fact, don't edit anything outside the ContainerContents entries other than the UID if necessary!
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 0.0;
PositionY 0.0;
PositionZ 0.0;
RHSetForwardX 1.000000;
RHSetForwardY 0.000000;
RHSetForwardZ 0;
RHSetUpX 0;
RHSetUpY 0;
RHSetUpZ 1;
EndCTCPhysicsStandard;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCEditor;
EndCTCEditor;
StartCTCChest;
ContainerContents[0] "OBJECT_SWORD_OF_AEONS";
ChestOpen FALSE;
EndCTCChest;
Health 1.0;
EndThing;
A Used UID
NewThing Object;
Player 4;
UID 18446741874686296151; <<<Make for god damn sure you didn't just copy the UID from another object. Each UID in the game must be unique otherwise it will not work!
DefinitionType "OBJECT_CHEST_OPENABLE";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 0.0;
PositionY 0.0;
PositionZ 0.0;
RHSetForwardX 1.000000;
RHSetForwardY 0.000000;
RHSetForwardZ 0;
RHSetUpX 0;
RHSetUpY 0;
RHSetUpZ 1;
EndCTCPhysicsStandard;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCEditor;
EndCTCEditor;
StartCTCChest;
ContainerContents[0] "OBJECT_SWORD_OF_AEONS";
ChestOpen FALSE;
EndCTCChest;
Health 1.0;
EndThing;
This thread will be updated as I find common errors people have. Also, if you feel something else should be here too, don't hesitate to post it below and I'll edit the post.