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Fear Evolved - Halloween Event


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My game crashed on a private server after the Halloween update (10/23/2020). I was riding a blood crystal wyvern over the eastern floating islands and received the following error. This error occurs each time I load the game. The custom server runs the following mods: 569786012,731604991,1808536179,821530042,761535755

I understand that this error may be a combination of the mods and an update, but I thought I'd post here for help anyway.

PC: Windows 10, GTX 2080TI, 9900k, 16Gb RAM.

The error is as follows:

LowLevelFatalError [File:F:\build\trunkNew\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp] [Line: 3920] 
Bad name index 49024/3922


VERSION: 315.3 
KERNELBASE.dll!UnknownFunction (0x00007ff856c43e49) + 0 bytes [UnknownFile:0]
ShooterGame.exe!FError::LowLevelFatal() (0x00007ff676e3a455) + 0 bytes [f:\build\trunknew\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
ShooterGame.exe!ULinkerLoad::operator<<() (0x00007ff676ed834e) + 34 bytes [f:\build\trunknew\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3920]
ShooterGame.exe!operator<<() (0x00007ff6771ec08d) + 0 bytes [f:\build\trunknew\engine\source\runtime\shadercore\private\shader.cpp:209]
ShooterGame.exe!TShaderMap<FGlobalShaderType>::SerializeInline() (0x00007ff677654152) + 0 bytes [f:\build\trunknew\engine\source\runtime\shadercore\public\shader.h:1073]
ShooterGame.exe!FMaterialShaderMap::Serialize() (0x00007ff677aa8747) + 14 bytes [f:\build\trunknew\engine\source\runtime\engine\private\materials\materialshader.cpp:1748]
ShooterGame.exe!FMaterial::SerializeInlineShaderMap() (0x00007ff677aad133) + 0 bytes [f:\build\trunknew\engine\source\runtime\engine\private\materials\materialshared.cpp:791]
ShooterGame.exe!SerializeInlineShaderMaps() (0x00007ff677a51e15) + 0 bytes [f:\build\trunknew\engine\source\runtime\engine\private\materials\material.cpp:450]
ShooterGame.exe!UMaterialInstance::Serialize() (0x00007ff677a93258) + 0 bytes [f:\build\trunknew\engine\source\runtime\engine\private\materials\materialinstance.cpp:2090]
ShooterGame.exe!ULinkerLoad::Preload() (0x00007ff676ed5b3b) + 0 bytes [f:\build\trunknew\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2985]
ShooterGame.exe!FAsyncPackage::CreateExports() (0x00007ff676eafb2b) + 0 bytes [f:\build\trunknew\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:1056]
ShooterGame.exe!FAsyncPackage::Tick() (0x00007ff676eae312) + 8 bytes [f:\build\trunknew\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:296]
ShooterGame.exe!ProcessAsyncLoading() (0x00007ff676eb1108) + 24 bytes [f:\build\trunknew\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:1580]
ShooterGame.exe!FlushAsyncLoading() (0x00007ff676eb0e22) + 17 bytes [f:\build\trunknew\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:1433]
ShooterGame.exe!ULevelStreaming::RequestLevel() (0x00007ff6776e289f) + 0 bytes [f:\build\trunknew\engine\source\runtime\engine\private\levelstreaming.cpp:501]
ShooterGame.exe!UWorld::UpdateLevelStreamingInner() (0x00007ff6778f67ae) + 23 bytes [f:\build\trunknew\engine\source\runtime\engine\private\world.cpp:2563]
ShooterGame.exe!UWorld::UpdateLevelStreaming() (0x00007ff6778f6b9d) + 0 bytes [f:\build\trunknew\engine\source\runtime\engine\private\world.cpp:2680]
ShooterGame.exe!UGameViewportClient::Draw() (0x00007ff67762ffe4) + 0 bytes [f:\build\trunknew\engine\source\runtime\engine\private\gameviewportclient.cpp:901]
ShooterGame.exe!FViewport::Draw() (0x00007ff6778b2878) + 0 bytes [f:\build\trunknew\engine\source\runtime\engine\private\unrealclient.cpp:1147]
ShooterGame.exe!UGameEngine::RedrawViewports() (0x00007ff6776129d1) + 0 bytes [f:\build\trunknew\engine\source\runtime\engine\private\gameengine.cpp:597]
ShooterGame.exe!UGameEngine::Tick() (0x00007ff6776149c7) + 0 bytes [f:\build\trunknew\engine\source\runtime\engine\private\gameengine.cpp:1260]
ShooterGame.exe!FEngineLoop::Tick() (0x00007ff675152d4c) + 0 bytes [f:\build\trunknew\engine\source\runtime\launch\private\launchengineloop.cpp:2432]
ShooterGame.exe!GuardedMain() (0x00007ff67514d39c) + 0 bytes [f:\build\trunknew\engine\source\runtime\launch\private\launch.cpp:140]
ShooterGame.exe!GuardedMainWrapper() (0x00007ff6751542da) + 5 bytes [f:\build\trunknew\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
ShooterGame.exe!WinMain() (0x00007ff675154429) + 8 bytes [f:\build\trunknew\engine\source\runtime\launch\private\windows\launchwindows.cpp:213]
ShooterGame.exe!__tmainCRTStartup() (0x00007ff67893e711) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
KERNEL32.DLL!UnknownFunction (0x00007ff857927034) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ff85933cec1) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ff85933cec1) + 0 bytes [UnknownFile:0]
 

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At least WC is remaining consistently inconsistent.  I admire that

Wouldn’t that just make them... consistent?

The ghost dinos are awesome

Posted Images

Hi all , I am looking for actual information about the fear evolved event. All the unique dinos , what skins are there , what colors , what unique items and how to get them , what unique dinos. Usually WC post these things in event news or patch notes but this time they just posted the rates. So can someone tell me what are all the things to do and items to get in this event please.

Thank you

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26 minutes ago, Schwifty said:

My single player game dinos have the colors for Fear Evolved 3 and not Fear Evolved 4 :( I still find ghost dinos and other things, but the colors aren't right. Does anyone else playing single player have this issue too?

On my singleplayer game I still had Christmas colours, from the last time I played it, try using the destroywilddinos command that might cause new dinos to spawn in with the right colours for you. 

Edited by WarpSpasm
Past tense needed
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2 hours ago, zerpwnz said:

I don't know about you, but on my pve ragnarok 72 chance of event content spawning is very small. Pumpkins, headstone, scarecrows, bone dinoes hardly appear, so for everyone or only on my server?

yes same on EU-PVE 78 hardly any spooky piles spawning I have been looking all day and have only gathered 5 scarecrows, 13 pumpkins and 12 headstones. 

Spawn rates seem very low

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49 minutes ago, WarpSpasm said:

On my singleplayer game I still had Christmas colours, from the last time I played it, try using the destroywilddinos command that might cause new dinos to spawn in with the right colours for you. 

Thank you for your reply - I've already used destroywilddinos several times in the attempt to fix this though (I've tried launching/not launching with the activeevent launch). I have the skeleton/ghost dinos and the candy corn drops, but just the wrong event colours for the dinos :(

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7 minutes ago, Schwifty said:

Thank you for your reply - I've already used destroywilddinos several times in the attempt to fix this though (I've tried launching/not launching with the activeevent launch). I have the skeleton/ghost dinos and the candy corn drops, but just the wrong event colours for the dinos :(

Sorry to hear that. I don't know what else to suggest but I hope it gets fixed for you. Some of those new colours sound cool, I am looking forward to finding vermilion and dark lavender creatures.

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2 minutes ago, WarpSpasm said:

Sorry to hear that. I don't know what else to suggest but I hope it gets fixed for you. Some of those new colours sound cool, I am looking forward to finding vermilion and dark lavender creatures.

Thank you! :) I've been trying to figure out if it's something on my end or not. What's weird is that on my server the colors are correct. Also yeah, the vermillion is gorgeous :)

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This patch really raptored up some mod maps. I am on Tunguska and there the Ice Wyverns have been replaced by overspawning Fire/Zombie Fire Wyverns. Also the event itself is not working at all in regards of the Dodorex Moon and spawning of the Dodorex. A patch should not all of a sudden raptor up spawns, regardless if on Mod Map or not. I hope this will be fixed soon, its really annoying.

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Just walk somewhere, wait about 35-60 seconds, pan the camera all around you and one will spawn right here. Walk about 20 meters away and repeat. This will continue to happen.

Turn your ground clutter all the way down to be able to see them easier.

 

ps- this method of having the Halloween node spawn is so dumb and unfun. It totally takes exploration out of the equation and turns it into a waiting game instead.

Edited by mudplayerx
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