Node/AI problems in Surface tension map c2a5h

I’ve encountered a problem in map c2a5h where it states that the node graph is out of dater and of course rebuilds it. But after it rebuilds the node any time I die or load a save after the fact it disables the AI and doesn’t even show the full text on screen. I have no workshop addons active at the moment or even installed. I have reentered the map multiple times but the problem persists. No other maps in the chapter share this problem though
https://drive.google.com/drive/folders/1nICaeWSdwLUO6IM2dlP-qgeciz1oVkX6?usp=sharing
] status
hostname: Black Mesa
version : 100001/24 100001 insecure
players : 1 humans, 0 bots (1 max)
map : bm_c2a5h at: 159 x, 1723 y, 192 z
edicts : 2072 used of 4096 max
tags :
(# userid name uniqueid connected ping loss state adr # 5 “MpfiveDeacon” STEAM_ID_PENDING 00:1315 0 active loopback)
] getpos
setpos 159.049545 1723.236328 192.031250;setang 0.526252 -91.643799 0.000000

1 Like

IYour save is corrupted. Restart the chapter from the New Game menu.

I have the same issue, so it is mostly likely not a single case issue.
I have decided to take on the hat achivement on the beta too :frowning:


ERROR: Loaded save game with no node graph. Load map and build node graph first!


Even when I load the previous chapter it rebuilds the node graph at the exact load location of “host_map” = "bm_c2a5h, then you get the ai_disabled everytime you die, or reload a save.

A.I. Disabled is caused by one of two things or sometimes both things.
A mod that is incompatible and/or a corrupt save.
Uninstall all mods and restart the chapter from the New Game menu.
quit using the old saves

I am not using a single mod bud.

Edit: It can not be an old save issue, I started from the begining of the chapter “surface tension” got to the load where it is problmematic again using no_target/noclip etc… still got the same issue.

Node Graph out of Date. Rebuilding… (0, 1, 0)
Redownloading all lightmaps
R_RedownloadAllLightmaps took 607.148 msec!
No caption found for ‘flesh.scraperough’
Saving game to save\autosave.sav…
WARNING! Field m_bPlayTeleportAnimOnSpawn is using the wrong FIELD_ type!
Fix this or you’ll see a crash.
WARNING! Field m_bPlayTeleportAnimOnSpawn is using the wrong FIELD_ type!
Fix this or you’ll see a crash.
WARNING! Field m_bPlayTeleportAnimOnSpawn is using the wrong FIELD_ type!
Fix this or you’ll see a crash.
WARNING! Field m_bPlayTeleportAnimOnSpawn is using the wrong FIELD_ type!
Fix this or you’ll see a crash.
WARNING! Field m_bPlayTeleportAnimOnSpawn is using the wrong FIELD_ type!
Fix this or you’ll see a crash.
Attempted to create unknown entity type ai_network_build_helper!
Building AI node graph…
Initializing node positions…
…done initializing node positions. 0.059889 seconds
Initializing node neighbors…
…done initializing node neighbors. 0.257508 seconds
Forcing dynamic link neighbors…
…done forcing dynamic link neighbors. 0.000003 seconds
Determining links…
…done determining links. 6.605030 seconds
Determining zones…
…done determining zones. 0.000047 seconds
…done building AI node graph, 6.922699 seconds
******* MAP CONTAINS DUPLICATE HAMMER NODE IDS! CHECK FOR PROBLEMS IN HAMMER TO CORRECT *******
AI node 481 is associated with Hammer node 2, but 2 is already bound to node 0
AI node 482 is associated with Hammer node 3, but 3 is already bound to node 1
AI node 484 is associated with Hammer node 5, but 5 is already bound to node 2
AI node 485 is associated with Hammer node 6, but 6 is already bound to node 3
AI node 486 is associated with Hammer node 7, but 7 is already bound to node 4
AI node 487 is associated with Hammer node 8, but 8 is already bound to node 5
AI node 488 is associated with Hammer node 9, but 9 is already bound to node 6
AI node 490 is associated with Hammer node 11, but 11 is already bound to node 7
AI node 491 is associated with Hammer node 12, but 12 is already bound to node 8

Also worth noting I am using the public_beta branch.
More people with the same issue - https://steamcommunity.com/app/362890/discussions/

I recommend joining the official discord and go to the #earthbound-bugs channel. I see someone having the same issue just posted a link to this thread there.

I did post in Discord, and someone suggested a workaround which I thought I tried but I did it and it worked.

You have to load a save right before the load zone that rebuilds the nodegraph, and then get through the entire level up to “forget about freeman” (where the security guard gets left behind and the door closes on him. Then the ai_disabled goes away. The security guard can not die either. I put it on easy and just speedran the level, the bit where he runs to the security shed you have to be careful he doesnt die.

I think you can possibly work around the “A.I. Disabled” issue in bm_c2a5h by adding ai_norebuildgraph 1 to autoexec.cfg. Alternatively, type it in the console and restart the map or load a save.

Adding game bms at the top of the searchpaths section in gameinfo.txt seems to fix the problem with A.I. Disabled in bm_c2a5h.

		...
		SearchPaths
		{
			game bms
			 // Black Mesa VPK files.
			game+mod bms/bms_textures.vpk
			...

This will make it so that loose files are read before packaged ones, and any loose nodegraph file, which is written when you get the nodegraph out of date, will be read instead of the stale one in the VPK files.

I just played through the entire map with no issues, even though I saved/reloaded several times.

This is just a temp fix until the devs update the stale nodegraph file(s) in the VPKs.

EDIT: Note, this issue is specific to the Xen Technical Beta (in the current public-beta branch).

Just to confirm, I have the exact same issue. No mods, cheats, or anything other than a clean install from Steam. I am using the public beta.

Thank you for your help. I’m sorry that I couldn’t have replied sooner but I have been quite busy recently but again I thank you for your help.

1 Like