Can't get past the directory setup screen

Post here if you need help getting started with Daggerfall Unity or just want to clarify a potential bug. Questions about playing or modding classic Daggerfall should be posted to Community.
AlanTalbor
Posts: 7
Joined: Thu Jan 18, 2018 4:46 pm

Can't get past the directory setup screen

Post by AlanTalbor »

I think this problem is familiar but i couldn't find anything here or on google:
I can't get to the resolution-section of the setup even after deleting the ini-file and writing everything myself. After selecting the Daggerfall-Folder it should switch to the resolution window but the directory doesn't get away. I can see a color-change on the top and bottom of the screen. I tried to do it without all patches escept the one reqired but it is still the same. It didn't work on Windows 7 and 10.

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Interkarma
Posts: 7236
Joined: Sun Mar 22, 2015 1:51 am

Re: Can't get past the directory setup screen

Post by Interkarma »

Hey AlanTalbor, welcome to the forums. :)

Could you please post a screenshot of the folder selection screen where you're getting stuck?

When you select a valid Daggerfall folder, the whole interface will turn green and you'll be able to click OK to proceed. Unless your Daggerfall folder validates successfully, you won't be allowed to progress to the next step.

This is assuming nothing else is going wrong of course, so a quick screen of where you're stuck will help us get started. Cheers!

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Jay_H
Posts: 4061
Joined: Tue Aug 25, 2015 1:54 am
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Re: Can't get past the directory setup screen

Post by Jay_H »

Also, which source of Daggerfall are you using? What you described sounds like the Bethesda version, which is the hardest to use. The DaggerfallSetup and GOG versions shouldn't require manual set-up, AFAIK.

AlanTalbor
Posts: 7
Joined: Thu Jan 18, 2018 4:46 pm

Re: Can't get past the directory setup screen

Post by AlanTalbor »

Interkarma wrote:Hey AlanTalbor, welcome to the forums. :)

Could you please post a screenshot of the folder selection screen where you're getting stuck?

When you select a valid Daggerfall folder, the whole interface will turn green and you'll be able to click OK to proceed. Unless your Daggerfall folder validates successfully, you won't be allowed to progress to the next step.

This is assuming nothing else is going wrong of course, so a quick screen of where you're stuck will help us get started. Cheers!
I don't know how to post a screenshot. It is the green interface you're talking about where it gets stuck. The top and bottom are black and when i hit ok they turn blue. I guess the next image is appearing but the green interface isn't disappearing. I'm using the DaggerfallSetup.exe from http://en.uesp.net/wiki/Daggerfall:Files.

AlanTalbor
Posts: 7
Joined: Thu Jan 18, 2018 4:46 pm

Re: Can't get past the directory setup screen

Post by AlanTalbor »

Jay_H wrote:Also, which source of Daggerfall are you using? What you described sounds like the Bethesda version, which is the hardest to use. The DaggerfallSetup and GOG versions shouldn't require manual set-up, AFAIK.
I use the DaggerfallSetup.exe from http://en.uesp.net/wiki/Daggerfall:Files.

User avatar
Interkarma
Posts: 7236
Joined: Sun Mar 22, 2015 1:51 am

Re: Can't get past the directory setup screen

Post by Interkarma »

You can attach a screenshot by using the "Attachments" tab directly below the "save draft", "preview", and "submit" buttons when composing a post.

Next, please provide a copy of your output log. You will find "output_log.txt" in the "DaggerfallUnity_Data" folder near the .exe. The PDF manual has information on where to find the output log on operating systems other than Windows.

If it's easier, you can just email me your screenshot and output log.

Cheers!

AlanTalbor
Posts: 7
Joined: Thu Jan 18, 2018 4:46 pm

Re: Can't get past the directory setup screen

Post by AlanTalbor »

Spoiler!
Initialize engine version: 5.5.4f1 (8ffd0efd98b1)
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce GTX 1060 6GB (ID=0x1c03)
Vendor: NVIDIA
VRAM: 6061 MB
Driver: 23.21.13.8813
Begin MonoManager ReloadAssembly
Platform assembly: C:\Users\Svens\Desktop\Daggerfall Unity\DaggerfallUnity_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\Users\Svens\Desktop\Daggerfall Unity\DaggerfallUnity_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\Users\Svens\Desktop\Daggerfall Unity\DaggerfallUnity_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading C:\Users\Svens\Desktop\Daggerfall Unity\DaggerfallUnity_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: C:\Users\Svens\Desktop\Daggerfall Unity\DaggerfallUnity_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading C:\Users\Svens\Desktop\Daggerfall Unity\DaggerfallUnity_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: C:\Users\Svens\Desktop\Daggerfall Unity\DaggerfallUnity_Data\Managed\UnityEngine.PlaymodeTestsRunner.dll (this message is harmless)
Loading C:\Users\Svens\Desktop\Daggerfall Unity\DaggerfallUnity_Data\Managed\UnityEngine.PlaymodeTestsRunner.dll into Unity Child Domain
Platform assembly: C:\Users\Svens\Desktop\Daggerfall Unity\DaggerfallUnity_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
Loading C:\Users\Svens\Desktop\Daggerfall Unity\DaggerfallUnity_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: C:\Users\Svens\Desktop\Daggerfall Unity\DaggerfallUnity_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading C:\Users\Svens\Desktop\Daggerfall Unity\DaggerfallUnity_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: C:\Users\Svens\Desktop\Daggerfall Unity\DaggerfallUnity_Data\Managed\UnityEngine.CloudBuild.dll (this message is harmless)
Loading C:\Users\Svens\Desktop\Daggerfall Unity\DaggerfallUnity_Data\Managed\UnityEngine.CloudBuild.dll into Unity Child Domain
Platform assembly: C:\Users\Svens\Desktop\Daggerfall Unity\DaggerfallUnity_Data\Managed\mcs.dll (this message is harmless)
Loading C:\Users\Svens\Desktop\Daggerfall Unity\DaggerfallUnity_Data\Managed\mcs.dll into Unity Child Domain
Platform assembly: C:\Users\Svens\Desktop\Daggerfall Unity\DaggerfallUnity_Data\Managed\AudioSynthesis.dll (this message is harmless)
Loading C:\Users\Svens\Desktop\Daggerfall Unity\DaggerfallUnity_Data\Managed\AudioSynthesis.dll into Unity Child Domain
Platform assembly: C:\Users\Svens\Desktop\Daggerfall Unity\DaggerfallUnity_Data\Managed\FullSerializer.dll (this message is harmless)
Loading C:\Users\Svens\Desktop\Daggerfall Unity\DaggerfallUnity_Data\Managed\FullSerializer.dll into Unity Child Domain
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Loading C:\Users\Svens\Desktop\Daggerfall Unity\DaggerfallUnity_Data\Managed\INIFileParser.dll into Unity Child Domain
- Completed reload, in 1.123 seconds
Platform assembly: C:\Users\Svens\Desktop\Daggerfall Unity\DaggerfallUnity_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: C:\Users\Svens\Desktop\Daggerfall Unity\DaggerfallUnity_Data\Managed\System.dll (this message is harmless)
<RI> Initializing input.

<RI> Input initialized.

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(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: graphicsPixelFillrate | -1

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: supportsVertexPrograms | True

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: graphicsMultiThreaded | True

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: supportsShadows | True

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: supportsRawShadowDepthSampling | True

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: supportsRenderTextures | True

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: supportsMotionVectors | True

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: supportsRenderToCubemap | True

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: supportsImageEffects | True

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: supports3DTextures | True

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: supports2DArrayTextures | True

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: supportsCubemapArrayTextures | True

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: copyTextureSupport | Basic, Copy3D, DifferentTypes, TextureToRT, RTToTexture

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: supportsComputeShaders | True

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: supportsInstancing | True

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: supportsSparseTextures | True

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: supportedRenderTargetCount | 8

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: usesReversedZBuffer | True

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: supportsStencil | 1

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: npotSupport | Full

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: deviceModel | To Be Filled By O.E.M. (To Be Filled By O.E.M.)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: supportsAccelerometer | False

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: supportsGyroscope | False

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: supportsLocationService | False

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: supportsVibration | False

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: supportsAudio | True

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: deviceType | Desktop

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: maxTextureSize | 16384

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DFTFU 1.7.1: Setting up content readers with arena2 path 'C:\Games\Bethesda Softworks\Daggerfall\arena2'.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

ArgumentNullException: Argument cannot be null.
Parameter name: key
at System.Collections.Generic.Dictionary`2[System.String,System.Int32].ContainsKey (System.String key) [0x00000] in <filename unknown>:0
at DaggerfallConnect.Arena2.FactionFile.ParseFactions (System.String txt) [0x00000] in <filename unknown>:0
at DaggerfallConnect.Arena2.FactionFile.Load (System.String filePath, FileUsage usage, Boolean readOnly) [0x00000] in <filename unknown>:0
at DaggerfallConnect.Arena2.FactionFile..ctor (System.String filePath, FileUsage usage, Boolean readOnly) [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Utility.ContentReader.SetupReaders () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Utility.ContentReader..ctor (System.String arena2Path) [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.DaggerfallUnity.SetupContentReaders (Boolean force) [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.DaggerfallUnity.ChangeArena2Path (System.String arena2Path) [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallUnitySetupGameWizard.Browser_OnConfirmPath () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.UserInterface.FolderBrowser.RaiseOnConfirmPathEvent () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.UserInterface.FolderBrowser.ConfirmButton_OnMouseClick (DaggerfallWorkshop.Game.UserInterface.BaseScreenComponent sender, Vector2 position) [0x00000] in <filename unknown>:0
at (wrapper delegate-invoke) DaggerfallWorkshop.Game.UserInterface.BaseScreenComponent/OnMouseClickHandler:invoke_void__this___BaseScreenComponent_Vector2 (DaggerfallWorkshop.Game.UserInterface.BaseScreenComponent,UnityEngine.Vector2)
at DaggerfallWorkshop.Game.UserInterface.BaseScreenComponent.MouseClick (Vector2 clickPosition) [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.UserInterface.BaseScreenComponent.Update () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.UserInterface.Panel.Update () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.UserInterface.Button.Update () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.UserInterface.Panel.Update () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.UserInterface.FolderBrowser.Update () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.UserInterface.Panel.Update () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.UserInterface.Panel.Update () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.UserInterface.Panel.Update () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.UserInterface.UserInterfaceWindow.Update () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallBaseWindow.Update () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallPopupWindow.Update () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallUnitySetupGameWizard.Update () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.DaggerfallUI.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

Setting up 3 worker threads for Enlighten.
Thread -> id: b6c -> priority: 1
Thread -> id: 13a0 -> priority: 1
Thread -> id: 858 -> priority: 1
Attachments
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User avatar
Interkarma
Posts: 7236
Joined: Sun Mar 22, 2015 1:51 am

Re: Can't get past the directory setup screen

Post by Interkarma »

Awesome, thank you! :)

I think problem is related to FACTION.TXT not being read properly. The version being deployed by DaggerfallSetup might no longer be patched, or faction patch wasn't ticked during install. The game file validator does not check FACTION.TXT at this time. Blocking error is below:
ArgumentNullException: Argument cannot be null.
Parameter name: key
at System.Collections.Generic.Dictionary`2[System.String,System.Int32].ContainsKey (System.String key) [0x00000] in <filename unknown>:0
at DaggerfallConnect.Arena2.FactionFile.ParseFactions (System.String txt) [0x00000] in <filename unknown>:0
Please download and unzip the DaggerfallGameFiles.zip from Live Builds and point Daggerfall Unity to that unzipped path instead. Let me know if that has the same issue.

Let me know how you go. I might need to take another at DaggerfallSetup.

AlanTalbor
Posts: 7
Joined: Thu Jan 18, 2018 4:46 pm

Re: Can't get past the directory setup screen

Post by AlanTalbor »

This works fine. I saw footage with a better sky. It isn't in the latest build as it seems.
Last edited by AlanTalbor on Sat Jan 20, 2018 10:56 am, edited 1 time in total.

User avatar
Interkarma
Posts: 7236
Joined: Sun Mar 22, 2015 1:51 am

Re: Can't get past the directory setup screen

Post by Interkarma »

Thanks man. I'll take another look at the latest DaggerfallSetup.

Do you recall if you installed with all default settings (so I can reproduce)?

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