Location Editor (WIP)
- King of Worms
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Re: Location Editor (WIP)
Lovely, thank you for the update, 3D scaling of objects will allow more creativity and variations
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- King of Worms
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Re: Location Editor (WIP)
If this could be extended for the ship interior, it would be great
I just did this captains cabin to get a hold of the editor a bit
I just did this captains cabin to get a hold of the editor a bit
Spoiler!
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- pango
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Re: Location Editor (WIP)
I hope the axes are correctly fastened to the wall !
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- Baler
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Re: Location Editor (WIP)
Boat deco Yes Please!
Hidden Gem Mods - Enhanced Sky - Forgotten Quest Pack
- King of Worms
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Re: Location Editor (WIP)
Any idea why this location is not working? Its a never ending load screen...
Here is the save in the location and the modded location json as well (put it to WorldData) - just a random temple.
Here is the save in the location and the modded location json as well (put it to WorldData) - just a random temple.
Last edited by King of Worms on Mon Apr 20, 2020 11:44 am, edited 1 time in total.
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- BadLuckBurt
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Re: Location Editor (WIP)
Seems to work fine for me:King of Worms wrote: ↑Fri Apr 17, 2020 7:22 am Any idea why this location is not working? Its a never ending load screen...
Here is the save in the location and the modded location json as well (put it to WorldData) - just a random temple.
Location and save.rar
Maybe check the output_log to see what's going on. I've tested this without any mods enabled.
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- King of Worms
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Re: Location Editor (WIP)
Thanks, well its the Handpainted models mod which was causing it.
Thats strange, because Models works no problem along with "taverns redone" which is basically the same as this attempt at "temples redone"
Not sure whats the reason behind it?
Thats strange, because Models works no problem along with "taverns redone" which is basically the same as this attempt at "temples redone"
Not sure whats the reason behind it?
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- BadLuckBurt
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Re: Location Editor (WIP)
It's not the Handpainted Models:King of Worms wrote: ↑Fri Apr 17, 2020 2:40 pm Thanks, well its the Handpainted models mod which was causing it.
Thats strange, because Models works no problem along with "taverns redone" which is basically the same as this attempt at "temples redone"
Not sure whats the reason behind it?
Did you check the log file?
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- King of Worms
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Re: Location Editor (WIP)
When I turn models OFF the location loads
When I turn models ON the load is stuck infinitely
But its can be that the 3d models interfere with some other mod in my setup?
I made a fresh log without the models where all went ok
And I made another new log with 3d models enabled and stuck load
LOG FILES:
When I turn models ON the load is stuck infinitely
But its can be that the 3d models interfere with some other mod in my setup?
I made a fresh log without the models where all went ok
And I made another new log with 3d models enabled and stuck load
LOG FILES:
Last edited by King of Worms on Mon Apr 20, 2020 11:44 am, edited 1 time in total.
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- BadLuckBurt
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Re: Location Editor (WIP)
There's an issue with the automap, I think I've seen this mentioned somewhere else and it may have been related to the Handpainted Models. Pango might be familiar with it but I'm not sure.King of Worms wrote: ↑Fri Apr 17, 2020 5:45 pm When I turn models OFF the location loads
When I turn models ON the load is stuck infinitely
But its can be that the 3d models interfere with some other mod in my setup?
I made a fresh log without the models where all went ok
And I made another new log with 3d models enabled and stuck load
Daggerfall Unity LOGS.rar
I wonder why I don't get the error though, if you feel like it, you could try removing all your mods and adding them one by one, starting with HPM and go from there to see where it breaks.
Code: Select all
ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[DaggerfallWorkshop.Game.Automap+AutomapGeometryBlockState+AutomapGeometryBlockElementState].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.Automap.UpdateMeshRendererDungeonState (UnityEngine.MeshRenderer& meshRenderer, DaggerfallWorkshop.Game.AutomapDungeonState automapDungeonState, Int32 indexBlock, Int32 indexElement, Int32 indexModel, Boolean forceNotVisitedInThisRun) [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.Automap.RestoreStateAutomapDungeon (Boolean forceNotVisitedInThisRun) [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.Automap.InitWhenInInteriorOrDungeon (Nullable`1 door, Boolean initFromLoadingSave) [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.Automap.OnLoadEvent (DaggerfallWorkshop.Game.Serialization.SaveData_v1 saveData) [0x00000] in <filename unknown>:0
at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
at DaggerfallWorkshop.Game.Serialization.SaveLoadManager.RaiseOnLoadEvent (DaggerfallWorkshop.Game.Serialization.SaveData_v1 saveData) [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.Serialization.SaveLoadManager+<LoadGame>c__Iterator2.MoveNext () [0x00000] in <filename unknown>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0
(Filename: Line: -1)
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