I know how to add new locations and did this already successfully in my Black Horse Courier mod, they work fine.
My new location also works at the surface - the village is at the intendend place (mapX = 438, mapY = 342).
However, when I enter a building and then return, the screen is black. I can still move and when I press ESC and the menu appears, suddenly the scene becomes visible.
Now the problem according to player.log is this:
Code: Select all
Restoring scene: DaggerfallWorld [mapX=438, mapY=342]
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Exception: GetPeopleOfCurrentRegion() did not find exactly 1 match.
at DaggerfallWorkshop.PlayerGPS.GetPeopleOfCurrentRegion () [0x00028] in <8966aa1dc271433faadcf946afed92a0>:0
at DaggerfallWorkshop.Game.TalkManager.GetStaticNPCFactionData (System.Int32 factionId, DaggerfallConnect.DFLocation+BuildingTypes buildingType, DaggerfallConnect.Arena2.FactionFile+FactionData& factionData) [0x00025] in <8966aa1dc271433faadcf946afed92a0>:0
at DaggerfallWorkshop.Game.TalkManager.GetBuildingList () [0x00277] in <8966aa1dc271433faadcf946afed92a0>:0
at DaggerfallWorkshop.Game.TalkManager.OnMapPixelChanged (DaggerfallConnect.Utility.DFPosition mapPixel) [0x00007] in <8966aa1dc271433faadcf946afed92a0>:0
at (wrapper delegate-invoke) <Module>.invoke_void_DFPosition(DaggerfallConnect.Utility.DFPosition)
at DaggerfallWorkshop.PlayerGPS.RaiseOnMapPixelChangedEvent (DaggerfallConnect.Utility.DFPosition mapPixel) [0x00007] in <8966aa1dc271433faadcf946afed92a0>:0
at DaggerfallWorkshop.PlayerGPS.Update () [0x0003e] in <8966aa1dc271433faadcf946afed92a0>:0
Code: Select all
{
"Loaded": true,
"Name": "Voughtwent",
"RegionName": "Cybiades",
"HasDungeon": false,
"MapTableData": {
"MapId": 342438,
"Latitude": 20096,
"Longitude": 56064,
"LocationType": "Tavern",
"DungeonType": "NoDungeon",
"Discovered": true,
"Key": 256
},
"Exterior": {
"RecordElement": {
"Header": {
"X": 14352384,
"Y": 5144576,
"IsExterior": 32768,
"Unknown2": 135,
"LocationId": 50503,
"IsInterior": 0,
"ExteriorLocationId": 0,
"LocationName": "Voughtwent"
}
},
"BuildingCount": 4,
"Buildings": [
{
"NameSeed": 1800,
"FactionId": 0,
"Sector": 4,
"LocationId": 50503,
"BuildingType": "House4",
"Quality": 6
},
{
"NameSeed": 470,
"FactionId": 0,
"Sector": 12,
"LocationId": 50503,
"BuildingType": "House4",
"Quality": 9
},
{
"NameSeed": 26113,
"FactionId": 0,
"Sector": 25,
"LocationId": 50503,
"BuildingType": "House2",
"Quality": 3
},
{
"NameSeed": 6040,
"FactionId": 0,
"Sector": 31,
"LocationId": 50503,
"BuildingType": "Tavern",
"Quality": 5
}
],
"ExteriorData": {
"AnotherName": "Voughtwent",
"MapId": 342438,
"LocationId": 50503,
"Width": 1,
"Height": 1,
"PortTownAndUnknown": 0,
"BlockNames": [
"TVRNBS00.RMB"
]
}
},
"Climate": {
"WorldClimate": 229,
"ClimateType": "Desert",
"NatureSet": "Nature_SubTropical",
"GroundArchive": 2,
"NatureArchive": 501,
"SkyBase": 24,
"People": "Breton",
"Names": "Nord"
},
"Politic": 189,
"RegionIndex": 61,
"LocationIndex": 0
}
I have no idea why it does not work.
Is the problem that there are no towns at the island? Or did I oversee something in my json file?