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Re: [MOD] Loading Screen
Posted: Tue Apr 21, 2020 1:22 pm
by TheLacus
Version 2.5.0 is now available, with support for live changes to mod settings.
I think is worth to remind the following console commands:
- change_modsettings: allows to change settings in game for all mods that support this feature.
- loadingscreen_simulate: shows the loading screen for a fixed amount of time (10 seconds by default).
Hopefully this will make it easier to customize the loading screen.
Re: [MOD] Loading Screen
Posted: Wed Apr 22, 2020 9:47 am
by King of Worms
Perfect update, thanks a lot
And thanks for looking into the issue as well!
Re: [MOD] Loading Screen
Posted: Thu Apr 22, 2021 5:35 am
by pango
Hi,
As mentioned on DFU's
Subreddit, there's some issue with this mod and DFU 0.11.3 (at least); The game soft locks when loading a gamesave:
Code: Select all
MissingMethodException: UnityEngine.GameObject DaggerfallWorkshop.Utility.AssetInjection.MeshReplacement.ImportCustomGameobject(uint,UnityEngine.Transform,UnityEngine.Matrix4x4)
at LoadingScreen.Components.ModelViewer.MakeTexture () [0x00037] in <6bd0469b9a474e25961b87463e299c04>:0
at LoadingScreen.Components.ModelViewer.OnLoadingScreen (DaggerfallWorkshop.Game.Serialization.SaveData_v1 saveData) [0x00000] in <6bd0469b9a474e25961b87463e299c04>:0
at LoadingScreen.LoadingScreenPanel.OnLoadingScreen (DaggerfallWorkshop.Game.Serialization.SaveData_v1 saveData) [0x00040] in <6bd0469b9a474e25961b87463e299c04>:0
at LoadingScreen.LoadingScreen.SaveLoadManager_OnStartLoad (DaggerfallWorkshop.Game.Serialization.SaveData_v1 saveData) [0x0000b] in <6bd0469b9a474e25961b87463e299c04>:0
at (wrapper delegate-invoke) <Module>.invoke_void_SaveData_v1(DaggerfallWorkshop.Game.Serialization.SaveData_v1)
at DaggerfallWorkshop.Game.Serialization.SaveLoadManager.RaiseOnStartLoadEvent (DaggerfallWorkshop.Game.Serialization.SaveData_v1 saveData) [0x00007] in <c543a6b89510492398a700eff589c1b3>:0
at DaggerfallWorkshop.Game.Serialization.SaveLoadManager+<LoadGame>d__112.MoveNext () [0x00229] in <c543a6b89510492398a700eff589c1b3>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <11c3ef05f0294860a73da09e45414fab>:0
UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
DaggerfallWorkshop.Game.Serialization.SaveLoadManager:Load(Int32)
DaggerfallWorkshop.Game.Serialization.SaveLoadManager:Load(String, String)
DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallUnitySaveGameWindow:LoadGame()
DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallUnitySaveGameWindow:Update()
DaggerfallWorkshop.Game.DaggerfallUI:Update()
Re: [MOD] Loading Screen
Posted: Fri Apr 23, 2021 12:01 pm
by TheLacus
Hi, thanks for report pango
Re: [MOD] Loading Screen
Posted: Tue Apr 27, 2021 10:12 pm
by TheLacus
pango wrote: ↑Thu Apr 22, 2021 5:35 am
Hi,
As mentioned on DFU's
Subreddit, there's some issue with this mod and DFU 0.11.3 (at least); The game soft locks when loading a gamesave:
Code: Select all
MissingMethodException: UnityEngine.GameObject DaggerfallWorkshop.Utility.AssetInjection.MeshReplacement.ImportCustomGameobject(uint,UnityEngine.Transform,UnityEngine.Matrix4x4)
at LoadingScreen.Components.ModelViewer.MakeTexture () [0x00037] in <6bd0469b9a474e25961b87463e299c04>:0
at LoadingScreen.Components.ModelViewer.OnLoadingScreen (DaggerfallWorkshop.Game.Serialization.SaveData_v1 saveData) [0x00000] in <6bd0469b9a474e25961b87463e299c04>:0
at LoadingScreen.LoadingScreenPanel.OnLoadingScreen (DaggerfallWorkshop.Game.Serialization.SaveData_v1 saveData) [0x00040] in <6bd0469b9a474e25961b87463e299c04>:0
at LoadingScreen.LoadingScreen.SaveLoadManager_OnStartLoad (DaggerfallWorkshop.Game.Serialization.SaveData_v1 saveData) [0x0000b] in <6bd0469b9a474e25961b87463e299c04>:0
at (wrapper delegate-invoke) <Module>.invoke_void_SaveData_v1(DaggerfallWorkshop.Game.Serialization.SaveData_v1)
at DaggerfallWorkshop.Game.Serialization.SaveLoadManager.RaiseOnStartLoadEvent (DaggerfallWorkshop.Game.Serialization.SaveData_v1 saveData) [0x00007] in <c543a6b89510492398a700eff589c1b3>:0
at DaggerfallWorkshop.Game.Serialization.SaveLoadManager+<LoadGame>d__112.MoveNext () [0x00229] in <c543a6b89510492398a700eff589c1b3>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <11c3ef05f0294860a73da09e45414fab>:0
UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
DaggerfallWorkshop.Game.Serialization.SaveLoadManager:Load(Int32)
DaggerfallWorkshop.Game.Serialization.SaveLoadManager:Load(String, String)
DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallUnitySaveGameWindow:LoadGame()
DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallUnitySaveGameWindow:Update()
DaggerfallWorkshop.Game.DaggerfallUI:Update()
I uploaded a new version to fix compatibility issues. Issue was due to
a commit that changed method signature, which is a breaking change for mods that rely on it.
Re: [MOD] Loading Screen
Posted: Mon Nov 29, 2021 12:30 am
by King of Worms
Thanks for the update .) I found it just now lol, its hidden as a update down in the list.
Re: [MOD] Loading Screen
Posted: Sat Jan 28, 2023 2:15 am
by gwemby
Encountering a bug where loading a savegame will occasionally (approx. 3-5%) soft-crash the game.
Immediately after loading the save, game loads a default character (male breton 01) with neutral stats and disables all input beside basic move/look/interact, requiring closing the game by external means. On some occasions, player is placed in a void cell.
Most frequently encountered when reloading repeatedly in a short period of time, but that may be due to a proportional greater chance of occurrence when given multiple instances to occur in a condensed period of time.
First experienced as part of large load order, later isolated to this mod.
Re: [MOD] Loading Screen
Posted: Thu Apr 25, 2024 11:02 pm
by radwilly1
Hey now that Dream 90s has been released, do you think you could add the retro
Daggerfall Font to the mod settings? Kind of a drag that all of the cool features you added have to be disabled if one wants to keep the retro vibe going. I tried looking for a way to add it on my own to no avail...