Got a quest with with a residence location. Talking to an NPC got it marked on my map, but it doesn't show its name on inspection in world. I believe it may have been used already for a previous quest, though I'm not sure. It is the correct house, and the NPC to turn the quest in is in there and works properly though. Also, I don't have a save from before it was marked, so can't say whether inspection would have marked it on the map properly.
Named in the map:
Just a "Residence" in-world:
[NYSTUL] Windows x64-91: House named on map, simply "Residence" on inspect [RESOLVED]
- kingOfWyrms
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[NYSTUL] Windows x64-91: House named on map, simply "Residence" on inspect [RESOLVED]
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- Interkarma
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Re: [NYSTUL] Windows x64-91: House named on map, simply "Residence" on inspect
I think this one is in Nystul's wheelhouse.
- Nystul
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Re: [NYSTUL] Windows x64-91: House named on map, simply "Residence" on inspect
will take a look soon
- Nystul
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Re: [NYSTUL] Windows x64-91: House named on map, simply "Residence" on inspect
pull request with fix issued
- pango
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Re: [NYSTUL] Windows x64-91: House named on map, simply "Residence" on inspect [RESOLVED]
I have some issue: loading a game inside a building, going outside and opening town's map, I get an empty map. If I close it, I go back to the 3d view, but the game is totally frozen.
The log shows:
Bisecting points at commit 2b219142, which seems to be the fix for this bug report.
I don't quite understand why it breaks things, but reverting this commit prevents the above exceptions, so I'm rather confident it's the culpit.
I attach the gamesave to reproduce the issue, but I was using lots of mods, including Distant Terrain which is probably necessary to avoid relocation on load.
The log shows:
Code: Select all
NullReferenceException: Object reference not set to an instance of an object
at DaggerfallWorkshop.Game.ExteriorAutomap.updateAutomapStateOnWindowPush () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallExteriorAutomapWindow.OnPush () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.UserInterface.UserInterfaceManager.AddWindow (DaggerfallWorkshop.Game.UserInterface.UserInterfaceWindow window) [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.UserInterface.UserInterfaceManager.PushWindow (DaggerfallWorkshop.Game.UserInterface.UserInterfaceWindow window) [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.DaggerfallUI.ProcessMessages () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.DaggerfallUI.Update () [0x00000] in <filename unknown>:0
NullReferenceException: Object reference not set to an instance of an object
at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallExteriorAutomapWindow.OnPop () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.UserInterface.UserInterfaceManager.RemoveWindow () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.UserInterface.UserInterfaceManager.PopWindow () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.UserInterface.UserInterfaceWindow.CloseWindow () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallExteriorAutomapWindow.ExitButton_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.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.DaggerfallExteriorAutomapWindow.Update () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.DaggerfallUI.Update () [0x00000] in <filename unknown>:0
I don't quite understand why it breaks things, but reverting this commit prevents the above exceptions, so I'm rather confident it's the culpit.
I attach the gamesave to reproduce the issue, but I was using lots of mods, including Distant Terrain which is probably necessary to avoid relocation on load.
- Attachments
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- SAVE45.zip
- (394.4 KiB) Downloaded 110 times
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- Nystul
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Re: [NYSTUL] Windows x64-91: House named on map, simply "Residence" on inspect [RESOLVED]
this has already been reported
bc2d340 commit in latest pull request (https://github.com/Interkarma/daggerfal ... /pull/1345) should fix it
fix is to return discovered instead of true
bc2d340 commit in latest pull request (https://github.com/Interkarma/daggerfal ... /pull/1345) should fix it
fix is to return discovered instead of true
- pango
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Re: [NYSTUL] Windows x64-91: House named on map, simply "Residence" on inspect [RESOLVED]
Excellent, thanks!
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart