Can't get past the directory setup screen

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

Can't get past the directory setup screen

Post by AlanTalbor » Fri Jan 19, 2018 6:58 pm

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.

User avatar
Interkarma
Posts: 3011
Joined: Sun Mar 22, 2015 1:51 am

Re: Can't get past the directory setup screen

Post by Interkarma » Sat Jan 20, 2018 12:27 am

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!

User avatar
Jay_H
Posts: 1322
Joined: Tue Aug 25, 2015 1:54 am

Re: Can't get past the directory setup screen

Post by Jay_H » Sat Jan 20, 2018 12:47 am

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.
**INDEFINITE HIATUS** Check out the Daggerfall Unity mod page on ModDB.

I rarely read instructions well the first time. Tell me to re-read them. I'll do it.

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

Re: Can't get past the directory setup screen

Post by AlanTalbor » Sat Jan 20, 2018 6:48 am

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 » Sat Jan 20, 2018 6:49 am

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: 3011
Joined: Sun Mar 22, 2015 1:51 am

Re: Can't get past the directory setup screen

Post by Interkarma » Sat Jan 20, 2018 7:21 am

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 » Sat Jan 20, 2018 10:18 am

Spoiler!
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DFTFU 1.7.1: graphicsDeviceVersion | Direct3D 11.0 [level 11.1]

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

DFTFU 1.7.1: graphicsShaderLevel | 50

(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: 3011
Joined: Sun Mar 22, 2015 1:51 am

Re: Can't get past the directory setup screen

Post by Interkarma » Sat Jan 20, 2018 10:28 am

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 » Sat Jan 20, 2018 10:39 am

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: 3011
Joined: Sun Mar 22, 2015 1:51 am

Re: Can't get past the directory setup screen

Post by Interkarma » Sat Jan 20, 2018 10:43 am

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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