- 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).
[MOD] Loading Screen
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: [MOD] Loading Screen
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:
- King of Worms
- Posts: 4755
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Re: [MOD] Loading Screen
Perfect update, thanks a lot And thanks for looking into the issue as well!
DREAM Nexus https://www.nexusmods.com/users/73250038?tab=user+files
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: [MOD] Loading Screen
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:
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()
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When a measure becomes a target, it ceases to be a good measure.
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When a measure becomes a target, it ceases to be a good measure.
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- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: [MOD] Loading Screen
Hi, thanks for report pango
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: [MOD] Loading Screen
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.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()
- King of Worms
- Posts: 4755
- Joined: Mon Oct 17, 2016 11:18 pm
- Location: Scourg Barrow (CZ)
- Contact:
Re: [MOD] Loading Screen
Thanks for the update .) I found it just now lol, its hidden as a update down in the list.
DREAM Nexus https://www.nexusmods.com/users/73250038?tab=user+files
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
- gwemby
- Posts: 5
- Joined: Mon Jan 09, 2023 10:07 am
Re: [MOD] Loading Screen
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.
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.
i love you and wish you happy gaming <3
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- Posts: 1
- Joined: Thu Apr 25, 2024 10:55 pm
Re: [MOD] Loading Screen
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...