With the PR I just submitted, I found that the following exception is occurring when loading that save:
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An Exception occurred while attempting to load Classic save #0:
System.Exception: Error finding location Dragontail Mountains : The Crypts of Sish
at DaggerfallWorkshop.PlayerGPS.DiscoverLocation (System.String regionName, System.String locationName) [0x00020] in E:\Repos\daggerfall-unity-my-fork\Assets\Scripts\Internal\PlayerGPS.cs:840
at DaggerfallConnect.Save.SaveGames.OpenSave (System.Int32 save, System.Boolean loadingInGame) [0x00223] in E:\Repos\daggerfall-unity-my-fork\Assets\Scripts\API\Save\SaveGames.cs:245
at DaggerfallConnect.Save.SaveGames.TryOpenSave (System.Int32 save) [0x00002] in E:\Repos\daggerfall-unity-my-fork\Assets\Scripts\API\Save\SaveGames.cs:278
UnityEngine.Debug:LogError (object)
DaggerfallConnect.Save.SaveGames:TryOpenSave (int) (at Assets/Scripts/API/Save/SaveGames.cs:282)
DaggerfallWorkshop.Game.Utility.StartGameBehaviour:StartFromClassicSave () (at Assets/Scripts/Game/Utility/StartGameBehaviour.cs:504)
DaggerfallWorkshop.Game.Utility.StartGameBehaviour:InvokeStartMethod () (at Assets/Scripts/Game/Utility/StartGameBehaviour.cs:164)
DaggerfallWorkshop.Game.Utility.StartGameBehaviour:Update () (at Assets/Scripts/Game/Utility/StartGameBehaviour.cs:130)
Is there a better way to handle this situation where a location's name in the save doesn't line up with what the game is using? For example, if the location's name doesn't match anything in the modded data, simply keep the location marked as undiscovered?
I have attached this archive with both the location override that caused this specific exception, and the save with this issue: