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Re: Ask a simple question, get a simple answer
Posted: Thu Oct 17, 2019 3:04 am
by Isaac
What spell?
Re: Ask a simple question, get a simple answer
Posted: Thu Oct 17, 2019 4:54 am
by 7Soul
Isaac wrote: ↑Thu Oct 17, 2019 3:04 amWhat spell?
Any, even Light. This is annoying to test, since it takes 3 minutes to export (if it doesn't randomly fail) plus getting into game...
I tried finding any onSpellCast hooks and commented out all addTrait() instances but didn't help
Re: Ask a simple question, get a simple answer
Posted: Thu Oct 17, 2019 4:57 am
by Pompidom
just a tip for exporting files,
put graphics on low before you start up the editor and export your mod
or simply install that 4 gb patch
Re: Ask a simple question, get a simple answer
Posted: Thu Oct 17, 2019 5:13 am
by 7Soul
Speaking of which, anyone else gets this sometimes?
I've been working on this mod for nearly a year but this only started happening like 2~3 months ago
Re: Ask a simple question, get a simple answer
Posted: Thu Oct 17, 2019 5:45 am
by Pompidom
No.
It would be helpful if you give more details.
Are you exporting while on "low graphics settings" This is important! Or at least using the 4 GB patch?
Have you used any of the available custom asset packs from other modders that might interfere?
Since you are using custom classes, are you taking the time to create a new custom party when testing out your .dat file?
When I introduced custom classes in my mod, using the default party to "quickly" test the newly created .dat file caused similar issues.
And I had to take the time to create a new party every time I wanted to test my new .dat file.
Re: Ask a simple question, get a simple answer
Posted: Thu Oct 17, 2019 6:09 am
by 7Soul
Pompidom wrote: ↑Thu Oct 17, 2019 5:45 am
No.
It would be helpful if you give more details.
Are you exporting while on "low graphics settings" This is important! Or at least using the 4 GB patch?
Have you used any of the available custom asset packs from other modders that might interfere?
Since you are using custom classes, are you taking the time to create a new custom party when testing out your .dat file?
When I introduced custom classes in my mod, using the default party to "quickly" test the newly created .dat file caused similar issues.
And I had to take the time to create a new party every time I wanted to test my new .dat file.
You might be on to something
Recently I started testing my mod with this function to quickly create a default test party (the goal is to work as a failsafe if the player chooses to not create a party or import one):
Code: Select all
function setDefaultParty()
local champion = nil
for c=1,4 do
champion = party.party:getChampionByOrdinal(c)
-- Reset Level
champion:resetExp(0)
-- Reset Skills
for i=1,#skillNames do
local s = champion:getSkillLevel(skillNames[i])
champion:trainSkill(skillNames[i], s * -1, false)
end
-- Remove items
for s=1,32 do champion:removeItemFromSlot(s) end
end
champion = party.party:getChampionByOrdinal(1)
champion:setRace("insectoid")
champion:setClass("monk")
champion:addTrait("persistence")
champion:trainSkill("heavy_weapons_c", 1, false)
champion:trainSkill("athletics", 1, false)
champion = party.party:getChampionByOrdinal(2)
champion:setRace("lizardman")
champion:setClass("assassin_class")
champion:addTrait("wide_vision")
champion:trainSkill("light_weapons_c", 1, false)
champion:trainSkill("critical", 1, false)
champion = party.party:getChampionByOrdinal(3)
champion:setRace("ratling")
champion:setClass("corsair")
champion:addTrait("rodent")
champion:trainSkill("firearms", 1, false)
champion:trainSkill("alchemy", 1, false)
champion = party.party:getChampionByOrdinal(4)
champion:setRace("human")
champion:setClass("elementalist")
champion:addTrait("lore_master")
champion:trainSkill("elemental_magic", 1, false)
champion:trainSkill("concentration", 1, false)
for c=1,4 do
champion = party.party:getChampionByOrdinal(c)
champion:setHealth(champion:getMaxHealth() * 0.9)
champion:setEnergy(champion:getMaxEnergy() * 0.9)
end
end
It's the 4th champion that triggers the bug. I've made a human elementalist with lore master trait via character creation and it works, so now... to figure out why this breaks stuff
Re: Ask a simple question, get a simple answer
Posted: Thu Oct 17, 2019 9:23 am
by minmay
7Soul wrote: ↑Thu Oct 17, 2019 5:13 am
Speaking of which, anyone else gets this sometimes?
I've been working on this mod for nearly a year but this only started happening like 2~3 months ago
Does your mod produce a .dat file that is over 100 MB? The filesize limit for Steam Workshop is somewhere close to that.
Re: Ask a simple question, get a simple answer
Posted: Thu Oct 17, 2019 5:52 pm
by 7Soul
minmay wrote: ↑Thu Oct 17, 2019 9:23 am
7Soul wrote: ↑Thu Oct 17, 2019 5:13 am
Speaking of which, anyone else gets this sometimes?
I've been working on this mod for nearly a year but this only started happening like 2~3 months ago
Does your mod produce a .dat file that is over 100 MB? The filesize limit for Steam Workshop is somewhere close to that.
101mb, but the error only happens some times
Re: Ask a simple question, get a simple answer
Posted: Fri Oct 18, 2019 11:26 pm
by THOM
Can you do anything with the monstergroup component?
A code that I expect to be like
Code: Select all
twigroot_pair_1.monstergroup:getAIState()
results in a crash "attempt to index global "twigroot_pair_1" ( a nil value)" when twigroot_pair_1 absolutely exists.
Re: Ask a simple question, get a simple answer
Posted: Sat Oct 19, 2019 7:20 am
by minmay
That means twigroot_pair_1 does not exist. MonsterGroupComponent, upon first updating, spawns its monsters and destroys its GameObject.