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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?

Image

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):
SpoilerShow

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?

Image

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?

Image

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.