I have created an area and added it to the single player campaign. I have placed a chest in this area, but the chest won't show up when I load the game and travel to the area. The area and the map pin show up fine, but for some reason the placeable won't show up.
In trying to solve this, I have tried checking in the placeable, checking out the placeable, exporting the placeable, using a custom placeable, and using one of the stock placeables. Nothing seems to work. Has anyone been able to make a placeable show up in an area?
placeable problems
Débuté par
Whitestar7
, janv. 08 2010 07:30
#1
Posté 08 janvier 2010 - 07:30
#2
Posté 09 janvier 2010 - 12:34
Yes - never had any problems with this (in a custom module). You could try exporting the area with dependent resources (which exports everything in it again), just in case the area somehow got exported before the chest was placed in it.
If that doesn't work, is the placeable in an accessible position? It is possible to bury placeables underground, in mid-air, beyond the walkmesh etc which can make them kinda difficult to see in game.
If that doesn't work, is the placeable in an accessible position? It is possible to bury placeables underground, in mid-air, beyond the walkmesh etc which can make them kinda difficult to see in game.
#3
Posté 09 janvier 2010 - 06:55
Thanks for your reply. I had previously exported the area before I put the chest in it. I just tried exporting it with dependent resources, but the chest still doesn't appear. I've tried moving around the chest too, in case it was buried. The layout I chose for the area was Flemeth's Hut (I made this area by following the area creation tutorial). Could it be that the Flemeth's Hut layout doesn't allow placeables?
#4
Posté 09 janvier 2010 - 07:41
Very odd. As it happens, the OC has a chest in Flemeth's Hut, so we know that works. Some more things to try - check the log window for errors during export, check that the files for both the area and the chest are in your export folders, then use the toolset File > Open to examine the GFF format of the area file in your export folder to ensure that the chest is included in the area layout.
#5
Posté 09 janvier 2010 - 11:50
I have done this and the GFF file states that the chest is in the area. Also, the files for the area and the chest are in the export folder. Could the saved game be the problem? Perhaps there is something I need to do in order for the changes to show up when I travel to the area in the saved game.
#6
Posté 10 janvier 2010 - 09:01
- When loading a saved game file, areas and objects contained therein are loaded from the save rather than the game resource. This means that if you save your game inside an area, make changes to the area and export them using the toolset, and then reload your game, none of the changes will appear. The changes will only appear if you start a new game. This affects objects such as waypoints, creatures, placeables, and so on.
This was an issue with Beta773 - not clear whether it's still an issue with toolset 1.01.
#7
Posté 16 janvier 2010 - 08:40
Proleric1 wrote...
This was an issue with Beta773 - not clear whether it's still an issue with toolset 1.01.
It still is. Item Stats, Merchants, Creatures, Placeables. If you save, they're all locked in. At least for me, wich makes updating my addon a pain.
I guess that a script on area load that destroys old objects and sets the "new" ones in their place would work, but right now for testing I'm using a save that is right before the new content I'm making:whistle:





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