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I'm stumped!


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#1
Kossith123

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So while working on my module, something confused me and I have no idea how I can fix it.

 

So my project is cut up into 3 modules, module 1 this works fine. All my modules have the same settings and mods etc, so this is the problem;

 

I have 4 type of stumps, normal (tree stump), oak stump, willow stump, yew stump.

 

Willow/Yew work in 1 of my modules, but the other 1 (i havent touched the 3rd one yet), isn't working.

 

Here's some pic proof:

 

 

I import it again, and it says that it's already in my module.

 

26cd4e43bf.jpg

 

 

It should show below the other tree stumps. It's there on my other module (working one), and it's properties are fine.

 

54b9cb1ae3.png

 

 

 

So I thought that a mod might be interferring with it, but the stump I'm using is working fine (default one).

 

 

 

a99993ddd2.jpg

 

 

Any idea why this is happening? I've ran out of ideas on what could be the problem. Everything in my eyes seems to be working fine, coming from experience with the first module I worked on.

 

The custom placeable I have is just not appearing on the list/in the toolset.



#2
Tchos

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Are the resrefs different?

 

(Listed as "resource name" under the properties).



#3
Kossith123

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Are the resrefs different?

 

(Listed as "resource name" under the properties).

 

Example on Willow stumps;

 

It's (from local name to the blueprints etc)

Willow stump {1}

Res; willowstump1
Tag; willowstump1
Blueprint; willowstump1 (i think its called blueprint lol, not on the toolset atm >_< I'm bad at memorizing the names).

 

a26c4ec2f6.png - Edit, grabbed a pic.



#4
Tchos

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Right, but do the different stumps have different resrefs from each other?  They need to.



#5
Kossith123

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Right, but do the different stumps have different resrefs from each other?  They need to.

 

Yes,

 

Stump 1-5 are (as the picture shows above) all different, with the digit changed.

So like

 

willowstump1

willowstump2

willowstump3

willowstump4

willowstump5



#6
Kossith123

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Ok now I'm getting annoyed >_<

All my custom items which start with W-Z, are all gone.

 

Edit:

 

Tried testing this,

 

I created a willow sword (random name) with willowsword properties etc

 

I saved and closed the toolset, then I opened it up and the sword was gone, but I can export it.

 

So what's going on is, the items are in the toolset, but I cant use them or anything.



#7
Tchos

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Are they appearing under different classifications?  I notice there's a "0" in front of your "Woodcutting" classification in the screenshot.



#8
Kossith123

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None at all.

 

Even the search option shows up nothing.



#9
Tchos

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Then I guess I'm stumped, too.



#10
4760

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All my custom items which start with W-Z, are all gone.

So the stock items with letters after W are still there?

I've no clue about what's going on, but what happens if you create a custom item with a name whose initial is before W?

Also, if you just change the name of a stock item ("copy to module", add a Y before the normal name, save and reopen), is it the same behavior?

Sorry for asking, but did you save your new blueprints in the override?



#11
Kossith123

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So, everything in my module, items/placeables, any blueprint beginning with w, either in tag/res etc disappear.

 

I had a lot of placeables and items with W infront, but my U's appear, so its everything between W-Z.

 

So when I go to place the placeable, it's not on my blueprints list. I can't highlight or anything, it's not coming up.

When I import it again, it overwrites it, so it must be in my module.

 

--

 

I created a test item, with willowsword being the tag.

I saved it, closed down my toolset, reopened it, and it disappeared lol

 

--

 

I have 3 modules in total. They are all pretty much replica's, but all the areas are different. What I mean by this is that each module has the same day/night settings, mods loaded in etc

 

First module works 100% fine. W's are all there.

 

Second module, they've just disappeared.

As for the third, I havent worked on that one yet.

 

 

 

Sorry for asking, but did you save your new blueprints in the override?

 

My blueprints aren't an override.

 

What I did was, create them in 1 module, export them to a .erf, import them to the current module.

 

I did this for my first module, and it's working 100% fine. Hense why I'm confused as hell >_<



#12
Kossith123

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What I might just end up having to do is export everything into a new module and see what happens :/



#13
Dann-J

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I tend to use the game's default naming conventions for my own items (nw_it_xxxx, n2_alc_xxx, n2_crft_xxx, plc_xx_xxx, etc).



#14
Kossith123

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I tend to use the game's default naming conventions for my own items (nw_it_xxxx, n2_alc_xxx, n2_crft_xxx, plc_xx_xxx, etc).

 

I may use that for next time.

 

I fixed it (sort of) by just exporting everything to a new module. Working fine now, deleted the old one.



#15
Kaldor Silverwand

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Not sure why you had an issue, but since these modules are all part of the same campaign, you could just put the blueprints in the campaign folder. There is no need for them to be in the modules.

Regards

#16
Kossith123

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Not sure why you had an issue, but since these modules are all part of the same campaign, you could just put the blueprints in the campaign folder. There is no need for them to be in the modules.

Regards

 

Never seemed to have a reason to do so. I only made a campaign because of a problem I had a few months ago. After using the toolset for so many years, this is the first time I've seen this before.



#17
Tchos

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Well, here's someone who puts all resources into the campaign folder that work in there.  My module folders are pretty slim.



#18
Kossith123

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Well, here's someone who puts all resources into the campaign folder that work in there.  My module folders are pretty slim.

 

What are the benefits?



#19
Tchos

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Smaller saved games, for one.  Saved games copy the entire module into the save folder, but not anything in the Campaign folder.  Also, if you decide to release a bugfix or patch, it's most efficient to put the updated files in the campaign folder, where they'll override the module.  If you did it that way in the first place, then you won't have two copies of the same file.

 

Then of course there's the benefit of having all of your resources available in all of your modules, without having to have copies in each module.


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#20
Kaldor Silverwand

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And campaigns can use the party editor. Modules cannot.

#21
Kaldor Silverwand

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Just read the Creating Campaigns stickies thread in this very forum. Good stuff.

#22
kamal_

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I forgot why I decided why, but I prefer to keep the resources in the module while building in the toolset, and then move things to the campaign for release.