#1
Posted 27 June 2020 - 03:39 AM
#2
Posted 28 June 2020 - 06:42 PM
Using existing mod stuff can be tricky ,
maybe an upgrade is not defined etc
Best to start from scratch , copy the art info onto an existing fortress , so it shows different but the game thinks it’s normal
or perhaps the actually codes need fixing I.e the castle unpacks into a central object and bulldpolts
do you have those things in your ini file , and upgrades , objects , exp level references defined etc ?
if you start from scratch , a problem can usually be identified easier
#3
Posted 29 June 2020 - 04:19 AM
#4
Posted 04 July 2020 - 02:33 AM
#5
Posted 04 July 2020 - 08:34 AM
For some reason, some elements are not displayed in the game (and the same element may or may not be displayed).
https://yadi.sk/i/RypusdNXdvsXiw
https://yadi.sk/i/x-RP2HEqmLVfWQ
https://yadi.sk/i/RypusdNXdvsXiw
What could be the reason?
#6
Posted 04 July 2020 - 04:09 PM
If I recall correctly, you must make sure that all the objects are assigned to the correct player/faction in worldbuilder or else when it unpacks the object will not appear.
https://www.twitch.tv/vileartist - Yes shameless self-promotion
----------------------------------------------------------------------------------------------------------------------
"Old modders never die, they just fade away" ~ Hostile
#7
Posted 05 July 2020 - 12:47 PM
If I recall correctly, you must make sure that all the objects are assigned to the correct player/faction in worldbuilder or else when it unpacks the object will not appear.
Thanks for the tip. I checked everything - the segments are still built through one.
#8
Posted 05 July 2020 - 07:14 PM
So each piece is part of a single object? Or are they multiple different objects? If they're different objects, double check the code and see if there are any issues there. You could try making the pieces ChildObjects of one piece that you know is working.
https://www.twitch.tv/vileartist - Yes shameless self-promotion
----------------------------------------------------------------------------------------------------------------------
"Old modders never die, they just fade away" ~ Hostile
#9
Posted 06 July 2020 - 01:57 AM
Each segment is a separate object. The fact is that the same object (for example, a castle wall) occurs several times - and it appears in one case, but not in the same bse object in the other. in Other words, it is not the objects themselves that matter, but in some order of their display.
#10
Posted 06 July 2020 - 02:26 AM
If the same object works in one place but not another, then there is definitely something that isn't correct with the base itself inside worldbuilder.
https://www.twitch.tv/vileartist - Yes shameless self-promotion
----------------------------------------------------------------------------------------------------------------------
"Old modders never die, they just fade away" ~ Hostile
#11
Posted 09 July 2020 - 12:36 AM
Try at test map ,
with flat terrain and absolutely nothing , but your starting waypoints and proper setup
It’s the best way to verify a fortress base , (at least for troubleshooting issues )
There are geometry issues that occurs if a stone or tree is too close to the castle wall , it does not show , and you have a gap
#12
Posted 09 July 2020 - 02:31 AM
Behavior = GrantUpgradeCreate MakeTheGeom1 UpgradeToGrant = Upgrade_DamrodRallyRangers End Behavior = ObjectCreationUpgrade MakeTheGeom2 TriggeredBy = Upgrade_DamrodRallyRangers Delay = 10 GrantUpgrade = Upgrade_SwitchToRockThrowing End Behavior = GeometryUpgrade ModueTag_TowerGeom TriggeredBy = Upgrade_SwitchToRockThrowing ShowGeometry = Geom_Orig1 Geom_Orig2 Geom_Orig3 Bookend1 Bookend2 ; For more names ! HideGeometry = DummyGeom End
#13
Posted 11 July 2020 - 02:55 AM
I’ll try to help but I would need to know if you tested on a blank map with no terrain for troubleshooting
if the castle works fine with a MOD and not with your transfer Mod , the the problem may not be the Castle and it’s alignment
edit - just seeing the pictures , it seems a few objects may be missing
did you code in ALL related objects from their Castle ?
Try redoing their Castle , create your own with their objects
Test by adding an extra object like a tree , so you know it’s being added / modded / included
When you open their BSE file , what are all the names of the objects ? Including the missing ones especially
Ensure all names correspond to an actual object in your mod
I would just try to recreate the base from scratch , just copy the positions of the walls and add them in yourself
then adjust build priority to 80 and stage 1 , in the objects property list in WB
start with just the gate and the side Ramps , then add a wall , on each try , until one by one the stuff shows up and your complete
Edited by JUS_SAURON, 11 July 2020 - 03:06 AM.
#14
Posted 11 July 2020 - 11:12 AM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users