(Problem) Game Freezes At a Certain Percentage After Incorporating a Mod

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(Problem) Game Freezes At a Certain Percentage After Incorporating a Mod

Hey Guys,

So I've been hard at work tinkering with modding and such, and it's been a blast so far. I'm currently trying to assemble my own documentation on all the various things I'm seeing for easy reference as well. I decided to try and take on a seemingly simple task, and that is adding a skill in at the beginning that the player can take. I tried looking at Chiko's "Extended NEO Scav" mod for an example of how to do it.

Problem is, once I try and load into NEO Scavenger with my mod in, it gets stuck at 98% at "Updating template-based items: row: 1" So I was wondering if you guys might know what the issue is. Currently, in my "data" folder, I have 4 files, conditions, ingredients, itemprops, and itemtypes which have all the related stuff for that one skill, but no matter how hard I try, I just can't seem to find the problem.

A pastebin with the code of those four files can be found here: http://pastebin.com/SAEC2Q6c

Thank you in advance for the help!

Duton

Looks like it might be a combination of your sound effect references in the itemtype and the game not handling it gracefully.

Your itemtype points to:

<column name="aSounds">cuePickup,cuePutdown</column>

but your mod has no such sounds. And the game incorrectly thought these missing sound filenames were item names, and tried to reserve data space for these two new items (cuePickup and cuePutdown), which never got filled-in later.

Changing your XML to:

<column name="aSounds">0:cuePickup,0:cuePutdown</column>

should at least get it loading again. I'll add some code to the data loader to fail gracefully if this happens in the future.

Thanks!

Dan Fedor - Founder, Blue Bottle Games

Thanks a lot for the response Dan! I completely overlooked the sound files when I was checking to see if everything was pointing to the right spot. I went ahead and changed it, and the game loaded up just fine! As to whether or not my skill was there in the new game section, it wasn't :/ So I guess I'll have to look into that. Do you have any advice for that sort of thing, or should I just go foray off into the XML and see if I can figure it out?

Thanks!

Duton

Glad to hear it!

As for the starting skill list, I think there are two treasuretables you'll want to adjust in the main game (ideally, using an override).

IDs 587 and 588 control the list of available skills and flaws, respectively.

For an example of how to override the main game, look at the sample mod that comes with NEO Scavenger. It has a mod folder (SampleModFolder) and an override folder (0). The override folder changes the default loot for cryo, and you'd do a similar thing to change the loot for the starting skills.

Also, while the override mod must be named "0" to actually override anything, it need not be in a folder called 0. Folder names and mod names can be different, and just need to be linked together in the getmods.php file.

Hope this helps!

Dan Fedor - Founder, Blue Bottle Games