peardox Posted September 17, 2018 Share Posted September 17, 2018 (edited) I wrote a new mod yesterday that both fails and passes depending on my save I'm using ModHook to load two diffo lootlists - this was intended to be a nice thumbs up piece showing how ModHooks make LootLists invulnerable to known issues Problem is - it don't always work and I can't work out exactly what the fail criteria are (nothing in the output log) I've been trying to nail down a reason all day and it appears to stem from the save I'm usingAttached are two saves and the mod 1) Clean override 2) Install the save (beforefish.zip) 3) Load Zak -> before fish + talk to FishMonger (this is implied in all tests from now on) You SHOULD only see fish but you get The Pantry even though the Mod ain't installed, notice at the bottom you DON'T get First Mod Great Sword 4) Install first_mod004.zip in override Now we get First Mod Great Sword as well (which is a bit better) Now lets try this again with the save reallybad.zip 5) Kill the mod 6) Load Mapper -> Really Bad - OK this one's fine 7) Install the mod again 8] Load Mapper -> Really Bad - Eek, this one's REALLY BAD"8)" gives me a damned emiticon - should be number eight ) beforefish.zip first_mod.004.zip reallybad.zip Edited September 17, 2018 by peardox OK Fair warning has been applied I'm gonna move the domain to https://perspak.com early Feb but will keep all content There are reasons behind this move which basically boil down to unifying my release schedule My friends are welcome to play (I'll set you up your own areas if you desire them) Please note that this process is messy so may take a few weeks Link to comment Share on other sites More sharing options...
BMac Posted September 19, 2018 Share Posted September 19, 2018 It's hard to tell exactly what's going on without knowing what you did to produce those saves, but it sounds like you had the "pantry" mod installed when you produced the "beforefish" save and then removed it? In this case I would not expect the items to disappear from the store since the ModScriptHook has already run and generated its items into the store's inventory. After that point it doesn't matter whether the ModScriptHook continues to exist as the items have already been generated. Link to comment Share on other sites More sharing options...
peardox Posted September 20, 2018 Author Share Posted September 20, 2018 It's hard to tell exactly what's going on without knowing what you did to produce those saves, but it sounds like you had the "pantry" mod installed when you produced the "beforefish" save and then removed it? In this case I would not expect the items to disappear from the store since the ModScriptHook has already run and generated its items into the store's inventory. After that point it doesn't matter whether the ModScriptHook continues to exist as the items have already been generated. Once upon a time I could diagnose this myself but then you made saves key checked (or something like it) I can no longer extract a save - mess with it - rebuild it I will ATTEMPT a fail + pass in the AM - not sure this will work, but I'll give it a go Hell - this is why you employ testers OK Fair warning has been applied I'm gonna move the domain to https://perspak.com early Feb but will keep all content There are reasons behind this move which basically boil down to unifying my release schedule My friends are welcome to play (I'll set you up your own areas if you desire them) Please note that this process is messy so may take a few weeks Link to comment Share on other sites More sharing options...
peardox Posted September 24, 2018 Author Share Posted September 24, 2018 From what I can glean without being able to rebuild savegames anymore is that they are additive At SOME point in the load (try my sample Mod) here's what I imagine happens 1) Load game 2) Load exported 3) Load save 4) Load Mods 3 + 4 may be the other way around - don't really matter So, if you take the ID of a new savegame it will NOT load correctly If you load an old save and run thru the same process you'll find that fishmonger don't work This is likely owing to the fact that the ID caa07f0e-ca8c-46c2-bf2c-fffd3c4cb24b don't exist in the Mod Load and similarly can't trigger aadf5658-6d81-4623-9fd5-cc73b84d9225 (ModHookScript) I'm still working on bug-finding this one - this is initial research OK Fair warning has been applied I'm gonna move the domain to https://perspak.com early Feb but will keep all content There are reasons behind this move which basically boil down to unifying my release schedule My friends are welcome to play (I'll set you up your own areas if you desire them) Please note that this process is messy so may take a few weeks Link to comment Share on other sites More sharing options...
peardox Posted September 24, 2018 Author Share Posted September 24, 2018 It's defo a cache issue and I can now replicate it 1) DONT have The Pantry Mod installed 2) Start a new game - skip as much as possible (I end up as a solo in PM standing next to the FishMonger) 3) See her shop + save 4) Quit to desktop 5) Install The Pantry 6) Reload the save, see her shop again + save again 7) Delete the Mod 8] Load the last save - we still have non-existent IDs owing to the deleted mod but we get the cached pantryThis can ONLY happen if the savegame stores the Mod dataLooking at it the other way if I have a 1.1 savegame (you could actually rebuild these) the savegame load won't function with the Mod as it don't know the IDsCool Quality Testing, Obsidian... We've been telling you this for MONTHS! OK Fair warning has been applied I'm gonna move the domain to https://perspak.com early Feb but will keep all content There are reasons behind this move which basically boil down to unifying my release schedule My friends are welcome to play (I'll set you up your own areas if you desire them) Please note that this process is messy so may take a few weeks Link to comment Share on other sites More sharing options...
BMac Posted September 27, 2018 Share Posted September 27, 2018 Okay, I get your problem now. Unfortunately, we do not support uninstalling a mod and then loading a save that relies on content from that mod, nor is it likely that we'll be able to add support for that. Link to comment Share on other sites More sharing options...
peardox Posted October 5, 2018 Author Share Posted October 5, 2018 Yipee - the test above now works in 3.0.1! The reallybad.zip still don't work but this test does, definite progress! OK Fair warning has been applied I'm gonna move the domain to https://perspak.com early Feb but will keep all content There are reasons behind this move which basically boil down to unifying my release schedule My friends are welcome to play (I'll set you up your own areas if you desire them) Please note that this process is messy so may take a few weeks Link to comment Share on other sites More sharing options...
peardox Posted October 5, 2018 Author Share Posted October 5, 2018 Oops - missed the delete + reload Still broken via cache OK Fair warning has been applied I'm gonna move the domain to https://perspak.com early Feb but will keep all content There are reasons behind this move which basically boil down to unifying my release schedule My friends are welcome to play (I'll set you up your own areas if you desire them) Please note that this process is messy so may take a few weeks Link to comment Share on other sites More sharing options...
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