Re: EE Editor Problems/Bugs thread
[Re: SniperHF]
#580596
23/03/16 08:27 AM
23/03/16 08:27 AM
|
Joined: Jun 2014
Posts: 8 Argentina
RiiJ
stranger
|
stranger
Joined: Jun 2014
Posts: 8
Argentina
|
My contribution: Bugs: 1. Whenever I launch even a blank slate standalone module, the main menu theme starts playing.
2. You can hear ocean sounds toward the edges of a blank map.
I manage to inmediatly stop those two issues by switching to Game from Editor Mode and backwards. But when loading or reloading any module or level, no matter if the editor was restarted or not, the music and wave sounds returns. 3. To get new global characters/objects to be recognized in "generate definitions" for the story editor I had to first make the object global on the side bar and save. Then completely close the editor and restart. Only then would the definitions generate.
I have not been able to reproduce this. Yep, shit happens, everytime. 4. I had several crashes to desktop while selecting a number for the terrain size when creating a new one. This happened 4 times before I got it to work. Me too. Only that instead of inevitable CTD I was prompted to continue (with no further drama) or quit. Finally realized that the bug occurs when neither the Width or Height input boxes were empty: any number on it, no problem; no number at all, CTD problem. Must add that while closing the editor it always (at least that I can remember) crashes, although with apparently no issues when restarted. Excuse my english, although Obama is currently visiting my country, it still isn't my primary language 
Last edited by RiiJ; 23/03/16 08:28 AM.
|
|
|
Re: EE Editor Problems/Bugs thread
[Re: Kiril9]
#580675
24/03/16 04:28 PM
24/03/16 04:28 PM
|
Joined: Sep 2014
Posts: 55
Cadmus88
journeyman
|
journeyman
Joined: Sep 2014
Posts: 55
|
Can you check Config.xml file in folder where engine is installed.
Your paths to data need to look like something like
<EditorDataPath>D:\SteamLibrary\steamapps\common\Divinity Original Sin Enhanced Edition\Data\Editor\</EditorDataPath> <DataPath>D:\SteamLibrary\steamapps\common\Divinity Original Sin Enhanced Edition\Data\</DataPath>
Incorrect paths will lead to a crash.
My only guess for now. Editor may just don't work with Windows 10 or something
Last edited by Cadmus88; 24/03/16 04:31 PM.
|
|
|
Re: EE Editor Problems/Bugs thread
[Re: SniperHF]
#580684
24/03/16 09:04 PM
24/03/16 09:04 PM
|
Joined: Mar 2016
Posts: 499 Belgium
Tinkerer

addict
|

addict
Joined: Mar 2016
Posts: 499
Belgium
|
Few more bugs for the pile:
1. Sub Goals are not persistent.
I cannot move a goal file under the __Start goal (or any other for that matter) and have it stay there. I can move a goal underneath and it will stay there. But after closing the editor it reverts back to being at the top level. Only the default scripts stay in place.
That's (also) because the __Start goals is part of the read-only "Shared" package. If you copy __Start to your mod, you can add subgoals to it. 2. Sometimes after generating definitions/building story the camera ends up in weird places like upside down underneath the terrain.
I mostly get this problem after exiting game mode for some reason.
|
|
|
Re: EE Editor Problems/Bugs thread
[Re: SniperHF]
#580694
25/03/16 08:01 AM
25/03/16 08:01 AM
|
Joined: Sep 2014
Posts: 55
Cadmus88
journeyman
|
journeyman
Joined: Sep 2014
Posts: 55
|
You always need to close StoryEditor after you docked one goal to another. Then open the parent goal with text editor e.g Sublime Text or Notepad and add TargetEdge "ChildGoalName" at the bottom of the file. Then you save and reopen StoryEditor, the child goal will be docked to its parent. Cheers!
|
|
|
Re: EE Editor Problems/Bugs thread
[Re: SniperHF]
#580746
27/03/16 01:47 AM
27/03/16 01:47 AM
|
Joined: Jun 2013
Posts: 853
SniperHF
OP
 
old hand
|
OP
 
old hand
Joined: Jun 2013
Posts: 853
|
More stuff for the pile: 1. This is an old problem but still present in the EE Editor. The icon previews do not load in the editor without extracting data from the icons.pak and placing them in the folder: Data\Public\Shared\Assets\Textures\Icons The files are pretty darn small so perhaps you could just include pre-extracted versions in that location? http://i.imgur.com/vFTIvfr.png?1Anything like that which makes the editor more usable out of the box is a good thing. 2. When placing objects, if you immediately hit undo you get a message that says "Blocked by source control". The object does disappear but it moves to the 0 location of the level. It will disappear upon restart however and cause no problems. Improvement suggestions: 1. The line of sight fade out of NPCs while in editor mode is quite annoying. The old version didn't do this. 2. Include Alignment.lsx Data\Mods\YOUR MOD\Story\Alignments Along the same lines of usability, it would probably be a good idea to automatically make a copy of the main alignment folder/file everytime a new mod is created. Anyone interested in customizing would figure it out but a newbie will have a much easier time if it's already there.
Last edited by SniperHF; 27/03/16 01:49 AM.
|
|
|
Re: EE Editor Problems/Bugs thread
[Re: ALF]
#580748
27/03/16 04:43 AM
27/03/16 04:43 AM
|
Joined: Jun 2014
Posts: 8 Argentina
RiiJ
stranger
|
stranger
Joined: Jun 2014
Posts: 8
Argentina
|
1. Create a new goal <your_mod>Start 2. Add the following text in the KB section: IF GameEventSet("GAMEEVENT_GameStarted") THEN GoalCompleted;
Mmm, isnt an entry missing here? THEN InitStory();GoalCompleted; Think its necessary for a safe story initialization, am I wrong?
|
|
|
Re: EE Editor Problems/Bugs thread
[Re: RiiJ]
#580749
27/03/16 08:57 AM
27/03/16 08:57 AM
|
Joined: Sep 2014
Posts: 55
Cadmus88
journeyman
|
journeyman
Joined: Sep 2014
Posts: 55
|
1. Create a new goal <your_mod>Start 2. Add the following text in the KB section: IF GameEventSet("GAMEEVENT_GameStarted") THEN GoalCompleted;
Mmm, isnt an entry missing here? THEN InitStory();GoalCompleted; Think its necessary for a safe story initialization, am I wrong? No, it's not needed. If you use dependency on Shared in your mod (which is by default, unless you changed meta yourself) you already have __Start goal from Shared, which contains it, and it will be executed when it's needed. Your ModStart goal purpose is, as above ALF said is to dock your mod goals in it and execute them in correct order (when game started, that's why there is a game started event)
|
|
|
Re: EE Editor Problems/Bugs thread
[Re: SniperHF]
#580764
27/03/16 11:46 PM
27/03/16 11:46 PM
|
Joined: Jun 2014
Posts: 8 Argentina
RiiJ
stranger
|
stranger
Joined: Jun 2014
Posts: 8
Argentina
|
If you use dependency on Shared in your mod (which is by default, unless you changed meta yourself) you already have __Start goal from Shared, which contains it, and it will be executed when it's needed. Ah, of course! Didnt realize it was for a mod with Shared dependency, blame my apparently poor reading comprehension :S. I was thinking in a __Start builded from scratch effectively changing Meta.lsx like you said. From practicing with the classic editor, I find is easy to me that way, building, collecting or unpacking one goal at the time. Maybe I should "modernize" my working plan :P Thanks!
|
|
|
Moderated by Bvs, Devin at Larian, Dom_Larian, Elwyn, ForkTong, gbnf, Issh, Kurnster, Larian_QA, LarSeb, Lar_q, Lynn, Monodon, Raze, Stauff1138, Stephen_Larian, vometia
|
|