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enthusiast
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OP
enthusiast
Joined: Jul 2014
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The first section of my project is pretty much ready for publishing. I have just three things left to fix: 1) A crafting recipe no longer works as of yesterday which which renders a mandatory puzzle unsolvable (assuming this is due to yesterday's update, I'll just have wait on a subsequent patchfix) 2) Various sound-effects suddenly don't work, ability Whooshes and Thwomps and explosion barks, etc. (Haven't started looking into this - no idea what's going on) and 3) This: ![[Linked Image]](http://i.minus.com/i3Nfe59RLnnG5.png) I want to publish to Steam so that I can put the level on my girlfriend's computer and see if any of the issues are innate within the mod itself or whether they might be linked to some install problem that only exists on my PC. I basically just want to see what might happen if I released it into the wild. Does anyone know anything about why it might be failing to send the .pak to steam? Apologies if I'm missing something obvious.
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apprentice
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apprentice
Joined: Aug 2014
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Have you gont to MODDING -> MOD SETTINGS and given the mod a name, author, description, version, startuplevel, menu level, number of players, and hit save?
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enthusiast
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OP
enthusiast
Joined: Jul 2014
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The Mod Settings was filled in, yeah, albeit sparsely. Didn't bother with the description as it wasn't marked with *-mandatory. I guess I'd be surprised if that was the cause. ![[Linked Image]](http://i.minus.com/ibin1GL6UCtcws.png) I did just find something strange though. I was looking around, wondering if the Editor had even made a .pak file. I eventually realised that they get sent to Documents/Larian Studios/Divinity Original Sin/Mods. In this folder I found TWO .pak files for my module, one of them with a '_1' tacked on the end of the filename. Assuming that this was because I've tried to publish twice today, I deleted them both and retried to publish to Steam. Just to reiterate: there were no .paks for my mod before I pressed publish this time. This is what was in the folder after the publish attempt: (note - my module is the Lou_jhdgfkhjsdgfahjshdf. Ignore the Cow Sim and KitchenEscape for the purpose of this story. They were there all the time.) ![[Linked Image]](http://i.minus.com/iMMmH7NMt1F2s.png) Again, two .pak files. One of them a gig in size. Is... this normal?
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apprentice
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apprentice
Joined: Aug 2014
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Most of my .paks have been under 5 megs - does yours have an immense amount of custom video and artwork? If not, than that probably shouldn't be the case.
I wonder if perhaps the _1 is because it's trying to create a file too large, so it spills over into a second .pak?
can you try seeing what the files sizes are on your Mods/[modName] folder and your data/public/[modname] folder?
also can you confirm you're online on steam while in the editor - in the editor, if you press shift-tab, does the steam overlay come up?
finally, just for giggles, can you make it version 1.0.0.1 ? and put anything in the description? i dont think either is it, but i'm wondering if perhaps it saved the initial opening of the mod as 1.0.0.0 so is reluctant to put anything else to that version.
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addict
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addict
Joined: Apr 2013
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The _1 is because a single .pak file can be at most 1 GB in size; larger packages are split into multiple files.
I think the "failed to send pack file" error may be because the file is too large for Steam to handler OR there is a bug when submitting multiple pak files.
What did you add to the mod to make it 1.25 GB by the way?
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enthusiast
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OP
enthusiast
Joined: Jul 2014
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Sorry, really busy day today, so I can only reply/investigate every once in a while. Haha, oh god. I wonder why it's so huge... If it's because of my in-game level, then there must be an error somewhere in the data it's using, because the level is tiny. There's no custom art or video or sound (I've never touched game-creating / media software prior to Divinity Editor). This is the extent of the level: ![[Linked Image]](http://i.minus.com/iekSCf2zhHEfV.jpg) Maybe... it might have something to with the level I created for my Menu camera..? I know I made the initial size something stupid. Like REALLY big. I wanted to write the name of the mod using buildings and didn't know how big it would need to be, so I just went with an arbitrary BIG_NUMBER x BIG_NUMBER size grid. (It was way bigger than I needed.) I also had played around with fog on the level to change colours of the menu scene. Could an enormous - yet practically empty - level that's filled with fog create such a huge file? I wouldn't have assumed so, yet what do I know? I've just tried deleting the TR_layer entirely, leaving only the floating buildings, and switched off all environmental effects. It now looks like this: ![[Linked Image]](http://i.minus.com/iwOLt6kAIr7IC.jpg) After deleting the TR_ and fog effects, I tried publishing again. No fix. Same huge file size. I'm going to look at the folder sizes on my SSD now.
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enthusiast
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OP
enthusiast
Joined: Jul 2014
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Right, we might have found the problem, maybe, perhaps. At Restartt's request, I'm checking the folders and sizes. This is data/mods/Lou: ![[Linked Image]](http://i.minus.com/iJMVgfo1vgDbB.JPG) Okay! That's large. Looking inside, ![[Linked Image]](http://i.minus.com/ii2GO8KNHRN45.JPG) I appear to have both another Mods and Public folder. I have no idea if I need these. Looking inside of these folders, I find a data/mods/Lou/mods/MAIN folder. Inside that /Main folder we see, ![[Linked Image]](http://i.minus.com/ibxYTZiCMcJBUI.JPG) And inside data/mods/Lou/public/ I find another /Main folder: ![[Linked Image]](http://i.minus.com/ibaXYs1uA6sBUr.JPG) !!! For the record, data/public/Lou/ seems like what I'd expect, ![[Linked Image]](http://i.minus.com/i8lVuX5QMd7Xw.JPG) I'm guessing I need to delete some stuff? I coudn't say how these got in here. I figured they were required as part of the 'dependency' thing.
Last edited by Noaloha; 09/08/14 02:22 PM.
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enthusiast
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enthusiast
Joined: Oct 2013
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What's the size of your levels folder? And what's in Assets and Content ? Also for further reference... please get yourself TreeSize.... (google it if needed (its free!)) This an INVALUABLE tool for doing things like this. Windows itself is horrible for visualizing folder sizes. 
Last edited by eRe4s3r; 09/08/14 02:36 PM.
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apprentice
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apprentice
Joined: Aug 2014
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wait... what?
Your mod has it's own mods folder?
It kinda looking like your game is importing the entire MAIN game so you can use some of its assets.
Kinda like if you wanted to get a secretary to send mail to someone with the definition of 5-6 words, but the communication between you and the secretary screwed something up and they tried to hand the mailman a 16 volume encyclopedia because the 5 definitions are in there somewhere (and he refuses to mail it).
It didn't seem like you had odd dependancies in your MOD settings window, so it could also be a silly "had mods and public accidentally highlight, accidentlly dragged em into my mod's folder without noticing, whoops".
Can you try taking that {yourmod}/MODS folder and the public one completely out, save it somewhere else for safekeeping, and see if your mod still works?
Last edited by RestarttGaming; 09/08/14 03:21 PM.
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apprentice
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apprentice
Joined: Aug 2014
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Last edited by RestarttGaming; 09/08/14 03:20 PM.
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addict
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addict
Joined: Jul 2014
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Your mod is not dependent upon the Main module, yet for some reason everything within the Main module is within your mod's folders. While odd, that is the most likely reason for your >1GB size, seeing as how the normal Main.pak is >1GB in size as well.
Since it doesn't seem necessary for your mod, you should just be able to delete the Main folders from within your mod. You should be able to delete the log.txt from your mod's Story/RawFiles/ folder safely as well.
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enthusiast
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OP
enthusiast
Joined: Jul 2014
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Just wanted to quickly thank you for the replies. Like i mentioned earlier, busy busy day. I'll take a look at things tomorrow and let you know how it goes.
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enthusiast
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OP
enthusiast
Joined: Jul 2014
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I deleted all of - data/mods/Lou/mods (this second 'mods' folder containing a full 'main' folder within) - data/mods/Lou/public (which also contained it's own 'main' folder) The module loads and plays just fine. Published to Steam and tried it on my gf's PC, the main problem I see is that my custom skillset.txt and character.txt haven't come over with the .pak. My main character is just a simple Lv1 character with no abilities in his hotbar. If I open the module up on my PC, the main character has my customisations. To include the custom .txt documents, should I be putting making a data/mods/Lou/Public folder, empty this time, but with further file path, data/mods/Lou/public/Lou/Stats/Generated/Skillset.txt, etc. Or do I need the end user to manually add my skillset.txt and character.txt to their data/public/Lou/Stats/generated/ Basically, I'm unsure if I can contain the customisations within the .pak.
Last edited by Noaloha; 10/08/14 08:54 AM.
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apprentice
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apprentice
Joined: Aug 2014
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Public\KitchenEscape_bc9060c5-aa1e-4e4d-a476-65be35f0c1fb\Stats\Generated\Data\Character.txt worked for me.
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enthusiast
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OP
enthusiast
Joined: Jul 2014
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Is that \Data\Public\KitchenEscape\Stats\Generated\Data\Character.txt or \Data\Mods\KitchenEscape\Public\KitchenEscape\Stats\Generated\Data\Character.txt
It sounds like the first, which confuses me because I didn't think the .pak file took anything except what's contained in \Data\Mods\ModuleName\.
You're saying that the changes you made in the Data\Public\ folder outside of the Data\Mods\KitchenEscape\etc. were included in your .pak?
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journeyman
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journeyman
Joined: Jul 2014
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yeh they will transfer over
edit: in the public folder there is a folder named main. create a new one with the same name as your mod and copy the files there. this way it works in multiplayer as well
for example: D:\Games\Steam\SteamApps\common\Divinity - Original Sin\Data\Public\_YOURMODNAME_\Stats\Generated\Data\Character.txt
on steam I've succesfully published a mod with custom textures and custom root templates etc
Last edited by FromHolland; 10/08/14 10:26 AM.
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enthusiast
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OP
enthusiast
Joined: Jul 2014
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Crap. There's something else going on then I guess.  I already have the folder set up as you describe (both skellset.txt and character.txt are where they 'should' be). ![[Linked Image]](http://i.minus.com/iemzqTHDkyoaR.JPG) That's one of custom NPCs in the modified character.txt file.
Last edited by Noaloha; 10/08/14 10:53 AM.
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journeyman
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journeyman
Joined: Jul 2014
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weird... so it works when you play it (non pak files) and it doesnt when you publish to steam right?
edit:
when I play my mod and have subscribed AND my files are still in the mods and public folder, it bugs out. Try after publishing to steam to move the files somewhere save and only load the .pak file Just to make sure..
Last edited by FromHolland; 10/08/14 11:00 AM.
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enthusiast
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OP
enthusiast
Joined: Jul 2014
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weird... so it works when you play it (non pak files) and it doesnt when you publish to steam right? Specifically, it works fine on my PC. Whether I play the module through the Editor or through the main game engine, my custom .txt files show up in the module. However, I'm trying to get a sense of what an end-user's experience is. So I've published to Steam with 'friends only', then grabbed the mod on my gf's PC. When she plays the module, the custom .txts aren't there (or they're not showing in game). It's this end-user experience that I'm interested in. I don't want people who grab the mod to have jump through hoops with extra files if possible. I just want the module to work out of the box. She's using the PC currently, so I can't investigate more from her side.
Last edited by Noaloha; 10/08/14 11:08 AM.
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journeyman
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journeyman
Joined: Jul 2014
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can you send me the mod through steam? id like to have a look. But ill be gone this afternoon so can do that tonight
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Moderated by Bvs, ForkTong, gbnf, Issh, Kurnster, Larian_QA, LarSeb, Lar_q, Lynn, Monodon, Raze, Stephen_Larian
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