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Thanks for going through the trouble for me. The rift events deck is pretty much untouched anyway, it was only there because the fantasy table had no place in the belt for them.
Side note: After I imported, there were so many characters, that some of the character boxes went flying all over, might want to look into that xD But everything seems to work fine
It seems that in your save the snap points that where attached to the deck mats where destroyed and replaced with ones that are only attached to the global table, but not the mat. Thus the campaign manager couldn't find different stuff it needed to work (like the event and quest deck). Not sure, if this was intentional, but this currently breaks the Campaign Manager as it relies on certain things on the table.
I did trick the Campaign Manager a bit, to make it work for your save and created it for you. You can find it here:
https://gist.github.com/Sebaestschjin/6c3219545696d64472ebb946482943ed
Copy that and create a Notebook called Savefile within Gloomhaven Enhanced. Paste the content and then hit the load button on the Campaign Manager there. This then imports your save.
Note that Rift Events currently are supported though. This deck has to be recreated there.
However, I got another error again, same save file, after repacking all 15 characters, I got:
chunk_3(6527,12-77): attempt to index a nil value
The reason is the place of your rule book. When packing up a character, the CM tries to find a free spot beneath the Party Sheet where it then places it. Since the whole area is already occupied, it can't find a spot. I'll rework that in the next release so that the error is at least clear or use another place. In the meantime you can move the rulebook somewhere else and try again.
When trying to repack some of the characters, a similar error appears:
[...] chunk_3(746,31-36): cannot convert a void to a clr type UnityEngine.Vector3
Here is one of my saves, there are classes that I haven't "cleaned" yet, but the ones on the board should be clean and seem to cause that error:
https://drive.google.com/file/d/15hifWUceVZXThpnMG6Y9AYUsPxQRrQ9Z/view?usp=sharing
Could you try with the latest version? It should be fixed now thanks to DblTapThat.
The error comes from it failing to log a message to the console when adding a modifier card.
I would hazard a guess that its the 3rd perk on the Red Guard, as I may have got that one wrong when providing the JOTL data for the mod. (I also got 2 of the box guids the wrong way round, yikes)
@Sebästschjin I've just sent you a patch with the fixes
- Error in Script (Gloomhaven Campaign Manager - 5e5e05): chunk_3: (688,31-36): cannot convert a void to a clr type UnityEngine.Vector3 <15>
- '' (5708, 4-44) invalid option "%, " to "format"
- '' (1508, 4-69) attempt to index a nil value <3>
Is our game too far gone to be saved using this method? We'd love to update to the new TTS mod, but reading through the comments/issues on here, we have most of them lol.
Any help appreciated!
I did want to check with you though, do you have any objection if I publish a forked version of the GCM within another larger Gloomhaven mod I’m working on, would obviously give credit back to yours. Happy to discuss more in DM if you want
I also thought about an extension mechanism for custom objects. If you'd modify the scripts yourself, you'd have to problem that you wouldn't get updates automatically anymore. So I was thinking about a mechanisms where you can add an object with a script somewhere on the board and my mod calls those scripts during save and load. So you could save your own objects as well and also restore them. This would then e.g. work for you bag of destroyed objects or the tokens. I'll give that a try with the next version and provide an example of how to use that. :-)
Nothing that I couldn't do manually, and wasn't looking for you to update anything. Was just curious how much effort I'd have to put in to modify the scripts myself. I've also got some custom scripts in my save that I'm trying to figure out how to make their own thing so I can easily move them between versions too -- nothing to do with your mod, but as an example of where my mind is right now.
As for the bag: what do you store in this bag? Getting this into the save file might be tricky and a very special case. I want to keep the save file clean from any actual information from TTS (e.g. no object IDs or positions).
Currently destroyed items are placed beside the place they come from during load (e.g. quests or random scenarios). But maybe I missed some of the destroyable things.
Just updated the mod. It now supports saving/loading the treasure deck and the witcher class. Before loading the created save file, just make sure that the character box is present somewhere on the gameboard. The mod then just takes care of the rest and loads everything.
In the top menu of TTS (when a game is already loaded) there's a button called 'Notebook'. Clicking that opens all available notebooks. There are already some notebooks, like Options where you can configure some of the Gloomhaven Mod's behaviour. It's also meant for personal notes per player color.
When saving a new notebook will be created there named 'New Savefile' (after some seconds). That's the savefile you should copy. It won't create an actual TTS save file. When loading create a new notebook there called 'Savefile' and paste the content of the previous notebook, before hitting 'Load'.
@
"Create a new notebook named "Savefile".
Copy the content of a previously created save file into that notebook (e.g. the stored file on your disk from the previous step)."
What is a "notebook" here?
This took about 5minutes. The only thing this script missed was the road/city events, and my enhancements.
Last time I updated manually it took me two hours to get the board right.
Love this script/mod.