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The link to the python script is https://github.com/khaaarl/tts-save-game-script-cleaner?tab=readme-ov-file
Hopefully Steam doesn't break the url. If it does, look for the user khaaarl on github. The script is there.
- Subscribe to this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2967684892
- Load your game
- Spawn the cube into your game: click Games, find the CleanerBlock mod under Workshop, click the 3 dots > Search, find the block, drag it into your game
- Let the cube do its thing (wait until the messages stop appearing; ignore the errors)
- Delete the cube
- Save your game as a new version -- e.g., "CP2020 CLEANED"
- Close the game (i.e., go back to the Main Menu)
- Load that new version
- Test to make sure it works as expected
Anyway, there are two parts to the fix: one is to clean your game, the other is to patch up any existing encounter bags you already have. MrMelons had to do both, but I think you only have to do the first, at least as far as I can tell. I could be wrong, though: do you have any already-made encounter bags, stored inside a container somewhere?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3351632563
Can you also please tell me, @Mr. Ugly, are you still considering checking saves of other people's games with this bug?
First, I removed a hack that I previously had to add to get around a bug in Tabletop Simulator scripting.
Second, the grid snapping "default" (which is restored after saving or clearing an encounter) is now set to Off -- so, when you click Save or Clear, snapping will be turned off.
And finally, know that the grid snapping setting for an encounter is whatever snapping is set to when the encounter is saved. So if snapping is enabled (Lines, Center, or Both) when you save an encounter, then when you load that encounter, the saved grid snapping setting will be applied. (This is intentional.)
Does that address everything?
It will be inconvenient to use the mod that you advised me, since I use the encounter to automate the process as much as possible
(I apologize for any errors in the text - I use Google translator)
- Pull out the bag
- Save your game (this is necessary because changing scripts reloads the game)
- Right-click the bag
- Go to Scripting > Scripting Editor
- On the right, set the cursor right after "--@@JSONEND@@" (without quotation marks)
- Hit Enter
- Click Save & Play (at the top left)
- Save your game
I don't want to have to trouble you in future if it happens again with another bag, is getting rid of the "new line" character as simple as opening the bags script editor and deleting it?
Thanks again for the help
Are there any other bags similarly affected?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3043186935
Your fix has worked. With the exception of the two encounters I had already loaded as their own bags. I suspect this has something to do with the fact the cube doesn't affect things inside containers, however my maps in the category bags work, so do ones I spawn in from saved items. So its not a big problem as I have backups of them anyway. Thank you so much for going through the effort to help. You've even made me aware of a malware issue I didn't know could exist! And thank you for going through the effort to make your own script, even if we didn't end up needing it.
Your mod is great by the way, I prefer it to oneworld as it is simpler and I can use it for things on a bigger table plus things like my XP shop.
All the best dude, God bless.
- Open your game
- Spawn the cube into your game: click Games, find the CleanerBlock mod under Workshop, click the 3 dots > Search, find the block, drag it into your game
- Let the cube do its thing (wait until the messages stop appearing)
- Delete the cube
- Save your game as a new version -- e.g., "Dark Heresy CLEANED"
- Close the game (I closed TTS entirely)
- Reopen the "cleaned" copy
- Test to make sure it works as expected
- Use the new save going forward (or save over your original -- but do so at your own risk)
There appear to be several broken links to images, but those are relatively minor (and I can't help you there). The main issue is that you had a kind of malware in your game. :0 I spent way too long working out a script to clean it up, only to find that, somebody else beat me to it! There's a fixer-upper mod that will clean up all the malicious, self-replicating script in your game. That cleanup mod is here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2967684892 . I'll post the steps I followed, after which I could successfully load your encounters (which look fantastic, by the way).
Let me know how it goes!
Here's a link to the latest version I have, thanks so much for taking a look.
Do you think you could add an event for Trigger effects, like you have for Looping effects? Ex. ~(!Trigger 1) would activate an object's first Trigger.
Does that answer your question?
And they clarified it perfectly! Thanks!
And thanks again for the brilliant mod!
If by chance you meant the "Event" button (the exclamation point), then yup, it's a bit esoteric. It was originally for encounters where you need a permanent, one-way change to happen part-way through the game. For example, if players are assaulting a castle and you want them to be able to destroy a wall (and then continue the fight), you could flag all the wall objects to be deleted when you hit the Event button. I've also used it as a rough tool for optional models in an encounter. For example, I ran an encounter that was shrouded in fog. The fog looked neat, but I worried that it might be irritating for players. So I flagged it to be deleted by the Event button, so that if any players complained, I could remove just the fog (which was hard to select manually) by clicking the Event button.
Does that help?
But I can’t seem to wrap my head around the encounter button. I’m not understanding how to use it correctly. Is there a more in depth way you could explain it?