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To open the console, press F3 when running the game. A screenshot of the console output when the problem occurs should be enough.
In fact, when I was trying to fix this bug, I realized that the official code also has a similar problem. After removing the DLC, continuing a save that has cards in DLC will cause errors to be displayed in the console. Luckly, these errors does not affect the game. I guess no one will try to run a DLC save without DLC anyway.
Bug is fixed in a new update. Players without DLC should be able to use the mod.
Failed loading the Spirits DLC bundle
Loaded 479 rows
[09:44:21] [Log : better_sidebar]
[09:44:21] [Log : better_sidebar]
[09:44:21] [Log : better_sidebar]
162 Quests Found!
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.Collections.Generic.List`1[T].get_Item (System.Int32 index) [0x00009] in <605bf8b31fcb444b85176da963870aa7>:0
at BetterSideBarNS.PinIdeaMod.InitIdeaElements (GameScreen __instance, System.Collections.Generic.List`1[T] ___ideaElements, System.Collections.Generic.List`1[T] ___groups, System.Collections.Generic.List`1[T] ___ideaLabels) [0x00032] in <b7d72179e3fd49cd9b39170085ab9bd2>:0
at BetterSideBarNS.BlueprintDB+LoadSideBardDataHarmonyPatches.Postfix (GameScreen __instance, System.Collections.Generic.List`1[T] ___ideaElements,
System.Boolean faceUp, System.Boolean checkAddToStack, System.Boolean playSound) [0x00037] in <46829718218f487a91a922e295d17ced>:0
at WorldManager.LoadSaveRound (SaveRound saveRound) [0x00102] in <46829718218f487a91a922e295d17ced>:0
at WorldManager.LoadPreviousRound () [0x00007] in <46829718218f487a91a922e295d17ced>:0
at MainMenu+<>c.<Awake>b__13_9 () [0x00000] in <46829718218f487a91a922e295d17ced>:0
at TransitionScreen.Update () [0x000a8] in <46829718218f487a91a922e295d17ced>:0
NullReferenceException: Object reference not set to an instance of an object
at BetterSideBarNS.PinIdeaMod+UpdateIdeasLogHarmonyPatches.Postfix (GameScreen __instance, System.Collections.Generic.List`1[T] ___ideaLabels) [0x00012] in <8adb88d4a8c94966ac441167fbfcab75>:0
at (wrapper dynamic-method) GameScreen.DMD<GameScreen::UpdateIdeasLog>(GameScreen)
at WorldManager.CreateCard (UnityEngine.Vector3 position, CardData cardDataPrefab, System.Boolean faceUp, System.Boolean checkAddToStack, System.Boolean playSound, System.Boolean markAsFound) [0x0013c] in <46829718218f487a91a922e295d17ced>:0
at WorldManager.CreateCard (UnityEngine.Vector3 position, System.String cardId, System.Boolean faceUp, System.Boolean checkAddToStack, System.Boolean playSound)
I am sorry. I didn't know there are ways to switch saves before. I try to switch between two saves with the mod on and I didn't find any bug. Can you be more specific about the bug?
I guess you had the pinned only mode on, and when switch to another save, this mode will not be turn off automatically, so lots of unpinned ideas didn't show up. If that's the case, you can simply turn off the pinned only mode in the new save. However, this is a global setting, and you need to take care of the pinned only mode each tmie you switch saves. I don't know how to make it a per-save setting yet.
非常抱歉,我不知道可以切换存档。我试着在启动mod的情况下切换存档,并没有发现什么问题。请问可以具体描述一下bug吗?
我猜你之前出现的bug是不是切换存档后很多主意都没有显示出来?这有可能是因为Pinned Only在前一个存档是开着的,切换存档后这个功能不会自动关掉,所以很多主意就被隐藏了起来。这种情况只需要再按一下Pinned Only按钮就可以把所有已知的主意都显示出来了。这个问题主要是因为Pinned Only是一个全局设置,每个存档共用这一个设置,所以每次切换存档都需要根据你的需求重新按一下按钮来调节设置。目前我并没有办法改成每个存档单独设置。
That's true when the quick search is on. Some unpin behaviors do not go as expected, but you should still be able to pin ideas. I have temporarily set the quick search to be disabled by default, and I will fix it this weekend when I get some time.
About the language issue, I haven't looked into the localization. But it should be fine in other languages because the only English it will display should only be the "Pinned Only" and "Reset", and their help info. I am also a Chinese player, everything else is Chinese when I turned the mod on.
For now, the best solution is to install the mod when the game is off. I will try to fix this problem in the future.
ps: I failed to reproduce such an operation (if I understand you correctly). When I try to either install or toggle on the mod during a running game, the game automatically restarts, which I believe is the right behavior for a game to activate a mod. Therefore, I don't have the problem. I guess different systems may have different mod installation procedures.