This War of Mine

This War of Mine

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deurkruk 7 22 Nov, 2018 @ 10:16am
Need help with my mod - DLC Locations in Scenario
So I made a mod that swaps the default scenario locations with the DLC ones. It mainly works, but after save / load there are no locations to visit in that save. Making the mod useless for long-play. It only works in a continuous play.

Anyone has an idea how to fix this?
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Showing 1-8 of 8 comments
Kierk 6 22 Nov, 2018 @ 11:04am 
Location list (or city map if you prefer) is loaded at the start of a game and can't be changed mid-game. What you want to do is make your own map pack with any locations you want and give the others a ComplicationTier of 10000 so there are not chosen instead.

And very important, you also need to give each location in your map pack a group (A, B, C,...). A means starting locations, B and C are unlocked after visiting a few locations (you can see this in Groups below Entries, they are the same for each default map pack). Conversely, Z group is used in dlc and can't be unlocked by normal means, but by triggering an event (e.g. investigating in ep2).

Edt: If you are making your own scenario, you can link that scenario to a specific map pack instead of changing the ComplicationTier. That's one of new options under Scenarios config -- Scenarios.
Last edited by Kierk; 22 Nov, 2018 @ 11:15am
deurkruk 7 22 Nov, 2018 @ 12:52pm 
Thanks for your reply, I do not change it mid-game. The mod alters the scenario hand-out before start. It's under my workshop items. All DLC maps are regrouped in the mod in A through E. The showing up and unlocking new locations is not the problem. The problem is that the game loses the map data on save removing all locations upon saving.
Originally posted by Kierk:
Location list (or city map if you prefer) is loaded at the start of a game and can't be changed mid-game. What you want to do is make your own map pack with any locations you want and give the others a ComplicationTier of 10000 so there are not chosen instead.

And very important, you also need to give each location in your map pack a group (A, B, C,...). A means starting locations, B and C are unlocked after visiting a few locations (you can see this in Groups below Entries, they are the same for each default map pack). Conversely, Z group is used in dlc and can't be unlocked by normal means, but by triggering an event (e.g. investigating in ep2).

Edt: If you are making your own scenario, you can link that scenario to a specific map pack instead of changing the ComplicationTier. That's one of new options under Scenarios config -- Scenarios.
Do you know what does ''memory hole'' do in the timeline config?
deurkruk 7 22 Nov, 2018 @ 4:12pm 
Memory hole is a story1 trigger I believe. It alters locations (before and after memory hole)
Originally posted by deurkruk:
Memory hole is a story1 trigger I believe. It alters locations (before and after memory hole)
Yes. But I don't know how to use it. I'd like to make a location shift.(like church got robed)
deurkruk 7 23 Nov, 2018 @ 12:33am 
Originally posted by Iridescent Lightning:
Originally posted by deurkruk:
Memory hole is a story1 trigger I believe. It alters locations (before and after memory hole)
Yes. But I don't know how to use it. I'd like to make a location shift.(like church got robed)
Just make a post in the main modding forum. Someone is bound to know how.
Kierk 6 23 Nov, 2018 @ 12:34am 
Originally posted by deurkruk:
...The problem is that the game loses the map data on save removing all locations upon saving.
Never heard of that happening before. Usually when you change the map pack mid-game, it screws up unlocked locations. Otherwise they should stay unlocked.
Maybe it has to do with the event triggers (UnlockLocationOnEvent) in WS2_Story timeline making the locations permanently unlocked.

Originally posted by Iridescent Lightning:
Do you know what does ''memory hole'' do in the timeline config?
You can use it to trigger an event, remove a character/make him sick/tired/etc . Check the WS_Story timelines to see how it's used. You can use this to remove Amelia from the dlc shelter, but only if you add the MemoryHole to all scenarios (only DwellerTag and EventIDs are needed).
Edit: Afaik, you cannot change a location mid-game. Sad, I know...
Last edited by Kierk; 23 Nov, 2018 @ 12:36am
deurkruk 7 23 Nov, 2018 @ 12:35am 
Originally posted by Kierk:

Maybe it has to do with the event triggers (UnlockLocationOnEvent) in WS2_Story timeline making the locations permanently unlocked.

Good one, will look into that, thanks!!
Last edited by deurkruk; 23 Nov, 2018 @ 12:36am
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