Data File Fixes for the new Update
For those of you having issues with data files, still, here are some of the ways to fix the issues.
First off a common issue now is that if you have any Edges that have a bootstrap for a weapon those need to be changed to a different "Component Set'. EDIT: Also for Edges that previously worked but are not giving timing errors (usually having to do with the use of Natural Weapons or Natural Armor, it seems) changing those with the below process also seems to fix the problem. Probably the easiest way to fix that is not through the Editor but to use a text editor or, even better, an XML editor like Notepad++. Search the file that's giving you the errors for the following: <bootstrap thing="wp Then look up sever lines for one that starts with: <thing id= Look through that line for something that says "compset" and it is says: compset="Edge" Change it to read: compset="EdgeWep" Many of these will actually be things like compset="Vehicle" or RacialAbility or the like, don't worry about those as they'll be fine, just look for the ones with "Edge" in them. Several files also now have some oddball timing issues in them. There are a couple of files you can fix fairly easily by doing the following: For WideningGyre: On Vehicle tab for mars select the vehicle "Beauregard Walking Gun Platform", click on Containerreq and remove the part of the Tag Expression that says "source.OrigVeh & " leaving source.TimeModern should be fine. Then do the same of the vehicle "Imperiatrix Armored Airship" On Edges go to "Tough hide", click Eval Scripts and change the Priority from 5000 to 2000. Torg: Edge, Rocket Ranger, Bootstrap, remove the boostrap for armToRRBat Deadlands: Reloaded: Had to remove the boostrap on the Captain edge for adding a Maze Runner. (This will probably fix the problem if you are using either my file or dartnets" For those bootstraps you'll just need to remember to manually add those things in, so, for example, with the Captain Edge in Deadlands: Reloaded you'll just have to remember to manually add a free Maze Runner to the sheet since the bootstrap seems to give some oddball timing errors. EDIT: Those are all Edges so moving them to be EdgeWep compsets may also fix those issues while still allowing for the Bootstraps on them. I'll be updating my unofficial DLR file shortly so you should be able to get a working version from the same location I previously sent to you by this evening (well, evening my time so evening if you are in the States, anyway.) (EDIT: that file was updated for anyone who hadn't realized it yet, so feel free to redownload.) |
Maybe you can enlighten me what I'm needing to do here.
I have several edges that are giving an error like this one: Thing 'edgArmSkin', with condition test currently set at Initialize/10000 and its earliest possible resolution at Initialize/2100 bootstraps thing 'armNatural' which must have its livestate resolved by Initialize/2000 Do I fix that by messing with Priority in some fashion, or...? |
Ah, I've been seeing that same thing with dartnet's Mars and Accursed files. Something changed in timing and I have absolutely no idea at all how to fix that. Although MAYBE moving them to be compset="EdgeWep" will give some leeway on the timing problems? That's basically a question I have no answer for, though.
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I'm going to try doing a reentry on one of those and see what happens when I get time. One of the three does have a weapon bootstrap, but the others are using, Natural Armor as I recall, and it seems weird to have to put that in EdgWep.
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I just tried it as recommended by Zarlor. It works even though it is not a weapon. It works for natural armor, too.
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Remember to set its value in an eval script. This script sets it to 2. The edge still needs a bootstrap for armNatural
Initialization Priority 100 Code:
~set the defensive value for the armor |
Yes, if you run into that timing issue on an Edge, change its component to EdgeWep. It stops that timing loop.
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Ah, so its not just Weapons. Noted.
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Yep, that seems to have fixed at least the load failures.
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Yes, after I tested it I added my test edge to a character and it worked. Having no errors is one thing, but actually working is another. :) It did indeed work as I expected it to.
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