I need a log with PAW's debug logging enabled in order to meaningfully troubleshoot this issue.
I need a log with PAW's debug logging enabled in order to meaningfully troubleshoot this issue.
I don't know. Please try this:
1. Enable verbose debug logging in PAW's MCM menu
2. Exit and restart the game, ideally with no other mods
3. Start a new game, fresh rookie
4. As simply and with as few steps as possible, make the issue happen
5. Immediately exit the game and post the log somewhere
I need a full debug log to investigate anything like this.
1. Enable verbose debug logging on FFT's MCM menu
2. Exit and restart the game
3. Load your savegame and attempt to make the error happen
4. Post the full log somewhere
Sorry, never seen anything like that, and the entire Internet has only two hits for that error message. It sounds as if something is not installed correctly, but I can't speculate what that might be.
Извините, никогда не видел ничего подобного, и во всем Интернете есть только два совпадения для этого сообщения об ошибке. Похоже, что-то установлено неправильно, но я не могу предположить, что это может быть.
Thank you, it should be easy to fix.
I'm sorry, but no. Not only does the log (for example) not contain the string "gspot" anywhere, it doesn't contain a crash at all or seem to contain any gameplay.
Are you launching Anomaly again after the crash occurs? Doing so will overwrite the existing log.
If they are both from current versions, the files should be identical and it shouldn't matter. It's just a utility script they share in common.
If you ever find them to be different, just use whichever is newer.
That log does not have FFT's debug logging enabled, and does not contain the error you pasted above.
I can't tell anything from that without a debug log. It's throwing that error because an invalid destination was passed, and I need to know what that destination was.
Interesting. There must be something about the mapspots it adds that don't behave like normal fast travel points. Good to know!
Patch 2.7.2 just posted with a fix for this.
I'm afraid I can't reproduce this. All of my testing is in story mode and I have not seen this error. Just now I tried to do the exact same trip as shown in the log--starting in Agroprom and fast traveling to the Merc Base--and I had no issue.
Can you please do the following with verbose debug logging on:
1. Launch the game with no mods other than FFT
2. Start a new rookie Loner character
3. Disable the option for Brain Scorcher blocking travel
4. Try to reproduce the same trip again
I think this is savegame corruption or a mod conflict, and if the crash doesn't reproduce in a new game with only FFT installed, it has to be one or the other.
Does this happen when you are not in Warfare mode?
If mapspots are not appearing, not even NPCs or POIs, then something other than my code is wrong in your installation or savegame. Try re-downloading and reinstalling the addons, and see if the issue happens in a new game with only this mod active.
Meaning that I need to do a few things in a different order so that the circumstance can't happen.
A fix is in testing. For now, try not to fast travel if you're suffering a condition (e.g. bleeding/rads) that would prevent you from doing so, or turn off the vanilla Anomaly settings that enforce them. The crash can only happen if one of the FT preconditions fails.
Not without the full log I'm afraid. What that snip tells me is that it's trying to get obj:character_name() for an object that doesn't have that method, but I have no context for how it got there.
The only PDA that can display enemies by default is the Milspec PDA itself, so just go into that device's submenu in MCM and customize it so that they don't appear. All PDA models can be tweaked in this way.
Aha, I think I see what is happening here. It is a very odd and specific combination of circumstances but some reordering of the logic should avoid it.
The weather change on savegame load is normal vanilla behavior. The engine tries to gradually transition from one weather state to another over time, but the transition state is not saved with your game--so the next time it loads, it loads the next weather state, and that save will do so every time after.
This error message makes no sense. It is complaining that tt is nil on line 717 in the storm_travel_ok function:
local stormtravel = basecfg[tt].storm
But that should be literally impossible. The function storm_travel_ok is only ever called in exactly one place, and there is a nil test for tt immediately before it is called.
As I said to the other person, if I can't reproduce it myself, I can do nothing without a debug log to examine. You need to enable FFT's debug logging in MCM, restart the game, reproduce the issue as simply as possible, then quit the game and upload the log. If possible, on a fresh character with no other mods loaded.
You can just post a pastebin link or something in a reply here. There's nothing unsafe in the log.
If debug logging did not fill the log with a ton of entries that begin with <FFT>, it is not turned on. It's at the very bottom of the general MCM settings page for FFT.
I am about to post an update with significant changes, so see if it still happens then.
No way of knowing what that's about without seeing a complete debug log. Please update to the latest version and turn on debug logging in MCM, then restart the game and reproduce the error as simply as possible. Then post the log somewher I can get at it.
This should be fixed now. Please update.
For the time being, just rename or delete z_mlr_utils_fft.script. I need to do a bunch more testing before I push out another patch.
That's very odd. Distance calcs were working when I tested them. I'll look into it.
Edit: this has been fixed, please update.
Some of the logic in that area of the code was adjusted, possibly an odd side effect--I'll take a look.
Edit: fixed now. Please download the latest patch.
The sole purpose that script serves is to fix a vanilla bug where the exact thing you describe happens.
It is so bizarre that for some people this works in the exact opposite way, but there is no harm in deleting that file if that works for you.
Try reinstalling the addon and see if it still happens in a new game. That is not normal behavior and it almost certainly means something is conflicting or messed up either in your save or in your modlist.
There are MCM options that control whether and when the waypoint fades out with distance. That may be the issue. If you toggle on cartography mode and suddenly it appears, and the option to disable fades in cartography mode is on, that's probably it.
Is it a Quick Pin? You can only fast travel to Quick Pins, placed at your current location using a hotkey. The option must be enabled for the FFT travel type in MCM as well.
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I've been writing, painting, building, coding, composing, or otherwise creating works in various mixed and digital media for over 30 years. This is only the latest addition to that portfolio, as it were. I post Anomaly gameplay on my Youtube channel, Catspaw Adventures.