ModMaker Save/Extract Data, Incorrect Actions #131
Comments
Test file attached. |
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An update on this. The files edited by this mod -- with 15/20 jobs selected -- is corrupt and cannot be read by the game. Not sure if this is an artifact of the multi-file selection or autofix. Uploading them for examination in case it helps. |
And, one more update. Extracting all 15 jobs individually, and then manually inserting them via PCCEd2 works as expected. No problems. Which means there is nothing wrong with the contents of this particular .mod file, and it's ikely something with the script/autofix. It might also be worth nothing that when I did this, I initially replaced one mesh as a test and then loaded it in game to be sure it would work. After verifying it did, I tried to replace additional meshes in the same file without reloading it in PCCEd2. This resulted in PCCEd2 throwing a "zlib" error every time I clicked on any export below the replaced mesh. Once I reloaded the file, then I could replace additional meshes without a problem. No idea if ModMaker might be running into a similar error or not, but wanted to let you know in case it was related... or made you think of something that could be, lol. |
Oh deary me... |
Fixed. Was somehow using the wrong PCCObject. |
Great. This works perfectly in r733 :) |
@KFreon -- And, looks like we still have one other issue. If you select multiple files for extraction and they are a mix of textures and other assets, they all get named as "BIN", rather than the textures getting saved as DDSes. This does NOT happen if you only select/extract one asset. In that case it works perfectly and textures are named as DDSes, and other assets are named as BINs. |
Should be fixed now. |
Verified in rev742. Nice work, K. |
Rev726.
Two problems so far.
Seems perhaps features associated with selecting multiple jobs and then performing an operation are not working correctly.
Actually running the mod with only the 15 selected seems to work. At least the tool said it was installing 15 mods.
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