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This is a pretty big bug, and I've been investigating it for a week now with no success.

Below is the issue in question.
[Linked Image]

Painting, height changes, and even adding/removing textures aren't usable while the broken terrain is selected.

Creating a new terrain works fine. Editing the new terrain works fine. Saving the terrain causes the same crash, whether the broken terrain has any edits or not.

Larian, Please advise us on how you worked around this bug during development. I know you don't have time to fix editor bugs right now. Just give us the knowledge we need to work around it.

UPDATE: Norbyte in the IRC is going to great lengths to diagnose this issue. Thanks Norbyte!

UPDATE2: Looks like something was added in a recent-ish update that broke the terrain optimization. It wasn't in the June version.

Last edited by Kazimir Iskander; 09/09/14 05:42 PM.
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have you tried copying your terrain data to the appropriate editor map?

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What do you mean?

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I got the same issue. Hope they can fix the problem quick.

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I believe the new update deleted my non-optimized terrain data (ie the files in the editor folder). AFAIK when they are deleted you can never edit that terrain again, or at least when I tried I can add new materials but I cannot paint with the old ones anymore and gives me the error that I'm trying to edit optimized terrain.

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That's a rather...extreme update. Oh well, I guess it's a good thing I wasn't too far into that terrain.

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Originally Posted by Kazimir Iskander
That's a rather...extreme update. Oh well, I guess it's a good thing I wasn't too far into that terrain.
well a lot of people have this problem, but ofcourse I'm not sure if I deleted that stuff myself (could be smile ). But when you copy your terrain data to the editor folder you still can paint over it (dunno about terrain editing) but not with the "old" materials, only when you apply a new material to the terrain.

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Can't add any new materials to the terrain :-/

The terrain is completely locked, and the plugin Norbyte provided to force-unlock it revealed that the map for painting it is a 30x30 square instead of the intended size.

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I have reinstalled my complete system. The engine of course too.

Created a new Module, new Level and new Terrain. At first i can do all the manipulations i want.
But after the first reload of the level i am unable to perform any actions on the terrain. No Morphing or adding textures.
If i try saving the level, i get a Memory Access Error:

Informationen ?er das Aufrufen von JIT-Debuggen
anstelle dieses Dialogfelds finden Sie am Ende dieser Meldung.

************** Ausnahmetext **************
System.AccessViolationException: Es wurde versucht, im gesch?zten Speicher zu lesen oder zu schreiben. Dies ist h?fig ein Hinweis darauf, dass anderer Speicher besch?igt ist.
bei ls.Terrain.SaveOptimized(Terrain* , Char* )
bei EoCPlugin.MTerrainTemplate.SaveData(String filename)
bei EoCPlugin.MTerrainManager.SaveData(Entity objectToSave, String filename)
bei EoCPlugin.MTerrainManager.DoSave(String filename)
bei LSToolFramework.EntityController.Save(List`1 m_FilesToSave)
bei LSToolFramework.EntityController.SaveModified()
bei LSToolFramework.EntityControllerSaveTask.Execute()
bei LSToolFramework.SaveTask.DoExecute()
bei LSToolFramework.SaveService.PerformSaveTasks()
bei EoCPlugin.EoCPluginClass.SaveAll(Object sender, EventArgs e)
bei System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
bei System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
bei System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
bei System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
bei System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
bei System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
bei System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
bei System.Windows.Forms.Control.WndProc(Message& m)
bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
bei System.Windows.Forms.ToolStrip.WndProc(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Geladene Assemblys **************
mscorlib
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.6419 (Win8RTMGDR.050727-6400).
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll.
----------------------------------------
Glasses
Assembly-Version: 1.0.7.0.
Win32-Version: 1, 0, 44, 0.
CodeBase: file:///D:/Steam/steamapps/common/The%20Divinity%20Engine/TheDivinityEngine.exe.
----------------------------------------
msvcm90
Assembly-Version: 9.0.30729.6871.
Win32-Version: 9.00.30729.6871.
CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.6871_none_50944e7cbcb706e5/msvcm90.dll.
----------------------------------------
System.Windows.Forms
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.6419 (Win8RTMGDR.050727-6400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll.
----------------------------------------
System
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.6401 (Win8RTMGDR.050727-6400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll.
----------------------------------------
System.Drawing
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.6419 (Win8RTMGDR.050727-6400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll.
----------------------------------------
WeifenLuo.WinFormsUI.Docking
Assembly-Version: 2.5.0.24441.
Win32-Version: 2.5.0.0.
CodeBase: file:///D:/Steam/steamapps/common/The%20Divinity%20Engine/WeifenLuo.WinFormsUI.Docking.DLL.
----------------------------------------
LSToolFramework
Assembly-Version: 1.0.5350.26123.
Win32-Version: .
CodeBase: file:///D:/Steam/steamapps/common/The%20Divinity%20Engine/LSToolFramework.DLL.
----------------------------------------
EoCPlugin
Assembly-Version: 1.0.5350.26264.
Win32-Version: .
CodeBase: file:///D:/Steam/steamapps/common/The%20Divinity%20Engine/EoCPlugin.DLL.
----------------------------------------
LSFrameworkPlugin
Assembly-Version: 1.0.5350.26139.
Win32-Version: .
CodeBase: file:///D:/Steam/steamapps/common/The%20Divinity%20Engine/LSFrameworkPlugin.DLL.
----------------------------------------
MaterialPlugin
Assembly-Version: 1.0.5350.26145.
Win32-Version: .
CodeBase: file:///D:/Steam/steamapps/common/The%20Divinity%20Engine/MaterialPlugin.DLL.
----------------------------------------
StoryPlugin
Assembly-Version: 1.0.5350.26145.
Win32-Version: .
CodeBase: file:///D:/Steam/steamapps/common/The%20Divinity%20Engine/StoryPlugin.DLL.
----------------------------------------
WindowsBase
Assembly-Version: 3.0.0.0.
Win32-Version: 3.0.6920.6402 built by: Win8RTMGDR.
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/WindowsBase/3.0.0.0__31bf3856ad364e35/WindowsBase.dll.
----------------------------------------
p4api.net
Assembly-Version: 2013.1.59.2857.
Win32-Version: 2013.1.59.2857.
CodeBase: file:///D:/Steam/steamapps/common/The%20Divinity%20Engine/p4api.net.DLL.
----------------------------------------
System.Windows.Forms.resources
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.6400 (Win8RTMGDR.050727-6400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms.resources/2.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll.
----------------------------------------
SmartPropertyGrid
Assembly-Version: 3.1.0.103.
Win32-Version: 3.1.0.103.
CodeBase: file:///D:/Steam/steamapps/common/The%20Divinity%20Engine/SmartPropertyGrid.DLL.
----------------------------------------
Skybound.VisualTips
Assembly-Version: 1.0.2.0.
Win32-Version: 1.0.2.0.
CodeBase: file:///D:/Steam/steamapps/common/The%20Divinity%20Engine/Skybound.VisualTips.DLL.
----------------------------------------
System.resources
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.6400 (Win8RTMGDR.050727-6400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.resources/2.0.0.0_de_b77a5c561934e089/System.resources.dll.
----------------------------------------
System.Xml
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.6419 (Win8RTMGDR.050727-6400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll.
----------------------------------------
System.Configuration
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.6419 (Win8RTMGDR.050727-6400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll.
----------------------------------------
nqaumrrk
Assembly-Version: 1.0.5350.26123.
Win32-Version: 2.0.50727.6401 (Win8RTMGDR.050727-6400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll.
----------------------------------------
System.Design
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.6419 (Win8RTMGDR.050727-6400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Design/2.0.0.0__b03f5f7f11d50a3a/System.Design.dll.
----------------------------------------
lidsb9wm
Assembly-Version: 1.0.5350.26123.
Win32-Version: 2.0.50727.6401 (Win8RTMGDR.050727-6400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll.
----------------------------------------
FreeImageNET
Assembly-Version: 3.15.1.0.
Win32-Version: 3.15.1.0.
CodeBase: file:///D:/Steam/steamapps/common/The%20Divinity%20Engine/FreeImageNET.DLL.
----------------------------------------
mscorlib.resources
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.6419 (Win8RTMGDR.050727-6400).
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll.
----------------------------------------
ikc_e2lm
Assembly-Version: 1.0.5350.26123.
Win32-Version: 2.0.50727.6401 (Win8RTMGDR.050727-6400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll.
----------------------------------------

************** JIT-Debuggen **************
Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
Konfigurationsdatei der Anwendung oder des Computers
(machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.
Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.

Zum Beispiel:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

Wenn das JIT-Debuggen aktiviert ist, werden alle nicht behandelten
Ausnahmen an den JIT-Debugger gesendet, der auf dem
Computer registriert ist, und nicht in diesem Dialogfeld behandelt.


This is really frustrating and i can do nearly to nothing with the engine.

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Update!

Norbyte is working on a terrain de-optimizer that should repair a broken terrain file by returning it to the previous unoptimized format.

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Why isn't this happening to everyone?

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Well... no rush with actually creating any terrains, i see. Shame since thats the first step i wanted to do to start building my whole mod.

So,... sit back and relax for another month? Seems good to me.

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I'm having the same problem.

I can create a level, make a terrain, add the terrain brushes and then sculpt/paint up the terrain perfectly fine.
Add objects and everything else fine too.

[b]Until...[/b]

Once i exit out of the editor and go back in and load up my module/level, editing the current terrain is impossible.
The layers/terrain paint (to the right of the selected terrain) can't be interacted with.
The green + button at the bottom is greyed out and can't be used.

I get this debug error too, when i selected the terrain and click the load button above it, if it helps at all:
[spoiler]21-09-2014 06:38:15:304: Error - This path seems to contain the mediapath already, but was created using a ROOT. This shouldnt be.
Path: D:/SteamLibrary/SteamApps/common/Divinity - Original Sin/Data/Mods/Terrain_Bug_Testing_cae71483-e9bf-4f96-9ffb-1213df819482/Levels/Test 1/Terrains/ - ..\..\..\..\..\..\LSFramework\Code\CoreLib\Path.cpp - ls::Path::Analyse - 392[/spoiler]

Selecting one of the broken terrain levels and hitting delete brings up an error box saying [color:#FF6600]"The object is locked by source control!"[/color]

It's possible to add a new terrain and edit that one, but it is underneath the previous one, and as soon as you save and exit, it become broken too.

Last edited by teranosouras; 23/09/14 05:59 AM.
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Bought the game for on reason; creating some beautiful terrains for other modders to use... Then this!

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I'm trying to fix the issue but I can't seem to reproduce this.
Can you tell me the exact steps to reproduce this? Did you export your mod to a .pak file?

Last edited by LarSeb; 21/10/14 09:21 AM.
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Nothing exported, nothing really done. Created terrain, added brushes, painting a few square meters and placing down a player. Saved, reloading, tested.

The sometime shortly afterwards when restarted the editor, or after reloading the map, the terrain becomes locked.

I uploaded one of the maps where it happened (have quite a few if it is needed). As you can see, I did not get far, but what exactly triggers is, whether it is saving, reloading or something else, I do not know, but it is something very basic.

Link to bugged map

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Any progress on this issue?

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Exact same issue. i actually re installed steam + Divinity + divinity engine lol. And still get the same problem at the very start of this thread. any help , please?

i get this msg

20:44:17 Couldn't save 'Terrain_000'. it is probable not loaded from the editor data...

Last edited by JustinKro; 18/11/14 04:47 AM.
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Is there an update on this issue? I seem to be having a similar problem.

My data paths are correct. After having a corruption problem, I reloaded the engine and game to start fresh, copying the mod I have been working on in from a backup. Everything seems to be fine after deleting the corrupted lsb from one level except the terrains are uneditable on all levels. I was going to bite the bullet and recreate them all but after reading this I worry it would just happen again.

Last edited by preechr; 16/01/15 12:41 AM.
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Just for kicks, post both of your data paths

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EditorDataPath: C:\Program Files (x86)\Steam\SteamApps\common\Divinity - Original Sin\Data\Editor\
GameDataPath: C:\Program Files (x86)\Steam\SteamApps\common\Divinity - Original Sin\Data\

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That being said, it seems that everything is saving to C:\Program Files (x86)\Steam\SteamApps\common\Divinity - Original Sin\Data\Mods\<NameOfMod> though I have not attempted to customize any materials or anything fancy like that. All I have done so far is simply sculpt and texture terrain using the editor tools and place items and walls.

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I'm getting this issue too. I haven't been terraining for a while, but just did some experiments and can't edit the terrain after closing the engine. Basically completely ruins modding, and probably has been a huge factor in the stagnation of this community. It's weird how only some people get this problem, and that Seb can't even reproduce it. Of all the people working at Larian, not one of them has gotten this problem? Obviously they're not all texturing, but it's weird how this only seems to be an issue for modders.

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I hope you don't give up. I never posted back on this, because I'm not sure yet if I have an answer, but I can tell you what I did. I copied the folders from ..\Data\<modName>\Levels\ to ..\Data\Editor\Mods\Levels\ and I was able to edit the terrain for 2 out of the 5 levels I have in progress. Sadly, those were the two I had spent the least amount of time working on.
I tried this because one of the hints I received from attempting to edit and save level data said something about the editor not having access to the terrain data, so I made a Mod folder in the Editor folder and stuck stuff in there. I have been recreating my main level terrain and saving often, and when I saw your post tonight I checked both folders and it seems I got lucky and both folders have terrain files with today's date as the date last modified, and very similar file sizes for Terrain_00.data
Let me be clear: I tried MANY things... this is the one I *think* worked, but I can't be sure, which is why I don't want to call this a solution.
Raze helped me sort out some other problems I was having, and he said they are really close to finishing up additional editor features and great new stuff for us... I chose to believe this means very soon and I am excited laugh I can only hope that what they are working on right now fills in some of the gaps and gives me more tools to make my mod better than I ever hoped.
In the process of learning the editor, to the extent that I have so far, I have lost a bunch of work. Thanks to my own sheer stupidity, I lost the entire level for my first efforts at creating a mod, so about a week and a half's time right there. Each time I lose stuff, I tell myself that every time I have had to recreate my work I have always made it better and that I am getting better and faster at it. Yes, it is frustrating, but learning is hard and it takes time.
I'd like to think I'll be close to finishing in two weeks or so, but today I wiped out a huge forest area *twice* (on purpose) because in building it I figured out a way to make it better.

This last bit I am saying just in hope that it will help curb some of the frustration. I hope you keep building and rebuilding and that you eventually get WAY more than you hoped for when you started on this.

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Save extra copies of your module as often as possible. I haven't had the problem since, but it occurred for me when I added my second terrain. After re-opening the editor, everything was suddenly flat on my first terrain. I had to load an older version of my module. Thankfully the issue hasn't happened again - although I'm still terrified of touching up my terrains to this day.


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Holy wow, that actually worked, for both my levels (a new one and a really, really old one)! I just copied (and still leaving) the folders from the mod folder to the editor folder and it worked. Maybe it won't solve everyone's problem, and we'll whether that creates any problems, but it's a great start if not all you have to do to solve this. Yet, you still had terrains not work, so maybe not a fix-all, but it fixed all for me at least (for now).

Trust me, I've stuck through this for a while now. I almost gave up on Of Doves and Demons because of the silliest thing (triggers named with dashes in them causing the code to break), but with Rat on the team, we're making great progress and, like you say, the mod has far exceeded my expectations. And Jekyl, we've got many, many past versions stockpiling up on dropbox now. Version control is essential to making a big mod, or else some mistake or bug may ruin everything.

Glad to hear someone else is working on a mod, and that Larian should be supporting us better fairly soon. And thanks for the tip, has upped my motivation to know it's not an insurmountable bug.

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claphands

Last edited by preechr; 25/01/15 07:52 AM.
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I can confirm that I don't even HAVE A Data/Modname/Levels folder. All of my mod files are stored in Data/Mods/Modname, Data/Public/Modname and Data/Editor/Modname. This terrain issue has never happened to me.

I *knew* from your symptoms that you had something in the wrong directory, but why in the world the editor is saving your mod to Data/modname/ is beyond me. Thats why I insisted on seeing your editor paths.

I'm confident that you've fixed your issue. Good work!

Last edited by Burgee; 25/01/15 02:48 PM.
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I'm sure he meant data/mods/modname/levels, and that's where my terrains were and still breaking. But they weren't in the editor file and I suppose they need to be. It's just strange how many people this has affected, and how many people it doesn't. It's kind of like the AI folder problem early on where the editor wasn't correctly generating the AI folder and made everything break, but at least that affected everyone.

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the problem is the devs stated in their tutorial video the EditorDataPath in the preferences options CAN be anything. Actually it only can be
"E:\SteamLibrary\SteamApps\common\Divinity - Original Sin\Data\Editor\" for steam.
as you can see the drive and the steam library does not matters but the "\Data\Editor\ must be exactly this.
Basically the engine stores the mod and its stuff in 3 places
"/Data/Editor/Mods/"
"/Data/Mods/"
"/Data/Public/"
Setting the right editor path will solve this locked terrain editing problem for new mods, for existing ones i am sure you can figure it what to copy where

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OK so, just to make this clear (in case someone else has the same problem and comes here looking for the solution) I made a typo in my most recent post, as Baardvark said.
I clearly stated my Data Paths, which are correct and did not change. That was not the problem.
From the first time I was asked to supply them:
EditorDataPath: C:\Program Files (x86)\Steam\SteamApps\common\Divinity - Original Sin\Data\Editor\
GameDataPath: C:\Program Files (x86)\Steam\SteamApps\common\Divinity - Original Sin\Data\

Even with these data paths being correct, the application was not saving the files it needed to the mods folder in the editor path.
It may be that part of the setup procedure should include manually making a mods folder there... I don't know, but in the event someone has that problem, doing so after the problem occurs won't fix it.
If your terrain becomes uneditable, 2 of us have gotten positive results from copying some of the contents of:
C:\Program Files (x86)\Steam\SteamApps\common\Divinity - Original Sin\Data\Mods\<yourmodname>
To a new folder called Mods that we created in:
C:\Program Files (x86)\Steam\SteamApps\common\Divinity - Original Sin\Data\Editor\Mods\<yourmodname>

Specifically, I copied over the Levels folder, which contains AI and terrain files for all the levels in my mod.

As I said, if that Mods folder does not exist, just create one. Same thing with the folder inside it for your mod... Just make sure you cut and paste the name, since you don't want to get the UID wrong.

It appears, contrary to repeated assumptions, that you can have your data paths set correctly and still, in some cases, run into this problem. If so, try this.

Last edited by preechr; 07/02/15 06:14 PM.
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When is this bug fixed? Looks like this is 6 months old bug and still present.

Error message is:

Error in terrain painter, layer 2 of your terrain might be corrupt. Are you editing optimized terrain?

After saving and reloading map, sometimes editor gets lag spike and starts giving that message.

Also corrupts whole level. crashes editor when trying to open.

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Hmm... it seems i managed to fix this problem for now.

I copied Terrain_000 from ....Steam\SteamApps\common\Divinity - Original Sin\Data\Editor\Mods\Mod_name\Levels\test_level\Terrains to ...Steam\SteamApps\common\Divinity - Original Sin\Data\Mods\Mod_name\Levels\test_level\Terrains and overwrote it.

for some reason that file is bigger in size in editor folder than in mods folder, probably doesn't save something there that is needed in editor.

Last edited by Anomalous; 26/04/15 06:27 PM. Reason: text edit
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Hi guys, I've been following this thread (and threads similar to this one) for some time having experienced the same issues with un-editable terrain.
I just wanted to confirm what worked for me.
First thing I've done was to correct the game and editor paths in "Options\Preferences". What I actually had to do was to put capitalised "Data" and "Editor". This alone allowed me to save new levels correctly and edit them again after re-opening the engine.
To edit old modules what I did was what Baardvark said. I copied files from Data\Mods\"Modname"\Levels\"levelname" to Data\Editor\Mods\"Modname"\Levels\"Levelname".

Worked like I charm. Thank you guys for investigating this issue :)

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