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tonkatoy5

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Sep 25, 2011
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Hi I was trying to play exiled mode with a custom hero and everything worked till I hit play and then the load bar got stuck at 70% and never made it past that. I can still play the sandbox mode fine as the custom hero so I figure it's some problem with a custom hero and exiled mode.
 
Well now, I get a similar bug with a mod I'm making. Loading stops at 70%, a popup tells me the game ' can't find visual data for structure " ', and the game promptly closes when I dismiss the popup.

This error only started appearing when I tried to add logicParams edits to my mod. If I put the logicParams tags into my _data.xml, and leave them empty, Exiled mode starts up fine. I've tried three tags - i_startupGold, i_alienGrowthPenalty, i_alienRacePenalty - all crash out. I haven't tried others yet, but I get the feeling they won't do much better.
 
Well now, I get a similar bug with a mod I'm making. Loading stops at 70%, a popup tells me the game ' can't find visual data for structure " ', and the game promptly closes when I dismiss the popup.

This error only started appearing when I tried to add logicParams edits to my mod. If I put the logicParams tags into my _data.xml, and leave them empty, Exiled mode starts up fine. I've tried three tags - i_startupGold, i_alienGrowthPenalty, i_alienRacePenalty - all crash out. I haven't tried others yet, but I get the feeling they won't do much better.

I also have a logic param in my mod that edits the amount of perk points great mages start with, so its probably that.
 
And solved! (Or at least, a workaround.)

If I put ALL the possible logicParams entries in my <mod>_data.xr, including the ones nested inside containers within the logicParams container, the game will start an Exiled map properly, along with any changes you made to logicParams.

Not entirely sure why this fixes the problem. At some point, the Exiled game startup must decide that if there are any logicParams entries in a loaded mod, then ALL the logicParams entries can be loaded from there. Or something like that, I don't know.

Anyway, for the moment, we just need to include all logicParams properties from the core data.xr in any mod where we want to change logicParams entries.
 
This will essentially make mods overwrite all logic parameters of the game, even unintended ones.

For example, if game is patched and some logic not related to mod is changed, non-updated mod with unintentionally revert those changes.
 
That's unavoidable, so long as all the logicParams entries have to be in a mod for it to alter any of them. Modders with logicParams changes should probably warn users in advance, and be timely with updating for the next patch.

But more testing indicates that while the game now loads correctly, it does not actually appear to include the changes to logicParams. Doing more testing, will report shortly.

EDIT: Never mind, I'm an idiot who can't turn his newly edited xml files back into xr format. No issues with making logicParams edits now.
 
Last edited:
Well, I haven't had any more problems in that vein; however, I haven't checked each logicParam entry individually, though I really don't see why any of the untested ones would play up (outside of making sure any logicParams changes from a patch are added to the mod, as player1 fanatic pointed out).