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Rapporter et oversættelsesproblem
@Zaljerem - I am wondering if it would be possible to include custom paths for the OSTs. That way, someone could point it to their Steam folder if they own the OST through Steam or point particular soundtracks to individual folders in case, the user purchased the soundtrack off a non-Steam reseller such as GoG.
Another way of doing it would be to allow a music pack to feed the framework its own custom folder locations per song (if it doesn't already). That way, someone could release a music pack that has a config that does the leg work for the framework.
Some people are such losers I stg
I can still help for both regular soundtrack and mef.
How can I make my own music packs? I have the OSTs, so I'd like to make local mods to add the songs in to the game.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3388866903
Root level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
at MusicExpanded.Utilities.NameMatches (Verse.Pawn pawn, System.String name) [0x00007] in <a82add510f71424fbf463ca29b47365c>:0
VehiclePawns have Name set to null initially, which remains so until renamed (sometimes requiring the All Vehicles Renamable mod in cases like VVE's Dirtbike, etc.). Once it checks for pawn name cues, it will repeat "Couldn't start a new song" in the debug log.
To reproduce:
1. Start game with Vanilla Vehicles Expanded and Music Expanded Core (for the TrackDefs). Enable all music sets except for Vanilla.
2. Enter a quicktest map. Using god mode, build any vehicle. Do not rename it yet.
3. Save the game, and load this save to restart the music.
4. The debug log should add one "Couldn't start a new song" message per frame or so. Destroy/rename the vehicle, and the music starts back up immediately.
this stupid ass setting is the fault for all the bugs AND it will automatically turn itself on after you have just turned it off
I don't see this asked or answered in the comments or description, so what I'm wondering is would this continued version allow you to select multiple music packs, or just one?
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.GenCollection:RandomElementByWeight<MusicExpanded.TrackDef> (System.Collections.Generic.IEnumerable`1<MusicExpanded.TrackDef>,System.Func`2<MusicExpanded.TrackDef, single>)
MusicExpanded.Patches.MusicManagerPlay/ChooseNextSong:Prefix (RimWorld.MusicManagerPlay,Verse.SongDef&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.MusicManagerPlay.ChooseNextSong_Patch2 (RimWorld.MusicManagerPlay)
RimWorld.MusicManagerPlay:StartNewSong ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.MusicManagerPlay.MusicUpdate_Patch1 (RimWorld.MusicManagerPlay)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
As always I appreciate everyone's patience, testing, and feedback.
- Detects map danger level correctly - combat should now step down through battle level music and play music continually as intended in ME mode.
- minRoyalTitle is now fully handled by MEF (fixing a specific issue with VFE-Deserters and restoring full functionality for one Royalty song and any future songs using this tag)
- Additional redundancy and checking in the settings menu to prevent error flooding if mods are removed, etc. Last resort - you can always remove the config file to reset.
- Official ME music packs (Core/Wasteland) will be receiving updates momentarily so they functional correctly and as intended in both vanilla and ME mode
This is frustrating because I've been unable to duplicate most of these problems, which makes fixing them very difficult.
C:\Users\YOURUSERNAME\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config
Delete the file that starts with "Mod_3263001145"