Qhimm.com Forums
Miscellaneous Forums => Troubleshooting => Topic started by: james_c on 2016-07-03 20:13:22
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Hello everyone,
I'm having a strange issue with ulgp 1.2. I've created a lot of custom battle models (in the style of the new threat) mod for various encounters I'm hoping to add to the game, running all the way up to uaaa in the indexing system. The ua(aa) model is a copy of another model (th(aa) which is itself just a colored copy of the sphere model used in the bottomswell fight.
I have a boss fight with some pretty cool/innovative mechanics that uses these spheres as "gravity fields" that determine the bosses behavior/attacks used against the party. After recompiling the lgp with no issues, if I use the thaa copy of the model in the fight everything works smoothly. If I use the uaaa copy (which I plan to modify later to look like a gravity field), the game crashes as soon as the fight starts (by changing the animation pack pointed to in the scene.bin with proud clod). This makes absolutely no sense to me because they are file for file the exact same model just renamed! Every other model in the lgp works, and when I decompile it I can see the uaaa files still sitting there.
Any idea what might cause this?
Thank you!
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Is the enemy in the monster data section using the uaaa designation and is the loaded formation also using the correct monster ID#?