devyndamonster / otherloader Goto Github PK
View Code? Open in Web Editor NEWA whole new loader
License: GNU General Public License v3.0
A whole new loader
License: GNU General Public License v3.0
In the source for v1.3.5 in Scripts/OtherLoader.cs, line 21 lists otherloaders version as 1.3.4
[BepInPlugin("h3vr.otherloader", "OtherLoader", "1.3.4")]
Packages that have a dependency of 1.3.5 or greater fail to load because of this.
Everything Works Just Fine With Any Mods Except For OtherLoader. When This Is Installed I Have Almost No GPU Usage Compared To My 60-85 Percent Usage Normally, And AT MOST 4 FPS. No One Else Seems To Have This Issue So Idk What The Problem Is.
Developer note: FXM.spawnImpactEffect is where effects are handled
I'm getting the following error while my game is loading, I'm new to h3vr modding and am using r2modman
[Error :OtherLoader] Failed to load mod (C:\Users\Kevin\AppData\Roaming\r2modmanPlus-local\H3VR\profiles\Default\BepInEx\plugins\devyndamonster-OtherLoader\resources\ : otherloader_assets)
[Error :OtherLoader] System.MissingFieldException: Field 'FistVR.FVRObject.IsModContent' not found.
at OtherLoader.ItemLoader+d__12.MoveNext () [0x00000] in :0
at Stratum.Extensions.ExtIEnumerator.g__MoveNext|5_0[Exception] (Stratum.Extensions.<>c__DisplayClass5_0`1& ) [0x00000] in :0
You are unable to spawn objects with the spawner tablet pen. This was tested with both 1.3.7 Thunderstore Release, and 1.3.8 Beta Release. When attempting to spawn an object using this method, this error occurs.
[Error : Unity Log] KeyNotFoundException: The given key was not present in the dictionary.
Stack trace:
System.Collections.Generic.Dictionary`2<string, FistVR.ItemSpawnerID>.get_Item (string) <0x001c5>
FistVR.IM.GetSpawnerID (string) <0x00032>
FistVR.ItemSpawnerV2.ExternalSpawnFromLaserToPoint (UnityEngine.Vector3) <0x0029c>
FistVR.TP_Palette.StylusClicked (FistVR.ToolPanelStylus) <0x001d8>
FistVR.ToolPanelStylus.UpdateInteraction (FistVR.FVRViveHand) <0x00060>
(wrapper dynamic-method) FistVR.FVRViveHand.DMD<FistVR.FVRViveHand..Update> (FistVR.FVRViveHand) <0x03095>
Hope this report helps
Secondaries on select custom weapons will not load, while others do.
My sample set is the NEXT Visions collection. Among the 16 weapons of the collection, which all load in the original Item Spawner, only a few weapons have their secondaries available.
M107 and XM500 NGS has its magazine secondary
Scout NGS has its magazine secondary
Bren NGS has both its secondaries, making the max secondary amount a total of 2
The M107, Scout, and XM500 have their IDs and ISIDs filled out completely, however, the Bren's ID has the magazine related assets unfilled. This makes it confusing as it seems the issue is unrelated to IDs and ISIDs?
By extension, I wanted to ask if Tutorial Block support was added or not? This is less on hard data and could be an issue on my part, but my tests come out with the "Tutorial Soon!" message remaining. I would only hope for a response but again, iffy on what it could be, could be me or the loader.
The attachment provided is my sample Tutorial Block listing to help debunk what it could be, if support is available.
Appreciate your hard work Devyn!
Just recently came back to H3 and when I updated OtherLoader to Ver 1.0 on r2modman none of the mods would load as an error would pop into the console saying that Melon Mags depends on OtherLoader Ver 0.2.0 and that the dependency is not installed. This has only started to happen 3 days after OtherLoader has been updated to Ver 1.0 not sure if this is an issue from other mods not being updated or something. I will note that I am on Windows 11 but that should not be the issue with mod loading.
Anton pushed a change for how they're shown in the item spawner and Otherloader causes them to disappear, only showing the A1, -40, -10, and SD. This change was made on U107A1
You can still spawn in the other variants if you had them vaulted, they just don't show up in the actual item spawner list.
Adding an ItemspawnerControlInfographic to a ItemspawnerID marked as a secondary will cause the infographic to be overridden by its parent ItemspawnerID.
Reproduction: Add an itemspawnerControlInfographic to an ItemspawnerID. Make that ItemspawnerID a secondary of another object. The original ItemspawnerID will not display its infographic, and will instead display the infographic of its parent object (including if the field is empty)
when I try to load one of the custom modular AK's I've made it says Error can't find 22LR category FMJ
Impact sounds are hard coded and selected by an enum. It would be nice to add more
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