PLEASE READ THE MOD DESCRIPTION PAGE BEFORE SPAMMING THE FORUM WITH QUESTIONS. MANY THINGS ARE THE RESULT OF NOT READING DESCRIPTION PAGES OR USING MOD SETTINGS TO DEAL WITH PREFERENCE OR USER ISSUES.
COMMON ISSUES AND QUESTIONS WITH ANSWERS
I can't control or use the compass: This is usually an issue of not reading the description page where the keys and control system is listed at the bottom. There are three key's and each key has tap, double tap, and hold input commands. I will relist them on the bottom of this post.
The Compass Minimap is too big or not in a good screen location: Again, please read documentation and use the Setting Scroll to control the minimap. You can change its size by bringing up the settings scroll and using the "Map Size" option. You can change its screen location by bringing up the scroll then clicking on the compass and dragging it around the screen.
The Scroll is in the way of things on the screen: Again, this is in the description documentation. You can drag the scroll around by clicking the top of it and dragging it on the screen so its out of the way of anything on your screen.
I can't go through invisible objects: This was a known issue with how minimap created and activated the dungeon default minimap object to render it on the compass as it does. This issue should be resolved in 5.0. Please update.
The compass is to busy and has to many things and slows my game down: There is a mod settings page with a plethora of mod options for this exact reason. Please go to it, read the option descriptions, and enable and disable anything and everything you want. I built it with my realism preference in mind, but everything can easily be turned off so it can run as a basic permanent compass with no effects, health, or damage system.
I can't find or get a compass: Again, check the mod settings page. You can force generate one on a game load anytime you want by checking the mod setting to do it. Also, it has been updated to be listed in general stores and pawn shops now for easier access.
I get white squares and effects where the compass is suppose to be: You didn't install the textures correctly. If using vortex or a mod manager, the zip files should handle it for you without issue. If not, ensure textures folder is put in the streaming assets folder. If on Osx, please check sticky post below this one explaining the solution.
I don't like X, Y, Z. You suck. Fix it exactly how I want it or I'm going to grief this forum and you: I developed this mod for myself first, but I also developed it with as many options and customizations as possible, so you can make it however you want, including changing every single texture for the mod. Use the Settings Scroll before coming here to ask for things you can do yourself. If you still can't figure out how to enjoy it, maybe look at yourself. Modders do these things in free time for no pay, please understand that and respect our hard free work, and don't grief us or waste our time with immature complaints.
If you find any bugs or issues with the mod that aren't complaints about some feature you can easily change yourself, then please poste them here in the forum and on the bugs section, and I will try to address this to the best of my ability. Please Enjoy the MOD.
Key Input System: This is a smart system I built from ground up. You have three keys that allow 9 different things. Each key can be tapped, double tapped, or held for different compass interactions. Here is the list of the keys below and how they work:
*KEYS CAN BE CONFIGURED UNDER THE MOD LAUNCH SCREEN SETTINGS AREA*
Use the unity key property list and type the key into the key mod setting area. All single letter keys, like A, G, I, Ect., must be capitalized. Other inputs, like mouse, gamepad, or non-letter keys, must match their property name exactly, including capitalization from the unity list provided below: Unity KEYCODE Property List: https://docs.unity3d.com/ScriptReference/KeyCode.html
Default Key Inputs:
Zoom In/Full Screen: + Key (Not Numpad)
Zoom Out/Scroll Setting: - Key (Not Numpad)
Cleaning/Disable Compass Key: P Key
Smart Input Commands:
Zoom In: Hold down zoom in key.
Zoom Out: Hold down zoom out key.
Open Settings Scroll: Double Tap Zoom Out.
Full Screen Map: Double Tap Zoom In.
Cleaning Compass: Hold Down Cleaning Key.
Move Full Screen Around: Hold Mouse Left Click In full screen and drag the map around.
Move Setting Scroll Screen Around: Hold Mouse Left Click on top of scroll and move it around screen.
I'd really love to use this but can't seem to get it to work :( Initially I get a white square on screen. At least I was able to get into the settings. After some playing with all the checkboxes and sliders there, with turning down transparency, I got this result:
I thought of conflicting mods, but even disabling everything else doesn't fix it sadly... Tried the Windows version after suspecting some issue with the Mac asset path.
So, my best guess is some texture or alpha issue other than what I tested. Is there some place to get a log from to track down potential error messages that might help you narrowing down the cause for this?
Are you on windows? If so, ensure you're installing the textures in the right directory. It should be setup for you, if your using vortex already.
If not, you should be able to just extract the zip into the streaming assets folder in daggerfalls directory. You need to ensure to extract the textures too. And they should be in this setup, "....\DFU Root Folder\DaggerfallUnity_Data\StreamingAssets\Textures\Minimap"
If you do not have that setup, then that is your issue.
That was my suspected error as well since this pretty much looks like textures unable to load...
But no, I'm on a Mac here. I just figured, that after the native build didn't work, I might as well try the Windows one too. Results were the same though.
I can confirm that the setup is fine (at least just like from any other mod working). While I think Unity handles this in the background on it's own, maybe there needs to be some OS specific path checking? The way it looks like is: Daggerfall.app/Contents/Resources/Data/StreamingAssets/Mods Daggerfall.app/Contents/Resources/Data/StreamingAssets/Textures/Minimap
Typing this out right now, I realize, that actually the Contents/Resources/Data/... part looks different from DaggerfallUnity_Data/... which seems to be the case for Windows installations. Maybe that's where the issue originates?
Quick update: I was investigating another mod issue and found this in the Player.log - so the path might actually be the issue: ?DirectoryNotFoundException: Could not find a part of the path "/Applications/DaggerfallUnity.app/Contents/StreamingAssets/Textures/Minimap/doorLabel.png". Several other same messages appear. Note that after "Contents" the folders "Resources/Data" should appear before "StreamingAssets". Hopefully this helps you finding a fix.
Edit: Copying the files there actually works as workaround for now.
I'm encountering collision issues with moving barriers. Even when they're 'open' I can't pass through their original location. So far I've encounterd it in a gates, a moving wall and a statue hiding a door at the left of a staircase.
For the first two, I tried reloading, quitting and staring, etc. The thing that worked was removing the compass, quicksaving then loading. For the statue, I didn't actually check if it's caused by the compass, as I already found the objective and just left.
Not sure if it's the, or related to the invisibleobjects thing. I'm using v6.1
Thanks. It's a great mod to use. I don't have to check the map every corridor for hidden doors.
The "Scan Soul" option for Enemies, Allies, and Villagers, seems to toggle off whenever I launch the game or load a save. I don't know if that is intended or not. Also it would be cool if when you went swimming it cleared the blood and dirt off the glass.
Really love this mod, their are a few issues with buildings not updating discovered names in a timely manner, some colors of buildings getting reset when loading, and it seems on existing saves the repair don't work, but those aren't to bad to work around.
The main issue that unfortunately makes this mod not usable for me is that it break automap generation in dungeons, the lack of this of course makes it much more difficult to explore dungeons. This is the only major issue currently, and once that's fixed it will be stable in my mod list!
Yeah, as far as I can tell the built in one accessed with the hotkey was not generating correctly, but I haven't tested the latest push mentioned in my bug report. Working on that now
@l3lessed I am also having the same issue of the auto-map not filling out on the 6.0 version from the 17th of Feb , tested when running with only the compass mod enabled too.
If you need any more info let me know. Hope all is well.
I am also having this problem. Once I open/press P to make the compass appear in a dungeon then the vanilla Automap breaks and stops updating. I'm on the February 17th release. I have to save and load to fix it, afterwords running through unmapped areas will correctly update the automap. @l3lessed
I don't know if I'm just blind or not, but I wanted to decrease size for player icon, takes up a lot of space. Not a really that big of a deal, just wanted to know if it is possible.
The Repair Kit is unusable. I have a "Broken" compass in inventory, selected Use in inventory, and clicking the Repair Kit seems to do nothing at all. windows, version 0.15.2
Update: I used the instructions in another post to edit the save game file to add a new compass. After doing so, and wearing it for some time and it becoming damaged through combat to the point that it is "Worn", upon using the Repair Kit, the screen turns black and a message pops up saying "You steady your hands and concentrate on repairing the compass. Don't move or you'll drop something." The only way to exit from this is to press ESC, but upon doing so, no repair takes place -- the glass/dweomer parts are unused and the Repair Kit is still "New". And now, re-equipping the compass doesn't bring back the compass overlay.
Edit : Did some testing with my current saves enabling / disabling mods, then I tried a completely fresh new game with just this mod installed and it worked fully as expected. Then I did a fully fresh new game again with all my mods installed just like in my existing game - and again worked fully as expected (repair and all). So it just seems that something is really weird with adding this mod to an existing game unfortunately.
Looking at the player.log, I am seeing this over and over again when trying to repair on the existing save :
System.NullReferenceException: Object reference not set to an instance of an object at Minimap.RepairController.RepairCompass () [0x00010] in <84455d9b18aa49ce9487ba51dbd1a51f>:0 at Minimap.EffectManager.Update () [0x001f2] in <84455d9b18aa49ce9487ba51dbd1a51f>:0
Note : I didn't go far enough to see if the automap not generating issue is still happening with brand new saves
I apologize. Number of small bugs still slipped through on last update to code. I have addressed this and other bugs in newest drop. It is going up now.
Thanks for the mod. It's been a really helpful feature when it works, but unfortunately it's broken in at least a couple of different ways right now. I'm using version 5.3 of this mod with DFUnity 1.1.1, and it appears that while it's in use, the game's dungeon automap continually fails to update correctly, and after saving and loading the game inside dungeons, some mechanisms that are supposed to remove walls and barriers don't function because of invisible geometry left behind.
I've been able to replicate these problems after starting a new game with only the compass mod activated, by going to the dungeon "The House of Vladingus" in Daggerfall with "Smaller Dungeons" disabled. From the entrance, there should be a doorway ahead on the right wall, leading up some stairs to a room with a torch. Interacting with the torch opens the wall across from it. The first time you enter, that mechanism works, but if you've saved and loaded the game inside this dungeon before using the torch, an invisible wall will remain blocking the passage. There's also a dungeon I've seen with Smaller Dungeons enabled where a wooden barrier blocks a pit and becomes impassable the same way, along with other broken mechanisms in that same dungeon block, but I can't find that one right now.
I also see the game's automap failing to record sections of dungeons that I've passed through. This happens in every dungeon and can be seen right in Privateer's Hold as soon as you equip the compass and run through the halls. Areas are mapped normally with the mod disabled, and apparently also when the compass hasn't been initialized, but when it's active, gaps remain everywhere making the map practically unusable. (I was very confused for the first dozen hours of my playthrough because I could have sworn one of these old RPGs had a "poor memory" character disadvantage that deleted automap data and I couldn't figure out if I'd accidentally included something like that in my build or mod list somehow.)
I haven't tried changing any of my game settings or deleting player data apart from disabling all other mods while testing. Looking through player.log, this line shows up only when the mod is active, and I don't know if it's relevant: DFTFU 1.9.2: Did not find Layer with name "Minimap"! Defaulting to Layer 31 It is prefered that Layer "Minimap" is set in Unity Editor under "Edit/Project Settings/Tags and Layers!"
Edit: In my normal modded playthrough, I tried unequipping the compass item before entering House of Vladingus, and I've been able to pass through that wall after save/load. But then every time I save, I get the message in-game "Failed to save mod data for 'Blessed Enchanted Compass'. Check log for errors." In the log: "DFTFU 1.9.2: Failed to save mod data for `Blessed Enchanted Compass`. Exception: Object reference not set to an instance of an object" Equipping the compass immediately creates an invisible wall even when the passage is already open, and unequipping it afterwards doesn't remove it. Leaving and reentering the dungeon with it unequipped also doesn't remove it. Save/reload with the compass unequipped actually worked. It seems that's the only workaround for now.
I'm having these same bugs with "invisble walls" not moving when the graphical blockage (cage, portcullis, lift, what-have-you) moves. As well as the compass registering a city map upon exiting fast travel at some dungeons, many levers and buttons not working, and the automap not registering where I've walked properly (which is the big one for me).
I hope @l3lessed is able to address these issues soon, because I love this mod, and I'm loathe to go without it...
I think I finally addressed it. Thank you for pointing to an exact spot this is happening. I disabled all physical collisions for the player and automap layer at the base physics engine level. It seemed to stop the invisible wall at said location when loading the game from saving inside.
I used the 'Force Compass Generation' tick box at first coupled with the unticking 'equippable compass' to get it to work on an ongoing gamesave with hours invested. Cool, but it wouldn't save the color and label etc settings in-game between sessions, and was having to re-apply them. Then I realized where I was screwing up...
Be sure to untick the box that says 'Force Compass Generation' in the Mod settings (that you get to from DFU main menu lower left), not the in-game scroll settings. Then all the colors etc will restore upon restarting the game/save. Seems obvious given the tootip for that setting, but is easy to gloss over. Also: I like using it when I have 'equippable compass' disabled in mod settings, as well as all effects.
Edit: Can't remember what defaults are, but at the least the 'Shops' color keeps resetting to black (all zeroes). If they reset to the default map color of orange that would be fine. Really wish I could find a settings file and set it to read-only.
Yeah, what is happening with the option being left ticked is every game is generating you a whole new compass, which also generates a whole new setting also, which then of course defaults it back.
Is anything else causing random resets, or is it only when this option is enabled?
I'm having some troubles. When I use a repair kit if gives the message, but then it doesn't proceed. It just says I might drop something and stays there. The only thing that gets me out of it is pressing either zoom or escape which returns me to normal gameplay, after which doubletapping the zoom key no longer opens the options scroll. It only brings the game into cursor mode. The compass is still draggable, but the scroll doesn't appear. Edit: to clarify the problem is that I can't repair, and attempting to also breaks the scroll. Another edit: Actually its the escape key and the clean key that get me out of the message. NOT the zoom key.
Also, in the options menu the color of the shops keeps resetting to RGB 0,0,0. and icon size 1. I'm not sure what's causing this either or if they're related problems.
Edit: I'm also having issues where the lenses and dynamos don't stack. Well, they do stack, but not all together. Like I have one lense that won't stack with the other six. And another stack of 5, ect. As if they're considered different items.
I am using other mods including DREAM and various gameplay tweaks.
It was definitely a mod conflict. I reinstalled every mod. Excluding some, and including others. Most notably switched to dream 90s. And changed many of the settings. It is working now, but I couldn't tell you what broke it. It could have been any number of things.
Same for me. Also my zoom out and zoom in key are still default but there double tap is reversed. As in the zoom in key if I double tap opens the settings menu and not the fullscreen compass.
Edit: So playing around with it I guess that error just happens first time you load into the game without a compass in the inventory? Hasn't happened since. Anyways mods amazing.
I'll look into this. It is the result of mod data not being accessible anymore; some times it will cause issues and other times it won't depending on what data is not being loaded. Did you update from a previous version? If you did, you need to uninstall, load game, save, reinstall new version of mod, then restart and reload your cleaned save.
Sorry about the backwards keys. I will update the mod description page.
This has been fixed in 5.3. I tested it on my builds, and it seems to be gone now. I tried to remove all load data methods that were triggering this. Report if it is still happening.
The ultimate solution, if you get it still, is loading the save without the mod, resaving it to clean it of the mod, and then reloading the cleaned save with the mod.
244 comments
COMMON ISSUES AND QUESTIONS WITH ANSWERS
If you find any bugs or issues with the mod that aren't complaints about some feature you can easily change yourself, then please poste them here in the forum and on the bugs section, and I will try to address this to the best of my ability. Please Enjoy the MOD.
Key Input System:
This is a smart system I built from ground up. You have three keys that allow 9 different things. Each key can be tapped, double tapped, or held for different compass interactions. Here is the list of the keys below and how they work:
*KEYS CAN BE CONFIGURED UNDER THE MOD LAUNCH SCREEN SETTINGS AREA*
Use the unity key property list and type the key into the key mod setting area.
All single letter keys, like A, G, I, Ect., must be capitalized. Other inputs, like mouse, gamepad, or non-letter keys, must match their property name exactly, including capitalization from the unity list provided below: Unity KEYCODE Property List: https://docs.unity3d.com/ScriptReference/KeyCode.html
Default Key Inputs:
Smart Input Commands:
Initially I get a white square on screen. At least I was able to get into the settings. After some playing with all the checkboxes and sliders there, with turning down transparency, I got this result:
I thought of conflicting mods, but even disabling everything else doesn't fix it sadly...
Tried the Windows version after suspecting some issue with the Mac asset path.
So, my best guess is some texture or alpha issue other than what I tested. Is there some place to get a log from to track down potential error messages that might help you narrowing down the cause for this?
If not, you should be able to just extract the zip into the streaming assets folder in daggerfalls directory. You need to ensure to extract the textures too. And they should be in this setup, "....\DFU Root Folder\DaggerfallUnity_Data\StreamingAssets\Textures\Minimap"
If you do not have that setup, then that is your issue.
But no, I'm on a Mac here.
I just figured, that after the native build didn't work, I might as well try the Windows one too. Results were the same though.
I can confirm that the setup is fine (at least just like from any other mod working). While I think Unity handles this in the background on it's own, maybe there needs to be some OS specific path checking?
The way it looks like is:
Daggerfall.app/Contents/Resources/Data/StreamingAssets/Mods
Daggerfall.app/Contents/Resources/Data/StreamingAssets/Textures/Minimap
Typing this out right now, I realize, that actually the Contents/Resources/Data/... part looks different from DaggerfallUnity_Data/... which seems to be the case for Windows installations. Maybe that's where the issue originates?
I was investigating another mod issue and found this in the Player.log - so the path might actually be the issue:
?DirectoryNotFoundException: Could not find a part of the path "/Applications/DaggerfallUnity.app/Contents/StreamingAssets/Textures/Minimap/doorLabel.png".
Several other same messages appear.Note that after "Contents" the folders "Resources/Data" should appear before "StreamingAssets".
Hopefully this helps you finding a fix.
Edit: Copying the files there actually works as workaround for now.
For the first two, I tried reloading, quitting and staring, etc. The thing that worked was removing the compass, quicksaving then loading. For the statue, I didn't actually check if it's caused by the compass, as I already found the objective and just left.
Not sure if it's the, or related to the invisibleobjects thing. I'm using v6.1
Thanks. It's a great mod to use. I don't have to check the map every corridor for hidden doors.
I can add a swimming effect for you too. That wouldn't be to hard.
The main issue that unfortunately makes this mod not usable for me is that it break automap generation in dungeons, the lack of this of course makes it much more difficult to explore dungeons. This is the only major issue currently, and once that's fixed it will be stable in my mod list!
If you need any more info let me know. Hope all is well.
Update:
I used the instructions in another post to edit the save game file to add a new compass. After doing so, and wearing it for some time and it becoming damaged through combat to the point that it is "Worn", upon using the Repair Kit, the screen turns black and a message pops up saying "You steady your hands and concentrate on repairing the compass. Don't move or you'll drop something." The only way to exit from this is to press ESC, but upon doing so, no repair takes place -- the glass/dweomer parts are unused and the Repair Kit is still "New". And now, re-equipping the compass doesn't bring back the compass overlay.
What am I doing wrong?
Edit : Did some testing with my current saves enabling / disabling mods, then I tried a completely fresh new game with just this mod installed and it worked fully as expected. Then I did a fully fresh new game again with all my mods installed just like in my existing game - and again worked fully as expected (repair and all). So it just seems that something is really weird with adding this mod to an existing game unfortunately.
Looking at the player.log, I am seeing this over and over again when trying to repair on the existing save :
System.NullReferenceException: Object reference not set to an instance of an object
at Minimap.RepairController.RepairCompass () [0x00010] in <84455d9b18aa49ce9487ba51dbd1a51f>:0
at Minimap.EffectManager.Update () [0x001f2] in <84455d9b18aa49ce9487ba51dbd1a51f>:0
Note : I didn't go far enough to see if the automap not generating issue is still happening with brand new saves
I've been able to replicate these problems after starting a new game with only the compass mod activated, by going to the dungeon "The House of Vladingus" in Daggerfall with "Smaller Dungeons" disabled. From the entrance, there should be a doorway ahead on the right wall, leading up some stairs to a room with a torch. Interacting with the torch opens the wall across from it. The first time you enter, that mechanism works, but if you've saved and loaded the game inside this dungeon before using the torch, an invisible wall will remain blocking the passage. There's also a dungeon I've seen with Smaller Dungeons enabled where a wooden barrier blocks a pit and becomes impassable the same way, along with other broken mechanisms in that same dungeon block, but I can't find that one right now.
I also see the game's automap failing to record sections of dungeons that I've passed through. This happens in every dungeon and can be seen right in Privateer's Hold as soon as you equip the compass and run through the halls. Areas are mapped normally with the mod disabled, and apparently also when the compass hasn't been initialized, but when it's active, gaps remain everywhere making the map practically unusable. (I was very confused for the first dozen hours of my playthrough because I could have sworn one of these old RPGs had a "poor memory" character disadvantage that deleted automap data and I couldn't figure out if I'd accidentally included something like that in my build or mod list somehow.)
I haven't tried changing any of my game settings or deleting player data apart from disabling all other mods while testing. Looking through player.log, this line shows up only when the mod is active, and I don't know if it's relevant:
DFTFU 1.9.2: Did not find Layer with name "Minimap"! Defaulting to Layer 31
It is prefered that Layer "Minimap" is set in Unity Editor under "Edit/Project Settings/Tags and Layers!"
Edit: In my normal modded playthrough, I tried unequipping the compass item before entering House of Vladingus, and I've been able to pass through that wall after save/load. But then every time I save, I get the message in-game "Failed to save mod data for 'Blessed Enchanted Compass'. Check log for errors." In the log: "DFTFU 1.9.2: Failed to save mod data for `Blessed Enchanted Compass`. Exception: Object reference not set to an instance of an object"
Equipping the compass immediately creates an invisible wall even when the passage is already open, and unequipping it afterwards doesn't remove it. Leaving and reentering the dungeon with it unequipped also doesn't remove it. Save/reload with the compass unequipped actually worked. It seems that's the only workaround for now.
I hope @l3lessed is able to address these issues soon, because I love this mod, and I'm loathe to go without it...
The automap missing chunks has been fixed in newest release though.
Be sure to untick the box that says 'Force Compass Generation' in the Mod settings (that you get to from DFU main menu lower left), not the in-game scroll settings. Then all the colors etc will restore upon restarting the game/save. Seems obvious given the tootip for that setting, but is easy to gloss over. Also: I like using it when I have 'equippable compass' disabled in mod settings, as well as all effects.
Edit: Can't remember what defaults are, but at the least the 'Shops' color keeps resetting to black (all zeroes). If they reset to the default map color of orange that would be fine. Really wish I could find a settings file and set it to read-only.
Is anything else causing random resets, or is it only when this option is enabled?
Edit: to clarify the problem is that I can't repair, and attempting to also breaks the scroll. Another edit: Actually its the escape key and the clean key that get me out of the message. NOT the zoom key.
Also, in the options menu the color of the shops keeps resetting to RGB 0,0,0. and icon size 1. I'm not sure what's causing this either or if they're related problems.
Edit: I'm also having issues where the lenses and dynamos don't stack. Well, they do stack, but not all together. Like I have one lense that won't stack with the other six. And another stack of 5, ect. As if they're considered different items.
I am using other mods including DREAM and various gameplay tweaks.
(new to modding)
Edit: I mean works well enough if you disable "Item Requirement" in the Settings, just odd about the "Failed to load mod data" blurb.
Edit: So playing around with it I guess that error just happens first time you load into the game without a compass in the inventory? Hasn't happened since. Anyways mods amazing.
Sorry about the backwards keys. I will update the mod description page.
The ultimate solution, if you get it still, is loading the save without the mod, resaving it to clean it of the mod, and then reloading the cleaned save with the mod.