What am I doing wrong? No matter where I put the folder for this mod, it doesn't work! I'm doing crazy moving it around trying to find the right place.
C:\Program Files (x86)\Steam\steamapps\common\SubnauticaZero\Qmods C:\Program Files (x86)\Steam\steamapps\common\SubnauticaZero\BepInEx\plugins C:\Program Files (x86)\Steam\steamapps\common\SubnauticaZero\BepInEx\plugins\QModManager Hell, I even put it in C:\Program Files (x86)\Steam\steamapps\common\SubnauticaZero just to see what would happen!
It works great but I´m not an oracle who nows whats does the symbols means, why is there not a legend at the side where I can see oh lila circle is that and an half circle in also lila means that?! Even no quickinfo I get when mouseover only works at wrecks and so.
There is one Legend/Explanation about some Stuffe, you can see it on the Example Screeenshots of the Mod... The Problem is, this guy here brought a Fog of War Feature, for People who want to discover the map on their own, like me and probably you... but he forget to include the Legend as seperate thing... Its just part of the Map Image sadly
Manual fix through dnSpy and fixed dll for uGUI.get_isLoading error If you get this error in your log [Error : Unity Log] MissingMethodException: bool uGUI.get_isLoading()then you can try the following fix. Manual fix using dnSpy For anyone who knows how to use dnSpy, the currently non-working map version can be fixed relatively easily. You can open the mod dll SubnauticaMap_BZ.dll in dnSpy and remove the || uGUI.isLoadingcheck in the Start() method (right click somewhere in the method code -> edit method -> remove "|| uGUI.isLoading" -> File -> Save Module)
Once you have loaded the SubnauticaMap_BZ.dll into dnSpy you should also select every .dll-file in <Game Directory>\SubnauticaZero_Data\Managed and drag those over to the dnSpy file tree (on the left where it says Assembly Explorer) so they get added to the "context" that dnSpy knows of, then the reference errors should disappear and you should be able to compile.
See the attached image for reference.
Fixed dll I also uploaded the edited dll to Google Drive, you can replace the existing mod dll with that if you're not comfortable with dnSpy. Use at your own risk and without warranty!
Hey great fix this did indeed work on getting the mod to function in game again however mine is not loading the map files themselves properly only the GUI part of it is loading properly in the PDA in my game. I will attach an image of what I have going on when I can but for now do you got any tips on that part?
Had to use the dll you supplied dnspy wouldn't let me compile the change due to other errors and I wasn't willing to spend time to correct them all lol. I took a look at the log and had no errors however I tried moving the folder to qmods instead and now discovery is working as it should...don't know why it wasn't loading through the bepinex plugins folder.
I haven't been using QModManager in a while, I used to think it was outdated due to not being updated and the mods I use all work with pure Bepinex so I just used that instead. Good to know it works with QModManager as well, maybe this helps others!
I think I know where all the errors came from that you got when compiling the changed version in dnSpy, it needs a lot of dependencies from Subnautica itself and Unity and I forgot to mention how to add those dependencies in my initial post. Once you have loaded the SubnauticaMap_BZ.dll into dnSpy you can select every .dll-file in <Game Directory>\SubnauticaZero_Data\Managed and drag those over to the dnSpy file tree (on the left where it says Assembly Explorer) so they get added to the "context" that dnSpy knows of, then the reference errors should disappear and you should be able to compile.
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C:\Program Files (x86)\Steam\steamapps\common\SubnauticaZero\Qmods
C:\Program Files (x86)\Steam\steamapps\common\SubnauticaZero\BepInEx\plugins
C:\Program Files (x86)\Steam\steamapps\common\SubnauticaZero\BepInEx\plugins\QModManager
Hell, I even put it in C:\Program Files (x86)\Steam\steamapps\common\SubnauticaZero just to see what would happen!
Even no quickinfo I get when mouseover only works at wrecks and so.
If you get this error in your log [Error : Unity Log] MissingMethodException: bool uGUI.get_isLoading()then you can try the following fix.
Manual fix using dnSpy
For anyone who knows how to use dnSpy, the currently non-working map version can be fixed relatively easily. You can open the mod dll SubnauticaMap_BZ.dll in dnSpy and remove the
|| uGUI.isLoading
check in the Start() method (right click somewhere in the method code -> edit method -> remove "|| uGUI.isLoading" -> File -> Save Module)Once you have loaded the SubnauticaMap_BZ.dll into dnSpy you should also select every .dll-file in <Game Directory>\SubnauticaZero_Data\Managed and drag those over to the dnSpy file tree (on the left where it says Assembly Explorer) so they get added to the "context" that dnSpy knows of, then the reference errors should disappear and you should be able to compile.
See the attached image for reference.
Fixed dll
I also uploaded the edited dll to Google Drive, you can replace the existing mod dll with that if you're not comfortable with dnSpy.
Use at your own risk and without warranty!
https://drive.google.com/file/d/1ICacOLGVPCaOBVz-L-zIHmKiaSarW2_i/view?usp=sharing
Other notes
I only did a quick test if it would save the discovered map data and it did, there might be other problems I haven't discovered yet!
The mod folder has to be either in <Game Directory>/bepinex/plugins or in <Game Directory>/QMods depending on what mod loader/mod manager you use.
Do you have any errors related to "SubnauticaMap" in your bepinex\LogOutput.log?
I haven't been using QModManager in a while, I used to think it was outdated due to not being updated and the mods I use all work with pure Bepinex so I just used that instead. Good to know it works with QModManager as well, maybe this helps others!
I think I know where all the errors came from that you got when compiling the changed version in dnSpy, it needs a lot of dependencies from Subnautica itself and Unity and I forgot to mention how to add those dependencies in my initial post.
Once you have loaded the SubnauticaMap_BZ.dll into dnSpy you can select every .dll-file in <Game Directory>\SubnauticaZero_Data\Managed and drag those over to the dnSpy file tree (on the left where it says Assembly Explorer) so they get added to the "context" that dnSpy knows of, then the reference errors should disappear and you should be able to compile.
I'll update my initial post with this as well.
Thank you very much!)
The `LogOutput.log` shows this:
[Warning: Unity Log] Material MapColored doesn't have _Stencil property
[Info : Console] [SubnauticaMap] Reading map settings '/Users/user/Library/Application Support/Steam/steamapps/common/SubnauticaZero/BepInEx/plugins/Nautilus/SubnauticaMap_BZ/maps/default/0.json'
[Info : Console] [SubnauticaMap] Creating fogmap 'world' [depth=800, height=200]
[Info : Console] [SubnauticaMap] Map 'Topographic' created.
[Info : Console] [SubnauticaMap] Reading map settings '/Users/user/Library/Application Support/Steam/steamapps/common/SubnauticaZero/BepInEx/plugins/Nautilus/SubnauticaMap_BZ/maps/default/1.json'
[Info : Console] [SubnauticaMap] Map 'Biomes' created.
[Info : Console] [SubnauticaMap] Map switched to Topographic
[Info : Console] [SubnauticaMap] Started
[Warning: Unity Log] Material MapColored doesn't have _Stencil property
[Warning: Unity Log] Material MapColored doesn't have _Stencil property