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The Batcave Woes



  • I'm trying to install The Batcave + Add-On Props 2.0 To no avail. I keep getting this Map Editor error:

        23-Apr-17 15:05:01 MAP FAILED TO LOAD:
        System.NullReferenceException: Object reference not set to an instance of an object. at MapEditor.MapEditor.LoadMap(String filename, Format format)
    

    I defined the props as follows:

        <Item>
            <filename>dlc_combi2:/data/props/batman.rpf</filename>
            <fileType>RPF_FILE</fileType>
            <overlay value="false" />
            <disabled value="true" />
            <persistent value="true" />
        </Item>
        <Item>
        	<filename>dlc_combi2:/data/props/def_batman.ityp</filename>
            <fileType>DLC_ITYP_REQUEST</fileType>
            <overlay value="false" />
            <disabled value="true" />
            <persistent value="true" />
            <contents>CONTENTS_PROPS</contents>
        </Item>
    

    Where def_batman.ytyp resides inside /data/props/batman.rpf (which I think it's how it's done).

    I'm not sure why the Map Editor throws that error, though. Any help would be appreciated.

    EDIT: Also, OpenIV can't read the ytyp file, btw. Which means 1 of 2 things: it's either encrypted (in a way OpenIV doesn't understand), or it's corrupted somehow. Seems OpenIV can't read the default ytyp file that comes with addonprops, either.



  • @meimeiriver said in The Batcave Woes:

    def_batman.ityp

    when you change name of the ytyp you must change inside that file too in <name> Use metatool to edit it and for def_batman name it will be <name>hash_2B1CF64F</name> and it can be edited in openIV but you need to change every , to . (ctr+H in notepad)



  • @Dekurwinator said in The Batcave Woes:

    @meimeiriver said in The Batcave Woes:

    def_batman.ityp

    when you change name of the ytyp you must change inside that file too in <name> Use metatool to edit it and for def_batman name it will be <name>hash_2B1CF64F</name> and it can be edited in openIV but you need to change every , to . (ctr+H in notepad)

    Brilliant! Thank you! :) These are the hashes OpenIV can generate too (for future reference, should I have other packs). Going to try it out rightaway!



  • @Dekurwinator said in The Batcave Woes:

    @meimeiriver said in The Batcave Woes:

    def_batman.ityp

    when you change name of the ytyp you must change inside that file too in <name> Use metatool to edit it and for def_batman name it will be <name>hash_2B1CF64F</name> and it can be edited in openIV but you need to change every , to . (ctr+H in notepad)

    There are no , in the xml, so I suppose that's a good thing. :)

    I reverted it back to .ytyp (gotta love metatool!), but OpenIV still can't open it, btw. It always throws an error, saying 'plrNotSupported' type.



  • @meimeiriver take any original ytyp file from game like plg_02.ytyp change name to whatever you want like test.ytyp and place it in your rpf archive. Open ytyp file converted by metatool ctr+h change all , to . then copy all and paste to edited test.ytyp file in openIV



  • @Dekurwinator said in The Batcave Woes:

    @meimeiriver take any original ytyp file from game like plg_02.ytyp change name to whatever you want like test.ytyp and place it in your rpf archive. Open ytyp file converted by metatool ctr+h change all , to . then copy all and paste to edited test.ytyp file in openIV

    Yeah, see, that's the thing: OpenIV can view/edit the game's own .ytyp files just fine. Just not the ones supplied by the modders.



  • @Dekurwinator said in The Batcave Woes:

    @meimeiriver take any original ytyp file from game like plg_02.ytyp change name to whatever you want like test.ytyp and place it in your rpf archive. Open ytyp file converted by metatool ctr+h change all , to . then copy all and paste to edited test.ytyp file in openIV

    Wait, are you saying I shouldn't revert it back with metatools?!



  • @meimeiriver it can be converted easy meta ytyp <-> openiv ytyp



  • @Dekurwinator said in The Batcave Woes:

    @meimeiriver it can be converted easy meta ytyp <-> openiv ytyp

    My point is, the moment I revert the edited ytyp.xml file (decrypted with metatool) back to ytyp, OpenIV can't read it any more (like the initial def_props.ytyp).



  • This post is deleted!


  • @Dekurwinator Allow me to illustrate (see below). OpenIV simply can't open these ytyp files to begin with:

    alt text



  • @meimeiriver cuz its not converted. Meta ytyp have commas and openiv ytyp have dots between numbers so need to change all commas in meta ytyp to dots by ctr+H and then copy all text and paste to another ytyp opened in open iv then you can save it and open it again.



  • @Dekurwinator said in The Batcave Woes:

    @meimeiriver cuz its not converted. Meta ytyp have commas and openiv ytyp have dots between numbers so need to change all commas in meta ytyp to dots by ctr+H and then copy all text and paste to another ytyp opened in open iv then you can save it and open it again.

    I did exactly as you asked. Converted to xml first, replaced all commas with dots (weren't any in there anyway), then used an existing .ytyp file, opened it with OpenIV, pasted the new xml text in there, saved, and renamed the saved ytyp file to def_batman.ytyp again.

    OpenIV can now open it, but Map Editor still throws same error. :( For the record, I only changed 1 line in def_batman.ytyp, like:

      <name>hash_2B1CF64F</name>
    

    That should suffice, right?



  • Do you defined content.xml and setup2.xml?



  • @meimeiriver said in The Batcave Woes:

    <name>hash_2B1CF64F</name>

    And i hope you put this at bottom of the file wheres is like that:
    </archetypes>
    <name>hash_2B1CF64F</name>
    <hash_3C6F8844 />
    <compositeEntityTypes />
    </CMapTypes>



  • @Dekurwinator said in The Batcave Woes:

    @meimeiriver said in The Batcave Woes:

    <name>hash_2B1CF64F</name>

    And i hope you put this at bottom of the file wheres is like that:
    </archetypes>
    <name>hash_2B1CF64F</name>
    <hash_3C6F8844 />
    <compositeEntityTypes />
    </CMapTypes>

    Yeah, I did. :)

    And yes (see my start post), I defined the content.xml the way it should be done, I think. Plus these 2 lines I didn't mention (in <filesToEnable>):

    	<Item>dlc_combi2:/data/props/batman.rpf</Item>
    	<Item>dlc_combi2:/data/props/def_batman.ityp</Item>


  • @meimeiriver give me few mins im gonna finish what started and then gonna help you configure it



  • @Dekurwinator said in The Batcave Woes:

    @meimeiriver give me few mins im gonna finish what started and then gonna help you configure it

    Your help is much appreciated. :)

    It took a close look at mpheist, for instance, to see how they define content.xml for ytyp usage; and I pretty much followed their exact example (apart from renaming the hash inside, as I didn't know about that at the time). Should really work. :(



  • @meimeiriver
    I created folders:
    alt text
    setup2.xml:

    • <?xml version="1.0" encoding="UTF-8"?>
      <SSetupData>
      <deviceName>dlc_combi2</deviceName>
      <datFile>content.xml</datFile>
      <timeStamp>23/04/2017 18:41:13</timeStamp>
      <nameHash>combi2</nameHash>
      <contentChangeSets />
      <contentChangeSetGroups>
      <Item>
      <NameHash>GROUP_EARLY_ON</NameHash>
      <ContentChangeSets>
      <Item>CCS_combi2_NG_INIT</Item>
      </ContentChangeSets>
      </Item>
      <Item>
      <NameHash>GROUP_TITLEUPDATE_STARTUP</NameHash>
      <ContentChangeSets />
      </Item>
      <Item>
      <NameHash>GROUP_UPDATE_STREAMING</NameHash>
      <ContentChangeSets>
      <Item>CCS_combi2_NG_STREAMING</Item>
      <Item>CCS_combi2_NG_STREAMING_MAP</Item>
      </ContentChangeSets>
      </Item>
      <Item>
      <NameHash>GROUP_UPDATE_TEXT</NameHash>
      <ContentChangeSets>
      <Item>CCS_combi2_NG_TEXT</Item>
      </ContentChangeSets>
      </Item>
      <Item>
      <NameHash>GROUP_UPDATE_DLC_PATCH</NameHash>
      <ContentChangeSets />
      </Item>
      <Item>
      <NameHash>GROUP_UPDATE_DLC_METADATA</NameHash>
      <ContentChangeSets />
      </Item>
      <Item>
      <NameHash>GROUP_UPDATE_WEAPON_PATCH</NameHash>
      <ContentChangeSets />
      </Item>
      <Item>
      <NameHash>GROUP_STARTUP</NameHash>
      <ContentChangeSets />
      </Item>
      <Item>
      <NameHash>GROUP_ON_DEMAND</NameHash>
      <ContentChangeSets />
      </Item>
      </contentChangeSetGroups>
      <startupScript />
      <scriptCallstackSize value="0" />
      <type>EXTRACONTENT_LEVEL_PACK</type>
      <order value="27" />
      <minorOrder value="0" />
      <isLevelPack value="true" />
      <dependencyPackHash />
      <requiredVersion />
      <subPackCount value="0" />
      </SSetupData>

    content.xml:

    <?xml version="1.0" encoding="utf-8"?>

    <CDataFileMgr__ContentsOfDataFileXml>
    <disabledFiles />
    <includedXmlFiles />
    <dataFiles>
    <Item>
    <filename>dlc_combi2:/%PLATFORM%/levels/gta5/batman.rpf</filename>
    <fileType>RPF_FILE</fileType>
    <overlay value="false" />
    <disabled value="false" />
    <persistent value="false" />
    </Item>
    <Item>
    <filename>dlc_combi2:/%PLATFORM%/levels/gta5/def_batman.ityp</filename>
    <fileType>DLC_ITYP_REQUEST</fileType>
    <overlay value="false" />
    <disabled value="false" />
    <persistent value="false" />
    <contents>CONTENTS_PROPS</contents>
    </Item>
    </dataFiles>
    <contentChangeSets>
    <Item>
    <changeSetName>CCS_combi2_NG_STREAMING_MAP</changeSetName>
    <filesToEnable>
    <Item>dlc_combi2:/%PLATFORM%/levels/gta5/batman.rpf</Item>
    <Item>dlc_combi2:/%PLATFORM%/levels/gta5/def_batman.ityp</Item>
    </filesToEnable>
    <executionConditions>
    <activeChangesetConditions>
    </activeChangesetConditions>
    <genericConditions>$level=MO_JIM_L11</genericConditions>
    </executionConditions>
    </Item>
    </contentChangeSets>
    <patchFiles />
    </CDataFileMgr__ContentsOfDataFileXml>

    Changed name at line 564 <name>hash_2B1CF64F</name> in def_batman.ytyp

    And its all. Working for me:
    alt text



  • @Dekurwinator Wow! That is fantastic! Thank you!!

    Looks like you have quite a different setup2.xm than I do; so maybe I can put this all in my car DLC, and will need to make an extra addon for it, after all. Going to try it out rightaway!

    And thank you again for having taken all this time to help me with this! :)



  • @Dekurwinator said in The Batcave Woes:

    Sigh. I copied your setup verbatim, but still:

    24-Apr-17 16:02:00 MAP FAILED TO LOAD:
    System.NullReferenceException: Object reference not set to an instance of an object.
    at MapEditor.MapEditor.LoadMap(String filename, Format format)

    That stupid Map Editor is beginning to piss me off. :( I now have literally the exact same DLC as you do, but mine won't load.

    Also, I always get:

    ASI: Loading "I:\SteamLibrary\steamapps\common\Grand Theft Auto V\gtamp-unlock-all-objects.asi"
    "gtamp-unlock-all-objects.asi" failed to load

    But it's been like that for ages, and other maps load just fine. Besides, version 1.0 of the unlock asi makes the asiloader crash.





  • @Dekurwinator YAY! That finally worked. :) Thank you!!

    <rant>That stupid )(&^%^&( Map Editor! It keeps your game unplayable for like 2 minutes, and then fails to load the map, after all. And Menyoo loaded this in less than 10 seconds!</rant>

    P.S. Did I mention I really dislike Map Editor?!



  • @Dekurwinator said in The Batcave Woes:

    @meimeiriver so try by menyoo http://www.mediafire.com/file/gyxzeezgoduvbw8/batmenyoo.rar

    Again, thank you greatly!

    Btw, did you use some sort of (public) conversion tool for this? I'm seeing more ytyp maps reply on Map Editor for spawning, and it would be nice to be able to convert all Map Editor maps to Menyoo spooner format.



  • @meimeiriver np :) i just use map editor to save map in menyoo format then edited it in menyoo to place spawn localisation for character at map start


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