Synthorange Posted March 28, 2016 Share Posted March 28, 2016 Okay, anyone who's messed with the packages has probably come across this already: Modbuddy just wont build/debug while the XCOM Editor is running. Which means if you're doing a lot of graphic asset editing or messing with archetypes or any map/package operations, you're: Starting Modbuddy, starting XCOMUDK, doing your stuff, shutting down, building, launching XCOM to check, then back to XCOMUDK. Kind of real tedious! The thing that's stopping it is that the editor is keeping fingers in the mod directory preventing it from being deleted for Modbuddy to make a new build. How can I get around this? Link to comment Share on other sites More sharing options...
zingfharn Posted March 28, 2016 Share Posted March 28, 2016 I fear it's probably undoable, because there will be code in modbuddy which is looking for files not being open before it tries to build. Short of recoding modbuddy itself, I think you're out of luck. Link to comment Share on other sites More sharing options...
davidlallen Posted March 28, 2016 Share Posted March 28, 2016 There is no real reason that modbuddy and the asset editor should be so tightly linked. You should be able to run either one independently. Perhaps there is a legal reason they wanted to prevent that? Link to comment Share on other sites More sharing options...
zingfharn Posted March 28, 2016 Share Posted March 28, 2016 I think it's the same reason you can't rebuild if xcom (the game) is still running. It can't write the files. Link to comment Share on other sites More sharing options...
Synthorange Posted March 28, 2016 Author Share Posted March 28, 2016 It's down to Modbuddy wants to delete the directory, XCOM or the XCOM Editor keep the directory open. I cant find where it's doing that unfortunately. It shouldnt need access to xcomgame/mod/yourmods because Modbuddy will overwrite it anyway. Link to comment Share on other sites More sharing options...
Amineri Posted March 29, 2016 Share Posted March 29, 2016 There's a couple of things going on here. Due to the way Epic architected Unreal Engine 3, pretty much everything runs through the *Game.exe (UDKGame.exe for stock UDK, XComGame.exe for XCOM 2 SDK). This includes the make and precompileshaders commandlets that the ModBuddy Build command executes and the UnrealEditor. If you run into the SDK Logs folder and look at the various logs, you'll see in various logs the following : Launching Unreal Editor: Init: Command line: editor -noscriptcompile Build make commandlet: Init: Command line: precompileshaders -nopause platform=pc_sm4 DLC=LW_OfficerPack Build precompileshaders commandlet: Init: Command line: make -nopause -mods LW_OfficerPack "C:\Steam\SteamApps\common\XCOM 2 SDK\XComGame\\Mods\LW_OfficerPack\" What's happening is that all of these processes are all run through the same copy of XComGame.exe in the SDK folder. And so they all try and write to the same log file. This log-file collision is technical the first thing that breaks if you try and build while UnrealEd is open. That's because the UnrealEd process has the Launch.log open already when the make commandlet tries to rename the existing Launch.log to the Launch-backup. This fails, so the process fails. However, there are other interdependencies between the scripts and UnrealEd. UnrealEd actually loads all of the ModShaderCaches, script packages, and config data from the mods in the SDK. In some cases this is 100% necessary (build XComPerkContent archetypes, build new archetypes based on mod script). So it's likely that other stuff would break as well. Link to comment Share on other sites More sharing options...
Synthorange Posted March 30, 2016 Author Share Posted March 30, 2016 It is still frustrating though. Guess there's no easy way then. Oh right one more thing. Anyone got rid of the -NoGADWarning popup? I cant find any options to add it as a command line! Link to comment Share on other sites More sharing options...
zingfharn Posted March 30, 2016 Share Posted March 30, 2016 Gadwarning? Link to comment Share on other sites More sharing options...
Synthorange Posted March 30, 2016 Author Share Posted March 30, 2016 When launching the XCOM Editor a popup window comes up halfway through loading warning that it cant connect to a database Link to comment Share on other sites More sharing options...
Amineri Posted March 30, 2016 Share Posted March 30, 2016 It is still frustrating though. Guess there's no easy way then. Oh right one more thing. Anyone got rid of the -NoGADWarning popup? I cant find any options to add it as a command line! GAD = Global Asset Database. Info on how to turn it off here : http://forums.nexusmods.com/index.php?/topic/3901170-tiptrick-launching-unrealed-quicker/ Link to comment Share on other sites More sharing options...
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