Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
Content/Workshop/GroceryNight/Grocery_Main.irr, etc.
Then, you should open up Grocery_Main.irr in the editor. There will be 7 SubLevel objects with icons that look like Houses that link to the old Grocery_* levels, such as Grocery_SodaCity. You need to change the path of each one to link to the newly copied ones in your mod folder.
To do this, change the SubLevelFileName attribute to link to the sublevels, such as changing:
Content/Levels/Grocery_Front.irr to Content/Workshop/GroceryNight/Grocery_Front.irr. If you click within the attribute text box, a [...] context button will appear. You can click this to open a file open dialog to browse to the level instead of typing in the path.
You must do this with all of them, or else they will link to the in-game grocery sublevel files, and you risk messing up your game if you save those files.
For instance, it could say:
Error: Could not find SceneNode ID 213 or something.
If you search "213" in the scene search, you will find objects (often TriggerObjects) that reference those. Either change the logic in the Attributes window of that object to not include that number, or delete that object too if you think it is okay to do so.
That is exactly what is happening...