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No I'm getting it rn lol
Thanks! Should be fixed now.
@Louie04k
Tbh, I'm not adept enough (I don't have a programming background) to understand most of what and why the author is doing the things he is doing with the MP Sync mod.
On the topic of multiplayer desyncs:
I no longer own a gpu powerful enough to run wh3 outside of simple end turn slide-show testing (so I can't properly play-test atm) and I tend to get conflicting reports about when and where RDLL causes desyncs. So, here is what I'd like to know about your mp issues:
Do desyncs occur...
1: in both Head-to-Head and Coop games?
2: when players use the same or different races?
3: when you play with the simultaneous turns setting or without?
4: when you play with RDLL and MCT or only RDLL?
5: under specific MCT settings?
6: at the start of the host-player's turn, any player's turn or a AI turn or everyone's turn?
7: when selecting specific dilemma option?
ERROR - SCRIPT HAS FAILED - event callback was called after receiving event [FactionJoinsConfederation] but the script failed with this error message:
[string "script\campaign\mod\sm0_recruit_defeated.lua"]:1452: attempt to index upvalue 'debug' (a boolean value)
The callstack of the failed script is:
stack traceback:
[string "script\campaign\mod\sm0_recruit_defeated.lua"]:1452: in function 'safeCall'
[string "script\campaign\mod\sm0_recruit_defeated.lua"]:1470: in function 'callback'
[string "script\_lib\lib_core.lua"]:1930: in function <[string "script\_lib\lib_core.lua"]:1930>
-Mostly ancillary table updates
Regarding the quest bug:
I have no idea what's causing it and whether or not it's caused by this mod or other mod or the base game.
If you have the issue, are not and have not used other mods (except "MCT" or "Script debug activator" to enable logs) in your current campaign, please enable logs and upload your script_log.txt and sm0_log.txt files and/or your campaign savegame somewhere for me to access.
(if possible a savegame from a turn before the issue occurs)