UBOAT
No Spoilers
Jazz Oct 8, 2024 @ 7:09am
Help Editing ModConfiguration.xlsx File
Hello,

This mod looks great and there are many features of it that I wish to use but there are some that I do not.

The description states:

The mod is configurable.
Each of the listed features can be switched on/off separately by editing the ModConfiguration.xlsx file, that comes with the mod. You find the config file in
C:\Program Files (x86)\Steam\steamapps\workshop\content\494840\3274920623\Data Sheets\
By default, all features are activated.
MAKE SURE TO CLOSE THE CONFIG FILE BEFORE STARTING THE GAME
Because if it is opened it will be locked and the mod would not be able to load it, which may cause problems.

I'm an idiot when it comes to Excel. I'm utterly clueless and I hate the program. When I open the file I can see that all the values are set to "True" and I presume that I must change the options that I do not wish to use to "False".

However, when I do this I end up with a FALSE in the centre of the box rather than a False to the left of it and the change has no effect in the game.

I'm confident that it's my lack of Excel editing knowledge that is the issue here so if you could kindly explain to me what I need to do and why, I would be most grateful.
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Showing 1-9 of 9 comments
Jazz Oct 8, 2024 @ 10:26am 
I just experimented a little more. It seems that I may have indeed been doing it correctly it's just that one of the settings I had changed, and the one I was using to test that my changes were applying, doesn't seem to work.

As I understand it, there is a setting that is meant to re-enable the 3d ships when you zoom in to visual range which the mod disables. However, the mod disables these ships whether you change the setting or not.

I have disabled some of the other functions of the mod and they do seem to have had an effect.

Disable3DRenderingOnMap

This setting seems to disable the 3d rendering whether set to True or False.
Maddox Oct 8, 2024 @ 11:40am 
Originally posted by Jazz:
As I understand it, there is a setting that is meant to re-enable the 3d ships when you zoom in to visual range which the mod disables. However, the mod disables these ships whether you change the setting or not.

I have disabled some of the other functions of the mod and they do seem to have had an effect.

Disable3DRenderingOnMap

This setting seems to disable the 3d rendering whether set to True or False.

This setting does not work for me either. Thank you for making a post about this.
Jazz Oct 8, 2024 @ 12:16pm 
Originally posted by Maddox:
Originally posted by Jazz:
As I understand it, there is a setting that is meant to re-enable the 3d ships when you zoom in to visual range which the mod disables. However, the mod disables these ships whether you change the setting or not.

I have disabled some of the other functions of the mod and they do seem to have had an effect.

Disable3DRenderingOnMap

This setting seems to disable the 3d rendering whether set to True or False.

This setting does not work for me either. Thank you for making a post about this.

Ahh! so I'm not the only one then.
Maddox Oct 9, 2024 @ 2:03am 
@ждун
Continuing the discussion from the mod comments.

It seems that the mod is loading correctly:
[no-spoilers 1.3.0] loading... UseContactArcScaling: True Disable3DRenderingOnMap: False DisableRangeCircles: False DisableShipMarkers: False DisableGroupMarkers: False DisableArcTooltips: False DisableLookAtContact: True DisableLockMarker: True DisableLockInfobox: True DisableCompassShipMarkers: True DisableCompassGroupMarkers: True DisableCompassMissionMarkers: True DisableAutoInterceptionCourse: True DisableShipHoverGlow: False DisableShipHoverTooltip: True UseMissionMarkersOnMapOnly: True [no-spoilers 1.3.0] loaded OK.
At the end of the log, however, I found this:
Can't Generate Mesh! No Font Asset has been assigned to Object ID: -344962 Can't Generate Mesh! No Font Asset has been assigned to Object ID: -344962 Can't Generate Mesh! No Font Asset has been assigned to Object ID: -344962 Can't Generate Mesh! No Font Asset has been assigned to Object ID: -344962 Can't Generate Mesh! No Font Asset has been assigned to Object ID: -344962 Can't Generate Mesh! No Font Asset has been assigned to Object ID: -344962
After another test with the same settings, I found this:
Can't Generate Mesh! No Font Asset has been assigned to Object ID: -229098 Can't Generate Mesh! No Font Asset has been assigned to Object ID: -229098 Can't Generate Mesh! No Font Asset has been assigned to Object ID: -229098 Can't Generate Mesh! No Font Asset has been assigned to Object ID: -229098 Can't Generate Mesh! No Font Asset has been assigned to Object ID: -229098 Can't Generate Mesh! No Font Asset has been assigned to Object ID: -229098
I could not get these errors to appear in the log with Disable3DRenderingOnMap set to True.

Setting DisableRangeCircles to True gets rid of the range circles and the water around the boat in the map view, resulting in the blank paper map you see when you're underwater. Disable3DRenderingOnMap makes no difference to the map visuals, which I don't believe is intended.

Hope this helps!
Last edited by Maddox; Oct 9, 2024 @ 3:29am
ждун  [developer] Oct 9, 2024 @ 3:13pm 
log suggests that the mod has loaded normally.



Disable3DRenderingOnMap is supposed to hide the water and 3d models on the map when youre surfaced.

DisableRangeCircles is supposed to only remove the dash-lined sensors range circles but not the water and models.

This works for me as expected.
Maybe it is interfering with another mod?

Can you share your active mods list?

And also you can try clearing the cache.
Delete all files inside Temp, Cache and DataSheets folders in your
appdata\locallow\Deep Water Studio\UBOAT
then start the game. The game will create fresh cache files then. Sometimes there are issues with older cached files causing weird behaviour.

Let me know if that fixed the issues for you.

The Can't generate mesh thing I don't know what that means, it also comes up sometimes in vanilla game. It seems notto be an error, but some renderer warning suggesting that it can't find some font probably for rendering text. I doubt it is related to the mod, as the mod would log its errors with its own prefix.

To find errors search the log for "Exception"
Last edited by ждун; Oct 9, 2024 @ 3:22pm
Maddox Oct 10, 2024 @ 8:28am 
Thanks for looking into this. I tested the game again with all mods disabled except for No Spoilers, and I even deleted the folders you suggested. The terrain and ships are still not rendered in the map view, not even on a brand new save.

Log didn't have any exceptions, but there was this, don't think it's relevant though:
Slot "Conning Tower" is defined for entity type "Type VIIB (Player)" in game data, but it's missing in the entity prefab. Entering: Kiel Requested asset at path "Equipment/Port Observation Post" doesn't exist.
As well as the "can't generate mesh" message I mentioned before.

I used the following settings in the mod config:
UseContactArcScaling: True Disable3DRenderingOnMap: False DisableRangeCircles: False DisableShipMarkers: False DisableGroupMarkers: False DisableArcTooltips: False DisableLookAtContact: True DisableLockMarker: True DisableLockInfobox: True DisableCompassShipMarkers: True DisableCompassGroupMarkers: True DisableCompassMissionMarkers: True DisableAutoInterceptionCourse: True DisableShipHoverGlow: False DisableShipHoverTooltip: True UseMissionMarkersOnMapOnly: True
If you manage to get the map working so that ships, terrain and water are all visible, please share your settings. I'd like to retain them while also getting the scaled contact arcs this mod offers.
Jazz Oct 11, 2024 @ 5:17am 
Originally posted by ждун:
log suggests that the mod has loaded normally.



Disable3DRenderingOnMap is supposed to hide the water and 3d models on the map when youre surfaced.

DisableRangeCircles is supposed to only remove the dash-lined sensors range circles but not the water and models.

This works for me as expected.
Maybe it is interfering with another mod?

Can you share your active mods list?

And also you can try clearing the cache.
Delete all files inside Temp, Cache and DataSheets folders in your
appdata\locallow\Deep Water Studio\UBOAT
then start the game. The game will create fresh cache files then. Sometimes there are issues with older cached files causing weird behaviour.

Let me know if that fixed the issues for you.

The Can't generate mesh thing I don't know what that means, it also comes up sometimes in vanilla game. It seems notto be an error, but some renderer warning suggesting that it can't find some font probably for rendering text. I doubt it is related to the mod, as the mod would log its errors with its own prefix.

To find errors search the log for "Exception"

Hello and thank you for replying to us.

In my experience the mod is not hiding the water but it is hiding the 3d ships.

Here is the log file. I'm new to this game so unsure if this is the file you are looking for. However, I see two exceptions at the top. Unsure what mod they are referring to.


Encountered an error during loading of the following asset bundle C:\Program Files (x86)\Steam\steamapps\workshop\content\494840\3270955106\Bundles\Manifest.json. The exception will be logged below.
System.IO.InvalidDataException: Asset bundle at path "C:\Program Files (x86)\Steam\steamapps\workshop\content\494840\3270955106\Bundles\Manifest.json" is corrupted.
at DWS.Common.Resources.AssetBundleResource.LoadAssetBundleDescriptorDirectly (System.Boolean simulated, System.String path) [0x00026] in <1e46564dcbbe4d6c981720d61891ece6>:0
Initialized Injection Framework in 2680 ms.
Engine version: 2021.3.33f1
System version: Windows 11 (10.0.22631) 64bit
System memory: 32675 MB
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: AMD Radeon RX 6900 XT
Vendor: ATI
VRAM: 16311 MB
There can be only one active Event System.
Game version: 2024.1 (Full Release) Patch 18
[sinking-physics-overhaul-2] version: 0.3.2 loading...
[sinking-physics-overhaul-2] version: 0.3.2 loaded OK
[no-spoilers 1.3.0] loading...
UseContactArcScaling: False
Disable3DRenderingOnMap: False
DisableRangeCircles: False
DisableShipMarkers: False
DisableGroupMarkers: False
DisableArcTooltips: False
DisableLookAtContact: False
DisableLockMarker: False
DisableLockInfobox: False
DisableCompassShipMarkers: False
DisableCompassGroupMarkers: False
DisableCompassMissionMarkers: False
DisableAutoInterceptionCourse: False
DisableShipHoverGlow: True
DisableShipHoverTooltip: False
UseMissionMarkersOnMapOnly: True
[no-spoilers 1.3.0] loaded OK.
[SpeedFormat] Loading, version: 1.1.1
[SpeedFormat] Patches applied!
Timestamped Markers:
localizationOverride = False
localizationString = en-US
omitDate = False
omitYear = False
twoDigitYear = False
dateLeadingZeroes = False
timeLeadingZeroes = False
twelveHourClock = False

CONSTRUCTOR
ShowBearing = True
ShowETA = True
ShowSpeed = True
ShowTotalRouteDistance = True
DatePattern = M/dd
TimePattern = HH:mm
ETATextSize = 75
ETASmallSpacerSize = 7
ETALineBreakSize = 30
DebugMessages = False

CourseLine+ Config Loaded
CourseLine+ v2.5
Bearing Line Loaded1
Patch applied
Nautical Miles With Decimals loaded!
[AttackDisk][Main][OnLoaded] AttackDisc v1.9 loaded

I will disable all other mods and see if the issue goes away and if it does I will try to isolate the mod causing the problem.
Jazz Oct 11, 2024 @ 5:23am 
@ждун

I have removed all other modes and cleared the files you suggest and the problem still persists. I can zoom in and see the sea but the 3d ships are not there. I can see the wake of the ship on the water but no ships at all.
ixev Jun 28 @ 11:26pm 
I have this same exact issue, kindof sad there is no resolution. I wanted to try this mod but retain the 3d map view, however editing the config leads to this weird bug in which the ships will not render, but you can see their wakes on the water
Last edited by ixev; Jun 28 @ 11:27pm
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