Recently updated to AIAPI version 1.10 and I have a problem with the character loading/saving activity.
If I follow these steps:
Load star card uncheck character box. Save card = no star
Load star card check character box. Save card = star
Load star card uncheck character box. Save card = STAR <-----Here be the bug
If I exit the editor and come back in, it is still in that state. Only way for me to get back to the unchecked character box = no star is to fully exit and re-enter the game.
I believe there is a variable or buffer that saves the state of the various settings designated by the checkboxes. If I load a character with all boxes checked, this populates all of the variables/buffers. If I then load another character and UNcheck one of the boxes (character data in my case) the buffer is not cleared and the data from the previous character is still in the buffer. The result is that the save from card 2 has the character data from card 1.
When the scrollbar display, the MakerButton, MakerRadioButtons and maybe something else will be cut a little at the right side.
Also can MakerRadioButtons just show the buttons rather combine with the setting name like the original game?
I still can't get OnStartH to get triggered by VR events. This fix doesn't seem to be patching the correct methods. I think AccessTools.Method needs to be given the type as well as the method name.
Also, VRHScene doesn't extend HSceneProc in KK, so I doubt the fix could be this easy. A lot of fields present in HSceneProc are missing from VRHScene, and some fields that they do share have different access levels. Don't see a trivial conversion from one to the other so that you could pass it to OnStartH with its current signature.
Fired after character or coordinate is loaded in maker, after all controllers had their events fired. This event is only fired when inside the character maker. Use this to update values of custom controls. EventArgs can be either KKAPI.Chara.CharaReloadEventArgs or KKAPI.Chara.CoordinateEventArgs depending on why the reload happened.
From my understanding this event should fire once a coordinate is loaded, but running into an issue where I get an error because there are not enough accessory slots available when this fired.
"accessoryIndex has to be between 0 and AccessoriesApi.GetCvsAccessoryCount() - 1"
suggestion: adding a coroutine to check the CVS count and the expected count
idea
I have a card that could be read and edited in Chara maker as normal, no error reports, but in story model if I want to edit the card then it would become endless loading of maker interface, the output log has a bug report for KK_API. attached is the card and output log. KKS_API is the latest version. output_log.txt
I'm new to honey select two and I've come across an issue where I apparently need two conflicting modding APIs. In order to use the majority of mods for HS2 I need the HS2 API. However, for the almost necessary mod [Uncensor Selector] I apparently need the KK API and if I have two of them in the plugin file the game stops loading and produces an indefinite white screen on startup. How do I use both, or alternatively what else could be going wrong that I could fix.
AIAPI_v1.30.1 is not working well with Next-Gen Skin , the shadows are not working almost, tested at 1.29 and its all fine, sorry about my grammar not english native speaker, its my 4th language.
After updating the API, the laboratory often shows a white screen and becomes unresponsive. However, I cannot determine if these issues are related. I'm just posting this to see if anyone else has encountered the same problem.
After update api, I met crashes. The output.log may show where the bug occurs:"[Error :Null Checks] Swallowing exception to prevent game crash!
System.NullReferenceException: Object reference not set to an instance of an object
at KK_Plugins.InvisibleBody+Hooks.InitShapeFace (AIChara.ChaControl __instance) [0x00006] in <5c4443eac967498687303f21b6ae8da9>:0
at (wrapper dynamic-method) AIChara.ChaControl.DMDAIChara.ChaControl::InitShapeFace(AIChara.ChaControl,UnityEngine.Transform,string,string,string)
at AIChara.ChaControl+d__477.MoveNext () [0x00331] in :0
at IllusionFixes.NullChecks+<g__EatExceptionWrapper|5_0>d.MoveNext () [0x00019] in :0"