@FavoRizmz There's a "inside" variable in the xml file that you can set to true or false, when you crash it'll think you're still inside when you restart, you could also save a tp location inside the stash house so that after you restart you can tp there and back out again like usual.
@mcal9909 I can't however see any difference in the stashhouses file that would make house 2 act different than one. I don't reckon the positioning has anything to do with it.
@mcal9909 [18:53:03] [ERROR] Caught fatal unhandled exception:
System.DivideByZeroException: Attempted to divide by zero.
at NativeUI.UIMenuListItem.set_Index(Int32 value)
at LSlife.StashHouseHandler.UpdateMenu(StashHouse _house) in C:\Users\Mcal\source\repos\LSLife\LSlife\StashHouse_Handler.cs:line 324
at LSlife.LsMenus.onStashMenuSelect(UIMenu sender, UIMenuItem item, Int32 index) in C:\Users\Mcal\source\repos\LSLife\LSlife\LsMenus.cs:line 1308
at NativeUI.UIMenu.SelectItem()
at NativeUI.UIMenu.ProcessControl(Keys key)
at NativeUI.MenuPool.ProcessControl()
at NativeUI.MenuPool.ProcessMenus()
at LSlife.LSL.onTick(Object sender, EventArgs e) in C:\Users\Mcal\source\repos\LSLife\LSlife\Main.cs:line 1325
at SHVDN.Script.MainLoop()
[18:53:03] [ERROR] The exception was thrown while executing the script LSlife.LSL.
[18:53:03] [WARNING] Aborted script LSlife.LSL.
Original stash house still works fine, the one up in sandy is also a little bugged, but that's partly because of open interiors. when inside I can just walk out and the stash menu closes immediately after I open it. running EAI mod that is
How do I import my own-made liveries? I'm only used to them being in the main YTD and not as modparts
can you make it so I can change or disable the hotkey for opening all doors? numpad / does this for me
Brilliant mod, but I only think the exhaust sticks out like a sore thumb. Any possibility to get a black exaust aswell?
@TheF3nt0n still doesn't have working taillights for me, only brakelights
@mcal9909 Had completely missed you already updated the files. Doesn't crash for me anymore. Good job! :)
@FavoRizmz There's a "inside" variable in the xml file that you can set to true or false, when you crash it'll think you're still inside when you restart, you could also save a tp location inside the stash house so that after you restart you can tp there and back out again like usual.
@mcal9909 I can't however see any difference in the stashhouses file that would make house 2 act different than one. I don't reckon the positioning has anything to do with it.
@mcal9909
[18:53:03] [ERROR] Caught fatal unhandled exception:
System.DivideByZeroException: Attempted to divide by zero.
at NativeUI.UIMenuListItem.set_Index(Int32 value)
at LSlife.StashHouseHandler.UpdateMenu(StashHouse _house) in C:\Users\Mcal\source\repos\LSLife\LSlife\StashHouse_Handler.cs:line 324
at LSlife.LsMenus.onStashMenuSelect(UIMenu sender, UIMenuItem item, Int32 index) in C:\Users\Mcal\source\repos\LSLife\LSlife\LsMenus.cs:line 1308
at NativeUI.UIMenu.SelectItem()
at NativeUI.UIMenu.ProcessControl(Keys key)
at NativeUI.MenuPool.ProcessControl()
at NativeUI.MenuPool.ProcessMenus()
at LSlife.LSL.onTick(Object sender, EventArgs e) in C:\Users\Mcal\source\repos\LSLife\LSlife\Main.cs:line 1325
at SHVDN.Script.MainLoop()
[18:53:03] [ERROR] The exception was thrown while executing the script LSlife.LSL.
[18:53:03] [WARNING] Aborted script LSlife.LSL.
Original stash house still works fine, the one up in sandy is also a little bugged, but that's partly because of open interiors. when inside I can just walk out and the stash menu closes immediately after I open it. running EAI mod that is
second stash house seems to crash the script the moment I want to stash something. On original and on clean modfiles
Thx! It’s focxzy@gmail.com or if its simple i’d just need the values regarding the traction. @Mariuch
Quality mod, love the indicators, but the handling is horrific, anything I could change to make it more responsive? it handles like a boat.