If you are able to help out with giving me more time to Mod/Fix bugs and less time to working in retail then please consider donating to the cause at one of the following locations. Paypal: paypal.me/MrPurple6411 Patreon: patreon.com/MrPurple6411 Github: github.com/sponsors/MrPurple6411 Support for mod issues can be found by the wonderful community on our Community Modding Discord @ discord.gg/UpWuWwq
Nautilus and SMLHelper are incompatible and cause up to and including save corruption when installed together. (Not every time but enough to be worrying) So I have made the decision that any mod of mine that uses Nautilus will not load when SMLHelper is installed.
Also Nautilus is the Replacement for SMLHelper and when Nautilus 1.0.1 releases we will be removing SMLHelper support for 2.0 completely meaning all mod makers need to update their mods to Nautilus.
i'm very confused, this is a base game feature. You only get the animation once. Is this mod out of date or something? I get it is a recent mod but the game has been doing this on its own the whole time.
It is, in fact, a base-game bug that results with some larger base layouts. There are conflicting reports on what exactly triggers it, and what, if anything, fixes it.
In know this is a bit necro, but if you are interested in fixing the broken bulkhead animations, then you have to edit the clipmaps.json files in Steam\steamapps\common\Subnautica\Subnautica_Data\StreamingAssets\SNUnmanagedData. I use the high setting so I just edit that one, you need to edit line 14 "chunksPerSide":7, and line 15 "chunksVertically":7, in those files by raising the number to 8 or 9, ( all the way up to 13) instead of 7, depending on how large your base is, note that this comes with some performance hit the larger the number you use. Then you need to start the game and in the starting menu you need to set the graphics setting to high, medium ,or low depending on which clipmap file you edited. Once you have done that load your most recent save and you will need to move around either inside or outside of the relative center of your base and find the "sweet spot' which is the location of the center of your base, once you have found this location and provided the number that you edited in clipmaps.json file is high enough for the size of your base, your entire base will load in at the same time which then solves the broken animations of opening bulkheads and entering/exiting your base.
Oh boy your mod is actually a bug in Subnautica hah. I would really like if you could make reverse mod - Forcing all the animations instead these "instant" ones
20 comments
Paypal: paypal.me/MrPurple6411
Patreon: patreon.com/MrPurple6411
Github: github.com/sponsors/MrPurple6411
Support for mod issues can be found by the wonderful community on our Community Modding Discord @ discord.gg/UpWuWwq
Nautilus and SMLHelper are incompatible and cause up to and including save corruption when installed together.
(Not every time but enough to be worrying)
So I have made the decision that any mod of mine that uses Nautilus will not load when SMLHelper is installed.
Also Nautilus is the Replacement for SMLHelper and when Nautilus 1.0.1 releases we will be removing SMLHelper support for 2.0 completely meaning all mod makers need to update their mods to Nautilus.
But you werent kidding, it is like minecraft doors.
I dont like it, but thanks for the something.
all the way up to 13) instead of 7, depending on how large your base is, note that this comes with some performance hit the larger the number you use. Then you need to start the game and in the starting menu you need to set the graphics setting to high, medium ,or low depending on which clipmap file you edited. Once you have done that load your most recent save and you will need to move around either inside or outside of the relative center of your base and find the "sweet spot' which is the location of the center of your base, once you have found this location and provided the number that you edited in clipmaps.json file is high enough for the size of your base, your entire base will load in at the same time which then solves the broken animations of opening bulkheads and entering/exiting your base.