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My mod suddenly doesn't work


DerpyCoal

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I use Steam to run Don't Starve, so you subscribe to a mod in the steam community, and in the game it installs it for you, by the way.

 

So I install my mod on my computer after making some changes (its in early beta) and now it suddenly doesn't work at all, technichally. Once I enable it, the menu of Don't Starve works just fine. But you can't click anything. You are literally forced to either shut down your computer or close the Don't Starve window. I always thought mods that accidentally made everything not work BIZZARE! But no.

 

WARNING: If you think about testing this mod to see what the error is, keep Don't Starve in a WINDOW! If it's full screen, you don't even have the option to close the game. You have to shut down your computer.

 

Here is the direct download link: http://goo.gl/DyZgBO

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You're likely using outdated mods. The game has changed, get some up-to-date mods that are known to work (there is a download section at the top part of this website), and tell us if that fixed it.

There may be newer versions of your currently used mods as well.

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IIRC, that happens when there's a syntax error in some lua file. Log file should tell you the approximate location of the error.

It doesn't display a log file when my mod crashes, I'm sorry excuse me when I say- Is there a folder in the Don't Starve game folder that contains crash logs? (ex: crash_logs.zip or something like that) Or if your using steam with a Windows 8 Dell it would be at "C:\Program Files (x86)\Steam\SteamApps\common\dont_starve" and somewhere in there would be a crash log folder?

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It should be in that folder: C:\Users\[Your user]\Documents\Klei\DoNotStarve\log.txt

When the game freezes due to syntax error, it does not display the error in game like it does with others but the log file will still be updated with that info.

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It should be in that folder: C:\Users\[Your user]\Documents\Klei\DoNotStarve\log.txt

When the game freezes due to syntax error, it does not display the error in game like it does with others but the log file will still be updated with that info.

:snarlingspider:  PLEASE READ: 

 

Ok, I run Don't starve on steam, so all the plugins (I use alot of plugins, just because why not?) that load on my log is called "workshop-1343535" because, long story. Its way too big, so I'll attach the file to this post. Please tell me what's wrong, because I literally took a skim through it and its kinda.... I don't know. My mod is "John Egbert Mod", so just kinda... Ignore everything else in the log please. I really need help.

 

EDIT: At the end of the log, I found this. Might save you the time...

 

Red parts are parts I easily identified, might be important, if it isn't, important, I marked it in green. My comments on this are marked in blue, Just remember if you need more info I attatched the ENTIRE log at the bottom

 

 

 

  C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/mainfunctions.lua(651,1)
scripts/mods.lua(226,1) Disabling workshop-318651229 (John Egbert Mod) because it had an error.
scripts/frontend.lua(723,1) SCRIPT ERROR! Showing error screen
scripts/mods.lua(292,1) Mod: workshop-318651229 (John Egbert Mod)  Registering default mod prefab
scripts/screens/mainscreen.lua(575,1) platform_motd table: 0FFB7080
SimLuaProxy::QueryServer()
scripts/modindex.lua(85,1) ModIndex: Load sequence finished successfully.
 
Reset() returning
../mods/workshop-318651229/images/saveslot_portraits/Egbert.tex is 121x104 but compressed textures must have power of 2 dimensions.
../mods/workshop-318651229/images/selectscreen_portraits/Egbert.tex is 188x284 but compressed textures must have power of 2 dimensions.
../mods/workshop-318651229/images/selectscreen_portraits/Egbert_silho.tex is 188x284 but compressed textures must have power of 2 dimensions.   -I think I know what this is saying, How do I fix this?
HttpClientWriteCallback (0x05F756D2, 1, 49, 0x0615F988)
HttpClientWriteCallback READ 49 (49 total)
QueryServerComplete no callback
HttpClientWriteCallback (0x05F7561C, 1, 999, 0x0615F988)
HttpClientWriteCallback READ 999 (999 total)
scripts/screens/mainscreen.lua(575,1) platform_motd table: 09B9FDC0
Could not unload undefined prefab 0x350a87f2 (note)
Could not unload undefined prefab 0x350a87f2 (note)
Could not unload undefined prefab 0x350a87f2 (note)
scripts/mods.lua(304,1) unloading prefabs for mod MOD_workshop-318651229
Collecting garbage...
lua_gc took 0.02 seconds
~SimLuaProxy()
lua_close took 0.02 seconds
Could not unload undefined prefab 0x350a87f2 (note)
Could not unload undefined prefab 0x350a87f2 (note)
Could not unload undefined prefab 0x350a87f2 (note)
Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. 
Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. 
Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. 
Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. 
Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. 
Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. 
Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. 
Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. 
Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. 
Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. 
Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. 
Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. 
Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. 
HttpClient::ClientThread::Main() complete
Shutting down
 

 

log.txt

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That's the line you are looking for:

scripts/mods.lua(17,1) error calling LoadPrefabFile in mod workshop-318651229 (John Egbert Mod):
...m/steamapps/common/dont_starve/data/scripts/util.lua:276: Could not find an asset matching anim/egbert.zip in any of the search paths.

 

Just looking at that log, it seems to be a custom char, right?

I guess you placed that file in the wrong folder or had some typo in file names.

I don't know much about the directory structure, so i suggest you to take a look on the folder of some similar mod or wait for another answer.

You can also check this topic http://forums.kleientertainment.com/topic/40945-why-doesnt-the-game-find-my-assets/

It might contain the answers you need.

 

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That's the line you are looking for:

scripts/mods.lua(17,1) error calling LoadPrefabFile in mod workshop-318651229 (John Egbert Mod):

...m/steamapps/common/dont_starve/data/scripts/util.lua:276: Could not find an asset matching anim/egbert.zip in any of the search paths.

 

Just looking at that log, it seems to be a custom char, right?

I guess you placed that file in the wrong folder or had some typo in file names.

I don't know much about the directory structure, so i suggest you to take a look on the folder of some similar mod or wait for another answer.

You can also check this topic http://forums.kleientertainment.com/topic/40945-why-doesnt-the-game-find-my-assets/

It might contain the answers you need.

Jeez I have been all over the place! Capitalization error in the .zip name. Whoops! Need to look this over before I start a forum topic :( But I potentially found another problem:

 

Here is the LOG:

 

LUA ERROR stack traceback:
        =[C] in function 'assert'
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/util.lua(276,1) in function 'resolvefilepath'
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/mainfunctions.lua(51,1) in function 'RegisterPrefabs'
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/mainfunctions.lua(78,1) in function 'LoadPrefabFile'
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(114,1) in function 'LoadAssets'
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(1143,1) in function 'DoResetAction'
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(1158,1) in function 'complete_callback'
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/upsell.lua(27,1) in function 'UpdateGamePurchasedState'
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(1163,1)
        =[C] in function 'SetPersistentString'
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/saveindex.lua(85,1) in function 'Save'
...
        =[C] in function 'GetPersistentString'
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/saveindex.lua(91,1) in function 'Load'
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(1179,1) in function 'callback'
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/playerprofile.lua(571,1) in function 'Set'
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/playerprofile.lua(455,1)
        =[C] in function 'GetPersistentString'
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/playerprofile.lua(453,1) in function 'Load'
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(1178,1) in main chunk
        =[C] in function 'require'
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/mainfunctions.lua(651,1)
scripts/frontend.lua(723,1) SCRIPT ERROR! Showing error screen
scripts/modindex.lua(85,1) ModIndex: Load sequence finished successfully.
 
Reset() returning
Force aborting...
 
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Hmm, I'll test it out now, i'll see. Be back soon

Ok, so the problem is officially fixed. I chose my character in Don't Starve, pressed apply, and another crash. Here is the info:

 

 

 

scripts/modindex.lua(242,1) WARNING loading modinfo.lua: workshop-318651229 does not specify if it is compatible with Reign of Giants. It may not work properly.
scripts/modindex.lua(386,1) Could not load mod_config_data/modconfiguration_workshop-318651229
scripts/mods.lua(152,1) Loading mod: workshop-318651229 (John Egbert Mod)
scripts/mods.lua(179,1) Mod: workshop-318651229 (John Egbert Mod) Loading modworldgenmain.lua
scripts/mods.lua(187,1) Mod: workshop-318651229 (John Egbert Mod)  Mod had no modworldgenmain.lua. Skipping.
scripts/mods.lua(179,1) Mod: workshop-318651229 (John Egbert Mod) Loading modmain.lua
LOADING LUA SUCCESS
scripts/playerdeaths.lua(79,1) PlayerDeaths loaded morgue 224
scripts/playerprofile.lua(477,1) loaded profile
scripts/playerprofile.lua(541,1) bloom_enabled false
scripts/saveindex.lua(99,1) loaded saveindex
scripts/gamelogic.lua(1162,1) OnFilesLoaded()
scripts/gamelogic.lua(1151,1) OnUpdatePurchaseStateComplete
scripts/gamelogic.lua(112,1) FE assets already loaded
scripts/mods.lua(269,1) Mod: workshop-318651229 (John Egbert Mod) Registering prefabs
scripts/mods.lua(275,1) Mod: workshop-318651229 (John Egbert Mod)  Registering prefab file: prefabs/Egbert
scripts/mods.lua(279,1) Mod: workshop-318651229 (John Egbert Mod)    egbert
scripts/mods.lua(292,1) Mod: workshop-318651229 (John Egbert Mod)  Registering default mod prefab
scripts/screens/mainscreen.lua(575,1) platform_motd table: 0F2272E0
SimLuaProxy::QueryServer()
scripts/modindex.lua(85,1) ModIndex: Load sequence finished successfully.
 
Reset() returning
../mods/workshop-318651229/images/saveslot_portraits/Egbert.tex is 121x104 but compressed textures must have power of 2 dimensions.
../mods/workshop-318651229/images/selectscreen_portraits/Egbert.tex is 188x284 but compressed textures must have power of 2 dimensions.
../mods/workshop-318651229/images/selectscreen_portraits/Egbert_silho.tex is 188x284 but compressed textures must have power of 2 dimensions.
HttpClientWriteCallback (0x06875620, 1, 16, 0x06A5F87C)
HttpClientWriteCallback READ 16 (16 total)
QueryServerComplete no callback
HttpClientWriteCallback (0x0687561C, 1, 999, 0x06A5F87C)
HttpClientWriteCallback READ 999 (999 total)
scripts/screens/mainscreen.lua(575,1) platform_motd table: 0B711780
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While the highlighted lines need to be fixed, those doesn't seem to be enough to cause the game to crash. At least according to my logs, I noticed some of those every now and then but I could ignore wihtout any problems.

So if your mod is still crashing, it's probable something else. Either way you should still fix your textures.

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Fix your textures.  The warning is very clear. The dimensions of your pictures must be a power of 2.   2, 4, 8, 16, 32, etc

Ok, hold on here. If I mathimatically turn my dimensions to the power of 2, lets say my picture is 180x120, and I convert it to the power of 2, which would turn it into a (180x180)x(120x120) which would be a crazy size. So what does it mean by "the power of 2"

 

11 to the power of 2 is 11x11 (121)

and 11 to the power of 3 (or cubed) is 11x11x11 or 121x11, which is 1,331.

 

So what does "Don't Starve" mean by the power of 2?

 

It's simple mathematics. Does it mean to ROUND the dimensions of your textures? That would make sense. But why would they give you a 121x104 photo just so you would have to change the size of it? 

 

But wait, before I sound stupid, do they mean multiply it by 2? I mean that would be alot less, making a 121x104 picture a 242x208 which would be MUCH less rediculous than a 14,681 x 43,264 picture.

I would see why it would simply be MULTIPLY by 2, because you litterally just listed the multiples of 2 and... well you know.

 

Anyway, I need help on this.

 

 

 

WAIT WAIT WAIT!!! Maybe... Just maybe... you have to make the picture size a MULTIPLE OF 2? Oh jeez please help me

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Ok, hold on here. If I mathimatically turn my dimensions to the power of 2, lets say my picture is 180x120, and I convert it to the power of 2, which would turn it into a (180x180)x(120x120) which would be a crazy size. So what does it mean by "the power of 2"

 

11 to the power of 2 is 11x11 (121)

and 11 to the power of 3 (or cubed) is 11x11x11 or 121x11, which is 1,331.

 

So what does "Don't Starve" mean by the power of 2?

 

It's simple mathematics. Does it mean to ROUND the dimensions of your textures? That would make sense. But why would they give you a 121x104 photo just so you would have to change the size of it? 

 

But wait, before I sound stupid, do they mean multiply it by 2? I mean that would be alot less, making a 121x104 picture a 242x208 which would be MUCH less rediculous than a 14,681 x 43,264 picture.

I would see why it would simply be MULTIPLY by 2, because you litterally just listed the multiples of 2 and... well you know.

 

Anyway, I need help on this.

 

 

 

WAIT WAIT WAIT!!! Maybe... Just maybe... you have to make the picture size a MULTIPLE OF 2? Oh jeez please help me

 

:wickerbottomthanks:  Just Inserting this real quick 

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I've been having a lot of problems. I've been fixing them, and every know and then posting them here (Thanks Lynn) but this error is sort of... I cant even determine the problem here. There is not really a problem with a mod, It just crashes for some reason. So I resorted to my last decision, Maybe you can look at my mod up-close. Seriously. This is becoming to be so ridiculous the mod seems almost simply non-problematic. I've done EVERYTHING!!! It seems like that it's just my game, but no. Somehow, after all the errors I fixed, it's still problematic. Really? So I'm just gonna leave my mod file here... And hope that you can figure it out.

 

 

Download Mod: http://download1495.mediafire.com/au0yohribfbg/j021uv7bdd749lk/Open.zip

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As far I could check out, there are still some capitalization inconsistencies left, f.e.:

This is in the prefab file:

return MakePlayerCharacter("Egbert", prefabs, assets, fn, start_inv)

 

While modmain registers it in lower case:

AddModCharacter("egbert")

 

All you need to do is lower case the names in the code and all the file names.

 

You also forgot to do what this comment pointed out:

-- strings! Any "WOD" below would have to be replaced by the prefab name of your character.

 

The items listed above are enough to fix all the code but not the mod.

There's still something wrong with your animations. You can verify that if you apply those fixes to the code and merely replace the anim file with the anim file from the sample character (Don't forget to rename it from wod.zip to egbert.zip). This will allow the game to run your mod without crashes but the character in game will be invisible due to the exported anim file.

 

That's how far i can help you as my knowledge is limited to coding and I have no idea on how those animation files are created, edited or handled.

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As far I could check out, there are still some capitalization inconsistencies left, f.e.:

This is in the prefab file:

return MakePlayerCharacter("Egbert", prefabs, assets, fn, start_inv)

 

While modmain registers it in lower case:

AddModCharacter("egbert")

 

All you need to do is lower case the names in the code and all the file names.

 

You also forgot to do what this comment pointed out:

-- strings! Any "WOD" below would have to be replaced by the prefab name of your character.

 

The items listed above are enough to fix all the code but not the mod.

There's still something wrong with your animations. You can verify that if you apply those fixes to the code and merely replace the anim file with the anim file from the sample character (Don't forget to rename it from wod.zip to egbert.zip). This will allow the game to run your mod without crashes but the character in game will be invisible due to the exported anim file.

 

That's how far i can help you as my knowledge is limited to coding and I have no idea on how those animation files are created, edited or handled.

Ok thanks, sorry I didn't know that there was so many things to capitalize there, and I forgot about the wod thing. Ill look at the .tex files later. 

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