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Hi, I'm not sure if this is the right place to post for mod technical issues, but I am getting an error on a mod im working on..whenever I click on a stonewall to examine it, it crashes the game and outputs this error:

 

OkgOCCv.jpg

 

I've only ever changed the examine dialogue for the ones included in the sample modmain.lua and have never harcoded to the main Don't Starve directory. This is what I have so far...

 

-- You can also add any kind of custom dialogue that you would like. Don't forget to make
-- categores that don't exist yet using = {}
-- note: these are UPPER-CASE charcacter name

GLOBAL.STRINGS.CHARACTERS.WOD = {}
GLOBAL.STRINGS.CHARACTERS.WOD.DESCRIBE = {}
GLOBAL.STRINGS.CHARACTERS.WOD.DESCRIBE.EVERGREEN = "custom dialogue"
GLOBAL.STRINGS.CHARACTERS.WOD.DESCRIBE.SAPLING = "custom dialogue"
GLOBAL.STRINGS.CHARACTERS.WOD.DESCRIBE.RABBITHOLE = "custom dialogue"

 

I have also sent the mod to friends to test out and all of them are getting the same error...

Can someone help out?

 

Many thanks in advance

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I think this is more a forum for modders, but I'll try to be as helpful as I can until a moderator decides to move it.

 

First off, what you have is an error in the mod's code, probably in the prefab, and probably a pathing error (I'm more of an art guy so I could be wrong). To fix it, you'll have to go into the code and figure out whats wrong. I recommend downloading notepad++ for this.

 

Second, what mod is this? It may be you have an outdated version, or that the modder who made it accidentally uploaded a bad version when making an update. Or is this your own mod? In that case your in the right place but I'm probably the wrong guy to help you.

 

Either way, uploading the prefab would probably be helpful to anyone trying to give you a hand. If you don't know where that is look in your don't starve folder, find the folder for the mod and open scripts>prefabs.

Edited by Fredgerd

Yes it is my own character mod & it would have been very difficult to make without using a text editor!! lol

(I am already using notepad ++)

Also, I am using the current build (api version 4, I believe) and have posted my prefab file accordingly, thanks Fred...

 

local MakePlayerCharacter = require "prefabs/player_common"


local assets = {

        Asset( "ANIM", "anim/player_basic.zip" ),
        Asset( "ANIM", "anim/player_idles_shiver.zip" ),
        Asset( "ANIM", "anim/player_actions.zip" ),
        Asset( "ANIM", "anim/player_actions_axe.zip" ),
        Asset( "ANIM", "anim/player_actions_pickaxe.zip" ),
        Asset( "ANIM", "anim/player_actions_shovel.zip" ),
        Asset( "ANIM", "anim/player_actions_blowdart.zip" ),
        Asset( "ANIM", "anim/player_actions_eat.zip" ),
        Asset( "ANIM", "anim/player_actions_item.zip" ),
        Asset( "ANIM", "anim/player_actions_uniqueitem.zip" ),
        Asset( "ANIM", "anim/player_actions_bugnet.zip" ),
        Asset( "ANIM", "anim/player_actions_fishing.zip" ),
        Asset( "ANIM", "anim/player_actions_boomerang.zip" ),
        Asset( "ANIM", "anim/player_bush_hat.zip" ),
        Asset( "ANIM", "anim/player_attacks.zip" ),
        Asset( "ANIM", "anim/player_idles.zip" ),
        Asset( "ANIM", "anim/player_rebirth.zip" ),
        Asset( "ANIM", "anim/player_jump.zip" ),
        Asset( "ANIM", "anim/player_amulet_resurrect.zip" ),
        Asset( "ANIM", "anim/player_teleport.zip" ),
        Asset( "ANIM", "anim/wilson_fx.zip" ),
        Asset( "ANIM", "anim/player_one_man_band.zip" ),
        Asset( "ANIM", "anim/shadow_hands.zip" ),
        Asset( "SOUND", "sound/sfx.fsb" ),
        Asset( "SOUND", "sound/wilson.fsb" ),
        Asset( "ANIM", "anim/beard.zip" ),

        -- Don't forget to include your character's custom assets!
        Asset( "ANIM", "anim/wod.zip" ),
}
local prefabs = {}

local fn = function(inst)
    
    -- choose which sounds this character will play
    inst.soundsname = "wolfgang"

    -- a minimap icon must be specified
    inst.MiniMapEntity:SetIcon( "" )

    -- todo: Add an example special power here.
end



return MakePlayerCharacter("wod", prefabs, assets, fn)

 

[NOTE: I have kept all values as "wod" for the time being so I could focus on the texturing of the character, these will be changed to my character name in the future]

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