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Black screen On loading... Please Help me...


Lawrence

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Guys, I really need your help.

 

I'm trying to fix my mod (Elinor) for days and days... But I can't understand why after some days, the LOAD became slower... And slower... Until it shows only a black screen.

 

I managed to fix the freezing during game - bug but not this one. It keeps returning and I don't know why.

 

The problem is on the eliz.lua (the main character file) for sure.

I modified some things,

I tried and I tried... The same problem keeps returning.

 

I think there's a sort of data overload that keep accumulates until it can no longer sustain itself.

 

Is there a way at least to reset the mod information when saving? Or anything else.

 

Please, I don't want to abandon this mod, I'm working on that since two months...

 

 

 

I attach the mod file...

Elinor.zip

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Since no one answered, I try to be more specific.

 

The mod has a "check" feature to change trees, rocks, grass etc  builds when the character is sane.

 

The script I tried makes the game go slower and slower. Is there some other ways to do that?

 

 

local function twistedworld(inst)
    --print("twistedworld")
    local x,y,z = GetPlayer().Transform:GetWorldPosition()
    local checkrange = 27
    local ents = TheSim:FindEntities(x,y,z, checkrange, {"visions"})
    for k,v in pairs(ents) do
        if GetPlayer().state ~= "insane3" then
            if TUNING.ELIZ_TREES == true then
                if v.prefab == "berrybush" then
                    if not v:HasTag("normal") then
                        v.AnimState:SetBuild("berrybush")
                        v:AddTag("normal")
                        v:RemoveTag("changed")
                        --print("found a berrybush")
                    end
                end
            
                if v.prefab == "berrybush2" then
                    if not v:HasTag("normal") then
                        v.AnimState:SetBuild("berrybush2")
                        v:AddTag("normal")
                        v:RemoveTag("changed")
                        --print("found a berrybush2")
                    end
                end
            
                if v.prefab == "grass" then
                    if not v:HasTag("normal") then
                        v.AnimState:SetBuild("grass1")
                        v:AddTag("normal")
                        v:RemoveTag("changed")
                        --print("found grass")
                    end
                end
            
                if v.prefab == "sapling" then
                    if not v:HasTag("normal") then
                        v.AnimState:SetBuild("sapling")
                        v:AddTag("normal")
                        v:RemoveTag("changed")
                        --print("found sapling")
                    end
                end
                
                if v.prefab == "rock1" then
                    if not v:HasTag("normal") then
                        v.AnimState:SetBuild("rock")
                        v:AddTag("normal")
                        v:RemoveTag("changed")
                        --print("found sapling")
                    end
                end
            
                if v:HasTag("visions_evergreens") then
                    if not v:HasTag("normal") then
                        v.AnimState:SetBuild("evergreen_new")
                        v:AddTag("normal")
                        v:RemoveTag("changed")
                        --print("found tree")
                    end
                end
            end
            if v:HasTag("KissTag") then --kiss
                if v.prefab == "rabbit" and v.components.homeseeker then
                    if not v.components.kissme then
                        v:AddComponent("kissme")
                    end
                end
            
                if v.prefab == "robin" or v.prefab == "crow" or v.prefab == "robin_winter" then
                    if not v.components.kissme then
                        v:AddComponent("kissme")
                    end
                end
            end
            
        else
            if TUNING.ELIZ_TREES == true then
                if v.prefab == "berrybush" then
                    if not v:HasTag("changed") then
                        v.AnimState:SetBuild("berrybushm2")
                        v:AddTag("changed")
                        v:RemoveTag("normal")
                        --print("corrupted a berrybush")
                    end
                end
            
                if v.prefab == "berrybush2" then
                    if not v:HasTag("changed") then
                        v.AnimState:SetBuild("berrybushm1")
                        v:AddTag("changed")
                        v:RemoveTag("normal")
                        --print("corrupted a berrybush2")
                    end
                end
            
                if v.prefab == "grass" then
                    if not v:HasTag("changed") then
                        v.AnimState:SetBuild("grassm2")
                        v:AddTag("changed")
                        v:RemoveTag("normal")
                        --print("corrupted grass")
                    end
                end
            
                if v.prefab == "sapling" then
                    if not v:HasTag("changed") then
                        v.AnimState:SetBuild("saplingm2")
                        v:AddTag("changed")
                        v:RemoveTag("normal")
                        --print("corrupted sapling")
                    end
                end
                
                if v.prefab == "rock1" then
                    if not v:HasTag("changed") then
                        v.AnimState:SetBuild("rockm1")
                        v:AddTag("changed")
                        v:RemoveTag("normal")
                        --print("corrupted sapling")
                    end
                end
            
                if v:HasTag("visions_evergreens") then
                    if not v:HasTag("changed") then
                        v.AnimState:SetBuild("evergreen_1m2")
                        v:AddTag("changed")
                        v:RemoveTag("normal")
                        --print("corrupted tree")
                    end
                end
            end
            if v:HasTag("KissTag") then
                if v.prefab == "rabbit" and v.components.homeseeker then
                    if v.components.kissme then
                        v:RemoveComponent("kissme")
                    end
                end
            
                if v.prefab == "robin" or v.prefab == "crow" or v.prefab == "robin_winter" then
                    if v.components.kissme then
                        v:RemoveComponent("kissme")
                    end
                end
            end
        end
    end
end
]]
--[[
local function twistedworldcheck(inst)
    
    local CheckTime = 1

    inst.checktask = inst:DoPeriodicTask(CheckTime, function() twistedworld(inst) end)
    
    end ]]

 

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Since no one answered, I try to be more specific.

 

The mod has a "check" feature to change trees, rocks, grass etc  builds when the character is sane.

 

The script I tried makes the game go slower and slower. Is there some other ways to do that?

 

 

local function twistedworld(inst)

    --print("twistedworld")

    local x,y,z = GetPlayer().Transform:GetWorldPosition()

    local checkrange = 27

    local ents = TheSim:FindEntities(x,y,z, checkrange, {"visions"})

    for k,v in pairs(ents) do

        if GetPlayer().state ~= "insane3" then

            if TUNING.ELIZ_TREES == true then

                if v.prefab == "berrybush" then

                    if not v:HasTag("normal") then

                        v.AnimState:SetBuild("berrybush")

                        v:AddTag("normal")

                        v:RemoveTag("changed")

                        --print("found a berrybush")

                    end

                end

            

                if v.prefab == "berrybush2" then

                    if not v:HasTag("normal") then

                        v.AnimState:SetBuild("berrybush2")

                        v:AddTag("normal")

                        v:RemoveTag("changed")

                        --print("found a berrybush2")

                    end

                end

            

                if v.prefab == "grass" then

                    if not v:HasTag("normal") then

                        v.AnimState:SetBuild("grass1")

                        v:AddTag("normal")

                        v:RemoveTag("changed")

                        --print("found grass")

                    end

                end

            

                if v.prefab == "sapling" then

                    if not v:HasTag("normal") then

                        v.AnimState:SetBuild("sapling")

                        v:AddTag("normal")

                        v:RemoveTag("changed")

                        --print("found sapling")

                    end

                end

                

                if v.prefab == "rock1" then

                    if not v:HasTag("normal") then

                        v.AnimState:SetBuild("rock")

                        v:AddTag("normal")

                        v:RemoveTag("changed")

                        --print("found sapling")

                    end

                end

            

                if v:HasTag("visions_evergreens") then

                    if not v:HasTag("normal") then

                        v.AnimState:SetBuild("evergreen_new")

                        v:AddTag("normal")

                        v:RemoveTag("changed")

                        --print("found tree")

                    end

                end

            end

            if v:HasTag("KissTag") then --kiss

                if v.prefab == "rabbit" and v.components.homeseeker then

                    if not v.components.kissme then

                        v:AddComponent("kissme")

                    end

                end

            

                if v.prefab == "robin" or v.prefab == "crow" or v.prefab == "robin_winter" then

                    if not v.components.kissme then

                        v:AddComponent("kissme")

                    end

                end

            end

            

        else

            if TUNING.ELIZ_TREES == true then

                if v.prefab == "berrybush" then

                    if not v:HasTag("changed") then

                        v.AnimState:SetBuild("berrybushm2")

                        v:AddTag("changed")

                        v:RemoveTag("normal")

                        --print("corrupted a berrybush")

                    end

                end

            

                if v.prefab == "berrybush2" then

                    if not v:HasTag("changed") then

                        v.AnimState:SetBuild("berrybushm1")

                        v:AddTag("changed")

                        v:RemoveTag("normal")

                        --print("corrupted a berrybush2")

                    end

                end

            

                if v.prefab == "grass" then

                    if not v:HasTag("changed") then

                        v.AnimState:SetBuild("grassm2")

                        v:AddTag("changed")

                        v:RemoveTag("normal")

                        --print("corrupted grass")

                    end

                end

            

                if v.prefab == "sapling" then

                    if not v:HasTag("changed") then

                        v.AnimState:SetBuild("saplingm2")

                        v:AddTag("changed")

                        v:RemoveTag("normal")

                        --print("corrupted sapling")

                    end

                end

                

                if v.prefab == "rock1" then

                    if not v:HasTag("changed") then

                        v.AnimState:SetBuild("rockm1")

                        v:AddTag("changed")

                        v:RemoveTag("normal")

                        --print("corrupted sapling")

                    end

                end

            

                if v:HasTag("visions_evergreens") then

                    if not v:HasTag("changed") then

                        v.AnimState:SetBuild("evergreen_1m2")

                        v:AddTag("changed")

                        v:RemoveTag("normal")

                        --print("corrupted tree")

                    end

                end

            end

            if v:HasTag("KissTag") then

                if v.prefab == "rabbit" and v.components.homeseeker then

                    if v.components.kissme then

                        v:RemoveComponent("kissme")

                    end

                end

            

                if v.prefab == "robin" or v.prefab == "crow" or v.prefab == "robin_winter" then

                    if v.components.kissme then

                        v:RemoveComponent("kissme")

                    end

                end

            end

        end

    end

end

]]

--[[

local function twistedworldcheck(inst)

    

    local CheckTime = 1

    inst.checktask = inst:DoPeriodicTask(CheckTime, function() twistedworld(inst) end)

    

    end ]]

 

 

ok, i'll look but i can't promise.

 

regards

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Oh, thank you very much.

 

Anyway I think that is the problem, I'm not 100% sure. Damn me, I went too far on this mod.

 

first, great work you made! character looks really great and funny :-)

 

checklist:

custom item "medicine" works.

custom recipe tab "sanity/insanity" works

no errors in "log.txt" file

---

 

and loading screen takes not really long (i've the same with original characters)
so i think there is no problem or i didn't see it but then please DISABLE ALL MODS first and start a new world with your custom character > save & exit and make a copy of your "log.txt" here.

 

regards

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first, great work you made! character looks really great and funny :-)

 

checklist:

custom item "medicine" works.

custom recipe tab "sanity/insanity" works

no errors in "log.txt" file

---

 

and loading screen takes not really long (i've the same with original characters)
so i think there is no problem or i didn't see it but then please DISABLE ALL MODS first and start a new world with your custom character > save & exit and make a copy of your "log.txt" here.

 

regards

 

 

It seems the black screen of death appears after from 2 to 4 days in-game (when trying to load), how many days have you played?

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The annoying thing is you cannot use cheats to skip days and test it, you have to wait :/ that's very annoying

 

for skipping days you can use: "GetClock():MakeNextDay()".

 

after awhile at day 19, i fight with a ghost at this time i saved now and exit the whole game, restart ds and loaded the save again then a error message pops up:

.../data/../mods/elinor/scripts/stategraphs/SGdude1.lua:391: variable 'CommonStates' is not declaredLUA ERROR stack traceback:        =[C] in function 'error'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/strict.lua(23,1)        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/../mods/elinor/scripts/stategraphs/SGdude1.lua(391,1) in main chunk        =[C] in function 'require'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/entityscript.lua(18,1) in function 'LoadStateGraph'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/entityscript.lua(510,1) in function 'SetStateGraph'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/../mods/elinor/scripts/prefabs/dude1.lua(180,1) in function 'fn'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/mainfunctions.lua(123,1)        =[C] in function 'SpawnPrefab'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/mainfunctions.lua(153,1) in function 'SpawnPrefab'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/mainfunctions.lua(160,1) in function 'SpawnSaveRecord'	...        =[C] in function 'GetPersistentString'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/saveindex.lua(66,1) in function 'Load'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/gamelogic.lua(1098,1) in function 'callback'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/playerprofile.lua(418,1) in function 'Set'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/playerprofile.lua(315,1)        =[C] in function 'GetPersistentString'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/playerprofile.lua(313,1) in function 'Load'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/gamelogic.lua(1097,1) in main chunk        =[C] in function 'require'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/mainfunctions.lua(637,1)scripts/frontend.lua(707,1) SCRIPT ERROR! Showing error screen	scripts/mainfunctions.lua(188,1) SpawnSaveRecord [113606, ghostc] FAILED	scripts/modindex.lua(67,1) ModIndex: Load sequence finished successfully.	Reset() returning

"CommonStates" is not declared at line: (391) in SGdude1.lua

 

i will check these files now or disable them. maybe it helps

 

     - SGdude1.lua -stategraph

     - dude1.lua -prefab

 

 

regards

->back to game (test)

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for skipping days you can use: "GetClock():MakeNextDay()".

 

after awhile at day 19, i fight with a ghost at this time i saved now and exit the whole game, restart ds and loaded the save again then a error message pops up:

.../data/../mods/elinor/scripts/stategraphs/SGdude1.lua:391: variable 'CommonStates' is not declaredLUA ERROR stack traceback:        =[C] in function 'error'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/strict.lua(23,1)        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/../mods/elinor/scripts/stategraphs/SGdude1.lua(391,1) in main chunk        =[C] in function 'require'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/entityscript.lua(18,1) in function 'LoadStateGraph'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/entityscript.lua(510,1) in function 'SetStateGraph'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/../mods/elinor/scripts/prefabs/dude1.lua(180,1) in function 'fn'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/mainfunctions.lua(123,1)        =[C] in function 'SpawnPrefab'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/mainfunctions.lua(153,1) in function 'SpawnPrefab'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/mainfunctions.lua(160,1) in function 'SpawnSaveRecord'	...        =[C] in function 'GetPersistentString'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/saveindex.lua(66,1) in function 'Load'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/gamelogic.lua(1098,1) in function 'callback'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/playerprofile.lua(418,1) in function 'Set'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/playerprofile.lua(315,1)        =[C] in function 'GetPersistentString'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/playerprofile.lua(313,1) in function 'Load'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/gamelogic.lua(1097,1) in main chunk        =[C] in function 'require'        D:/games/pjt/2013/modding/Don't Starve - All's Well That Maxwell v1.90423/data/scripts/mainfunctions.lua(637,1)scripts/frontend.lua(707,1) SCRIPT ERROR! Showing error screen	scripts/mainfunctions.lua(188,1) SpawnSaveRecord [113606, ghostc] FAILED	scripts/modindex.lua(67,1) ModIndex: Load sequence finished successfully.	Reset() returning

"CommonStates" is not declared at line: (391) in SGdude1.lua

 

i will check these files now or disable them. maybe it helps

 

     - SGdude1.lua -stategraph

     - dude1.lua -prefab

 

 

regards

->back to game (test)

 

o_o first time I see that.

 

Anyway did you played for 19 entire days or just make them skip with the code?

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o_o first time I see that.

 

Anyway did you played for 19 entire days or just make them skip with the code?

 

yes, and now at day 4 in saving moment it stucks and freeze the game.
now i prefer the errors came from onload/onsave function. because i've disabled all things. like ghosts, recipes/tab, all custom items. i've swap the custom component "sanitymonsterspawner.lua" back to old one from "ds".
 
but im not really sure at all, sometimes i think the onload/onsave in eliz.lua makes trouble in example infinite loading sequence.
maybe you could try to remove/disable all code blocks to make just a custom character WITHOUT all that stuff you made. you tried? appears the same problem or works your character fine (+saving/loading). there are many files but i can say they works well atm. after some disabling files.
 
maybe you can create another fresh COPY of your character but without these things. and rewrite some code blocks
just leave what you really need THEN we see where the error shows up.
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I tried removing the custom hallucinations, I managed in a different way how the "kiss" component appear on animals, and I removed the functions ONSAVE and ONLOAD from eliz.lua

the problem still appear.

 

What do you think? Could it be something related to ghosts? Or Mentaldisease component?

Or maybe I should put the recipes (they are a lot) in MODMAIN instead of eliz.lua?

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I tried removing the custom hallucinations, I managed in a different way how the "kiss" component appear on animals, and I removed the functions ONSAVE and ONLOAD from eliz.lua

the problem still appear.

 

What do you think? Could it be something related to ghosts? Or Mentaldisease component?

Or maybe I should put the recipes (they are a lot) in MODMAIN instead of eliz.lua?

 

very confusing, i'll create a new character of your one.
and yes please put all recipes into modmain.lua and the strings at top space and please check all your code blocks maybe there is something which can be rewritten or removed(useless). 
its not bad if you try another character mod to compare some stuff or written code blocks / functions. there is nothing bad to try new things and methods. take your time.
 
 
regards
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very confusing, i'll create a new character of your one.
and yes please put all recipes into modmain.lua and the strings at top space and please check all your code blocks maybe there is something which can be rewritten or removed(useless). 
its not bad if you try another character mod to compare some stuff or written code blocks / functions. there is nothing bad to try new things and methods. take your time.
 
 
regards

 

 

This mod is cursed.

 

Ok man, thanks :)

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very confusing, i'll create a new character of your one.
and yes please put all recipes into modmain.lua and the strings at top space and please check all your code blocks maybe there is something which can be rewritten or removed(useless). 
its not bad if you try another character mod to compare some stuff or written code blocks / functions. there is nothing bad to try new things and methods. take your time.
 
 
regards

 

 

Oh, another thing.

 

There's two speeches in external files, could this continue "require" command cause that thing?

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Oh, another thing.

 

There's two speeches in external files, could this continue "require" command cause that thing?

 

i think it could some "PeriodicTimer/Tasks"(thx to dana for tip) cause all problems at my first time i got a overflow with your chara at 1 day after some minutes and i just walk around on the map. atm your chara works fine without all custom prefabs you created (foods, weapons etc.). i will test every file now to sort them out "problem list" then we know really the problem comes from the character self.

 

regards

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i think it could some "PeriodicTimer/Tasks"(thx to dana for tip) cause all problems at my first time i got a overflow with your chara at 1 day after some minutes and i just walk around on the map. atm your chara works fine without all custom prefabs you created (foods, weapons etc.). i will test every file now to sort them out "problem list" then we know really the problem comes from the character self.

 

regards

 

Uhm... Periodic tasks...

I removed all the periodic tasks from character.lua except of one: the one that makes her talking with herself o_o

 

I'm trying to delete that, although doesn't seem so heavy

 

EDIT: ah, yeah, there's still the    listenforevent sanitydelta, listen for event "on killed" and listen for event on eat...

Sorry for this stupid question: Are the "on killed" and "on eat" periodic tasks or they work only when kill or eat something?

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Uhm... Periodic tasks...

I removed all the periodic tasks from character.lua except of one: the one that makes her talking with herself o_o

 

I'm trying to delete that, although doesn't seem so heavy

 

EDIT: ah, yeah, there's still the    listenforevent sanitydelta, listen for event "on killed" and listen for event on eat...

Sorry for this stupid question: Are the "on killed" and "on eat" periodic tasks or they work only when kill or eat something?

 

Periodic Timer in "eliz.lua" example:

 

inst.checktask = inst:DoPeriodicTask(CheckTime, function() twistedworld(inst) end)

 

your timer is called every seconds "local CheckTime = 1", to perform twistedworld(inst)

 

 

you can do: test your character WITHOUT changes. remove or disable all periodic timer and try a game test again and look if the problem appears again after some ingame days. save and exit DS, restart it and load your saved world.

 

question: Are the "on killed" and "on eat" periodic tasks or they work only when kill or eat something?

 

right

example:

a simple mood check function from my latest mod:

 

 

functions:

local function OnEnterMood(inst)	if inst.components.beard and inst.components.beard.bits > 0 then		inst:AddTag("scarytoprey")	endendlocal function OnLeaveMood(inst)	if inst.components.beard and inst.components.beard.bits > 0 then		inst:RemoveTag("scarytoprey")	endend

events:

	inst:AddComponent("mood")	inst.components.mood:CheckForMoodChange()	inst:ListenForEvent("entermood", OnEnterMood)	inst:ListenForEvent("leavemood", OnLeaveMood)

regards

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Periodic Timer in "eliz.lua" example:

 

inst.checktask = inst:DoPeriodicTask(CheckTime, function() twistedworld(inst) end)

 

your timer is called every seconds "local CheckTime = 1", to perform twistedworld(inst)

 

 

you can do: test your character WITHOUT changes. remove or disable all periodic timer and try a game test again and look if the problem appears again after some ingame days. save and exit DS, restart it and load your saved world.

 

question: Are the "on killed" and "on eat" periodic tasks or they work only when kill or eat something?

 

right

example:

a simple mood check function from my latest mod:

 

 

functions:

local function OnEnterMood(inst)	if inst.components.beard and inst.components.beard.bits > 0 then		inst:AddTag("scarytoprey")	endendlocal function OnLeaveMood(inst)	if inst.components.beard and inst.components.beard.bits > 0 then		inst:RemoveTag("scarytoprey")	endend

events:

	inst:AddComponent("mood")	inst.components.mood:CheckForMoodChange()	inst:ListenForEvent("entermood", OnEnterMood)	inst:ListenForEvent("leavemood", OnLeaveMood)

regards

 

 

I removed all the periodic tasks: elinor talking with herself, the check for food eaten, the check for killed animals, the mentaldisease component (swapped with a dapperness with negative value) from eliz.lua

I also removed the talking component from ghosts.

 

That @à%& black screen still appear.

 I'm going mad.

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I removed all the periodic tasks: elinor talking with herself, the check for food eaten, the check for killed animals, the mentaldisease component (swapped with a dapperness with negative value) from eliz.lua

I also removed the talking component from ghosts.

 

That @à%& black screen still appear.

 I'm going mad.

 

let someone test the character. atm. i don't have any idea.

 

regards

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let someone test the character. atm. i don't have any idea.

 

regards

 

...well, at least you have tried to help me.

thank you for the time you used for testing...

 

Do you know someone who has a similar problem with his custom mod?

Or someone more expert than me on scripting..?

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...well, at least you have tried to help me.

thank you for the time you used for testing...

 

Do you know someone who has a similar problem with his custom mod?

Or someone more expert than me on scripting..?

 

i will help after if i know the problem appears on other users here. so release your unchanged character.

 

regards

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