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So, after a while of bugfixing and polishing, I have got a few mods of mine into good position.  However, whenever I try to use them together, my game freezes and I dont get an error log on-screen.  I'm also very new to DS and DST modding, and I'm just starting to wrap my head around it.  So, question is, how can I figure out the issue?  And, if someone knows how to figure it out more easily, the links are here:

 

http://forums.kleientertainment.com/files/file/1105-dst-playable-deerclops/

 

http://forums.kleientertainment.com/files/file/1106-playable-spider-dst/

 

So yeah, to summarize, what I'm asking is...

 

1. What's the issue with these mods

2. Can I find an error log somewhere in DST's files when the game freezes

(Also, both these mods are for DST)

 

Thanks in advance.

Edited by Mario384
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You should post log just after the crash or it will be overwritten when you execute DST again.

 

For compatibility purposes I use following trick:

_G=GLOBAL if not _G.rawget(_G,"mods") then	_G.rawset(_G,"mods",{})  --Creating global container for my mods.endlocal t = {} --shortcut for container for variables of mod "MySuperPuperModname" _G.mods.MySuperPuperModname = t -- provide global pointer to container--local constantst.APPLES_ON_A_TREE = 5t.MUSHROOMS_CAN_BE_EATEN_PER_DAY = 2--and so on

So I can provide local constants, variables and even tables to global namespace. Other mods can detect is mod "MySuperPuperModname" enabled or not. Also other mods are able to tweak my mod.

Edited by Maris
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@Mario384, Hm, could you post your log anyway? I'll take a look.

 

Actually, I just found out it's because all my things use the same ghost animation files.  There's some really crypted stuff in there, not sure how to go about it.  Basically, if there's some way to change the name of a ghost's animation build name, it seems I'm good to go.  (Or, get all of them to use some pre-added ghost build, as the crash comes about when the mods try to add the same files.)

Edited by Mario384
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