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So I'm trying to make a custom start item for my character. Right now I'm just trying to use Lucy. Once I get it to where my character spawns with Lucy is when I'll start my changes.

 

Here is my crash log. The problem is at the bottom (Orphaned Resource) Also I assume my modmain.lua is wrong.

http://pastebin.com/Js7tg8w5

 

My character prefab file lookes like this:

http://pastebin.com/K2rXjm1P

 

My lucy prefab file:

http://pastebin.com/XesekJ7Z

 

This is my prefab folder:

http://puu.sh/gcGhz/0bf7ab3f91.png

 

My images folder:

http://puu.sh/gcGs0/ead9f2a122.png

 

My inventoryimages folder:

http://puu.sh/gcGud/98000c27a4.jpg

 

My anime folder:

http://puu.sh/gcGzq/6881ba1fce.png

 

My lucy_axe folder (inside my anim)

http://puu.sh/gcGAt/c7c19fd937.png

 

My swap_lucy_axe folder (also inside anim)

http://puu.sh/gcGBh/dc87e6a304.png

 

Modinfo:

http://pastebin.com/RxFvwgU7

 

Modmain:

http://pastebin.com/ChrX8JME

 

 

Any help is GREATLY appreciated. If any more information is needed to solve the problem please let me know.

 

Also if transferring over Lucy is a bad idea and instead I should try to do it with a steam workshop mod then also let me know.

 

 

 

 

The orphaned unnamed resource stuff is irrelevant. It's just... memory management stuff not working perfectly, I think. The real crash stack trace is here:

[00:00:31]: [string "scripts/mainfunctions.lua"]:91: Error loading file prefabs/arthur[string "../mods/workshop-361202313/scripts/prefabs/arthur.lua"]:38: unfinished string near '"'LUA ERROR stack traceback:        =[C] in function 'assert'        scripts/mainfunctions.lua(91,1)        =(tail call) ?        =[C] in function 'xpcall'        scripts/mods.lua(165,1)        scripts/mods.lua(456,1) in function 'RegisterPrefabs'        scripts/gamelogic.lua(166,1) in function 'LoadAssets'        scripts/gamelogic.lua(972,1) in function 'DoResetAction'        scripts/gamelogic.lua(990,1) in function 'complete_callback'        scripts/upsell.lua(27,1) in function 'UpdateGamePurchasedState'        scripts/gamelogic.lua(995,1)        ...        =[C] in function 'GetPersistentString'        scripts/saveindex.lua(90,1) in function 'Load'        scripts/gamelogic.lua(1011,1) in function 'callback'        scripts/playerprofile.lua(671,1) in function 'Set'        scripts/playerprofile.lua(553,1)        =[C] in function 'GetPersistentString'        scripts/playerprofile.lua(551,1) in function 'Load'        scripts/gamelogic.lua(1010,1) in main chunk        =[C] in function 'require'        scripts/mainfunctions.lua(685,1)

... and indeed, looking at your prefabs table in arthur.lua, you've got two closing quotes for lucy (should just be one).

 

My anime folder:
 ... I was disappointed :(

 

The orphaned unnamed resource stuff is irrelevant. It's just... memory management stuff not working perfectly, I think. The real crash stack trace is here:

[00:00:31]: [string "scripts/mainfunctions.lua"]:91: Error loading file prefabs/arthur[string "../mods/workshop-361202313/scripts/prefabs/arthur.lua"]:38: unfinished string near '"'LUA ERROR stack traceback:        =[C] in function 'assert'        scripts/mainfunctions.lua(91,1)        =(tail call) ?        =[C] in function 'xpcall'        scripts/mods.lua(165,1)        scripts/mods.lua(456,1) in function 'RegisterPrefabs'        scripts/gamelogic.lua(166,1) in function 'LoadAssets'        scripts/gamelogic.lua(972,1) in function 'DoResetAction'        scripts/gamelogic.lua(990,1) in function 'complete_callback'        scripts/upsell.lua(27,1) in function 'UpdateGamePurchasedState'        scripts/gamelogic.lua(995,1)        ...        =[C] in function 'GetPersistentString'        scripts/saveindex.lua(90,1) in function 'Load'        scripts/gamelogic.lua(1011,1) in function 'callback'        scripts/playerprofile.lua(671,1) in function 'Set'        scripts/playerprofile.lua(553,1)        =[C] in function 'GetPersistentString'        scripts/playerprofile.lua(551,1) in function 'Load'        scripts/gamelogic.lua(1010,1) in main chunk        =[C] in function 'require'        scripts/mainfunctions.lua(685,1)

... and indeed, looking at your prefabs table in arthur.lua, you've got two closing quotes for lucy (should just be one).

 

 

 

 ... I was disappointed :(

 

 

 

Okay awesome!  Thank you so much for the help.  (dat tease doe)

So it lets me get in game which is a big improvement.  I am now running into this how ever.  

 

http://puu.sh/gd11h/9f1ab399e2.jpg

 

Once again thank you so much!

 

 

Edited by hotwingz1

@hotwingz1, The log file should have a more helpful error message, but from what I can see there, one of your custom items doesn't have its art specified correctly (e.g. with inst.components.inventoryitem.altasname).

 

Looking at your lucy file, you have the imagename set to "marie", but you don't have a marie.tex.

Ahh... yea I overlooked that.  Thank you so much for the reply! I figured out the issue. I didn't insert the image asset correctly into my modmain.lua

 

 

For anyone else who is reading this to see if it helps them. 

http://puu.sh/gdiIH/5ab92769cf.png this is what my assets look like in my modmain.lua

 

Make sure that ATLAS is on the line above IMAGE when trying to insert a custom item. I had it the other way around and was crashing.

Edited by hotwingz1
[00:01:10]: WARNING! Invalid resource handle for atlas 'FROMNUM', did you remember to load the asset?
 That suggests you need to add something to an Assets table. I think that'd be the inventoryitem art you have for Lucy, added to the lucy prefab's asset table.

 That suggests you need to add something to an Assets table. I think that'd be the inventoryitem art you have for Lucy, added to the lucy prefab's asset table.

 

Yes I did indeed figure it out. Had to insert the inventory item to assets like you said. Thank you so much for the help.  Now how would I go about renaming lucy? just change the name of all the files and replace lucy with my custom name?

@hotwingz1, Yes, that will work for everything except the anim builds. In the past I've used a build renaming tool, but I was told a while ago that it's not necessary anymore. Not really sure of the new method (something involving the autocompiler), as I don't do much with art in the game. It's feasible to make your own build entirely, though.

@hotwingz1, Yes, that will work for everything except the anim builds. In the past I've used a build renaming tool, but I was told a while ago that it's not necessary anymore. Not really sure of the new method (something involving the autocompiler), as I don't do much with art in the game. It's feasible to make your own build entirely, though.

 

 

Ok awesome thank you so much! I really appreciate the help! +1

Edited by hotwingz1

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