ThaumicParrot Posted June 26, 2015 Share Posted June 26, 2015 Hello! I recently released a mod that added a character called Bigby wolf into the game. I want to make him be able to turn into a werewolf when his health drops below thirty. To become human again, he'd have to raise his health back to thirty while in werewolf form. He would essentially be a werebeaver with a different skin and no log meter. I'm only an amateur coder so I have no idea how to go about doing this. I also used Ipsquiggle's sample character. Thanks! Link to comment Share on other sites More sharing options...
Seiai Posted June 26, 2015 Share Posted June 26, 2015 @ThaumicParrot, well, start off with looking into woody's code and try to make your character transform into a werebeaver. from there, u can add custom artwork for the beaver and change how it works. Link to comment Share on other sites More sharing options...
ThaumicParrot Posted June 26, 2015 Author Share Posted June 26, 2015 @Seiai, So I went into woodie's prefab and copied all of his code that involved the word "werebeaver", and I pasted it into my character's prefab. I also changed anything that said "woodie" into bigby (my character's name.) Now I just get a crash each time I load up the mod. What pieces of woodie's code can I paste into my own to make him a werebeaver? Link to comment Share on other sites More sharing options...
RedRock911 Posted June 27, 2015 Share Posted June 27, 2015 @Seiai, So I went into woodie's prefab and copied all of his code that involved the word "werebeaver", and I pasted it into my character's prefab. I also changed anything that said "woodie" into bigby (my character's name.) Now I just get a crash each time I load up the mod. What pieces of woodie's code can I paste into my own to make him a werebeaver? make sure you look up the stategraph as well. BUT also look at your crash log, it should be in something like " Documents/Klei/DoNotStarve" there will be a notepad file in there that just says "log" and it will have the info on your crash. Somewhere in there it will tell you whats going on. you'll have to find the line of code in your script that coincides with the crash. From there, you can troubleshoot it. If you are a new modder, use the search function in the right hand corner of this forum. I like to run a google search as well, just in case that search function doesnt produce the results I am looking for. 9 times out of 10, someone (probably me) has had the exact same crash, for the exact same reason.But. crash resolution comes with experience. and if you have none, feel free to post the crash log here, someone will see it, and possibly aid you in the fix. Link to comment Share on other sites More sharing options...
Seiai Posted June 27, 2015 Share Posted June 27, 2015 @ThaumicParrot, http://forums.kleientertainment.com/topic/50773-guide-modding-practices-introduction-to-modding/ especially the debugging part. Link to comment Share on other sites More sharing options...
ThaumicParrot Posted June 27, 2015 Author Share Posted June 27, 2015 Here's the piece of my crash log that tells about the error, thanks for the help! Also, at the end it says how my texture sizes are wrong, but I can confirm that that's not the problem because my mod was working before I copied and pasted the beaverness script : LUA ERROR stack traceback: =[C] in function 'assert' H:/Steam/steamapps/common/dont_starve/data/scripts/mainfunctions.lua(71,1) =(tail call) ? =[C] in function 'xpcall' H:/Steam/steamapps/common/dont_starve/data/scripts/mods.lua(33,1) H:/Steam/steamapps/common/dont_starve/data/scripts/mods.lua(294,1) in function 'RegisterPrefabs' H:/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(115,1) in function 'LoadAssets' H:/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(1153,1) in function 'DoResetAction' H:/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(1168,1) in function 'complete_callback' H:/Steam/steamapps/common/dont_starve/data/scripts/upsell.lua(27,1) in function 'UpdateGamePurchasedState' H:/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(1173,1)... =[C] in function 'GetPersistentString' H:/Steam/steamapps/common/dont_starve/data/scripts/saveindex.lua(91,1) in function 'Load' H:/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(1189,1) in function 'callback' H:/Steam/steamapps/common/dont_starve/data/scripts/playerprofile.lua(574,1) in function 'Set' H:/Steam/steamapps/common/dont_starve/data/scripts/playerprofile.lua(458,1) =[C] in function 'GetPersistentString' H:/Steam/steamapps/common/dont_starve/data/scripts/playerprofile.lua(456,1) in function 'Load' H:/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(1188,1) in main chunk =[C] in function 'require' H:/Steam/steamapps/common/dont_starve/data/scripts/mainfunctions.lua(652,1) scripts/mods.lua(244,1) Disabling bigby1.1 (Bigby) because it had an error. scripts/frontend.lua(723,1) SCRIPT ERROR! Showing error screen scripts/mods.lua(310,1) Mod: bigby1.1 (Bigby) Registering default mod prefab scripts/screens/mainscreen.lua(576,1) platform_motd table: 11565F70 SimLuaProxy::QueryServer()scripts/modindex.lua(85,1) ModIndex: Load sequence finished successfully. Reset() returning../mods/bigby1.1/images/saveslot_portraits/bigby.tex is 120x104 but compressed textures must have power of 2 dimensions.../mods/bigby1.1/images/selectscreen_portraits/bigby.tex is 188x284 but compressed textures must have power of 2 dimensions.../mods/bigby1.1/images/selectscreen_portraits/bigby_silho.tex is 188x284 but compressed textures must have power of 2 dimensions.HttpClientWriteCallback (0x00451D5C, 1, 1350, 0x06C9F728)HttpClientWriteCallback READ 1350 (1350 total)scripts/screens/mainscreen.lua(576,1) platform_motd table: 11565480 scripts/mods.lua(322,1) unloading prefabs for mod MOD_bigby1.1 Link to comment Share on other sites More sharing options...
Seiai Posted June 27, 2015 Share Posted June 27, 2015 @ThaumicParrot, the error is directly above "LUA ERROR stack traceback:", u just posted the traceback. as for the texture-errors, did u autocompile those, or compile them yourself with the tex-tools? if the later, then u used the wrong settings in the tool (http://forums.kleientertainment.com/topic/26852-tutorial-converting-textures-tex-dxt5-d2/). Link to comment Share on other sites More sharing options...
ThaumicParrot Posted June 27, 2015 Author Share Posted June 27, 2015 @Seiai, Oops! Here's the stuff before the trace back: ReleaseAllReleaseAll FinishedcGame::StartPlayingLOADING LUADoLuaFile scripts/main.luaDoLuaFile loading buffer scripts/main.luascripts/main.lua(161,1) running main.lua scripts/modindex.lua(320,1) loaded modindex scripts/modindex.lua(75,1) ModIndex: Beginning normal load sequence. scripts/modindex.lua(248,1) WARNING loading modinfo.lua: gus does not specify if it is compatible with the base game. It may not work properly. scripts/modindex.lua(251,1) WARNING loading modinfo.lua: gus does not specify if it is compatible with Reign of Giants. It may not work properly. scripts/modindex.lua(395,1) Could not load mod_config_data/modconfiguration_bigby1.1 scripts/mods.lua(170,1) Loading mod: bigby1.1 (Bigby) (Old API! (mod: 5 game: 6) ) scripts/mods.lua(197,1) Mod: bigby1.1 (Bigby) Loading modworldgenmain.lua scripts/mods.lua(205,1) Mod: bigby1.1 (Bigby) Mod had no modworldgenmain.lua. Skipping. scripts/mods.lua(197,1) Mod: bigby1.1 (Bigby) Loading modmain.lua LOADING LUA SUCCESSscripts/playerdeaths.lua(79,1) PlayerDeaths loaded morgue 2354 scripts/playerprofile.lua(480,1) loaded profile scripts/playerprofile.lua(544,1) bloom_enabled false scripts/saveindex.lua(99,1) loaded saveindex scripts/gamelogic.lua(1172,1) OnFilesLoaded() scripts/gamelogic.lua(1161,1) OnUpdatePurchaseStateComplete scripts/gamelogic.lua(111,1) FE assets already loaded scripts/mods.lua(287,1) Mod: bigby1.1 (Bigby) Registering prefabs scripts/mods.lua(293,1) Mod: bigby1.1 (Bigby) Registering prefab file: prefabs/bigby scripts/mods.lua(35,1) error calling LoadPrefabFile in mod bigby1.1 (Bigby): ...ps/common/dont_starve/data/scripts/mainfunctions.lua:71: Error loading file prefabs/bigby...mapps/common/dont_starve/data/../mods/bigby1.1/scripts/prefabs/bigby.lua:154: '<eof>' expected near 'return' As for the textures, I exported Ipsquiggle's templates from tex files to jpegs, edited them, and then turned them back into tex files with tex-tools. I think I did it correctly, because I did exactly what that tutorial said to do. Link to comment Share on other sites More sharing options...
Seiai Posted June 28, 2015 Share Posted June 28, 2015 I did exactly what that tutorial said to do. nope, u had one of the settings in the tool wrong, when converting them back to tex. @ThaumicParrot, eof means "end of file", so u probably messed something up(bracket- or "end"-problems most likely) that made him think, that the file has to end before the "return" in line 154.if u cant figure it out, attach bigby.lua. Link to comment Share on other sites More sharing options...
ThaumicParrot Posted June 28, 2015 Author Share Posted June 28, 2015 Here's the bigby lua, I really appreciate your guys' help: http://www.mediafire.com/download/2j6npv3zbkkrlil/bigby.lua Link to comment Share on other sites More sharing options...
Seiai Posted June 28, 2015 Share Posted June 28, 2015 @ThaumicParrot, just attach it. Link to comment Share on other sites More sharing options...
ThaumicParrot Posted June 28, 2015 Author Share Posted June 28, 2015 Link to comment Share on other sites More sharing options...
Seiai Posted June 28, 2015 Share Posted June 28, 2015 ...mapps/common/dont_starve/data/../mods/bigby1.1/scripts/prefabs/bigby.lua:154: '' expected near 'return' the file that caused the error is 154 lines long, the file u uploaded is just 54 lines long.also, u can attach it directly to the post, if u dont use the quickreply(use "More reply options" or modify a post) Link to comment Share on other sites More sharing options...
ThaumicParrot Posted June 28, 2015 Author Share Posted June 28, 2015 @Seiai, Oops, I used the bigby.lua without the beaverness script in it. I've attached the bigby.lua where I tried to insert the beaver aspect.bigby.lua Link to comment Share on other sites More sharing options...
Seiai Posted June 28, 2015 Share Posted June 28, 2015 @ThaumicParrot, instead of adding the stuff from woodie to make your character a beaver, u added the code from the beaverness component to your characterprefab. u are in dire need of some tutorials^^http://forums.kleientertainment.com/topic/25850-wots-the-diff-prefabs-components-stategraphs-and-brains/http://forums.kleientertainment.com/topic/50811-guide-modding-practices-series-index/http://forums.kleientertainment.com/topic/28021-getting-started-guides-tutorials-and-examples/ Link to comment Share on other sites More sharing options...
ThaumicParrot Posted June 29, 2015 Author Share Posted June 29, 2015 @Seiai, Hey these tutorials look great! I'll take a look and hopefully I'll be able to find out how to do this. Link to comment Share on other sites More sharing options...
ThaumicParrot Posted June 29, 2015 Author Share Posted June 29, 2015 So I looked at some of those tutorials and happened upon someone who was also trying to get their character to turn a werebeaver. He put this into his character's prefab: 263 264 265 266 267 268 269 inst:ListenForEvent("nighttime", function(global, data) if GetClock():GetMoonPhase() == "full" and not inst.components.beaverness:IsBeaver() and not inst.components.beaverness.ignoremoon then if not inst.components.beaverness.doing_transform then inst.components.beaverness:SetPercent(1) end end end, GetWorld()) So I tried pasting this into my bigby.lua and it didn't work. Here's the log error: scripts/playerdeaths.lua(79,1) PlayerDeaths loaded morgue 2354 scripts/playerprofile.lua(480,1) loaded profile scripts/playerprofile.lua(544,1) bloom_enabled false scripts/saveindex.lua(99,1) loaded saveindex scripts/gamelogic.lua(1172,1) OnFilesLoaded() scripts/gamelogic.lua(1161,1) OnUpdatePurchaseStateComplete scripts/gamelogic.lua(111,1) FE assets already loaded scripts/mods.lua(287,1) Mod: bigby1.1 (Bigby) Registering prefabs scripts/mods.lua(293,1) Mod: bigby1.1 (Bigby) Registering prefab file: prefabs/bigby scripts/mods.lua(35,1) error calling LoadPrefabFile in mod bigby1.1 (Bigby): ...arve/data/../mods/bigby1.1/scripts/prefabs/bigby.lua:52: variable 'inst' is not declared Link to comment Share on other sites More sharing options...
Seiai Posted June 29, 2015 Share Posted June 29, 2015 ...arve/data/../mods/bigby1.1/scripts/prefabs/bigby.lua:52: variable 'inst' is not declaredas it says, inst is not available, u probably put it in the wrong place. why do u just look in woodies characterfile? Link to comment Share on other sites More sharing options...
ThaumicParrot Posted June 29, 2015 Author Share Posted June 29, 2015 @Seiai, I figured out that I had to do the function(inst) thing to get the mod to work. So the mod now works, but when I try to turn into a beaver it says, "attempt to index field 'beaverness' (a nil value)" What does this mean? Link to comment Share on other sites More sharing options...
Seiai Posted June 30, 2015 Share Posted June 30, 2015 @ThaumicParrot, that your characterprefab is still missing beaverrelated code from woody. Link to comment Share on other sites More sharing options...
ThaumicParrot Posted June 30, 2015 Author Share Posted June 30, 2015 @Seiai, So I copied all of woodie's code except for his assets and playerreturn stuff and the mod loaded. However, my character was invisible and had no sound, and when I tried to became a werebeaver through commands it zoomed in and did nothing.There was also no error in the log. Here's the current bigby.lua: bigby.lua Link to comment Share on other sites More sharing options...
Seiai Posted July 1, 2015 Share Posted July 1, 2015 except for his assets Link to comment Share on other sites More sharing options...
ThaumicParrot Posted July 1, 2015 Author Share Posted July 1, 2015 @Seiai, Wow, I should've seen that one coming. So in the woodie's code that I copied, I replaced all the "woodies" with "bigbys". So now Bigby's skin appears, but he still has no sound. I also copied the SGwerebeaver into my mod's stategraphs folder, and I copied the werebeaverbuild and werebeaver_basic into my mod's anim folder. However, When I try to turn into the werebeaver, the same thing happens. This line was in the log many times, does it have anything to do with the problem?: "Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. " Link to comment Share on other sites More sharing options...
Seiai Posted July 1, 2015 Share Posted July 1, 2015 @ThaumicParrot, no, it has nothing to do with it. and u dont have to copy the SG yet, since for the start u just want to make it work with the game's resources. only once u want to make changes to it, u have to copy and rename it. attach your current characterprefab. Link to comment Share on other sites More sharing options...
ThaumicParrot Posted July 1, 2015 Author Share Posted July 1, 2015 @Seiai, Here ya go: bigby.lua Link to comment Share on other sites More sharing options...
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