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The almost-done mod can't run in-game?


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Hello, it's me again!
This time I swear it's something with the script. Everytime I enable the mod the game starts loading and then I see all errors listed. It has something with all the parts in the script that involve the "seven_none" part. I tried to do something by myself but to no avail, and thankfully I didn't create any more errors by accident.

Anyone could help with that?

(Seven is the character's name)

EDIT: Here's a suck-ish photo I took with my phone. I hope it is read-able.

 

20160329_132540.jpg

EDIT2: The entire script is here! If you'll notice anything wrong and know how to help me with it, go on, point it out and explain!


 

[00:01:34]: Mod: TEXTool    Registering prefabs    
[00:01:34]: Mod: TEXTool      Registering default mod prefab    
[00:01:34]: Mod: Seven (Seven The Persona)    Registering prefabs    
[00:01:34]: Mod: Seven (Seven The Persona)      Registering prefab file: prefabs/seven    
[00:01:34]: Mod: Seven (Seven The Persona)        seven    
[00:01:34]: Mod: Seven (Seven The Persona)      Registering prefab file: prefabs/seven_none    
[00:01:34]: error calling LoadPrefabFile in mod Seven (Seven The Persona): 
[string "scripts/mainfunctions.lua"]:92: Error loading file prefabs/seven_none

    no file '../mods/workshop-361202313/scripts/prefabs/seven_none.lua' (checked with custom loader)
    no file '../mods/Seven/scripts/prefabs/seven_none.lua' (checked with custom loader)
    no file '../mods/TEXTool/scripts/prefabs/seven_none.lua' (checked with custom loader)
    no file 'scripts/prefabs/seven_none.lua' (checked with custom loader)
    no file 'scriptlibs/prefabs/seven_none.lua' (checked with custom loader)
    no file 'scripts/prefabs/seven_none.lua' (checked with custom loader)
LUA ERROR stack traceback:
        =[C] in function 'assert'
        scripts/mainfunctions.lua(92,1)
        =(tail call) ?
        =[C] in function 'xpcall'
        scripts/mods.lua(123,1)
        scripts/mods.lua(494,1) in function 'RegisterPrefabs'
        scripts/gamelogic.lua(206,1) in function 'LoadAssets'
        scripts/gamelogic.lua(802,1) in function 'LoadSlot'
        scripts/gamelogic.lua(858,1) in function 'DoResetAction'
        scripts/gamelogic.lua(904,1) in function 'complete_callback'
        scripts/upsell.lua(27,1) in function 'UpdateGamePurchasedState'
    ...
        scripts/saveindex.lua(134,1) in function 'DoLegacyUpgrade'
        scripts/saveindex.lua(178,1) in function 'Load'
        scripts/gamelogic.lua(935,1) in function 'callback'
        scripts/playerprofile.lua(753,1) in function 'Set'
        scripts/playerprofile.lua(638,1)
        =[C] in function 'GetPersistentString'
        scripts/playerprofile.lua(636,1) in function 'Load'
        scripts/gamelogic.lua(934,1) in main chunk
        =[C] in function 'require'
        scripts/mainfunctions.lua(790,1)    
[00:01:34]: Disabling Seven (Seven The Persona) because it had an error.    
[00:01:34]: [string "scripts/mainfunctions.lua"]:92: Error loading file prefabs/seven_none

    no file '../mods/workshop-361202313/scripts/prefabs/seven_none.lua' (checked with custom loader)
    no file '../mods/Seven/scripts/prefabs/seven_none.lua' (checked with custom loader)
    no file '../mods/TEXTool/scripts/prefabs/seven_none.lua' (checked with custom loader)
    no file 'scripts/prefabs/seven_none.lua' (checked with custom loader)
    no file 'scriptlibs/prefabs/seven_none.lua' (checked with custom loader)
    no file 'scripts/prefabs/seven_none.lua' (checked with custom loader)
LUA ERROR stack traceback:
        =[C] in function 'assert'
        scripts/mainfunctions.lua(92,1)
        =(tail call) ?
        =[C] in function 'xpcall'
        scripts/mods.lua(123,1)
        scripts/mods.lua(494,1) in function 'RegisterPrefabs'
        scripts/gamelogic.lua(206,1) in function 'LoadAssets'
        scripts/gamelogic.lua(802,1) in function 'LoadSlot'
        scripts/gamelogic.lua(858,1) in function 'DoResetAction'
        scripts/gamelogic.lua(904,1) in function 'complete_callback'
        scripts/upsell.lua(27,1) in function 'UpdateGamePurchasedState'
    ...
        scripts/saveindex.lua(134,1) in function 'DoLegacyUpgrade'
        scripts/saveindex.lua(178,1) in function 'Load'
        scripts/gamelogic.lua(935,1) in function 'callback'
        scripts/playerprofile.lua(753,1) in function 'Set'
        scripts/playerprofile.lua(638,1)
        =[C] in function 'GetPersistentString'
        scripts/playerprofile.lua(636,1) in function 'Load'
        scripts/gamelogic.lua(934,1) in main chunk
        =[C] in function 'require'
        scripts/mainfunctions.lua(790,1)
[00:01:34]: [string "scripts/mainfunctions.lua"]:92: Error loading file prefabs/seven_none

    no file '../mods/workshop-361202313/scripts/prefabs/seven_none.lua' (checked with custom loader)
    no file '../mods/Seven/scripts/prefabs/seven_none.lua' (checked with custom loader)
    no file '../mods/TEXTool/scripts/prefabs/seven_none.lua' (checked with custom loader)
    no file 'scripts/prefabs/seven_none.lua' (checked with custom loader)
    no file 'scriptlibs/prefabs/seven_none.lua' (checked with custom loader)
    no file 'scripts/prefabs/seven_none.lua' (checked with custom loader)
LUA ERROR stack traceback:
        =[C] in function 'assert'
        scripts/mainfunctions.lua(92,1)
        =(tail call) ?
        =[C] in function 'xpcall'
        scripts/mods.lua(123,1)
        scripts/mods.lua(494,1) in function 'RegisterPrefabs'
        scripts/gamelogic.lua(206,1) in function 'LoadAssets'
        scripts/gamelogic.lua(802,1) in function 'LoadSlot'
        scripts/gamelogic.lua(858,1) in function 'DoResetAction'
        scripts/gamelogic.lua(904,1) in function 'complete_callback'
        scripts/upsell.lua(27,1) in function 'UpdateGamePurchasedState'
    ...
        scripts/saveindex.lua(134,1) in function 'DoLegacyUpgrade'
        scripts/saveindex.lua(178,1) in function 'Load'
        scripts/gamelogic.lua(935,1) in function 'callback'
        scripts/playerprofile.lua(753,1) in function 'Set'
        scripts/playerprofile.lua(638,1)
        =[C] in function 'GetPersistentString'
        scripts/playerprofile.lua(636,1) in function 'Load'
        scripts/gamelogic.lua(934,1) in main chunk
        =[C] in function 'require'
        scripts/mainfunctions.lua(790,1)    
[00:01:34]: Mod: Seven (Seven The Persona)      Registering default mod prefab    
[00:01:34]: ModIndex: Load sequence finished successfully.    
[00:01:34]: Reset() returning
[00:02:05]: Force aborting...

 

Edited by 7Seven7
Added the REAL script
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My screenshot button is broken and I can't post the error log.

Well, I could try to re-write the errors here but gimme a minute for that.

Or tell me how do I turn on the error log. Becase the in-game error screen is impossible to copy and paste.

Or I can take a photo with my phone.

Well, there are quite a few possibilities. I'll just take a photo.

 

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1 hour ago, 7Seven7 said:

My screenshot button is broken and I can't post the error log.

Well, I could try to re-write the errors here but gimme a minute for that.

Or tell me how do I turn on the error log. Becase the in-game error screen is impossible to copy and paste.

Or I can take a photo with my phone.

Well, there are quite a few possibilities. I'll just take a photo.

 

You can also go to your Documents>DoNotStarveTogether folder, and copy/paste the contents of "log.txt". 

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no file '../mods/Seven/scripts/prefabs/seven_none.lua

First you should have the seven_none.lua in your prefabs folder! Looks like the game can't find it!

If the game can't find it, I suppose you load the PreFabFile seven_none.lua in your modmain?

And you load the bigportrait assets corresponding to it too?

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Just now, D4rkh0bb1T said:

no file '../mods/Seven/scripts/prefabs/seven_none.lua

First you should have the seven_none.lua in your prefabs folder! Looks like the game can't find it!

If the game can't find it, I suppose you load the PreFabFile seven_none.lua in your modmain?

And you load the bigportrait assets corresponding to it too?

I didn't re-name the file before and did just now so it should work! 

But how do I load the bigportrait assets? I'm really fresh in this stuff, so I'm not entirely sure.

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Yes, In your modmain, you have to load the bigportrait assets which is named the same! like this :

Spoiler

Asset( "IMAGE", "bigportraits/character.tex" ),
Asset( "ATLAS", "bigportraits/character.xml" ),
Asset( "IMAGE", "bigportraits/character_none.tex" ),
Asset( "ATLAS", "bigportraits/character_none.xml" ),

 

There are many other new assets to load which was not there before. Like images/avatars/self_inspect_character and images/names_charatcer.

Read this topic if you want to know more about what are these.

Edited by D4rkh0bb1T
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