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If so, are we able to organize the files into mod specific folders and then reference file with path in the ModAdjusterFiles.txt? I am hoping to bundle a few edits together but I am running into a bunch of similar named files. I am also hoping not to bloat the mod list with multiple mod adjuster mods or having to merge several definitions into same named files.
Do I have to upload the customized files as a separate mod + this mod here + the mod in which I want to customize the files?
Error: Error during loading session:System.InvalidOperationException: Nullable object must have a value.
at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
at ModAdjusterV2.Definitions.AmmoDefinition.AmmoBasicProperties.Load(MyAmmoDefinition def)
at ModAdjusterV2.Definitions.AmmoDefinition.Load(MyDefinitionBase definitionBase, String path)
when I try to change the ammo def. Tried even with the whole file without any changes and it did not work.
Error: Error during loading session:System.IO.FileNotFoundException: Unable to find the specified file.
at Sandbox.ModAPI.MyAPIUtilities.VRage.Game.ModAPI.IMyUtilities.ReadFileInLocalStorage(String file, Type callingType)
at ModAdjusterV2.Session.Logs.RenameFileInLocalStorage(String oldName, String newName, Type anyObjectInYourMod)
at ModAdjusterV2.Session.Logs.InitLogs()
at ModAdjusterV2.Session.ModAdjuster.LoadData()
Any idea, what i am doing wrong? if i get an error in my mod even 1 time, then everytime i try to use it I get this error. I saw its related to logs.
2024-01-13 01:38:43.282 - Thread: 1 -> Error: Error during loading session:System.IO.FileNotFoundException: Unable to find the specified file.
at Sandbox.ModAPI.MyAPIUtilities.VRage.Game.ModAPI.IMyUtilities.ReadFileInLocalStorage(String file, Type callingType)
at ModAdjusterV2.Session.Logs.RenameFileInLocalStorage(String oldName, String newName, Type anyObjectInYourMod)
at ModAdjusterV2.Session.Logs.InitLogs()
at ModAdjusterV2.Session.ModAdjuster.LoadData()
at Sandbox.Game.World.MySession.LoadComponent(MySessionComponentBase component)
at Sandbox.Game.World.MySession.LoadDataComponents()
at Sandbox.Game.World.MySession.PrepareBaseSession(MyObjectBuilder_Checkpoint checkpoint, MyObjectBuilder_Sector sector)
you have to add the vanilla components in addition
Sometimes it replaces the whole parent, sometimes one one entry.
I also have to test a lot
Investigate the log file at Storage\ModAdjuster or the local error logs at ALT-F11 if you run it locally. At server/ds see the logs there.
I messed with it some days before it works. It is also very picky with comments at the xml file
*Sad man noises* ...
With this mod you can only upload partial sbc for the things you want to change and nothing more, and have the original mod as a dependency. Another benefit is because this allows partial edits, you still benefit from updates from the author if they change something else in the same definition that you're not overriding.
This is also not exclusive to mods, you can do the same thing to game content where you change only specific things without overriding everything else about the definition, this makes it way more compatible with future game updates.
It allows you to configure an original mod, without having to make another publication in the workshop.
If so, that's wonderful! That would be the end of these repeated mods.
...What's this?!
Audio definition are unfortunately not able to be edited by mods. However, from a quick browse of the game code I would recommend that you try creating your own audio definition and specify the full paths of the files in Waves, e.g.
D:\SteamLibrary\steamapps\workshop\content\244850\etc.
1. Does this limitation include <Waves> for audio files
2. If I have new Icons, models or Audio files in my new mod folder, could I replace them?