Missed you brotherhappy holidays - hope you guys are well and safe![]()
Missed you brotherhappy holidays - hope you guys are well and safe![]()
I'm sorry, but an uncaught exception occurred.
While running game code:
UnpicklingError: invalid load key, '<'.
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "renpy/bootstrap.py", line 331, in bootstrap
File "renpy/main.py", line 492, in main
File "renpy/script.py", line 79, in load_script
File "renpy/script.py", line 192, in load_appropriate_file
File "renpy/script.py", line 179, in load_file
UnpicklingError: invalid load key, '<'.
There was an issue before 1.13.2 that could erase variables in certain cases. Seems like that's what happened here.At first yes, but then I realize it was an old version and I have the latest updated game so I solve that problem, but now I can't edit anything.
It's on the todo-list. You can enable the console through URM btw, you don't have to modify any failes and restart the game.I think I've asked this before, but are there plans to give a function to add variables rather than just editing existing ones? Sometimes, games have undefined variable errors and I have to exit the game and enable dev console to fix it.
Seems like they modified Ren'Py, which prevents it from loading URM.When i try to run Goodbye Eternity with URM game spits out this:
Code:I'm sorry, but an uncaught exception occurred. While running game code: UnpicklingError: invalid load key, '<'. -- Full Traceback ------------------------------------------------------------ Full traceback: File "renpy/bootstrap.py", line 331, in bootstrap File "renpy/main.py", line 492, in main File "renpy/script.py", line 79, in load_script File "renpy/script.py", line 192, in load_appropriate_file File "renpy/script.py", line 179, in load_file UnpicklingError: invalid load key, '<'.
What's the problem you're experiencing? It should work on existing saves.Is there any way to get this tool working with my existing save of Harem Hotel? I tried starting up a new file and it worked but I'd rather not have to start my progress over completely
The image that I attach above was at the start of a new game. And the dev makes changes with each new update so old saves don't work.There was an issue before 1.13.2 that could erase variables in certain cases. Seems like that's what happened here.
You could check if you have an older save that doesn't have this issue or start a new game
It's on the todo-list. You can enable the console through URM btw, you don't have to modify any failes and restart the game.
Seems like they modified Ren'Py, which prevents it from loading URM.
Aah... if you get this when starting a new game this makes sense.The image that I attach above was at the start of a new game. And the dev makes changes with each new update so old saves don't work.
I've looked up the piece of code for your screenshot:I like this tool quite a lot and I've started using it over walkthrough mods. But I see it doesn't always detect when a choice will change a variable. E.g. in BaDIK if you pick Yes in the screenshot scene, it will increment a variable called tc (there are other similar situation as well).
Any idea why it works this way here? I usually can see when the score will change bc of a choice. Thanks!
Thanks for the reply, and also for the useful and easy-to-use tool!I've looked up the piece of code for your screenshot:
View attachment 2281030
So... URM doesn't show this, because the variable change is inside an If-statement.
I've just put a task on my todo list to make URM also look inside those If-statements.
I looked at some random choices in this game's code. Didn't see anything that wouldn't work. If you have a specific choice that doesn't show up as expected, please let me know which one it is.Tryed it in Mentor Life, same, Code - not found (on choices), but I could'nt unpack archive.rpa either to check whats wrong. I keep encountering this more and more often, actually, is there other ways to unpack and RPAPRO is too old for it?
Thanks for the recommendation! Tryed some of the rpa unpackers and none worked, this the first one that actually worked! Maybe because this one works through python installed and others was just by themselves somehow?I looked at some random choices in this game's code. Didn't see anything that wouldn't work. If you have a specific choice that doesn't show up as expected, please let me know which one it is.
BTW, unpacking the .rpa worked just fine withYou must be registered to see the links.
See "F.A.Q." and "Reporting an issue" in the second post of this thread.Won't start with Rogue Lite
On the roadmap as "Variable groups"Got a suggestion for a new feature. Trying to find the variable you're looking for when you have many of them saved is kind of a pain in the ass. Is it possible to make a feature to let us create tabs for variables and give us the option to name them? For example; a tab for the mc's variables, a tab for the wife's variables, etc.
It should be fineBy the way, is it safe to use and then stop using this mod (for example, forgot to instal it after the game update)?
I like the idea. I've put it on my todo listAnd another thing, maybe an option of some sound signal in path notifications? On choices the game stops, but on paths, you may miss it.
Yes. I've been thinking about this. But there are some things to consider:URM is just getting better and better with each update, thanks.
Feature request: How about have an option to show the code for each choice in a notification slider, or an overlay on the screen, without having to click through the screen popups, such as: having to click the "Choices Detected" icon, and then click "code" for each choice.
This would make URM act like a customized walkthrough mod where it shows the score along with each choice without any extra clicking or need for additional user interaction.
For example, let's say the game has the choices:
"Check her out"
"Keep walking"
There could be an option in URM in the Notifications setting for "Code Notification", that is similar to the "Code Detected" popout that pops out of the side of the screen whenever a choice has code associated with it, with the code shown, that looks like:
Choices Code Detected
# Code
1 jenny_love +=1
2 jenny_love -=1
Then the user could just glance at the side of the screen for a moment, and then click the choice on the game that they want. This would eliminate the need to click through the URM popups and code buttons for every choice to see the code.
Another feature would be to make the notification popout have a transparent background, but this is more an asthetic choice.
What do you think? I think this would be incredibly useful, and make using your mod even more of a seamless experience.
See this:The mod doesn't work on college kings
Reporting an issue
When reporting an issue with URM, please include the information below:
- Are you using the latest version of URM?
- Which game has the issue (preferable a link to the game's thread)
- If it's a crash (grey screen) attach the "traceback.txt" file
- What did you do that caused the issue?
- Attach a screenshot of the issue (if possible)
- When URM gave an error (not a grey crash screen), check the log.txt file for lines starting with "0x52:"