kielbasa_sauce
Member
- Nov 4, 2018
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Yes, we're all just really into necro stuff.is this game dead?
Yes, we're all just really into necro stuff.is this game dead?
If the thread never dies, then the game is forever!Yes, we're all just really into necro stuff.
An application silently closing usually points to some access trouble. So you either dont have the proper rights on the java level or you lack certain rights where you execute the application. Step 1 on Windows should always be a check in your event viewer under applications. Serious problems will and should show up in there.So I have been trying to use the mod loader but the .jar files opens and closes after a few seconds loader never actually works. I have reinstalled newest java turned off the blocking and linked the file to open with java. what else can i try? I did the command prompt command to open as well same result.
I couldn't find where exactly I found the information to do this, but what worked for me is I had to create a file with the command to run the damn thing and then it worked like a charm.So I have been trying to use the mod loader but the .jar files opens and closes after a few seconds loader never actually works. I have reinstalled newest java turned off the blocking and linked the file to open with java. what else can i try? I did the command prompt command to open as well same result.
Save files becoming 'corrupted' was something almost common a few versions back before the rewrite of a lot of things. It especially happened with modded games and I have not experienced any of those myself, but if you read a bit back in the thread you will see it has been a common theme.So, I'd like to play with quite a number of mods, but I'm having a hard time getting it to work smoothly. It runs, but there are some little weird things/glitches; what makes it unplayable at the moment is that a save game randomly isn't recognized anymore, saying it's not a save game for this version (I'm 100% sure it is, and others still work). I've encountered this before with other setups as well. So, I have some questions that aren't the easiest to answer, but I hope somebody can help out or point me in the right direction.
1. Does anybody know what could cause a save to not be recognized anymore?
2. Is there a efficient way to detect problematic mods? Other than toggling them on and off?
2B. How does this actually work? After you've made a modded game, is it enough to toggle some mods off and "rebuilt HTML"? That saves a huge amount of time.
3. Does anybody have a good mod setup? I'd like to at least play with Blacked, Dreddful Endings, Wharf, extra pills, Emporium and other extra shops, quality of life stuff (like bank secretary points, more bar guests), optionally Get Caged, male masturbation fail, and other small mods to make it harder (more dreams, prolongued arrousal penalty, quiver, )
What is the debug option? I checked the option "Debug Load Option", is that it? And what happens? Does that produce the list of "Conflicting Mods" ? And if so, what can you do with that? Sometimes I see something is wrong (when an image pack is missing, or some obvious flaw), but a lot of errors aren't indicative of the game not working; for example MODs needing earlier build of the game (but they still work on the current build), conflicting MODs that are supposed to conflict > a concrete example: the MODs BR Pill Mod, U666 Spike Fun, Knock-off Pharmacy, and U666 Drug Caliente + Futility conflict with each other, but that's supposed to work that way (right? correct me if I'm wrongAnother thing to do is to actually use the available 'debug' options in the mod loader preferences.
The debug shows you for example if mods overwrite any media etc, so you can actually follow up on things.Thanks a lot for the replies, especially Tooldev. I started out building it again from scratch. Starting with the most obvious and most used mods. It's going well. 2/3 finished I think.
What is the debug option? I checked the option "Debug Load Option", is that it? And what happens? Does that produce the list of "Conflicting Mods" ? And if so, what can you do with that? Sometimes I see something is wrong (when an image pack is missing, or some obvious flaw), but a lot of errors aren't indicative of the game not working; for example MODs needing earlier build of the game (but they still work on the current build), conflicting MODs that are supposed to conflict > a concrete example: the MODs BR Pill Mod, U666 Spike Fun, Knock-off Pharmacy, and U666 Drug Caliente + Futility conflict with each other, but that's supposed to work that way (right? correct me if I'm wrong).
This is accurate. 'Conflict' generally means that two different mods are trying to change the same text, logic, or media from the base game, and while sometimes this works out, very frequently it means that one or both mods will be broken in some way because the other mod has overridden code that worked a certain way. When you compound this with changes to XCL itself over time and mods that can't keep up with the internal changes to the game, lots of mods - especially old ones - is a quick way to break your game.As of things like mods not being for the current version: This is exactly one of those cases I meant earlier in my post, when I stated 'less is more'.
Having a single mod not being done for the current version might be ok but you add exponentially when you add more mods with this kind of problem. Not only conflict mods among each other but having any mod that isnt even updated for the current version is asking for trouble. Especially since a lot of the core things have been rewritten (check the changelog as it clearly states that).
I am not a native speaker but the word 'conflict' is chosen for a reason imho. Conflicts are not just some casual statement but a 'warning' that things are about to get messy. Software is dumb and in conflicting situations results easily become arbitrary. So the ONE thing you dont ever want is anything being in conflict with something else.
I am not a native speaker but the word 'conflict' is chosen for a reason imho. Conflicts are not just some casual statement but a 'warning' that things are about to get messy. Software is dumb and in conflicting situations results easily become arbitrary. So the ONE thing you dont ever want is anything being in conflict with something else.
I get what you're saying and I understand that in general this is the case. I didn't mean to imply my build is full of conflicts. The example I gave [BR Pill Mod, U666 Spike Fun, Knock-off Pharmacy, and U666 Drug Caliente + Futility] are indeed MODs that (I think) use the same passages. But they have these MODs (they conflict with) listed as dependancies or suggestions to use together; some are even made by the same coder. So I assume they should work together. My guess is that the MOD-loader lists these as conflicts because they use the same passages, but this is intentional(?). With this example it's quite easy to deduce, but if this is true, how would you know what real conflicts are, if the MOD-loader also flags these cases?This is accurate. 'Conflict' generally means that two different mods are trying to change the same text, logic, or media from the base game, and while sometimes this works out, very frequently it means that one or both mods will be broken in some way because the other mod has overridden code that worked a certain way. When you compound this with changes to XCL itself over time and mods that can't keep up with the internal changes to the game, lots of mods - especially old ones - is a quick way to break your game.
I put this into terms that are easier to understand: A MOD author usually has a self-interest that might collide with other interests. So any recommendation is usually flawed in those terms.I get what you're saying and I understand that in general this is the case. I didn't mean to imply my build is full of conflicts. The example I gave [BR Pill Mod, U666 Spike Fun, Knock-off Pharmacy, and U666 Drug Caliente + Futility] are indeed MODs that (I think) use the same passages. But they have these MODs (they conflict with) listed as dependancies or suggestions to use together; some are even made by the same coder. So I assume they should work together. My guess is that the MOD-loader lists these as conflicts because they use the same passages, but this is intentional(?). With this example it's quite easy to deduce, but if this is true, how would you know what real conflicts are, if the MOD-loader also flags these cases?