ptmc2112 Posted March 28, 2021 Posted March 28, 2021 so link to actual comment instead of saying "go to this of this and you'll find it" https://www.loverslab.com/topic/130618-mod-teratophilia/?do=findComment&comment=3200606 for fix for monster damage issue (spoiler has reason why it's in a code block, but has same link) Spoiler sorry that it will require copy paste otherwise it will look like this   On another note, there's 3 files, and the description says no explicit instructions on which files are to be installed, like do i just use the modified defeat? the modified defeat with teratophilia? teratophilia with regular defeat? use the patch i just linked in this reply with one of the 3 scenarios i just asked? or some combination not mentioned?
bobtheman21 Posted April 10, 2021 Posted April 10, 2021 Hiya, so I've been trying to figure out how to fix the enemy damage and I've tried the fixes I've seen, but I don't and have never used the Sexbound Defeat mod so none of the fixes applied to me (like this one:Â https://www.loverslab.com/topic/130618-mod-teratophilia/?do=findComment&comment=3200606). Is there any way to fix this in the base mod? I looked through it and I'm really confused what is even causing this. Â
red3dred Posted April 10, 2021 Author Posted April 10, 2021 8 hours ago, bobtheman21 said: Hiya, so I've been trying to figure out how to fix the enemy damage and I've tried the fixes I've seen, but I don't and have never used the Sexbound Defeat mod so none of the fixes applied to me (like this one:Â https://www.loverslab.com/topic/130618-mod-teratophilia/?do=findComment&comment=3200606). Is there any way to fix this in the base mod? I looked through it and I'm really confused what is even causing this. Â Â Simply put, there's a bunch of different attempts at fixing Defeat, and none of which are 100% yet, as Defeat is a very complex code that relies on Starbound not chugging or skipping a beat, and on things being in the scripts of the involved creatures... When they aren't, things break heavily. Â I've already crammed all the fixes that were shared as "working" into the Defeat Custom version that is available for download in this mod's page. I cannot give any further support than that as: Monsters that don't have Sexbound support will become invincible when defeating/being defeated by things other than the player. Defeat will cause the player itself to be transformable, so don't shoot yourself. Defeat will cause the player or NPC's to become invincible should it's process not go through fully. Defeat will still kill NPC's and monsters if they're as much as 2 blocks off the ground, have furniture behind them, or just fail to be placed onto the floor properly (Or DoT's will skip Defeat entirely and still kill them). When Defeat does work properly between two monsters (Hostile VS Friendly), their positions will only be the ones of the defeated monster, ignoring whether the who defeated them has support for them. (Usually being one monster being fucked by a invisible monster) Â These are all problems that not only do i not have a way to fix, they aren't caused by this mod, as much as i want to offer help, it is up to Locuturus to do so, or for the few people who are hard at work to try and fix up Defeat. 2
bobtheman21 Posted April 17, 2021 Posted April 17, 2021 On 4/10/2021 at 6:15 AM, red3dred said: Â Simply put, there's a bunch of different attempts at fixing Defeat, and none of which are 100% yet, as Defeat is a very complex code that relies on Starbound not chugging or skipping a beat, and on things being in the scripts of the involved creatures... When they aren't, things break heavily...... I get this, but I'm not using the Defeat mod and don't plan to, so I was wondering more specifically if there are fixes for the base Teratophilia mod to fix the monster damage.
red3dred Posted April 17, 2021 Author Posted April 17, 2021 1 hour ago, bobtheman21 said: I get this, but I'm not using the Defeat mod and don't plan to, so I was wondering more specifically if there are fixes for the base Teratophilia mod to fix the monster damage. Then i fail to understand what you mean by "monster damage". So you're not using Defeat, and you're not using TeratoDefeat... Then what are you asking for?  Also, to @ptmc2112's: On 3/28/2021 at 8:23 PM, ptmc2112 said: so link to actual comment instead of saying "go to this of this and you'll find it" https://www.loverslab.com/topic/130618-mod-teratophilia/?do=findComment&comment=3200606 for fix for monster damage issue (spoiler has reason why it's in a code block, but has same link)  Reveal hidden contents sorry that it will require copy paste otherwise it will look like this   On another note, there's 3 files, and the description says no explicit instructions on which files are to be installed, like do i just use the modified defeat? the modified defeat with teratophilia? teratophilia with regular defeat? use the patch i just linked in this reply with one of the 3 scenarios i just asked? or some combination not mentioned?  A rough comment, i don't know if/why i missed it, but since you didn't quote/mention anyone, if i may ask, who were you talking to in the upper/first part of that?  And the second part, the question, it's entirely up to the user: Teratophilia adds monster supports. TeratoDefeat adds defeat support for the monsters. Defeat Custom is a version of defeat with several user-made "fixes" and a percentage chance for monsters to be defeated.
bobtheman21 Posted April 17, 2021 Posted April 17, 2021 16 minutes ago, red3dred said: Then i fail to understand what you mean by "monster damage". So you're not using Defeat, and you're not using TeratoDefeat... Then what are you asking for? Â The monsters that are supported by Teratophilia are unable to deal any damage to me while I have the mod installed. I was wondering if there's a fix for this since I can't figure one out myself or what is even wrong with it.
red3dred Posted April 17, 2021 Author Posted April 17, 2021 2 minutes ago, bobtheman21 said: The monsters that are supported by Teratophilia are unable to deal any damage to me while I have the mod installed. I was wondering if there's a fix for this since I can't figure one out myself or what is even wrong with it. Ah, that's what you meant, then go ahead and toss me a log. If they can't deal any damage and don't move/take damage, this usually happens when two versions of support for the same monster are installed. Â Quote So, to better report issues, try providing a log file and a description of the issue. To find the log file, it should be within your Starbound installation directory, then the storage folder. You should see a text file named starbound.log (Or simply starbound, a plain text file). Paste it into your response as a attached file, or use PasteBin, whichever you prefer. Then users can look into your issues with the necessary information at hand. Â <Just please don't post the whole thing as text here> Â The instructions above should let you find, and upload the file for review!
Noone6 Posted April 17, 2021 Posted April 17, 2021 This question has probably been asked before- Do I need both Defeat Custom and Defeat? I think I read somewhere that custom just is defeat, but when I remove normal defeat, my game just crashed(log says that Terrato defeat needs defeat, or something along those lines). Maybe you could run be by what Terrato Defeat and Custom Defeat do and why I need them? Sorry if I'm just being dumb.
red3dred Posted April 17, 2021 Author Posted April 17, 2021 43 minutes ago, Noone6 said: This question has probably been asked before- Do I need both Defeat Custom and Defeat? I think I read somewhere that custom just is defeat, but when I remove normal defeat, my game just crashed(log says that Terrato defeat needs defeat, or something along those lines). Maybe you could run be by what Terrato Defeat and Custom Defeat do and why I need them? Sorry if I'm just being dumb.  1 hour ago, red3dred said: [... a few scrolls up]  And the second part, the question, it's entirely up to the user: Teratophilia adds monster supports. TeratoDefeat adds defeat support for the monsters. Defeat Custom is a version of defeat with several user-made "fixes" and a percentage chance for monsters to be defeated.  If your game refuses to launch claiming Defeat isn't installed, you may want to double check you got normal defeat installed properly.
Noone6 Posted April 18, 2021 Posted April 18, 2021 17 minutes ago, red3dred said: Â Â If your game refuses to launch claiming Defeat isn't installed, you may want to double check you got normal defeat installed properly. Alright, so if I don't want Monsters to become nodes, I just use normal, yeah? But when I use the normal Defeat, with Terra Defeat, I get this error:
Noone6 Posted April 18, 2021 Posted April 18, 2021 If I use Custom and not normal, it doesn't crash, but when a creature becomes a node, it's invisible. And I think when I have both they're invincible so I can't even test it.
Noone6 Posted April 18, 2021 Posted April 18, 2021 Wait, sorry, should note: as long as normal defeat is in the folder the game crashes. When none is in, both the player and enemy is invincible, and with just custom they are invisible This was working before, but I guess after I messed with the config for node times after the player is defeated I must have messed something up  (sorry for post spam I'll try to keep these to just one post at a time) (Thanks for the help, by the way)
bobtheman21 Posted April 18, 2021 Posted April 18, 2021 2 hours ago, red3dred said: Ah, that's what you meant, then go ahead and toss me a log. If they can't deal any damage and don't move/take damage, this usually happens when two versions of support for the same monster are installed. Here you are. I spawned a Gleap, a Poptop, and a Batong. All were unable to harm me but could be interacted with just fine when "lewded". Also spawned a few other monsters that are unsupported by Teratophilia but they still were unable to deal damage. And this is why it's a big problem as nothing is really able to damage me. starbound.log  UPDATE: After a bunch of playing around, I think I may have been in admin mode the whole time without knowing? It used to also happen in a server without admin mode though so I'm a bit confused, but it's working now. Regardless I really appreciate the help red3dred, thank you!
red3dred Posted April 18, 2021 Author Posted April 18, 2021 1 hour ago, Noone6 said: Alright, so if I don't want Monsters to become nodes, I just use normal, yeah? But when I use the normal Defeat, with Terra Defeat, I get this error:  Hmm yes nice image. Spoiler  And no, if you want monsters to not have defeat support, just don't get "TeratoDefeat". They can still be lewded without Defeat.  1 hour ago, Noone6 said: Wait, sorry, should note: as long as normal defeat is in the folder the game crashes. When none is in, both the player and enemy is invincible, and with just custom they are invisible This was working before, but I guess after I messed with the config for node times after the player is defeated I must have messed something up  (sorry for post spam I'll try to keep these to just one post at a time) (Thanks for the help, by the way)  Ah yes, that'd do it, yeah. If the config is broken, Defeat will have all sorts of derps. Your log probably says exactly what is wrong too.  1 hour ago, bobtheman21 said: Here you are. I spawned a Gleap, a Poptop, and a Batong. All were unable to harm me but could be interacted with just fine when "lewded". Also spawned a few other monsters that are unsupported by Teratophilia but they still were unable to deal damage. And this is why it's a big problem as nothing is really able to damage me. starbound.log 31.81 kB · 0 downloads  UPDATE: After a bunch of playing around, I think I may have been in admin mode the whole time without knowing? It used to also happen in a server without admin mode though so I'm a bit confused, but it's working now. Regardless I really appreciate the help red3dred, thank you!  Yeah i don't see anything in this log, just error messages about Blake's Terramons as is per usual with monsters. No Sexbound interaction error, and no mods that'd instantly break everything.  That said, you are using 5.5.1. I have no clue how stable it is, and from what i read on the main topic, it sounds like it's not stable.  As for the issue itself, it sounds more like a defeat issue, but since you don't have that, it can only be you were in admin mode, or a status effect at one point glitched and made you invincible (Though, nothing in the log, again... So yeah, this time, you were in admin). If the error persists, and you're not in admin mode, toss me a log and i can help you with it. And it's fine, i'm responsible for the mod i made, you've downloaded and is not working as i advertised, no? (I don't have a disclaimer either so i should probably write one in case someone comes up to me saying the mod uninstalled their Windows or something)
ptmc2112 Posted April 18, 2021 Posted April 18, 2021 5 hours ago, red3dred said: Also, to @ptmc2112's: Â A rough comment, i don't know if/why i missed it, but since you didn't quote/mention anyone, if i may ask, who were you talking to in the upper/first part of that? Â And the second part, the question, it's entirely up to the user: Teratophilia adds monster supports. TeratoDefeat adds defeat support for the monsters. Defeat Custom is a version of defeat with several user-made "fixes" and a percentage chance for monsters to be defeated. Honestly, on the 1st part, I forgot. Â 2nd part, thought that would be in the description of the mod, but thanks anyway! 1
Noone6 Posted April 18, 2021 Posted April 18, 2021 1 hour ago, red3dred said:  Hmm yes nice image.  Hide contents  And no, if you want monsters to not have defeat support, just don't get "TeratoDefeat". They can still be lewded without Defeat.   Ah yes, that'd do it, yeah. If the config is broken, Defeat will have all sorts of derps. Your log probably says exactly what is wrong too.   Yeah i don't see anything in this log, just error messages about Blake's Terramons as is per usual with monsters. No Sexbound interaction error, and no mods that'd instantly break everything.  That said, you are using 5.5.1. I have no clue how stable it is, and from what i read on the main topic, it sounds like it's not stable.  As for the issue itself, it sounds more like a defeat issue, but since you don't have that, it can only be you were in admin mode, or a status effect at one point glitched and made you invincible (Though, nothing in the log, again... So yeah, this time, you were in admin). If the error persists, and you're not in admin mode, toss me a log and i can help you with it. And it's fine, i'm responsible for the mod i made, you've downloaded and is not working as i advertised, no? (I don't have a disclaimer either so i should probably write one in case someone comes up to me saying the mod uninstalled their Windows or something) I think this is the right one- here you go. starbound.log  I think me messing with the config did it. I made the "Defeated monster timeout" 5, the "Defeated NPC timeout" 10, and the "Defeated player timeout" 30, 60. I also made the "convert pregnant NPCs" false, and the "Pregnant NPCs are immortal" false The reason I have Defeat for this is because I'm fine with being defeated by the monsters, less so doing it to them. Here's a screenshot of the config if you need it, too: Also, good luck with moving. Can't wait for more updates to this mod!(There must be something wrong with me, heh) Unfortunately doesn't fix the invisible monster problem though, just the crash methinks (Wait, should the config be the same for the normal defeat and defeat custom?)
red3dred Posted April 18, 2021 Author Posted April 18, 2021 16 minutes ago, Noone6 said: I think this is the right one- here you go. starbound.log 2.96 kB · 0 downloads  I think me messing with the config did it. I made the "Defeated monster timeout" 5, the "Defeated NPC timeout" 10, and the "Defeated player timeout" 30, 60. I also made the "convert pregnant NPCs" false, and the "Pregnant NPCs are immortal" false The reason I have Defeat for this is because I'm fine with being defeated by the monsters, less so doing it to them. Here's a screenshot of the config if you need it, too: Also, good luck with moving. Can't wait for more updates to this mod!(There must be something wrong with me, heh)  So uh... I have to ask, given the error in the log... did you try to edit defeat's PAK file in Notepad...? Because if so... that's not how that works. Regardless, i already see the actual config issue:  "Like so", describing how it's supposed to look like; "defeatTimeoutPlayer" : [30, 80],  Anyhow, if you haven't edited the PAK file, this should be enough.
Noone6 Posted April 18, 2021 Posted April 18, 2021 6 minutes ago, red3dred said: Â So uh... I have to ask, given the error in the log... did you try to edit defeat's PAK file in Notepad...? Because if so... that's not how that works. Regardless, i already see the actual config issue: Â "Like so", describing how it's supposed to look like; "defeatTimeoutPlayer" : [30, 80], Â Anyhow, if you haven't edited the PAK file, this should be enough. Hahaha... Yeah.. I edit it in notepad. How am I supposed to? I will change it to how you said, thanks a ton for the help. (How do I edit the pak if not in notepad?)
red3dred Posted April 18, 2021 Author Posted April 18, 2021 1 minute ago, Noone6 said: Hahaha... Yeah.. I edit it in notepad. How am I supposed to? I will change it to how you said, thanks a ton for the help. Well, if you want to edit configs, you have to download the SRC version, that one you just go into the mod's folder and change a few text lines. The PAK file is like a ZIP file, but not actually. SImilarly to ZIP files, they are compressed, but also have a CHECKSUM, which the ZIP file also probably has but anyway which means that changing text data in there changes the read-out, a total of all letters, numbers, files, etc inside the PAK, and thus essentially corrupts it. Â If a SRC version is not available, or you wanna go the extra mile, Pakit is available. With it, you can select PAK files and turn them back into folders, and vice-versa. It still requires you to have Starbound, and to point out the "asset packer" and "asset unpacker" executables included with the game.
Noone6 Posted April 18, 2021 Posted April 18, 2021 Works like a charm! Thanks so much for the help! 1
Noone6 Posted April 22, 2021 Posted April 22, 2021 I don't want to be "that guy", but it appears that when I'm defeated and an opposing NPC has sex and finishes and the sex node thing is over, it appears they lose all AI and don't die until I relog.(Asking here because noone will ever respond in sexbound defeat) What's interesting is monsters are absolutely fine. Terra related mobs don't do this. If you don't want to help here, I did make the post over in defeat threads. If you don't want to help, that's fine and I respect that. Just seems like this thread is way more active \: Here's the log: starbound.log (ignore that I failed the spawnNPC thing if that comes up)
red3dred Posted April 22, 2021 Author Posted April 22, 2021 3 minutes ago, Noone6 said: I don't want to be "that guy", but it appears that when I'm defeated and an opposing NPC has sex and finishes and the sex node thing is over, it appears they lose all AI and don't die until I relog.(Asking here because noone will ever respond in sexbound defeat) What's interesting is monsters are absolutely fine. Terra related mobs don't do this. If you don't want to help here, I did make the post over in defeat threads. If you don't want to help, that's fine and I respect that. Just seems like this thread is way more active \: Here's the log: starbound.log (ignore that I failed the spawnNPC thing if that comes up)  I'd say it's more-so people not responding because nobody really understand how the whole thing even works to fix or attempt to fix it, and the modder responsible for it isn't around all the time like me, but let's take a look... ... ah, as i expected, this isn't a simple config issue, which is why monsters are fine; There are "Think Trees" and "Nodes" and stuff in a completely separate part of the programming for NPC's, and this much i have no idea if/how to solve, but essentially, the NPC does the Defeat thing, but in the process, apparently drops his AI process. I don't know if this is something Locuturus has to fix, or if it's just a flaw of Starbound's thread allocation, though, he most certainly can take a look.  Whole error for posterity sake: Spoiler [13:57:36.315] [Error] [string "/npcs/bmain.lua"]:191: (StarException) Lua Exception caught resuming action node remoteSetup in behavior hostileguard: (LuaException) cannot resume a dead or errored thread [0] 7ff6806ca213 Star::captureStack [1] 7ff6806c8f9e Star::StarException::StarException [2] 7ff6806c92e5 Star::StarException::StarException [3] 7ff680fdcd4e `Star::BehaviorState::runAction'::`1'::catch$231 [4] 7ff9a33f1030 [5] 7ff9a33f43a8 is_exception_typeof [6] 7ff9b8cd1406 RtlCaptureContext2 [7] 7ff680746322 Star::BehaviorState::runAction [8] 7ff680746e4c Star::BehaviorState::runNode [9] 7ff6807477aa Star::BehaviorState::runSequence [10] 7ff6807465b0 Star::BehaviorState::runComposite [11] 7ff680746e62 Star::BehaviorState::runNode [12] 7ff6807469f6 Star::BehaviorState::runDecorator [13] 7ff680746e57 Star::BehaviorState::runNode [14] 7ff6807477aa Star::BehaviorState::runSequence [15] 7ff6807465b0 Star::BehaviorState::runComposite [16] 7ff680746e62 Star::BehaviorState::runNode [17] 7ff680746cdd Star::BehaviorState::runDynamic [18] 7ff6807465fe Star::BehaviorState::runComposite [19] 7ff680746e62 Star::BehaviorState::runNode [20] 7ff680746cdd Star::BehaviorState::runDynamic [21] 7ff6807465fe Star::BehaviorState::runComposite [22] 7ff680746e62 Star::BehaviorState::runNode [23] 7ff680745e28 Star::BehaviorState::run [24] 7ff680d0884e <lambda_c00a27f6cddfafb872d0f8c0617836e5>::operator() [25] 7ff680d075f8 <lambda_4b5c4c002440d16a00ac776d4d65d6bf>::operator() [26] 7ff680d0248f std::_Invoker_functor::_Call<<lambda_4b5c4c002440d16a00ac776d4d65d6bf> & __ptr64,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64> [27] 7ff680d03d80 std::invoke<<lambda_4b5c4c002440d16a00ac776d4d65d6bf> & __ptr64,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64> [28] 7ff680d02bcb std::_Invoke_ret<Star::Variant<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,Star::LuaVariadic<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> > >,<lambda_4b5c4c002440d16a00ac776d4d65d6bf> & __ptr64,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64> [29] 7ff680d0979b std::_Func_impl<<lambda_4b5c4c002440d16a00ac776d4d65d6bf>,std::allocator<int>,Star::Variant<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,Star::LuaVariadic<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> > >,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>::_Do_call [30] 7ff68069733d std::_Func_class<Star::Variant<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,Star::LuaVariadic<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> > >,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>::operator() [31] 7ff6806966d7 <lambda_894500e69fe9ecf0c3703bede71c72aa>::operator() [32] 7ff680623158 luaD_precall [33] 7ff68063bf01 luaV_execute [34] 7ff680622c63 luaD_call [35] 7ff68062343b luaD_rawrunprotected [36] 7ff680622e70 luaD_pcall [37] 7ff680619404 lua_pcallk [38] 7ff68061d48a luaB_xpcall [39] 7ff680623158 luaD_precall [40] 7ff68063bf01 luaV_execute [41] 7ff680622c63 luaD_call [42] 7ff68062343b luaD_rawrunprotected [43] 7ff680622e70 luaD_pcall [44] 7ff680619404 lua_pcallk [45] 7ff68069e630 Star::LuaEngine::pcallWithTraceback [46] 7ff68087eb8c Star::LuaEngine::callFunction<float> [47] 7ff680882896 Star::LuaFunction::invoke<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float> [48] 7ff6808827c9 Star::LuaBaseComponent::invoke<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float> [49] 7ff68088a44c Star::LuaUpdatableComponent<Star::LuaWorldComponent<Star::LuaBaseComponent> >::update<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float> [50] 7ff68088a3bc Star::LuaActorMovementComponent<Star::LuaUpdatableComponent<Star::LuaWorldComponent<Star::LuaBaseComponent> > >::update<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float> [51] 7ff680934b75 Star::Npc::update [52] 7ff680c429ae <lambda_5251ea3b435705ab973fc9e3a86aa323>::operator() [53] 7ff680813846 Star::EntityMap::updateAllEntities [54] 7ff680c64053 Star::WorldServer::update [55] 7ff680c6a0a6 Star::WorldServerThread::update [56] 7ff680c69a8b Star::WorldServerThread::run [57] 7ff6806c6d9e Star::ThreadImpl::runThread [58] 7ff9b7217034 BaseThreadInitThunk [59] 7ff9b8c82651 RtlUserThreadStart  This isn't an error i've personally seen before, which begs the question if it's something with the newer versions... You could try downgrading your Sexbound, the "older versions" button is available in the main post for it, and seeing if that resolves your issue. Â
Noone6 Posted April 22, 2021 Posted April 22, 2021 1 hour ago, red3dred said:  I'd say it's more-so people not responding because nobody really understand how the whole thing even works to fix or attempt to fix it, and the modder responsible for it isn't around all the time like me, but let's take a look... ... ah, as i expected, this isn't a simple config issue, which is why monsters are fine; There are "Think Trees" and "Nodes" and stuff in a completely separate part of the programming for NPC's, and this much i have no idea if/how to solve, but essentially, the NPC does the Defeat thing, but in the process, apparently drops his AI process. I don't know if this is something Locuturus has to fix, or if it's just a flaw of Starbound's thread allocation, though, he most certainly can take a look.  Whole error for posterity sake:  Reveal hidden contents [13:57:36.315] [Error] [string "/npcs/bmain.lua"]:191: (StarException) Lua Exception caught resuming action node remoteSetup in behavior hostileguard: (LuaException) cannot resume a dead or errored thread [0] 7ff6806ca213 Star::captureStack [1] 7ff6806c8f9e Star::StarException::StarException [2] 7ff6806c92e5 Star::StarException::StarException [3] 7ff680fdcd4e `Star::BehaviorState::runAction'::`1'::catch$231 [4] 7ff9a33f1030 [5] 7ff9a33f43a8 is_exception_typeof [6] 7ff9b8cd1406 RtlCaptureContext2 [7] 7ff680746322 Star::BehaviorState::runAction [8] 7ff680746e4c Star::BehaviorState::runNode [9] 7ff6807477aa Star::BehaviorState::runSequence [10] 7ff6807465b0 Star::BehaviorState::runComposite [11] 7ff680746e62 Star::BehaviorState::runNode [12] 7ff6807469f6 Star::BehaviorState::runDecorator [13] 7ff680746e57 Star::BehaviorState::runNode [14] 7ff6807477aa Star::BehaviorState::runSequence [15] 7ff6807465b0 Star::BehaviorState::runComposite [16] 7ff680746e62 Star::BehaviorState::runNode [17] 7ff680746cdd Star::BehaviorState::runDynamic [18] 7ff6807465fe Star::BehaviorState::runComposite [19] 7ff680746e62 Star::BehaviorState::runNode [20] 7ff680746cdd Star::BehaviorState::runDynamic [21] 7ff6807465fe Star::BehaviorState::runComposite [22] 7ff680746e62 Star::BehaviorState::runNode [23] 7ff680745e28 Star::BehaviorState::run [24] 7ff680d0884e <lambda_c00a27f6cddfafb872d0f8c0617836e5>::operator() [25] 7ff680d075f8 <lambda_4b5c4c002440d16a00ac776d4d65d6bf>::operator() [26] 7ff680d0248f std::_Invoker_functor::_Call<<lambda_4b5c4c002440d16a00ac776d4d65d6bf> & __ptr64,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64> [27] 7ff680d03d80 std::invoke<<lambda_4b5c4c002440d16a00ac776d4d65d6bf> & __ptr64,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64> [28] 7ff680d02bcb std::_Invoke_ret<Star::Variant<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,Star::LuaVariadic<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> > >,<lambda_4b5c4c002440d16a00ac776d4d65d6bf> & __ptr64,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64> [29] 7ff680d0979b std::_Func_impl<<lambda_4b5c4c002440d16a00ac776d4d65d6bf>,std::allocator<int>,Star::Variant<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,Star::LuaVariadic<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> > >,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>::_Do_call [30] 7ff68069733d std::_Func_class<Star::Variant<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,Star::LuaVariadic<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> > >,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>::operator() [31] 7ff6806966d7 <lambda_894500e69fe9ecf0c3703bede71c72aa>::operator() [32] 7ff680623158 luaD_precall [33] 7ff68063bf01 luaV_execute [34] 7ff680622c63 luaD_call [35] 7ff68062343b luaD_rawrunprotected [36] 7ff680622e70 luaD_pcall [37] 7ff680619404 lua_pcallk [38] 7ff68061d48a luaB_xpcall [39] 7ff680623158 luaD_precall [40] 7ff68063bf01 luaV_execute [41] 7ff680622c63 luaD_call [42] 7ff68062343b luaD_rawrunprotected [43] 7ff680622e70 luaD_pcall [44] 7ff680619404 lua_pcallk [45] 7ff68069e630 Star::LuaEngine::pcallWithTraceback [46] 7ff68087eb8c Star::LuaEngine::callFunction<float> [47] 7ff680882896 Star::LuaFunction::invoke<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float> [48] 7ff6808827c9 Star::LuaBaseComponent::invoke<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float> [49] 7ff68088a44c Star::LuaUpdatableComponent<Star::LuaWorldComponent<Star::LuaBaseComponent> >::update<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float> [50] 7ff68088a3bc Star::LuaActorMovementComponent<Star::LuaUpdatableComponent<Star::LuaWorldComponent<Star::LuaBaseComponent> > >::update<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float> [51] 7ff680934b75 Star::Npc::update [52] 7ff680c429ae <lambda_5251ea3b435705ab973fc9e3a86aa323>::operator() [53] 7ff680813846 Star::EntityMap::updateAllEntities [54] 7ff680c64053 Star::WorldServer::update [55] 7ff680c6a0a6 Star::WorldServerThread::update [56] 7ff680c69a8b Star::WorldServerThread::run [57] 7ff6806c6d9e Star::ThreadImpl::runThread [58] 7ff9b7217034 BaseThreadInitThunk [59] 7ff9b8c82651 RtlUserThreadStart  This isn't an error i've personally seen before, which begs the question if it's something with the newer versions... You could try downgrading your Sexbound, the "older versions" button is available in the main post for it, and seeing if that resolves your issue.  Awesome! Thanks. Good to know, I'll try downgrading and see if that fixes it or breaks my game further. Hope you are well, and thanks again for the help. 1
EndarianDragon Posted April 24, 2021 Posted April 24, 2021 it seems there a problem. monsters wont gain climax or finish if they the bottom and the player dosent when they are the bottom, unpacked the mod and it seems the only plugins are for moans. am i missing something or is this intentional?
red3dred Posted April 24, 2021 Author Posted April 24, 2021 1 hour ago, EndarianDragon said: it seems there a problem. monsters wont gain climax or finish if they the bottom and the player dosent when they are the bottom, unpacked the mod and it seems the only plugins are for moans. am i missing something or is this intentional? Uh-oh, did something break again? Just to confirm, this is a "It works in my machine" case, so feel free to drop your Starbound log file into here, following stanrdard procedure. Also, if you may, add what monsters are having this issue and i'll take a look into it. 1
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