metalhead_hr Posted June 26, 2024 Posted June 26, 2024 (edited) 1 hour ago, Eros2469 said: I don't know why, but I can't open the latest version of the mod loader. The other versions open fine, but the latest version won't open no matter what I do. I have the latest version of java installed and I did the troubleshooting stuff on the wiki but nothing is working. This was written for mod-loader-1.2.3.jar, but will work for 1.2.4 since it is just a method to try opening it. I'm grabbing 1.2.4 now to try it and see if I have any issues or more specific advice with it. Try running it in a Powershell window with the following once in the folder containing the file. java -jar mod-loader-1.2.3.jar If that doesn't work then rerun it with the verbose switch added: java -jar -verbose mod-loader-1.2.3.jar That should produce a large amount of lines of each step in loading the mod-loader. The first line should be something like [Opened C:\Program Files\Java\jre-1.8\lib\rt.jar]. If that isn't printed then you know that it is never even opening Java. If it does print out some lines but never opens it then that might tell you where it is dying. To give you an idea of how many lines it might print out, for me it prints out 2705 lines including the line with the java command at the beginning and the line with prompt at the end after having closed the mod-loader. Using this method on v1.2.4 I am also getting the exception when running it in console. When I run it not in console it momentarily starts Javaw.exe and then closes it due to the exception. Partial -verbose logging in spoiler. Spoiler [Loaded java.nio.file.InvalidPathException from C:\Program Files\Java\jre-1.8\lib\rt.jar] Exception in thread "main" [Loaded java.lang.Throwable$PrintStreamOrWriter from C:\Program Files\Java\jre-1.8\lib\rt.jar] [Loaded java.lang.Throwable$WrappedPrintStream from C:\Program Files\Java\jre-1.8\lib\rt.jar] [Loaded java.util.IdentityHashMap$KeySet from C:\Program Files\Java\jre-1.8\lib\rt.jar] java.nio.file.InvalidPathException: Illegal char <:> at index 2: /D:/.../mod-loader-1.2.4.jar at sun.nio.fs.WindowsPathParser.normalize(Unknown Source) at sun.nio.fs.WindowsPathParser.parse(Unknown Source) at sun.nio.fs.WindowsPathParser.parse(Unknown Source) at sun.nio.fs.WindowsPath.parse(Unknown Source) at sun.nio.fs.WindowsFileSystem.getPath(Unknown Source) at java.nio.file.Paths.get(Unknown Source) at life.xchange.MainKt.main(Main.kt:125) [Loaded jdk.internal.misc.TerminatingThreadLocal$1 from C:\Program Files\Java\jre-1.8\lib\rt.jar] [Loaded sun.awt.AppContext$PostShutdownEventRunnable from C:\Program Files\Java\jre-1.8\lib\rt.jar] [Loaded sun.awt.AWTAutoShutdown$1 from C:\Program Files\Java\jre-1.8\lib\rt.jar] [Loaded java.util.IdentityHashMap$KeyIterator from C:\Program Files\Java\jre-1.8\lib\rt.jar] Edited June 26, 2024 by metalhead_hr Written for version 1.2.3 Updated with results from 1.2.4
metalhead_hr Posted June 27, 2024 Posted June 27, 2024 (edited) Not sure if this is an issue with the mod loader, U666 Spike Fun or a different mod that requires Spike Fun, but on the latest version of the mod-loader-1.2.4.jar, I am unable to either validate load order or load mods because it says I am missing Spike Fun despite most recent version of Spike Fun Media and Spike Fun Code being added and are the highlighted mods in the following screenshots. Spoiler If this is an issue with Spike Fun, let me know and I will post this there. Thanks for the 1.2.5 update with the Requirements / Compatibility pane, found out it was one of the mods that expands Spike Fun that is not working correctly. After disabling that mod, the mod loader was able to both validate load order and load mods. In case anyone else encounters the same issue, the mod that I disabled was XCL SpikeFun Fade Away.twee (SF Fade Away 3.0). Apparently it may have had issues in previous output logs but never before caused errors preventing loading mods. Edited June 29, 2024 by metalhead_hr Status update
mijhy Posted August 7, 2024 Posted August 7, 2024 Hello, I have a feature request. When some mods come with Gbs of media files, and the mod loader re-copies them every single update, then each update becomes a very slow process. Normally this is acceptable, I can wait. But doing some coding with the game, debugging changes can become especially painful with this cycle. There is no opportunity to iterate fast between changing a mod file and running the game file if you are trying to explore a bug (rather than do a single high confidence fix). So I'd propose a mode where the modloader, ignores updating all media files, and only recompiles code files. This might make it a lot faster, and additionally sometimes not create so much wear on my hard drive...
togashikokujin Posted August 8, 2024 Author Posted August 8, 2024 8 hours ago, mijhy said: Hello, I have a feature request. When some mods come with Gbs of media files, and the mod loader re-copies them every single update, then each update becomes a very slow process. Normally this is acceptable, I can wait. But doing some coding with the game, debugging changes can become especially painful with this cycle. There is no opportunity to iterate fast between changing a mod file and running the game file if you are trying to explore a bug (rather than do a single high confidence fix). So I'd propose a mode where the modloader, ignores updating all media files, and only recompiles code files. This might make it a lot faster, and additionally sometimes not create so much wear on my hard drive... The next version of the mod loader, which is currently being tested in anticipation of a release, should make that a lot less painful. It will unpack each mod once when you add it, then when you load it just makes links to those existing files so it doesn't have to copy them each time. For creating your own mods, you'll be able to load just your code and reuse the existing media if you split it into two files, then the media can stay static and you can re-add your code to update just that. In our testing, running a load should take around 5 seconds even with a large mod list, and it only ends up writing around 20MB total between the small overhead for each file and the updated html. 1
mijhy Posted August 8, 2024 Posted August 8, 2024 That's awesome to hear. Hope that beta goes well. I also saw maybe a bug in the current version, when looking at the Blacked mod It has a javascript file, to generate extra NPCs. But it seemed when I looked at the compiled file, the mod's javascript is coming before the original game's, and the latter is wiping out the changes that the mod did, rather than the former overriding the latter. specifically init_agecat would wipe out the additions that the mod's create_black_guys function runs would do, because they appear later in the script.
togashikokujin Posted August 9, 2024 Author Posted August 9, 2024 (edited) On 8/8/2024 at 9:18 AM, mijhy said: That's awesome to hear. Hope that beta goes well. I also saw maybe a bug in the current version, when looking at the Blacked mod It has a javascript file, to generate extra NPCs. But it seemed when I looked at the compiled file, the mod's javascript is coming before the original game's, and the latter is wiping out the changes that the mod did, rather than the former overriding the latter. specifically init_agecat would wipe out the additions that the mod's create_black_guys function runs would do, because they appear later in the script. It shouldn't be, the mod loader is being very careful to add mod scripts after the base game's. You should have a script element with `id="twine-user-script"` in the final html file, that's where the scripts for both the base game and mods live. The (big) line after `/* twine-user-script #1: "build.js" */` is the base game javascript code, then it sets up jquery. Anything after that will be coming from a mod. The next update will include a comment at the beginning of each mod's block to make it easier to track down what javascript comes from what mod. Edited August 9, 2024 by togashikokujin 1
freaky313 Posted August 9, 2024 Posted August 9, 2024 Hey, I tried running the new mod-loader utility but I got this error message. "DirectoryNotEmptyException: /Documents: java.nio.file.DirectoryNotEmptryException: /Documents at life.xchange.ModLoaderKt.cleanupOldStuff(ModLoader.kt:67) at life.xchange.MainKt.main(Main.kt:165)
mijhy Posted August 9, 2024 Posted August 9, 2024 Ahh, I think I found the deeper source of the error... the mod Random Male NPC 1.1 calls init_agecat, so those function calls afterwards reset the modifications that the blacked mod did.
freaky313 Posted August 9, 2024 Posted August 9, 2024 39 minutes ago, mijhy said: Ahh, I think I found the deeper source of the error... the mod Random Male NPC 1.1 calls init_agecat, so those function calls afterwards reset the modifications that the blacked mod did. Thank you. I'll give that a try.
freaky313 Posted August 9, 2024 Posted August 9, 2024 i get this error when the mod loader tries to load the mods: Restoring base state /home/kali/Documents at life.xchange.ModLoaderKt.cleanMods(ModLoader.kt:110) at life.xchange.ModProcessor.loadMods(ModLoader.kt:317) at life.xchange.GUI$loadMods$1.invoke(GUI.kt:298) at life.xchange.GUI$loadMods$1.invoke(GUI.kt:297) at life.xchange.GUI$runWithConsole$1.invoke(GUI.kt:414) at life.xchange.GUI$runWithConsole$1.invoke(GUI.kt:410) The mods-bug-reports channel of the official Discord may be able to help with this.
Dr Branestawm Posted August 9, 2024 Posted August 9, 2024 (edited) Just downloaded the new mod loader. But I think I need help with this version and I will tell you why. What do I do? I load the mods with the loader, it runs over them and not even prompting a conflict between mods. I start the X-Change Life Mod.html and the game launches. Whats the issue? The mods do not update, when I went through the loaded mods I didn't found my latest and even found some disabled mods still loaded. It seems that it does not recreate the X-Change Life Mod.html What am I doing wrong? Is that a known issue? Thanks in advance and greetings Me Edit: I'm just stupid and didn't looked into the "modded" folder Edited August 10, 2024 by Dr Branestawm Resolved
togashikokujin Posted August 9, 2024 Author Posted August 9, 2024 1 hour ago, Dr Branestawm said: Just downloaded the new mod loader. But I think I need help with this version and I will tell you why. What do I do? I load the mods with the loader, it runs over them and not even prompting a conflict between mods. I start the X-Change Life Mod.html and the game launches. Whats the issue? The mods do not update, when I went through the loaded mods I didn't found my latest and even found some disabled mods still loaded. It seems that it does not recreate the X-Change Life Mod.html What am I doing wrong? Is that a known issue? Thanks in advance and greetings Me The new version writes its html file into the `modded/` folder instead of modifying the base folder and creating `X-Change Life Mod.html`. 1
ElementalHazard Posted August 10, 2024 Posted August 10, 2024 seems to break spike mod, bar has an error. unknown if it does anything else but i just went back to 1.2.6 and errors gone so i will be sticking with it for now.
metalhead_hr Posted August 10, 2024 Posted August 10, 2024 Using version 2.0.0 I am encountering this issue with the confirmation dialog box not being large enough. Anyone else who happens to also have a long file path for the dialog box will probably encounter the same issue. Could you please make the dialog boxes resizeable?
mijhy Posted August 10, 2024 Posted August 10, 2024 (edited) The easiest thing to do with the new mod loader is to completely wipe the game installation and all the little settings files; but NOT the mods folder. Then re-extract a fresh, clean copy of the vanilla game. Then add mods using the interface in the new loader. This allow it to work properly. The modded game is now in a 'modded' folder. On 8/10/2024 at 10:22 PM, ElementalHazard said: seems to break spike mod, bar has an error. unknown if it does anything else but i just went back to 1.2.6 and errors gone so i will be sticking with it for now. Spike fun has some repeated passages with [around], I think may the new loader isn't interpreting them correctly. Namely bar current patrons. I upload here one where one is renamed and called from the other so I think it works. XCL Spike Fun v0.9.5a - CODE.zip Edited August 12, 2024 by mijhy
Hessi Posted August 11, 2024 Posted August 11, 2024 (edited) On 8/10/2024 at 2:22 PM, ElementalHazard said: seems to break spike mod, bar has an error. unknown if it does anything else but i just went back to 1.2.6 and errors gone so i will be sticking with it for now. It does not break Spike Fun. I thought the same thing and then found what was posted one post above yours. "The new version writes its html file into the `modded/` folder instead of modifying the base folder and creating `X-Change Life Mod.html`. " Don't use the old way to start the game with mods. Use the html file in the "modded" folder. Then it works with spike fun. Edit: (tested with 0.92) Edited August 11, 2024 by Hessi clarification on mod version 1
togashikokujin Posted August 12, 2024 Author Posted August 12, 2024 On 8/10/2024 at 8:22 AM, ElementalHazard said: seems to break spike mod, bar has an error. unknown if it does anything else but i just went back to 1.2.6 and errors gone so i will be sticking with it for now. Version 2.0.0 had an edge case that produced that error in spike fun, but 2.0.2 has fixed that, allowing mods to have the same passage with [around] multiple times, as long as they're in different twee files (for reasons)
ElementalHazard Posted August 14, 2024 Posted August 14, 2024 On 8/11/2024 at 10:00 PM, Hessi said: It does not break Spike Fun. I thought the same thing and then found what was posted one post above yours. "The new version writes its html file into the `modded/` folder instead of modifying the base folder and creating `X-Change Life Mod.html`. " Don't use the old way to start the game with mods. Use the html file in the "modded" folder. Then it works with spike fun. Edit: (tested with 0.92) i was using the modded folder, it was an error with the loader that is now fixed. On 8/12/2024 at 10:45 PM, togashikokujin said: Version 2.0.0 had an edge case that produced that error in spike fun, but 2.0.2 has fixed that, allowing mods to have the same passage with [around] multiple times, as long as they're in different twee files (for reasons) cool thanks.
mijhy Posted August 19, 2024 Posted August 19, 2024 (edited) I dunno if it's cus I sometimes delete some mod zip files to eventually replace them with updated versions or something else (gbs of mods?), but lately every time I've opened this up again after a while it is hanging on the splash screen forever. If I delete all the databases it can start up fine afterwards. If it's supposed to just hang for 10 minutes loading something before working then I give. So have to delete the databases and then reload all the mods again every time. Edited August 21, 2024 by mijhy
danishplay Posted August 28, 2024 Posted August 28, 2024 (edited) On 8/9/2024 at 4:36 PM, togashikokujin said: It shouldn't be, the mod loader is being very careful to add mod scripts after the base game's. You should have a script element with `id="twine-user-script"` in the final html file, that's where the scripts for both the base game and mods live. The (big) line after `/* twine-user-script #1: "build.js" */` is the base game javascript code, then it sets up jquery. Anything after that will be coming from a mod. The next update will include a comment at the beginning of each mod's block to make it easier to track down what javascript comes from what mod. I have the same issue, as mijhy posted on the 9th of august. with pink error-boxes, when a guy is over for a night. have even tried to delete/re-install game yet it seem the problem persist, and yes I admit I did install mods before I tried if it worked. I also seem not to be able delete mods, when I press the delete mods it seem to only untogle the tick in box. as if desiring to disable it instead. Edited August 28, 2024 by danishplay
danishplay Posted August 30, 2024 Posted August 30, 2024 On 8/28/2024 at 2:27 PM, danishplay said: I have the same issue, as mijhy posted on the 9th of august. with pink error-boxes, when a guy is over for a night. have even tried to delete/re-install game yet it seem the problem persist, and yes I admit I did install mods before I tried if it worked. I also seem not to be able delete mods, when I press the delete mods it seem to only untogle the tick in box. as if desiring to disable it instead. I Think I found out where the issue lay, I dialed the pillmod. back and also the exhebitionist mod back 2 steps(unsure if 1 step would have been enough, or if I actually needed to dial back the exhebitionist mod back at all.) just a bit of info: At first it seemed to work, when got a bit nervous at the guy did not seem to cum, after the white bar did fill up, but instead got caught by stepdad, so loaded a bit, and then it seemed not be a problem anymore.
tordenflesk Posted October 1, 2024 Posted October 1, 2024 Even with all mods disabled, I get this message:
Vukodlak Posted October 4, 2024 Posted October 4, 2024 So I'm getting this error Modding X-Change Life.html Loading and validating mod metadata Applying enabled mods X-Change™ Life LinksUnsupportedException: File links are not supported on this filesystem: life.xchange.util.LinksUnsupportedException: File links are not supported on this filesystem at life.xchange.util.FileOperationsKt.softOrHardLink(FileOperations.kt:83) at life.xchange.util.FileOperationsKt.softOrHardLink(FileOperations.kt:94) at life.xchange.ModProcessor.loadMods$lambda$6$lambda$4$lambda$3(ModLoader.kt:266) at life.xchange.db.UnpackedMod.walkFiles(ModDatabase.kt:178) at life.xchange.ModProcessor.loadMods$lambda$6(ModLoader.kt:242) at life.xchange.ModProcessor.loadMods(ModLoader.kt:236) at life.xchange.GUI.loadMods$lambda$99(GUI.kt:469) at life.xchange.GUI.runWithConsole$lambda$104(GUI.kt:510) Caused by: : java.nio.file.FileSystemException: E:\modded\aud\music\sex\transactional\chorus\tyrant.mp3 -> E:\aud\music\sex\transactional\chorus\tyrant.mp3: Incorrect function. at life.xchange.util.FileOperationsKt.softOrHardLink(FileOperations.kt:80) at life.xchange.util.FileOperationsKt.softOrHardLink(FileOperations.kt:94) at life.xchange.ModProcessor.loadMods$lambda$6$lambda$4$lambda$3(ModLoader.kt:266) at life.xchange.db.UnpackedMod.walkFiles(ModDatabase.kt:178) at life.xchange.ModProcessor.loadMods$lambda$6(ModLoader.kt:242) at life.xchange.ModProcessor.loadMods(ModLoader.kt:236) at life.xchange.GUI.loadMods$lambda$99(GUI.kt:469) at life.xchange.GUI.runWithConsole$lambda$104(GUI.kt:510) The Mod Loader mod channel of the official Discord may be able to help with this. Loader Version: 2.0.5.1 Operating System: Windows 10 OS Version: 10.0 File System Format: exFAT 1
EmmaB Posted October 8, 2024 Posted October 8, 2024 On 10/4/2024 at 11:34 PM, Vukodlak said: So I'm getting this error Modding X-Change Life.html Loading and validating mod metadata Applying enabled mods X-Change™ Life LinksUnsupportedException: File links are not supported on this filesystem: life.xchange.util.LinksUnsupportedException: File links are not supported on this filesystem at life.xchange.util.FileOperationsKt.softOrHardLink(FileOperations.kt:83) at life.xchange.util.FileOperationsKt.softOrHardLink(FileOperations.kt:94) at life.xchange.ModProcessor.loadMods$lambda$6$lambda$4$lambda$3(ModLoader.kt:266) at life.xchange.db.UnpackedMod.walkFiles(ModDatabase.kt:178) at life.xchange.ModProcessor.loadMods$lambda$6(ModLoader.kt:242) at life.xchange.ModProcessor.loadMods(ModLoader.kt:236) at life.xchange.GUI.loadMods$lambda$99(GUI.kt:469) at life.xchange.GUI.runWithConsole$lambda$104(GUI.kt:510) Caused by: : java.nio.file.FileSystemException: E:\modded\aud\music\sex\transactional\chorus\tyrant.mp3 -> E:\aud\music\sex\transactional\chorus\tyrant.mp3: Incorrect function. at life.xchange.util.FileOperationsKt.softOrHardLink(FileOperations.kt:80) at life.xchange.util.FileOperationsKt.softOrHardLink(FileOperations.kt:94) at life.xchange.ModProcessor.loadMods$lambda$6$lambda$4$lambda$3(ModLoader.kt:266) at life.xchange.db.UnpackedMod.walkFiles(ModDatabase.kt:178) at life.xchange.ModProcessor.loadMods$lambda$6(ModLoader.kt:242) at life.xchange.ModProcessor.loadMods(ModLoader.kt:236) at life.xchange.GUI.loadMods$lambda$99(GUI.kt:469) at life.xchange.GUI.runWithConsole$lambda$104(GUI.kt:510) The Mod Loader mod channel of the official Discord may be able to help with this. Loader Version: 2.0.5.1 Operating System: Windows 10 OS Version: 10.0 File System Format: exFAT I have the same issue. The HW-SW configuration is also the same (W10 + exFAT)
abdulah2 Posted October 8, 2024 Posted October 8, 2024 It is my understanding that there is a way to apply a new mod to a modded game without having to re-copy every single base/mod asset to the "modded" directory. However, using version 2.0.5, I still haven't found out how to do that. Starting from a fresh install, running the loader, and loading a bunch of mods with assets creates a "modded" directory which contains the modded game. So far so good. But if I make a single edit to a mod .twee, I can't apply that change without clicking "Load Mods" and having the loader re-copy everything (including base game assets) to the "modded" directory again. Before version 2, I could apply a bunch of mods once, then simply erase the bookkeeping files of the loader, rename the modded .html to the original .html, and the loader just treated the modded game as a base game. Then, any mod added would be added to that modded game, instead of having to recreate the entire thing again. I would do the same thing with version 2+, since nothing stops me from erasing the loader's bookkeeping files and using the "modded" directory as my base. The problem with that is that version 2+ seems to treat the base game itself as a "mod" and re-copies it, along with whatever added mods, to a "modded" directory. As far as I can tell, it seems impossible to have the loader apply a mod without copying at least the base game assets to the "modded" directory. P.S. The setting "Load mods via copy instead of link" was not checked.
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