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[Mod][XCL] X-Change Life Mod Loader Utility


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Posted
On 10/8/2024 at 4:37 AM, EmmaB said:


I have the same issue. The HW-SW configuration is also the same (W10 + exFAT)

I gave up, exported my saves and reinstalled the game, then loaded one mod at a time to find what still worked and what didn't.

Posted
3 hours ago, Vukodlak said:

I gave up, exported my saves and reinstalled the game, then loaded one mod at a time to find what still worked and what didn't.

Unfortunately, in my case, that did not help: the issue seems to be related to the modmanager not handling the symbolic links (or sort of that) in an exFAT system. It's an exFAT system because the game resides in an external drive.

Posted

Hello,

I have followed all the guides to get mod loader working and am having issues. I followed another work around with creating a .bat file and it opens up mod loader and I can add or remove mods but it doesnt provide a modded html.

I have tried copying the modded html name that I see in the guides and created a copy of the original html and replaced the name to see if that works and it does not. Is it possible to get a download of just the modded html? Im not even sure if that will work and am open to suggestions.

 

Thank you

Posted

Hello all,

I was able to solve my issue. I have games like xchange on a different drive. I copied over the game folder to my C drive and reinstalled the game. I still needed to have a .bat to intiate mod loader and installed a single mod and it worked.

 

Posted
On 10/10/2024 at 9:02 AM, EmmaB said:

Unfortunately, in my case, that did not help: the issue seems to be related to the modmanager not handling the symbolic links (or sort of that) in an exFAT system. It's an exFAT system because the game resides in an external drive.

It's not that the mod manager can't handle the symbolic links, it's that exFAT as a format in Windows doesn't allow any symbolic links regardless of source. To use symbolic links on Windows you need to be on a NTFS partition for the symbolic links to work.

Posted
On 10/13/2024 at 8:36 PM, metalhead_hr said:

It's not that the mod manager can't handle the symbolic links, it's that exFAT as a format in Windows doesn't allow any symbolic links regardless of source. To use symbolic links on Windows you need to be on a NTFS partition for the symbolic links to work.

Thanks, sorry if I sounded like blaming the ModManager 😄

Posted
11 hours ago, EmmaB said:

Thanks, sorry if I sounded like blaming the ModManager 😄

I hope it helps, and no worries, I actually came across a similar issue with Vortex and Skyrim modding after moving both installs to a new exFAT drive only to find out that Windows hard links also don't work with exFAT.

Posted

Hi,

I'm having issues running the mod loader at all and was wondering if anyone could help. I have followed all the guides available and definitely have the latest version of java installed. I tried opening the loader normally and it wont work I also have tried opening it from the command line and I get the error shown here. I have used mods in the past but when I tried to again with this new update is when I had all these issues. Any suggestions?

Thanks

Screenshot 2024-10-16 222636.png

Posted

Wow this is so slow. I wish it wasn't presented as the only way to get mod workings on the game websites. People, if you plan on using several mods. Don't bother with this, it takes hours to load mods

  • 2 weeks later...
Posted
On 10/30/2024 at 1:45 PM, babilio said:

Wow this is so slow. I wish it wasn't presented as the only way to get mod workings on the game websites. People, if you plan on using several mods. Don't bother with this, it takes hours to load mods

Didn't had such issue, usually it takes less than 10-20 seconds. Also you can't try work around to avoid copying media content.

1) create separate folder

2) put only original html file in it and mod loader

3) add all mods in list

4) delete all media data in .unpacked folder

5) load mods and move created html file (in modded folder) to folder with all media files (from original game and mods) which you should manage manually or using this utility once. But if you need just update some mods and get html file you can use this method. It's will works faster and without copying any files.

Posted
On 10/29/2024 at 10:45 PM, babilio said:

Wow this is so slow. I wish it wasn't presented as the only way to get mod workings on the game websites. People, if you plan on using several mods. Don't bother with this, it takes hours to load mods

"Hours" is hyperbole, but the mod loader is extremely slow. It's been this way for a while now. It used to open instantly, but now it does take quite some time. I would say 10 to 20 seconds is underestimating the time it takes for the loader to open. I mean, simply put: what gives?

Posted

 

On 11/11/2024 at 10:55 PM, todotodonexus said:

Didn't had such issue, usually it takes less than 10-20 seconds. Also you can't try work around to avoid copying media content.

1) create separate folder

2) put only original html file in it and mod loader

3) add all mods in list

4) delete all media data in .unpacked folder

5) load mods and move created html file (in modded folder) to folder with all media files (from original game and mods) which you should manage manually or using this utility once. But if you need just update some mods and get html file you can use this method. It's will works faster and without copying any files.

 

That workaround was unnecessary previously outside of working with a FAT filesystem, and even more so after today's changes. Without the "Load mods via copy instead of link" setting enabled (which should only be enabled if you're on a FAT filesystem), there is no copying of data other than the html file, everything else is linked from the existing data on the drive.

 

Today's update changes it so it no longer deletes the modded directory at the start of the load, unless you explicitly enable a setting for it because you really want it to. It will compare the files it computes that it needs for the mods against the files that are already linked, meaning if you load mods twice in a row without changing which mods are enabled or updating any mods (other than twee files whether standalone or in a zipped mod) it won't even delete and recreate the links, just recreate the modded html file. There's even a new setting to log file system operations, so you can see exactly when it's copying, linking, or deleting things.

 

1 hour ago, NSFW_COBRA said:

"Hours" is hyperbole, but the mod loader is extremely slow. It's been this way for a while now. It used to open instantly, but now it does take quite some time. I would say 10 to 20 seconds is underestimating the time it takes for the loader to open. I mean, simply put: what gives?

 

It had never taken more than a couple seconds in my testing, but I see for other people it did. Today's update pushes a lot of the costlier processing it had been doing before it opened into a background thread. You'll see it going through your mods in the new status bar comparing what's on disk to what it has stored for the information windows, but loading mods uses the files on disk rather than the stored information, so you can start manipulating and loading mods as soon as it opens with no issue.

 

What gives is me, lol. It's been continuous but slow progress to increase performance while still being sure to maintain accuracy, and the last couple months I've been pretty burnt out so not much has gotten done. This is a project I work on for free in my spare time, so while I try to make improvements where I can and address significant issues relatively quickly, sometimes it has to take a back seat.

Posted (edited)
3 hours ago, togashikokujin said:

What gives is me, lol. It's been continuous but slow progress to increase performance while still being sure to maintain accuracy, and the last couple months I've been pretty burnt out so not much has gotten done. This is a project I work on for free in my spare time, so while I try to make improvements where I can and address significant issues relatively quickly, sometimes it has to take a back seat.

 

Yeah, I meant "what gives" in terms of why the mod loader would go from opening near-instantly to taking around 60 seconds (or more, genuinely) to open. I was not disparaging you, the quality of your work directly, or the time and effort you put into something you share with the public for free.

 

EDIT: The newest update seems to have mitigated the extended time it takes for the loader to open. Cool beans. 👍👍

Edited by NSFW_COBRA
Posted
13 hours ago, NSFW_COBRA said:

 

Yeah, I meant "what gives" in terms of why the mod loader would go from opening near-instantly to taking around 60 seconds (or more, genuinely) to open. I was not disparaging you, the quality of your work directly, or the time and effort you put into something you share with the public for free.

 

EDIT: The newest update seems to have mitigated the extended time it takes for the loader to open. Cool beans. 👍👍

 

You're good, it's a valid question. Technically what gives was trying to keep up to date with any changes to the file system so that things were still accurate after e.g. updating the game, and I just never got around to optimizing that part since it hadn't been a problem in my testing.

Posted

so,how to affirm what  filesystem of my PC is?It works well while  "Load mods via copy instead of link" setting is enabled.But when it is disabled,there is no picure in my game

Posted (edited)
3 hours ago, ch1324 said:

so,how to affirm what  filesystem of my PC is?It works well while  "Load mods via copy instead of link" setting is enabled.But when it is disabled,there is no picure in my game

For Windows 10/11:

1. Open File Explorer

2. Click on This PC from the left pane

3. The main section now should show all your drives that are connected to the system

4. Right click on the drive that you have X-Change installed to

5. Select Properties from the context menu

6. The third line on the General tab is File system: <Your File system> for example File system:    NTFS

Edited by metalhead_hr
Posted
19 hours ago, metalhead_hr said:

For Windows 10/11:

1. Open File Explorer

2. Click on This PC from the left pane

3. The main section now should show all your drives that are connected to the system

4. Right click on the drive that you have X-Change installed to

5. Select Properties from the context menu

6. The third line on the General tab is File system: <Your File system> for example File system:    NTFS

thanks a lot, and it seems my File system is NTFS. so how to solve the question I mentioned if my File system is NTFS

Posted
3 hours ago, ch1324 said:

thanks a lot, and it seems my File system is NTFS. so how to solve the question I mentioned if my File system is NTFS

That I am not sure since Symlinks are supposed to work across partitions and drives if you happen to have the X-Change directory on one drive/partition and the downloaded mods on a different drive/partition. You can always try making sure that both directories are on the same drive/partition. For example rather than C:\...\Downloads\<mod files> and D:\...\X-Change\ have both be either on C or D. Now if it uses hardlinks instead of Symlinks, then both directories need to be on the same drive/partition.

  • 1 month later...
Posted
Spoiler

PS C:\afile\XCL 0.21.3 Full Download> java -jar"C:\afile\XCL 0.21.3 Full Download\mod-loader-2.0.5.1.jar"
Unrecognized option: -jarC:\afile\XCL 0.21.3 Full Download\mod-loader-2.0.5.1.jar
Error: Could not create the Java Virtual Machine.
Error: A fatal exception has occurred. Program will exit.
PS C:\afile\XCL 0.21.3 Full Download>

This is the latest version of the mod loader.

Your mod loader is not working
You used powershell but it still doesn't work.
I downloaded java8 which you linked.

I think it's a Java issue, is there a Java link you can use?

 

  • 3 weeks later...
  • 2 weeks later...
Posted
On 1/7/2025 at 1:11 PM, 31zlapfk said:
  Hide contents

PS C:\afile\XCL 0.21.3 Full Download> java -jar"C:\afile\XCL 0.21.3 Full Download\mod-loader-2.0.5.1.jar"
Unrecognized option: -jarC:\afile\XCL 0.21.3 Full Download\mod-loader-2.0.5.1.jar
Error: Could not create the Java Virtual Machine.
Error: A fatal exception has occurred. Program will exit.
PS C:\afile\XCL 0.21.3 Full Download>

This is the latest version of the mod loader.

Your mod loader is not working
You used powershell but it still doesn't work.
I downloaded java8 which you linked.

I think it's a Java issue, is there a Java link you can use?

 

In case you are still having this issue running it from PowerShell it looks like the reason you received the error is that you forgot a space between between jar and the file name. It should look like this: java -jar "C:\afile\XCL 0.21.3 Full Download\mod-loader-2.0.5.1.jar"

  • 4 weeks later...
Posted (edited)

Help!

When I run mod-loader, I see the Splash Screen for about 1 second and then it disappear. I tried to run it from the command prompt and this is the output I got.

 

It works if the game folder is on C;, but not if it is on the NAS.
 

Exception in thread "main" kotlin.UninitializedPropertyAccessException: lateinit property rootDir has not been initialized
        at life.xchange.MainKt.getRootDir(Main.kt:30)
        at life.xchange.util.ErrorsKt.helpfulStackTrace(Errors.kt:34)
        at life.xchange.util.ErrorsKt.helpfulStackTrace(Errors.kt:39)
        at life.xchange.MainKt.main(Main.kt:195)
Edited by AurelieCatena

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