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


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Posted (edited)

Unlike 2.4.1 and previous versions, the 2.4.2 version in jar format is not working at all. It's popping up a Java Exception error immediately upon attempting to run it. This is probably the bug being reported by AOD a few hours ago.

 

Edit: I figured it out. My Sun Oracle Java was exactly one update out of date despite having auto updates enabled. That version had been good for the older version but no longer was able to support the most recent. Not sure why my auto updates failed, but at least this explained why I was getting this error despite thinking I had latest version.

Edited by Selai
Posted (edited)

So I have a new issue with 2.4.2. I added all of the mods and enabled them then validated them and loaded them. The Modded html file was correctly put together, but there is serious issues with the game hanging and code errors that makes the game unplayable and I have 244 mods so finding the broken ones is very difficult. So I attempted to click on the "Fix bugs" button in the mod loader... but mousing over the "Fix bugs" button only causes it to move around along with all of the other top buttons for "Add" "Remove" "Enable" "Disable".

 

Here is a series of screenshots of just the relevant area so I can easier explain the bug in the mod loader itself for "Fix bugs". As seen, the Fix bugs is popping around in the list and moving everything else out of its way to make room. It changes position to a new spot the moment I mouse-over it's current position.

 

Spoiler

 

02.jpg

 

03.jpg

04.jpg

 

Edit: Oops just found out from the discord that Fix bugs button was supposed to be a joke and was meant to act like that. Sorry it seriously was acting like I expect a bug to act. >_>

Edited by Selai
Posted

need some help if possible I've modded my game never had any issues before but now when i load the game up none of the character pictures are showing even the pics for charm etc I've tried right clicking and opening in new tab on the image and nothing comes up. I've also disabled the mods and tried that still same issue normal version of the game works fine though 

  • 3 weeks later...
Posted (edited)

java 17 is no longer free. can you provide java 17? or some other option? ah never mind. it says 17 plus. so 21 and 25 would work as well

Edited by vixi
Posted

Just a head's up, the latest version did flag up with my antivirus, but ultimately decided it was safe after a scab and let it continue. So it might be stopped by other antivirus programs at first and need to be allowed through.

Posted

The new Win MSI Installer crashed and killed my whole X-Change Life Folder - Installation. Awesome! All Mods, Safes, etc. gone. This is realy sad :(

Please double check for the next Update that it doesn't kill the Gamefolder.

  • 2 weeks later...
Posted

So, Yesterday I was using the mod loader and everything worked fine and as expected. But now when I open the mod loader, the entire list of mods I added yesterday are gone. However I do still have a link to start the modded game and within said game, the mods I added yesterday are still registered. 

Where is the mod list within the mod loader itself? 

Posted (edited)

It's been a pain in the ass trying to get the installers or java file working (I updated my JRE to the latest but it's still saying "a java exception has occurred"!).
Would it be possible to just add a zip file version to the download list?

Edited by Barbette
Posted

Hello, I have trouble with the mod loader. I launched a game with several mods loaded, no problem so far, but then I wanted to disable some mods. I disable them in the loader, but every time  I launch the modded game, the mod list doesnt not change and the disabled mod are still activated. I try several times, but nothing make it's work

  • 3 weeks later...
  • 1 month later...
  • 1 month later...
Posted

Question about the new xlowe-around.
I tried the new Mod Loader and the result is a handful of duplicate main passages, for example two name="jungle waterfall" passages, one is the original from the main game, the other is from a mod. The one from the mod has the xlowe-around defined, the referenced passage exists, however, the only one that is ever accessed is the passage from the original.

 

So it seems that with this change the mods are effectively isolated and are not accessed.

When I tried to rebuild the html file with the previous Mod Loader the file ended up with including the passages from the original file twice and unable to find existing passages when running.
Any idea how to fix things so that they work again?

  • 3 weeks later...
Posted

is there any way to manually adjust load order? Or atleast create groups in the modlist for organization? I tried creating a file called "--PlayableCharacters--" to act as a divider to keep things clean and manageable but I don't seem to have any control of it's placement. I dont see any features helpful for organizing my large list. Mod filenames aren't always clear desciptors of the mod within so im looking for any way to prevent the list from becoming a complete mess.

- In Mod Organizer, you can rename mods in the list for organization sake, without affecting the actual filename tied to it. For instance, "Karma's a bitch" would be renameable to "PC- Karma". Then later if I add an updated version of the mod, since the actual filename is unchanged I will be asked if I want to overwrite "PC - Karma" with the new file.

- Collapsible separators are also a Mod Organizer feature. If I'm experiencing a bug with something related to say, the secretary job what I can do is go over to my separator "Gameplay Mods", uncollapse it, and have a much narrower amount of mods to look through. Combined with custom mod names, finding the culprit is much easier. than digging through one big pile.

Either one of these features in the mod loader would be a great QOL improvement. Anyone have a method of organizing they'd like to share?

Posted
45 minutes ago, MHans121 said:

is there any way to manually adjust load order?

Ok I figured out the manual adjustment feature (mods>manual load orders>add/remove), but it's pretty clunky. Being able to drag and drop to change the order would be much, much more time efficient. Sometimes it feels like it's fighting me. I'll tell all Bar girl mods to load after "____Bar Girls___.zip", and then one of them stays at the bottom of the list. So I have to add extra rules for that specific mod to get it where I need it.

Posted
On 7/6/2026 at 1:57 AM, MHans121 said:

is there any way to manually adjust load order? Or atleast create groups in the modlist for organization? I tried creating a file called "--PlayableCharacters--" to act as a divider to keep things clean and manageable but I don't seem to have any control of it's placement. I dont see any features helpful for organizing my large list. Mod filenames aren't always clear desciptors of the mod within so im looking for any way to prevent the list from becoming a complete mess.

- In Mod Organizer, you can rename mods in the list for organization sake, without affecting the actual filename tied to it. For instance, "Karma's a bitch" would be renameable to "PC- Karma". Then later if I add an updated version of the mod, since the actual filename is unchanged I will be asked if I want to overwrite "PC - Karma" with the new file.

- Collapsible separators are also a Mod Organizer feature. If I'm experiencing a bug with something related to say, the secretary job what I can do is go over to my separator "Gameplay Mods", uncollapse it, and have a much narrower amount of mods to look through. Combined with custom mod names, finding the culprit is much easier. than digging through one big pile.

Either one of these features in the mod loader would be a great QOL improvement. Anyone have a method of organizing they'd like to share?

On 7/6/2026 at 2:49 AM, MHans121 said:

Ok I figured out the manual adjustment feature (mods>manual load orders>add/remove), but it's pretty clunky. Being able to drag and drop to change the order would be much, much more time efficient. Sometimes it feels like it's fighting me. I'll tell all Bar girl mods to load after "____Bar Girls___.zip", and then one of them stays at the bottom of the list. So I have to add extra rules for that specific mod to get it where I need it.

I agree, collapsible groups would be a great QOL improvement, and I can definitely also figure out some way of having a custom name and/or some sort of editable description field for your mods in the table.

 

Both are on my list of features to build now, but unfortunately I can't guarantee when my brain will actually allow me to make them happen 😅

 

The manual load orders are definitely clunky, but hopefully if we get naming and grouping working right they can go back to the super rare edge case things they're intended to be.

Posted

Hello, I can't load any mods; it's not working. This is what appears.

java.nio.file.FileSystemException: G:\Nouveau dossier\Nouveau dossier\Nouveau dossier\Nouveau dossier 1\Nouveau dossier\00bon\Nouveau dossier (2)\jeux\x change life\XCL v0.25 Full Download\modded\img\characters\outfits\scarlit\stylin\bad girl.jpg: Le processus ne peut pas accéder au fichier car ce fichier est utilisé par un autre processus
  at life.xchange.ModProcessor.loadMods(ModLoader.kt:296)
  at life.xchange.ui.GUI.loadMods$lambda$0(GUI.kt:1204)
  at life.xchange.ui.GUI.runWithConsole$lambda$0(GUI.kt:1315)

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