Sorry, but there's nothing I can do with the "device_pda_1" error. I don't know what causes it, but to make it happen, the game has to be trying to load a mod before it loads its own vanilla files. That's impossible for a mod to cause on its own.
Sorry, but there's nothing I can do with the "device_pda_1" error. I don't know what causes it, but to make it happen, the game has to be trying to load a mod before it loads its own vanilla files. That's impossible for a mod to cause on its own.
Is there any possible way to get this to work without Beef's NVGs?
Edit: got a tip from a friend that you just have to delete sky2.ps from the Atmospheric shader folder, then Atmos will work without Beef's. Confirmed, works great!
DAR has scripting that is intended to manually enable and disable the RF Receiver sound so that the timing of it turning on and off matches the animations. It was actually the entire reason that DAR includes NERFS to begin with--so that Barry could control the timing of the sounds.
However, I suspect that this scripting is what is causing that RRFR feature to not work, because I extensively tested that feature for 1.6. I will see what can be done.
Please try the latest version, 1.6. If it is still happening in that version, I will need a debug log:
1. Enable NERFS debug logging in MCM
2. Exit and restart the game
3. Reproduce the issue as simply as possible
4. Exit the game and post the log somewhere I can get it
That is odd, I thought for sure I saw a new reply but perhaps I was confused by another comment. Glad it was sorted out.
I'm sorry, but something is broken in your installation.
The error says that an item called "device_pda_1" does not exist. That is the internal name the game uses for PDA 1.0, and the Milspec PDA uses that device as its "parent". PDA 1.0 is part of the base game, and the base game loads all its own files before loading any mods.
So basically, the game is saying that it has tried to load my mod before it has loaded its own files. It's impossible for that to happen normally, and it cannot be caused by any of my changes.
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Извините, но в вашей установке что-то не так.
Ошибка говорит, что элемент под названием "device_pda_1" не существует. Это внутреннее имя, которое игра использует для PDA 1.0, и Milspec PDA использует это устройство в качестве своего "родителя". PDA 1.0 является частью базовой игры, а базовая игра загружает все свои собственные файлы перед загрузкой любых модов.
Так что, по сути, игра говорит, что она пыталась загрузить мой мод до того, как загрузились ее собственные файлы. Такое не может произойти в нормальном режиме, и это не может быть вызвано какими-либо моими изменениями.
I cannot reproduce this issue and have no idea why it is happening. However, at the very least I can stop it from crashing by adding a nil check to that function in the next version, and more logging to try to identify the cause.
The 1.0 version had a minor typo in the header comments that noted the wrong default value for the texture prefix. No functional change, it just might've confused someone.
Yes, DAR includes a stripped-down version of NERFS where I omitted certain extra features in the config files and provided certain defaults that Barry requested.
If you use the full version of NERFS, you should overwrite the one that comes with DAR.
I used it myself right before updating, but I'll check it out.
Ah, I see the problem--a working copy of the main script got packed by mistake with an old filename reference. I'll have a patch up momentarily.
Can you tell me what game mode you are playing in, and as what faction? Also, have you disabled the brain scorcher yet in this playthrough?
I do not get this crash myself, but it appears that the guide somehow thinks that he has no routes. I am trying to figure out why that is.
The description clearly states that NERFS respects RRFR's settings for whether the detector must be in hand to be active, and incorporates its LED and signal switching tweaks. I hunt for TB's stashes all the time and it works fine for me. I have no idea what bug you're referring to.
I need a log with PAW's debug logging enabled in order to meaningfully troubleshoot this issue.
I don't know. Please try this:
1. Enable verbose debug logging in PAW's MCM menu
2. Exit and restart the game, ideally with no other mods
3. Start a new game, fresh rookie
4. As simply and with as few steps as possible, make the issue happen
5. Immediately exit the game and post the log somewhere
I need a full debug log to investigate anything like this.
1. Enable verbose debug logging on FFT's MCM menu
2. Exit and restart the game
3. Load your savegame and attempt to make the error happen
4. Post the full log somewhere
Sorry, never seen anything like that, and the entire Internet has only two hits for that error message. It sounds as if something is not installed correctly, but I can't speculate what that might be.
Извините, никогда не видел ничего подобного, и во всем Интернете есть только два совпадения для этого сообщения об ошибке. Похоже, что-то установлено неправильно, но я не могу предположить, что это может быть.
Thank you, it should be easy to fix.
I'm sorry, but no. Not only does the log (for example) not contain the string "gspot" anywhere, it doesn't contain a crash at all or seem to contain any gameplay.
Are you launching Anomaly again after the crash occurs? Doing so will overwrite the existing log.
If they are both from current versions, the files should be identical and it shouldn't matter. It's just a utility script they share in common.
If you ever find them to be different, just use whichever is newer.
That log does not have FFT's debug logging enabled, and does not contain the error you pasted above.
I can't tell anything from that without a debug log. It's throwing that error because an invalid destination was passed, and I need to know what that destination was.
Interesting. There must be something about the mapspots it adds that don't behave like normal fast travel points. Good to know!
Patch 2.7.2 just posted with a fix for this.
I'm afraid I can't reproduce this. All of my testing is in story mode and I have not seen this error. Just now I tried to do the exact same trip as shown in the log--starting in Agroprom and fast traveling to the Merc Base--and I had no issue.
Can you please do the following with verbose debug logging on:
1. Launch the game with no mods other than FFT
2. Start a new rookie Loner character
3. Disable the option for Brain Scorcher blocking travel
4. Try to reproduce the same trip again
I think this is savegame corruption or a mod conflict, and if the crash doesn't reproduce in a new game with only FFT installed, it has to be one or the other.
Does this happen when you are not in Warfare mode?
If mapspots are not appearing, not even NPCs or POIs, then something other than my code is wrong in your installation or savegame. Try re-downloading and reinstalling the addons, and see if the issue happens in a new game with only this mod active.
Meaning that I need to do a few things in a different order so that the circumstance can't happen.
A fix is in testing. For now, try not to fast travel if you're suffering a condition (e.g. bleeding/rads) that would prevent you from doing so, or turn off the vanilla Anomaly settings that enforce them. The crash can only happen if one of the FT preconditions fails.
Not without the full log I'm afraid. What that snip tells me is that it's trying to get obj:character_name() for an object that doesn't have that method, but I have no context for how it got there.
The only PDA that can display enemies by default is the Milspec PDA itself, so just go into that device's submenu in MCM and customize it so that they don't appear. All PDA models can be tweaked in this way.
Aha, I think I see what is happening here. It is a very odd and specific combination of circumstances but some reordering of the logic should avoid it.
CatspawMods
joined
I've been writing, painting, building, coding, composing, or otherwise creating works in various mixed and digital media for over 30 years. This is only the latest addition to that portfolio, as it were. I post Anomaly gameplay on my Youtube channel, Catspaw Adventures.