Hi! I had to downgrade and use an older version of frosty for inquisition (the new one only works well with veilguard), but now i keep getting this message when i try to use a mod i made that requires your file:
La référence d'objet n'est pas définie à une instance d'un objet. à Frosty.ModSupport.FrostyModExecutor.ProcessModResources(IResourceContainer fmod) à Frosty.ModSupport.FrostyModExecutor.Run(FileSystem inFs, CancellationToken cancelToken, ILogger inLogger, String rootPath, String modPackName, String additionalArgs, String[] modPaths) à FrostyModManager.MainWindow.<>c__DisplayClass13_0.<launchButton_Click>b__0(FrostyTaskWindow task) à System.Threading.Tasks.Task.Execute() --- Fin de la trace de la pile à partir de l'emplacement précédent au niveau duquel l'exception a été levée --- à System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() à System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) à Frosty.Core.Windows.FrostyTaskWindow.<FrostyTaskWindow_Loaded>d__8.MoveNext() --- Fin de la trace de la pile à partir de l'emplacement précédent au niveau duquel l'exception a été levée --- à System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() à System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) à System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
any idea of what i can do to get it to work again?
Hi, that is a bit random. Do you still have the project file for the mod and can you open that one? With what version did you create the mod originally? I'm also assuming you went back to 1.0.6.3 and did not put a plugin from here into that? ( Since 1.0.6.3 already includes the correct version of the plugin )
Afaik you can have that and wavebends 1.07 alpha version for veilguard at the same time.
Hi! I'm using version 1.0.6.1 since anything newer breaks my mods and makes the game play weird. I also tried opening the project file in frosty mod editor to upload it again to version 1.0.6.1 and it makes no difference. Since it's the only mod that refuses to work, should i just wait for the latest release of frosty to work with inquisition?
As of right now, i am using 2 different frosty mod manager for inquition (version 1.0.6.1) and for veilguard (version 1.0.7.0). It's really weird because before i installed veilguard, inquisition was working just fine :/
I don't think waiting will do much of a difference, there is no followup to 1.0.6.3 planned as far as i know. Only the complete Rewrite to 2.0 that wannkustbeikor is working on. AFAIK 1.0.6.3 is also superior to 1.0.6.1 in basically all respects, so it behaving weird is, well, weird.
But you said you could open the original project and saving it with 1.0.6.1, could you launch the game from the editor with that project?
If so, i believe it might be your mod managers cache that is broken. If you use DAIModmanager alongside frosty that might be the cause. ( No idea how to handle that best though - maybe completely removing all the daimod manager created patch folders and stuff/wiping and reinstalling the game and mod managers cache fresh )
If not, can you export the mod to xml, and try to reimport it into a new mod to see if that works? ( from within editor first )
I am getting this exact same issue with FMM when I simply select DAI as the game profile. This is happening in 1.0.6.3 of FMM. It seems to be an FMM issue, not an issue with this plugin entirely. I've tried with various combinations of versions of FMM, this plugin, Datapathfix, and others. No matter what, it's FMM that responds the same.
Looking around the internet and the FMM Discord, there does not seem to be any fix for this issue. People who reported it solved also can't seem to agree on what the cause or solution was.
I managed to fix it by deleting the cache and the lastest frosty mod manager that i was using for veilguard since i will never play it again. I'm thinking it was bugging since i was using 2 different version of frosty mod manager.
I'm using version 1.1.1.1 of the plugin yet still experiencing issues with declinated adjectives for crafted item names. The adjectives show up in the editor and can be edited, but the changes are not reflected in game: crated item names still have the original unmodified adjective at front. Is this a bug of the plugin?
hm, did you replace all occurences of that adjective? The english variant has about 2 or so occurences for each. E.g., 'Flanking' is found under both 0x200342B0 and 0x400342B1 in DA3's globalmaster resource.
Also: Do you use DAI mods? Especially with text changes? ( I was told they exist, though i don't any) Depending what resource a DAI mod changes and when the frosty sdk was created this might have some influence? Yeah, i'm kinda reaching for straws here but i don't see why this should work for some resource edit but not others
is there anyway to export game Texts without (resource info) I'm trying to work with excel file to translate the game because working with the exported .xml file is hard especially when trying to work with this amount of dialog (the game contains nearly 115000 unique lines but because of (resource info) it makes the number of lines nearly half a million "447540" lines which most of them are duplicate lines) working with (resource info) is a nightmare because you cant convert the excel back to xml after translating because the crazy amount of List of lists which also one of excel limitations. Is there anyway to Export and Import game texts with only the textID and the text itself without the (resource info) tag?
If you just want the texts without any additional information, then using the 'Export Strings List' function at the other Localized String Editor might be better. Note though that it exports each text as single line, replacing line breaks with spaces.
In theory you can also import the texts from a file created that way, though i've never tested it. It is probably really slow and also only works with single lines ( 1 text = 1 line in the file ). This will not add newlines anywhere.
For accurately re-importing texts while preserving newlines you have to use the xml import, which requires the information where to store the text into, there is no way around that.*
What you can probably do is: Using some nifty regular expressions, xslt, xpath, or something to get the resources for each text id and the texts alone as separate files from the xml export ( No idea how exactly, but i've seen people do something like this with other xml files). Then in your excel sheet you can have a column with only the texts, and another column with their locations, using string concatenation in excel to build the xml output for each text id. Then you'd only need to copy that into a new file when you are done.
*Alternative 2: If you change the handling of the import and build the plugin yourself, then it might work completely without stated resource locations. Instead it would overwrite the text in each existing resource location in the default language ( english ). For that you would have to change the method ImportText(BiowareLocalizedStringDatabase textDb, string language, TextRepresentation textRepresentation) in BiowareLocalizationPlugin.ExportImport.XmlImporter. See XmlImporter.cs In line 145, instead of calling textDb.SetText(language, textRepresentation.Resources, textId, textRepresentation.Text); you would need to call textDb.SetString(textId, textRepresentation.Text); instead. Maybe adding IsNullable = true to the [XmlArray("Resources")] annotation in BiowareLocalizationPlugin.ExportImport.TextFile would also be required, idk. Completely removing the two annotations at the Resources field would also not even write those into the exported xml file.
Edit: Maybe i should say that this SetText Method is exactly the same used by the string import of the other Localized String Editor, so it will still be really slow.
Edit2: Since we are talking about DAI, that game additionally has those declinated or conjugated adjectives for the generated names for crafted items. It might be better to leave those out completely from the translation. The import for them cannot be changed as easily as the text import. More importantly: The number of declinations required for arabic is very likely different from the number present for english, and i have no clue what will break if you try to import more declinations than were present in the language resources originally. I don't think i considered that when i wrote that part. Never mind that i never found out how or where exactly those are pulled for use in the game.
i'm trying to translate the game into Arabic language i'm using frosty 1.0.6.2 i have translated one line of the text in the editor of your plugin and exported it to get the schema of the .xml file so i can use the schema to import the whole translated text of the game. after the translation i used and created a new .xlsx file using the schema i exported earlier, then created a new .xml file and made sure that the tags are correct like the earlier exported .xml file schema then i imported the new translated .xml file with your plugin in frosty editor to my surprise, the importing function worked and the original English text was replaced with the new translated text that i made in the right order. (here is a picture of changed text from English to Arabic -----> https://ibb.co/FB4Hzt4)
but here the problem comes, the frosty editor will crash if i try to save the project or even launch the game. and i cant see any error message, it just crash immediately if i save or launch the game. the importing function works smoothly and gave me no errors while importing.
1st side note: i tested editing and translating some text with you plugin, just small number of lines, with the Add/Edit function, and the game works fine and i can see the affected lines inside the game, it only crash if i import the .xml file and try to launch the game.
2nd side note: this problem occurs in frosty 1.0.6.1 also
I dropped the file into Plugins folder of FrostyModManager, but it's not working. I can't even open Frosty Manager, because the error occurred after selecting game executable (DragonAgeInquisition.exe).
Object reference not set to an instance of an object. at FrostySdk.Managers.AssetManager.ProcessTocChunks(String superBundleName, BinarySbDataHelper helper, Boolean isBase) at FrostySdk.Managers.AssetManager.LegacyAssetLoader.Load(AssetManager parent, BinarySbDataHelper helper) at FrostySdk.Managers.AssetManager.Initialize(Boolean additionalStartup, AssetManagerImportResult result) at System.Threading.Tasks.Task.Execute() --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at FrostyModManager.Windows.SplashWindow.<LoadData>d__3.MoveNext() --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at FrostyModManager.Windows.SplashWindow.<Window_Loaded>d__1.MoveNext() --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
I don't know what else to do... I have already reinstalled the game (Steam GOTY version), redownloaded the latest version of FrostyModManager and ran the program as Administrator, but nothing works.
The current versions of the Frosty Mod Manager already include the latest version of this plugin, so there is no need to override it.
That error you have is not caused by this plugin, but thrown when first trying to create the game's cache. I've seen it once before, but without resolution sadly.
Still, your best bet to get help is to make a post in the troubleshooting channel of the frosty discord
The best i can offer is to suggest to repair your game, as the only way i see this error to be thrown is if there is some data missing from the game. :/
Hi, so i dropped the file into Plugins Folder but i still have Object reference not set to an instance of an object Error, did i do something wrong or there is something broken?
That exception can have a multitude of causes, from incompatible mods, to missing some bundles (e.g., dlc, or language specific ones) to missing this plugin. Sorry I can't help you with this, the only advice i can give is to try if this happens with only a single or few mods and go from there
Hi! I found that with the EA App this plug-in causes crash on launch of the game. The only solution to this is using the Frosty Fix that's circulating around, but sadly that seems to not load any mods that have been installed. Is there any fix for this issue? :(
Hm, this seems to be different things wrapped into one post.
The plugin does not change with launcher or drm system. As long as the plugin matches the frosty version, is installed correctly, and you don't try to load mods for language files that are not present in your game it will work fine.
For frosty 1.0.6.2 alpha 2 and forward you do not need the plugin from here, as it is already included
For frosty versions 1.0.6.0 beta 1 to 1.0.6.2 alpha 1 you should use the current plugin version from here
For frosty versions 1.0.6.0 alpha 3 to alpha 5 you have to use plugin version 1.1.0.1, though in this case you should absolutely move to the current release version of frosty.
Just don't try to install text mods for languages that you can not select in the game.
I don't use FrostyFix so i can't comment on that, but the newer DatapathFix plugin (also by Dyvinia and linked on the FrostyFix github page ) is what I hear works with DAI and EA app (There may be some error messages about missing .par files or something, but the game should launch with mods after hitting launch again from the app).
OMG, this is exactly the tool I was looking for. Thank you very much. A small request: Can you add the option "Replace" right on the Search for Text menu. I would be very grateful for that, it speeds up the work a lot. Once again a big thank you for creating a great Plugin!.
I might add something similar to the add/edit dialog or the next release I'm currently working on making those crafted item name -adjectives editable, so i'm going to have to touch that part anyway
That took a bit longer to finish up than anticipated, but the new version now finally includes a find&replace dialog. Please let me know what you think of that
Hi. Sorry I'm a little lost with how to install this mod. Apparently I need this for the enhanced character creator in DAI
I have the latest version of Frosty, downloaded from their website only a few days ago. I have unzipped the mod folder and have the BiowareLocalizationPlugin.dll file. In the manager, there's the Available Mods Tab, Installed Plugins Tab and Log Tab.
Do I just drag the .dll file into the installed plugins tab? Case when I do it says "File is not a valid Frosty Mod', so i'm def missing a step but not sure what.
48 comments
La référence d'objet n'est pas définie à une instance d'un objet.
à Frosty.ModSupport.FrostyModExecutor.ProcessModResources(IResourceContainer fmod)
à Frosty.ModSupport.FrostyModExecutor.Run(FileSystem inFs, CancellationToken cancelToken, ILogger inLogger, String rootPath, String modPackName, String additionalArgs, String[] modPaths)
à FrostyModManager.MainWindow.<>c__DisplayClass13_0.<launchButton_Click>b__0(FrostyTaskWindow task)
à System.Threading.Tasks.Task.Execute()
--- Fin de la trace de la pile à partir de l'emplacement précédent au niveau duquel l'exception a été levée ---
à System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
à System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
à Frosty.Core.Windows.FrostyTaskWindow.<FrostyTaskWindow_Loaded>d__8.MoveNext()
--- Fin de la trace de la pile à partir de l'emplacement précédent au niveau duquel l'exception a été levée ---
à System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
à System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
à System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
any idea of what i can do to get it to work again?
that is a bit random. Do you still have the project file for the mod and can you open that one? With what version did you create the mod originally?
I'm also assuming you went back to 1.0.6.3 and did not put a plugin from here into that? ( Since 1.0.6.3 already includes the correct version of the plugin )
Afaik you can have that and wavebends 1.07 alpha version for veilguard at the same time.
I'm using version 1.0.6.1 since anything newer breaks my mods and makes the game play weird. I also tried opening the project file in frosty mod editor to upload it again to version 1.0.6.1 and it makes no difference. Since it's the only mod that refuses to work, should i just wait for the latest release of frosty to work with inquisition?
As of right now, i am using 2 different frosty mod manager for inquition (version 1.0.6.1) and for veilguard (version 1.0.7.0). It's really weird because before i installed veilguard, inquisition was working just fine :/
But you said you could open the original project and saving it with 1.0.6.1, could you launch the game from the editor with that project?
If so, i believe it might be your mod managers cache that is broken. If you use DAIModmanager alongside frosty that might be the cause. ( No idea how to handle that best though - maybe completely removing all the daimod manager created patch folders and stuff/wiping and reinstalling the game and mod managers cache fresh )
If not, can you export the mod to xml, and try to reimport it into a new mod to see if that works? ( from within editor first )
Looking around the internet and the FMM Discord, there does not seem to be any fix for this issue. People who reported it solved also can't seem to agree on what the cause or solution was.
Also, please keep in mind that edits for the item names do not work retroactively
Also: Do you use DAI mods? Especially with text changes? ( I was told they exist, though i don't any)
Depending what resource a DAI mod changes and when the frosty sdk was created this might have some influence?
Yeah, i'm kinda reaching for straws here but i don't see why this should work for some resource edit but not others
I'm trying to work with excel file to translate the game because working with the exported .xml file is hard especially when trying to work with this amount of dialog (the game contains nearly 115000 unique lines but because of (resource info) it makes the number of lines nearly half a million "447540" lines which most of them are duplicate lines)
working with (resource info) is a nightmare because you cant convert the excel back to xml after translating because the crazy amount of List of lists which also one of excel limitations.
Is there anyway to Export and Import game texts with only the textID and the text itself without the (resource info) tag?
In theory you can also import the texts from a file created that way, though i've never tested it. It is probably really slow and also only works with single lines ( 1 text = 1 line in the file ). This will not add newlines anywhere.
For accurately re-importing texts while preserving newlines you have to use the xml import, which requires the information where to store the text into, there is no way around that.*
What you can probably do is: Using some nifty regular expressions, xslt, xpath, or something to get the resources for each text id and the texts alone as separate files from the xml export ( No idea how exactly, but i've seen people do something like this with other xml files).
Then in your excel sheet you can have a column with only the texts, and another column with their locations, using string concatenation in excel to build the xml output for each text id. Then you'd only need to copy that into a new file when you are done.
*Alternative 2: If you change the handling of the import and build the plugin yourself, then it might work completely without stated resource locations. Instead it would overwrite the text in each existing resource location in the default language ( english ).
For that you would have to change the method ImportText(BiowareLocalizedStringDatabase textDb, string language, TextRepresentation textRepresentation) in BiowareLocalizationPlugin.ExportImport.XmlImporter. See XmlImporter.cs
In line 145, instead of calling textDb.SetText(language, textRepresentation.Resources, textId, textRepresentation.Text); you would need to call
textDb.SetString(textId, textRepresentation.Text); instead.
Maybe adding IsNullable = true to the [XmlArray("Resources")] annotation in BiowareLocalizationPlugin.ExportImport.TextFile would also be required, idk. Completely removing the two annotations at the Resources field would also not even write those into the exported xml file.
Edit: Maybe i should say that this SetText Method is exactly the same used by the string import of the other Localized String Editor, so it will still be really slow.
Edit2: Since we are talking about DAI, that game additionally has those declinated or conjugated adjectives for the generated names for crafted items. It might be better to leave those out completely from the translation. The import for them cannot be changed as easily as the text import. More importantly: The number of declinations required for arabic is very likely different from the number present for english, and i have no clue what will break if you try to import more declinations than were present in the language resources originally. I don't think i considered that when i wrote that part. Never mind that i never found out how or where exactly those are pulled for use in the game.
I have found a way to gather every resource to its correspond ID after a lot of research and now the import function is working fine
i'm trying to translate the game into Arabic language
i'm using frosty 1.0.6.2
i have translated one line of the text in the editor of your plugin and exported it to get the schema of the .xml file so i can use the schema to import the whole translated text of the game.
after the translation i used and created a new .xlsx file using the schema i exported earlier, then created a new .xml file and made sure that the tags are correct like the earlier exported .xml file schema
then i imported the new translated .xml file with your plugin in frosty editor
to my surprise, the importing function worked and the original English text was replaced with the new translated text that i made in the right order.
(here is a picture of changed text from English to Arabic -----> https://ibb.co/FB4Hzt4)
but here the problem comes, the frosty editor will crash if i try to save the project or even launch the game.
and i cant see any error message, it just crash immediately if i save or launch the game.
the importing function works smoothly and gave me no errors while importing.
1st side note: i tested editing and translating some text with you plugin, just small number of lines, with the Add/Edit function, and the game works fine and i can see the affected lines inside the game, it only crash if i import the .xml file and try to launch the game.
2nd side note: this problem occurs in frosty 1.0.6.1 also
3rd side note: i have no mods installed
can you please help me finding a solution
Object reference not set to an instance of an object.
at FrostySdk.Managers.AssetManager.ProcessTocChunks(String superBundleName, BinarySbDataHelper helper, Boolean isBase)
at FrostySdk.Managers.AssetManager.LegacyAssetLoader.Load(AssetManager parent, BinarySbDataHelper helper)
at FrostySdk.Managers.AssetManager.Initialize(Boolean additionalStartup, AssetManagerImportResult result)
at System.Threading.Tasks.Task.Execute()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at FrostyModManager.Windows.SplashWindow.<LoadData>d__3.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at FrostyModManager.Windows.SplashWindow.<Window_Loaded>d__1.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
I don't know what else to do... I have already reinstalled the game (Steam GOTY version), redownloaded the latest version of FrostyModManager and ran the program as Administrator, but nothing works.
That error you have is not caused by this plugin, but thrown when first trying to create the game's cache.
I've seen it once before, but without resolution sadly.
Still, your best bet to get help is to make a post in the troubleshooting channel of the frosty discord
The best i can offer is to suggest to repair your game, as the only way i see this error to be thrown is if there is some data missing from the game. :/
Sorry I can't help you with this, the only advice i can give is to try if this happens with only a single or few mods and go from there
The only solution to this is using the Frosty Fix that's circulating around, but sadly that seems to not load any mods that have been installed.
Is there any fix for this issue? :(
The plugin does not change with launcher or drm system. As long as the plugin matches the frosty version, is installed correctly, and you don't try to load mods for language files that are not present in your game it will work fine.
- For frosty 1.0.6.2 alpha 2 and forward you do not need the plugin from here, as it is already included
- For frosty versions 1.0.6.0 beta 1 to 1.0.6.2 alpha 1 you should use the current plugin version from here
- For frosty versions 1.0.6.0 alpha 3 to alpha 5 you have to use plugin version 1.1.0.1, though in this case you should absolutely move to the current release version of frosty.
Just don't try to install text mods for languages that you can not select in the game.I don't use FrostyFix so i can't comment on that, but the newer DatapathFix plugin (also by Dyvinia and linked on the FrostyFix github page ) is what I hear works with DAI and EA app (There may be some error messages about missing .par files or something, but the game should launch with mods after hitting launch again from the app).
I hope that helps. Other than that i can only say that the ea app seems to be broken in more ways than i thought possible - see e.g.,: https://answers.ea.com/t5/Bug-Reports-Technical-Issues/EA-App-cloud-sync-enumerating-save-directory-of-games-thousands/m-p/12247837#M16769
A small request: Can you add the option "Replace" right on the Search for Text menu. I would be very grateful for that, it speeds up the work a lot.
Once again a big thank you for creating a great Plugin!.
I'm currently working on making those crafted item name -adjectives editable, so i'm going to have to touch that part anyway
I have the latest version of Frosty, downloaded from their website only a few days ago. I have unzipped the mod folder and have the BiowareLocalizationPlugin.dll file. In the manager, there's the Available Mods Tab, Installed Plugins Tab and Log Tab.
Do I just drag the .dll file into the installed plugins tab? Case when I do it says "File is not a valid Frosty Mod', so i'm def missing a step but not sure what.
How do I install this please?
I really should go to bed....