Hello Alfalfa, so nice to see you releasing mods for FS22. Was a big fan and user of your mods for FS19. I'm excited to see what you bring us for this new game.
Hey, nice to see you're still modding for FS. Looking forward to anything else you put up. I considered a few of your FS19 mods to be essential to my gameplay. Haven't played too much yet, from what I understand they have fixed the way eggs are placed so they're on a pallet instead of individual boxes. You did some awesome pallet work in FS19 with increased pallet sizes. As well as managed to have pig food work like TMR. Not sure if you have plans to port any of your previous mods over to 22.
Hi Knottypine, thanks for the kind words and good seeing you here too! I haven't played the game a whole lot yet, so I haven't actually created a pallet of anything. I've heard that people are having issues with them sticking to the ground (pallets from production, not store bought). I'll have to check out the production side of things, as well as the animals and see what's up.
It seems there is a slight issue. BTW, some other mods cause this issue as well according to the Steam forums. With Lazy Bales enabled, upon exiting the game (after saving), the game tries to reload to the main menu but instead crashes to the desktop. At first I thought it was just FS being buggy (turns out if sort of is). However, it works as intended when I removed your mod. These are the very last two lines of my log:
2021-11-27 00:06 WARNING: object ref is invalid for resolving to script method target object 2021-11-27 00:06 LUA call stack:
Not sure if that helps any.
Upon more testing, the mod 'Collect Straw at Missions' from the official Modhub (which has been QA tested) also causes this error. I tried both individually and both give the same result.
Kind of weird but it would seem that if any kind of script mod is run, the game will crash to desktop when you save and exit. This is the case with PlayerActionCamera, CultivatorFieldCreator, and any of the script mods I've made and tested... Even when tested by themselves, no other script mod in the mod folder, they each individually have the same behavior. Remove all script mods, the game saves and exits to its main menu.
And LazyBales is a fairly benign mod, it's a simple prepend of an existing in-game function. During my testing after reading your reply, I've noticed that the call stack you listed doesn't always appear in the log, only sometimes. But the game will _always_ crash to desktop whether it's one script mod enabled (even from Giant's ModHub) or if you have a dozen script mods enabled. I have to assume that every single script mod, no matter what it is, is exhibiting this behavior - the game doesn't like scripts :)
Probably some weird "hooks" that Giant's has implemented as a guard/check on script mods. They might still have some debugging code running that conflicts with external lua scripts.
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Must have mod. Thank you so much for this!
2021-11-27 00:06 WARNING: object ref is invalid for resolving to script method target object
2021-11-27 00:06 LUA call stack:
Not sure if that helps any.
Upon more testing, the mod 'Collect Straw at Missions' from the official Modhub (which has been QA tested) also causes this error. I tried both individually and both give the same result.
Kind of weird but it would seem that if any kind of script mod is run, the game will crash to desktop when you save and exit. This is the case with PlayerActionCamera, CultivatorFieldCreator, and any of the script mods I've made and tested... Even when tested by themselves, no other script mod in the mod folder, they each individually have the same behavior. Remove all script mods, the game saves and exits to its main menu.
And LazyBales is a fairly benign mod, it's a simple prepend of an existing in-game function. During my testing after reading your reply, I've noticed that the call stack you listed doesn't always appear in the log, only sometimes. But the game will _always_ crash to desktop whether it's one script mod enabled (even from Giant's ModHub) or if you have a dozen script mods enabled. I have to assume that every single script mod, no matter what it is, is exhibiting this behavior - the game doesn't like scripts :)
Probably some weird "hooks" that Giant's has implemented as a guard/check on script mods. They might still have some debugging code running that conflicts with external lua scripts.
It is what it is, there's always going to be someone that will upload mods to other sites. Can't stop people from being crappy