Troubleshooting Guide A lot of the modding community (including myself, Gareth the creator of MOMI, and Archie the creator of the Aurie Framework) is active on the Unofficial Fields of Mistria Discord server. If all else fails, the moddingchannel on that server is a great place to go for help!
Common Errors
An error occurred launching this game: Missing game executable.
Operation did not complete successfully because the file contains a virus or potentially unwanted software.
If you experience the above errors when trying to launch the game after installing the mod, try the following steps in order. Try to run the game after each step to see if it fixed the issue. After performing all of the steps the game should at minimum launch (albeit with no mods). At that point, you can try installing the mod again.
In Windows Defender, check to see if it's deleted the AurieLoader.exe file. If so, restore it. AurieLoader is the Aurie Framework's mechanism for injecting mods into the game. Since it's literally modifying another (the game's) process, Windows Defender is (understandably) vigilant and will often automatically stop it.
If Windows Defender continues to quarantine or remove the AurieLoader.exe file, you can add the Fields of Mistria directory where your game is installed as an exclusion. For example, the default location Steam will install to is: C:\Program Files (x86)\Steam\steamapps\common\Fields of Mistria
In MOMI, click the Uninstall All button. This will remove all mods and restore the game to its original state without the Aurie Framework (or any mods).
In Steam, right click the game and click Properties. In the new window click the Installed Files tab and and then click the Verify Integrity of Games Files button.
WeMod Compatiblity There currently have been no reports are compatibility issues with this mod and WeMod. However, if you run both and experience crashes to the desktop, let me know!
Hi there! Could you clarify what is meant by "damages everything"? Does it destroy all the rocks/ore? Does it kill all the monsters? Does it leave loot to be collected? Does it reveal the ladder to the next level? Thanks!
Sure! Currently the mod damages Ari (the player) and all monsters. Monsters defeated can drop loot. If I can figure out how to break all rocks/ore that will be added in a future update. I forget if monsters have a chance to spawn ladders when defeated but if they do this mod wouldn't change that. I do have a separate mod that lets you just spawn a ladder by pushing a button.
This is such a fun spell, and super handy, especially on those spiral lava cave floors with millions of the stupid rock spitting monsters. I decided to set the mana cost to 2 full bubbles, feels too cheaty otherwise. XD It would be super fun if it also destroyed all the rocks/ore and revealed the ladder in the process, but it's already amazing as-is. Thanks for the great mod!
Hi! Thanks so much for the mod! I had a question about the configuration file. I followed in instructions in the description and opened the game to the title screen, but QuakeSpell.json didn't show up in the mod folder. There was also no other json file that had the default configuration file contents from the mod description. I tried with both the Full Restore and the Summon Rain 1.1.2 versions and the Quake Spell 1.1.1 version. Other than the QuakeSpell.json file not showing up, the mod seems to work as intended.
Hey! Just to confirm you're looking for the mod_data folder at the path shown below. It's not where the game is (though I might move it there in an update to try and make things simpler). Note that <user> should be your username. C:\Users\<username>\AppData\Local\FieldsOfMistria\mod_data
i'm trying to use this mod, but the line of configuration that you include in the description isn't the same route in my PC? i get as far as the fields of mistria bit, but there is not mod_data folder to precede with so idk what to do
EDIT so ive been looking at the posts under the animal friends mods, and read about needing to look at the YYTK console window but when i run the game this doesn't show up - a window for the aurie installer shows for a second before the game does but closes quickly. i found the YYTK DLL file in the aurie folder in my mods folder, but is that the same thing? if you can't tell, im not great with computers so any help would be appreciated
EDIT looking under the dig up anything post page, ive realized that because the YYTK console window isnt showing up that the Quake Spell/Animal Friends wasn't installed correctly (which i thought it was because the text and description of the full restore spell were replaced by that of the quake spell - i'll add another update/edit when i have worked through this (by uninstalling all my mods and installing them again) or if i come across another impasse
EDIT OKAY so that didn't work - my AV tools aren't flagging Aurie since i made an exception in the AV tools (like the troubleshooting list/advice recommends) but i did all that before i came on here, so im assuming the problem is with YYTK (which i can only find in my computer as a DLL file in the aurie folder in my mods folder). ive taken it a step further by completely uninstalling and deleting any @annanomoly mods and tried to install them again after downloading them a second time but no dice - i also did this with the animal friends test file and still no mod_data folder or YYTK console window - all my other mods seem to be working fine though? although they don't bring up a YYTK console window when the game is running through the FieldsofMistria.exe (at one point I thought the problem was that I wasn't using the FieldsofMistria.exe to open the program, but that didn't result in any change) what i do find interesting is that the @annanomoly mods are the only ones that prompt something called the registry and now my thinking is that this registry is causing the YYTK to not work properly, ie. no YYTK console window) even though I have given permission for changes to be made to this registry, heres a link to a google doc with screenshots regarding this (https://docs.google.com/document/d/1HOyzms-wroYPSRHAc5bKN0TEv_ZTMZ3QJpX3waYbHBk/edit?usp=sharing) for context, as of this post, i have the most current version of everything downloaded and installed on my computer
Glad you dropped by the Unofficial Discord and got it working! For anyone else running into issues the folder in the Fields of Mistria directory where you place your mods must be called mods and not anything else for MOMI and YYTK to find them!
Hello, first of all. I would like to express my love for this mod of yours. Thank you very much for sharing it with us. Second, can I be rude and ask for an option for Quake to replace other spells? I use Full Restore quite a lot, and I would love to use it alongside Quake. Again, thank you for the mod and your hard work.
Very late reply but yes I'm about to release an updated version that makes the following configurable:
Spell Cost: Can pick values 0 - 12. 0 being no mana (free) and 12 being the max mana (3 orbs). The game treats one mana orb as 4 "mana" points.
Damage Ari: True/False to choose if the mod should hurt Ari (the player) or not.
Ignore Mimics: True/False to choose if the mod should hurt mimics. These got added after this mod came out. Since they reward you more for feeding them, this option will let you spare them from Quake's wrath.
Sound Effects: True/False to choose if the mod should play the sound effects during the "earthquake".
Screen Flash: True/False to choose if the mod should do the screen flash when the spell is cast.
If there's other things you'd like configurable or changed please let me know! Also, is there interest in having options for Quake to replace the other spells? I can make those optional versions of the mod.
Right now no because it overrides the logic in the game that determines when you can cast the spell. The current version has that logic check that each of the following are true when you try to cast Quake: 1. Are you currently in the dungeon? 2. Do you have at least 2 mana (half a dot)? 3. Has Quake not been cast on the current floor?
But, I can update the mod to let you choose the mana cost. I just arbitrarily picked the cost. Did you want it to be free (0 mana)? The mod still won't know about your Magic Cost mod settings if I do this but you will at least be able to set the mana cost for Quake.
18 comments
A lot of the modding community (including myself, Gareth the creator of MOMI, and Archie the creator of the Aurie Framework) is active on the Unofficial Fields of Mistria Discord server. If all else fails, the modding channel on that server is a great place to go for help!
Common Errors
If you experience the above errors when trying to launch the game after installing the mod, try the following steps in order. Try to run the game after each step to see if it fixed the issue. After performing all of the steps the game should at minimum launch (albeit with no mods). At that point, you can try installing the mod again.
C:\Program Files (x86)\Steam\steamapps\common\Fields of Mistria
WeMod Compatiblity
There currently have been no reports are compatibility issues with this mod and WeMod. However, if you run both and experience crashes to the desktop, let me know!
C:\Users\<username>\AppData\Local\FieldsOfMistria\mod_data
EDIT
so ive been looking at the posts under the animal friends mods, and read about needing to look at the YYTK console window but when i run the game this doesn't show up - a window for the aurie installer shows for a second before the game does but closes quickly. i found the YYTK DLL file in the aurie folder in my mods folder, but is that the same thing?
if you can't tell, im not great with computers so any help would be appreciated
EDIT
looking under the dig up anything post page, ive realized that because the YYTK console window isnt showing up that the Quake Spell/Animal Friends wasn't installed correctly (which i thought it was because the text and description of the full restore spell were replaced by that of the quake spell - i'll add another update/edit when i have worked through this (by uninstalling all my mods and installing them again) or if i come across another impasse
EDIT
OKAY so that didn't work - my AV tools aren't flagging Aurie since i made an exception in the AV tools (like the troubleshooting list/advice recommends) but i did all that before i came on here, so im assuming the problem is with YYTK (which i can only find in my computer as a DLL file in the aurie folder in my mods folder). ive taken it a step further by completely uninstalling and deleting any @annanomoly mods and tried to install them again after downloading them a second time but no dice - i also did this with the animal friends test file and still no mod_data folder or YYTK console window - all my other mods seem to be working fine though? although they don't bring up a YYTK console window when the game is running through the FieldsofMistria.exe (at one point I thought the problem was that I wasn't using the FieldsofMistria.exe to open the program, but that didn't result in any change)
what i do find interesting is that the @annanomoly mods are the only ones that prompt something called the registry and now my thinking is that this registry is causing the YYTK to not work properly, ie. no YYTK console window) even though I have given permission for changes to be made to this registry, heres a link to a google doc with screenshots regarding this (https://docs.google.com/document/d/1HOyzms-wroYPSRHAc5bKN0TEv_ZTMZ3QJpX3waYbHBk/edit?usp=sharing)
for context, as of this post, i have the most current version of everything downloaded and installed on my computer
Second, can I be rude and ask for an option for Quake to replace other spells? I use Full Restore quite a lot, and I would love to use it alongside Quake.
Again, thank you for the mod and your hard work.
If there's other things you'd like configurable or changed please let me know! Also, is there interest in having options for Quake to replace the other spells? I can make those optional versions of the mod.
1. Are you currently in the dungeon?
2. Do you have at least 2 mana (half a dot)?
3. Has Quake not been cast on the current floor?
But, I can update the mod to let you choose the mana cost. I just arbitrarily picked the cost. Did you want it to be free (0 mana)? The mod still won't know about your Magic Cost mod settings if I do this but you will at least be able to set the mana cost for Quake.