The update did indeed break the mod, to everyone who it might concern.
That is the problem with mods that rely on replacing the base files. At the moment it is still not possible to port this mod to a format that will be stable when updates are released.
And nobody is available at the moment understands what all the changes this mods make are exactly in order to convert it faithfully into another format. (Original author had something happen in real life that makes them very unlikely to be persuing this project anymore)
CTDs on load for new/old character after new patch:
G:\Steam\steamapps\common\Hades\Content\Scripts\Main.lua:529: ...teamapps\common\Hades\Content\Scripts\UIPresentation.lua:33: attempt to index global 'LocalizationData' (a nil value) at NLua.Lua.ThrowExceptionFromError(Int32 oldTop) at NLua.Lua.CallFunction(Object function, Object[] args, Type[] returnTypes) at GSGE.ScriptManager.Update(Single elapsedSeconds) at GSGE.World.Update(Single elapsedSeconds) at GSGE.Code.GUI.GameplayScreen.Update(Single elapsedSeconds, InputHandler[] inputs) at GSGE.ScreenManager.Update(Single elapsedSeconds) at GSGE.App.Update(Single elapsedSeconds) at GSGE.App.UpdateAndDraw(Single elapsedSeconds) at Game.Windows.Program.Main(String[] args) at NLua.Lua.ThrowExceptionFromError(Int32 oldTop) at NLua.Lua.CallFunction(Object function, Object[] args, Type[] returnTypes) at GSGE.ScriptManager.Update(Single elapsedSeconds) at GSGE.World.Update(Single elapsedSeconds) at GSGE.Code.GUI.GameplayScreen.Update(Single elapsedSeconds, InputHandler[] inputs) at GSGE.ScreenManager.Update(Single elapsedSeconds) at GSGE.App.Update(Single elapsedSeconds) at GSGE.App.UpdateAndDraw(Single elapsedSeconds) at Game.Windows.Program.Main(String[] args)RAM usage: 83% (~1 GB available or 1374167040 bytes)
Out of curiosity, how did you get the Mirror to go above the normal limits? When I tried adjusting the .lua it gave an error saying that there were too many entries?
Could you be a little bit more specific? Did you install the mod while in a run? Furthermore, you mean Hagover bonus as in his duo with Aphrodite? Please, clarify as much as you can. If possible, join the modding discord and supply me with a crash log. Thank you!
8 comments
That is the problem with mods that rely on replacing the base files.
At the moment it is still not possible to port this mod to a format that will be stable when updates are released.
And nobody is available at the moment understands what all the changes this mods make are exactly in order to convert it faithfully into another format.
(Original author had something happen in real life that makes them very unlikely to be persuing this project anymore)
So, this mod is dead for now.
G:\Steam\steamapps\common\Hades\Content\Scripts\Main.lua:529: ...teamapps\common\Hades\Content\Scripts\UIPresentation.lua:33: attempt to index global 'LocalizationData' (a nil value)
at NLua.Lua.ThrowExceptionFromError(Int32 oldTop)
at NLua.Lua.CallFunction(Object function, Object[] args, Type[] returnTypes)
at GSGE.ScriptManager.Update(Single elapsedSeconds)
at GSGE.World.Update(Single elapsedSeconds)
at GSGE.Code.GUI.GameplayScreen.Update(Single elapsedSeconds, InputHandler[] inputs)
at GSGE.ScreenManager.Update(Single elapsedSeconds)
at GSGE.App.Update(Single elapsedSeconds)
at GSGE.App.UpdateAndDraw(Single elapsedSeconds)
at Game.Windows.Program.Main(String[] args)
at NLua.Lua.ThrowExceptionFromError(Int32 oldTop)
at NLua.Lua.CallFunction(Object function, Object[] args, Type[] returnTypes)
at GSGE.ScriptManager.Update(Single elapsedSeconds)
at GSGE.World.Update(Single elapsedSeconds)
at GSGE.Code.GUI.GameplayScreen.Update(Single elapsedSeconds, InputHandler[] inputs)
at GSGE.ScreenManager.Update(Single elapsedSeconds)
at GSGE.App.Update(Single elapsedSeconds)
at GSGE.App.UpdateAndDraw(Single elapsedSeconds)
at Game.Windows.Program.Main(String[] args)RAM usage: 83% (~1 GB available or 1374167040 bytes)