It seems like a mod conflict. Please change the languageCompatibility setting to false in the applymod.xml file. If this does not resolve the issue, please reply. If it does or does not resolve the issue, letting me know which mod seems to be conflicting with mine would be helpful for improving or fixing my mod.
Even after that, it seems that it didn't work. I assume the mod causing confliction was an additional elevator mod that I downloaded then deleted as LMM gives this error message when using it even by itself: An exception was thrown by the type initializer for Add_On at MapGraph.LoadModMap (System.Collections.Generic.Dictionary`2 nodeRoot, System.Xml.XmlNode edgeRoot) [0x00000] in <filename unknown>:0
Unfortunately, I was unable to reproduce your bug. However, here are some steps you can try: 1. Reinstall the Lobotomy Mod Manager with the latest version. 2. Search for "Lobotomy mod unknown error" on Reddit. 3. Remove any mods related to MapGraph. If you need further assistance, please reply with more information. I may be able to help you better with more details.
I changed the Aberration MOD to false, but the same Abnormality was extracted the next day. if it is a bug that occurs when adding an abnormality other than the existing one, I think it needs to be improved in the future because Aberration is also a part of this MOD. If you have any ideas for improvement, I would appreciate it if you could let me know. (I'm using it in conjunction with the Wonder Lab MOD, so I wonder if that's the cause.)
When I translated your text using ChatGPT, it produced the following sentence: 'Is the text for the repeated abnormalities from a variant or the first Additional Containment Units mod?' It seems 'the text for the repeated abnormalities' refers to the Management Tips or Story Records of Aberration mod abnormalities. 'A variant' likely refers to other existing abnormality modification mods, such as ChroChro's Kaizo Corp. 'The first Additional Containment Units mod' seems to refer to Null's Increased Number of Abnormalities mod. Firstly, the Increased Number of Abnormalities mod does not add any mod abnormalities, so there are no texts to reference from it. Most of the abnormality story records are copies of the original abnormality story records. The management tips are either modifications of the legacy version's methods or taken from version 0.1. The management tips and the Korean version of the Story Records for the Button Bug abnormality are written by me.
When I use this mod, there is a duplicate exception and I look for it in the mod file, but I don't know which one is the file that can close the duplicate exception after modifying the code (the content is machine translated, I don't know much English)
If the duplicate exception is an error occurring during the game, error logs might have been generated in the BaseMods folder. It would be helpful if you could copy the entire log and post it in the BUGS tab. Below is an example of an error log.
The appearance of the same abnormality might be due to the Aberration mod. This mod, which is part of the Energy Corp mod, introduces Aberration abnormalities that are slightly different from the original ones. When you reveal the abnormality's name through research, you'll notice modifiers like 'Refracted', 'Strong', or 'Past' added to the original name, indicating that it is a mod abnormality.
Most of these mod abnormalities have the same appearance as the original ones. While some have different management methods, others simply have their Qliphoth Counter reduced to 1, which might make you think that the same abnormality has appeared again. Additionally, many Aberration abnormalities are indistinguishable until entering their containment unit, which might seem unfair.
I apologize for any confusion caused during the game. You can prevent these abnormalities from appearing by setting the <aberration> node to false in applymod.xml.
I hope this image provides the answer you need. If the folder location is not the issue, please check if the <addIsolate> node in the applymod.xml file within the Config folder is set to true.
In version 1.5.11, the weight system is only used in the Random Additional Abnormality mod. If you haven't modified the modconfig.xml, you don't need to use or understand the weight system.
The weight system reduces the appearance rate of randomly appearing abnormalities. It uses a float value between 0 and 1, where values closer to 0 decrease the appearance rate and values closer to 1 increase it. It does not affect the appearance rate in the abnormality selection phase.
Weight is used in risklevel.xml and its modified versions. A weight value of 1 means the appearance rate is not reduced. You can write it with the abnormality ID in the <weight> node. If the abnormality is from a mod using LcId, you also need to include the mod ID. For an example, refer to risklevelQquickness_EnergyCo.xml.
Even a weight value of 0 does not set the appearance rate to 0. If you don't want an abnormality to appear randomly, write it in the <preventRandomExtraction> node using a similar format as the <weight> node with no weight.
Refer to the 0. LcId and Weight and 4. randomExtraction sections in the ReadMe.txt. If you need more detailed explanations, please let me know in the reply!
I have confirmed that the translation files for aberrations F-01-02 and F-02-49, which should have been included in version 1.5.8, were missing. My apologies! I have uploaded a new version that includes the missing files.
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If it does or does not resolve the issue, letting me know which mod seems to be conflicting with mine would be helpful for improving or fixing my mod.
An exception was thrown by the type initializer for Add_On
at MapGraph.LoadModMap (System.Collections.Generic.Dictionary`2 nodeRoot, System.Xml.XmlNode edgeRoot) [0x00000] in <filename unknown>:0
1. Reinstall the Lobotomy Mod Manager with the latest version.
2. Search for "Lobotomy mod unknown error" on Reddit.
3. Remove any mods related to MapGraph.
If you need further assistance, please reply with more information. I may be able to help you better with more details.
Until I return, I might not be able to answer any questions.
Sorry!
if it is a bug that occurs when adding an abnormality other than the existing one, I think it needs to be improved in the future because Aberration is also a part of this MOD. If you have any ideas for improvement, I would appreciate it if you could let me know.
(I'm using it in conjunction with the Wonder Lab MOD, so I wonder if that's the cause.)
'Is the text for the repeated abnormalities from a variant or the first Additional Containment Units mod?'
It seems 'the text for the repeated abnormalities' refers to the Management Tips or Story Records of Aberration mod abnormalities.
'A variant' likely refers to other existing abnormality modification mods, such as ChroChro's Kaizo Corp.
'The first Additional Containment Units mod' seems to refer to Null's Increased Number of Abnormalities mod.
Firstly, the Increased Number of Abnormalities mod does not add any mod abnormalities, so there are no texts to reference from it.
Most of the abnormality story records are copies of the original abnormality story records.
The management tips are either modifications of the legacy version's methods or taken from version 0.1.
The management tips and the Korean version of the Story Records for the Button Bug abnormality are written by me.
It would be helpful if you could copy the entire log and post it in the BUGS tab.
Below is an example of an error log.
This mod, which is part of the Energy Corp mod, introduces Aberration abnormalities that are slightly different from the original ones.
When you reveal the abnormality's name through research, you'll notice modifiers like 'Refracted', 'Strong', or 'Past' added to the original name, indicating that it is a mod abnormality.
Most of these mod abnormalities have the same appearance as the original ones.
While some have different management methods, others simply have their Qliphoth Counter reduced to 1, which might make you think that the same abnormality has appeared again.
Additionally, many Aberration abnormalities are indistinguishable until entering their containment unit, which might seem unfair.
I apologize for any confusion caused during the game.
You can prevent these abnormalities from appearing by setting the <aberration> node to false in applymod.xml.
I hope this image provides the answer you need.
If the folder location is not the issue, please check if the <addIsolate> node in the applymod.xml file within the Config folder is set to true.
If you haven't modified the modconfig.xml, you don't need to use or understand the weight system.
The weight system reduces the appearance rate of randomly appearing abnormalities.
It uses a float value between 0 and 1, where values closer to 0 decrease the appearance rate and values closer to 1 increase it.
It does not affect the appearance rate in the abnormality selection phase.
Weight is used in risklevel.xml and its modified versions.
A weight value of 1 means the appearance rate is not reduced.
You can write it with the abnormality ID in the <weight> node.
If the abnormality is from a mod using LcId, you also need to include the mod ID.
For an example, refer to risklevelQquickness_EnergyCo.xml.
Even a weight value of 0 does not set the appearance rate to 0.
If you don't want an abnormality to appear randomly, write it in the <preventRandomExtraction> node using a similar format as the <weight> node with no weight.
Refer to the 0. LcId and Weight and 4. randomExtraction sections in the ReadMe.txt.
If you need more detailed explanations, please let me know in the reply!
My apologies!
I have uploaded a new version that includes the missing files.