I was curious, I am using this mod with some others, and it works in that I get items without having the loot screen appear, but I do not have a list of the items I receive appear (so I get items but have no idea what without looking in my inventory and noticing what looks new). Is that a normal function when looting something like containers? Or am I getting a mod conflict somewhere.
Most likely guys you both have a conflict with some other mod. Disable all mods you've installed except this one, launch the game, find any loot object and make sure if it works correctly or not. I haven't had such an error during the whole game.
Hey, not sure if anyone would have any idea what's going on but when I try to use about any mod, this included, I get an unhandled exception. Game and mod manager is updated. Tried google but to no avail. This is what I'm getting:
Value cannot be null. Parameter name: buffer
at System.Security.Cryptography.HashAlgorithm.ComputeHash(Byte[] buffer) at FrostySdk.Utils.GenerateSha1(Byte[] buffer) at Frosty.ModSupport.FrostyModExecutor.<>c__DisplayClass28_0.<Run>b__0() 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 Frosty.ModSupport.FrostyModExecutor.<Run>d__28.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.MainWindow.<launchButton_Click>d__13.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)
Great mod, thank you for making it! Question - if instead of "hold pick to loot" I wanted to have an instant "press to loot", would that be possible? I see no fields in the prefabs that control how long the interaction has to be.
The thing is that the mechanic of interaction with holding a key is used almost to every object in Andromeda, not only for looting. Maybe this design left over from the console version? Difficult to answer...
I had the same idea to make instant interaction with pressing a key instead of holding. And, as it seemed to me, I did it, but during the tests this part of the mod did not work well. With loot everything worked just fine but interaction with other objects became pretty buggy.
Actually, if I recall correctly, it caused my Ryder freezing after using the elevator in the cargo bay of the Tempest when Peebee is near the elevator platform (and her interaction button is already active) and I'm pretty sure it's not the only one buggy place. Unfortunately, I could not find a solution to this problem and was forced to abandon this part of the mod.
34 comments
Disable all mods you've installed except this one, launch the game, find any loot object and make sure if it works correctly or not.
I haven't had such an error during the whole game.
Again sorry for the bother and thanks for the mod
Value cannot be null.
Parameter name: buffer
at System.Security.Cryptography.HashAlgorithm.ComputeHash(Byte[] buffer)
at FrostySdk.Utils.GenerateSha1(Byte[] buffer)
at Frosty.ModSupport.FrostyModExecutor.<>c__DisplayClass28_0.<Run>b__0()
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 Frosty.ModSupport.FrostyModExecutor.<Run>d__28.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.MainWindow.<launchButton_Click>d__13.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)
https://forums.nexusmods.com/index.php?/topic/5702272-unable-to-run-game-with-frosty/
I had the same idea to make instant interaction with pressing a key instead of holding. And, as it seemed to me, I did it, but during the tests this part of the mod did not work well.
With loot everything worked just fine but interaction with other objects became pretty buggy.
Actually, if I recall correctly, it caused my Ryder freezing after using the elevator in the cargo bay of the Tempest when Peebee is near the elevator platform (and her interaction button is already active) and I'm pretty sure it's not the only one buggy place.
Unfortunately, I could not find a solution to this problem and was forced to abandon this part of the mod.
Thank you.