As far as I can tell, this tool appears to be broken. While mod conflictions are giving me infinite loading screens after character creation when I try to start a new game, my game had no problems loading up with the mods, opening the mod manager at startup, letting me alter settings, and even appearing to work during character creation. It only started throwing error output files at me when I tried to use modsorter to fix the conflicts, and after trying and retrying every mod i have, with and without this tool, the only time mods crash entirely is when modsorter is installed. I even tried launching the game with -only- modsorter installed and nothing else, and it threw out the same error file. It's the only thing causing mods to just not load at all, and after days of searching for what the error file means, all I've found out is that it means I have a broken mod. And I only get the error with modsorter installed. So I can only assume this tool is broken.
[Manager] Injection... [Manager] Initialize. [Manager] Version: 0.21.2.0. [Manager] OS: Microsoft Windows NT 6.3.9600.0 AMD64. [Manager] Net Framework: 4.0.30319.42000. [Manager] Unity Engine: 2018.1.2. [Manager] Game: Pathfinder: Kingmaker. [Manager] Mods path: F:\Steam\steamapps\common\Pathfinder Kingmaker\Mods. [Manager] Injection successful. - Completed reload, in 0.565 seconds <RI> Initializing input.
<RI> Input initialized.
<RI> Initialized touch support.
UnloadTime: 0.466978 ms [Manager] Start parsing game version. [Manager] Game version detected as '2.0.7'. [Manager] Parsing mods. [Manager] Reading file 'F:\Steam\steamapps\common\Pathfinder Kingmaker\Mods\!ModSorter\Info.json'. [Manager] Sorting mods. KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <e1a80661d61443feb3dbdaac88eeb776>:0 at UnityModManagerNet.UnityModManager.DFS (System.String id, System.Collections.Generic.Dictionary`2[TKey,TValue] mods) [0x00026] in <3a3672d5dcf248a8a8c91807c33ec0a0>:0 at UnityModManagerNet.UnityModManager.DFS (System.String id, System.Collections.Generic.Dictionary`2[TKey,TValue] mods) [0x0004b] in <3a3672d5dcf248a8a8c91807c33ec0a0>:0 at UnityModManagerNet.UnityModManager.TopoSort (System.Collections.Generic.Dictionary`2[TKey,TValue] mods) [0x00015] in <3a3672d5dcf248a8a8c91807c33ec0a0>:0 at UnityModManagerNet.UnityModManager._Start () [0x002f8] in <3a3672d5dcf248a8a8c91807c33ec0a0>:0 at UnityModManagerNet.UnityModManager.Start () [0x00000] in <3a3672d5dcf248a8a8c91807c33ec0a0>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityModManagerNet.UnityModManager:Start() UnityModManagerNet.Injector:Postfix_Start() Kingmaker.GameStarter:Awake_Patch2(Object)
Came here from your Arcane Tide instructions for forcing compatibility with Call of the Wild.
The description here confuses me. You say to follow the instructions in the Modsorter but there aren't any. At least, none that actually tell me what I'm supposed to be doing. Are we supposed to be putting arcane tide first? EA first? Does CotW need to be linked to something? Does EA need to come before everything else?
There's a lot of info missing here.
Also, UMM isn't supposed to go into the game directory; in fact it throws an error if you try. It's supposed to go somewhere else on it's own according to it's installer. So you can't put the Modsorter in the Kingmaker game directory alongside UMM.
That may be a typo. I installed UMM by the Doorstop method, where it installs into the Managed folder deeper into Kingmaker's folders.
What you want to do is install Modsorter to the root directory of Kingmaker itself, like so:
Run ModSorter.exe then, and you'll get the mod list correctly.
From there, from what I'm understanding about Eldritch Arcana, you need to add ANY mod that adds a class as a requirement to it (other than ArcaneTide) so that it loads after ANY custom class. It appears to manipulate other classes based on various bits of information, so classes that load after it's already been initialized may very well be ignored. Given all the things that EA messes with, the later you can load it the better.
7 comments
[Manager] Injection...
[Manager] Initialize.
[Manager] Version: 0.21.2.0.
[Manager] OS: Microsoft Windows NT 6.3.9600.0 AMD64.
[Manager] Net Framework: 4.0.30319.42000.
[Manager] Unity Engine: 2018.1.2.
[Manager] Game: Pathfinder: Kingmaker.
[Manager] Mods path: F:\Steam\steamapps\common\Pathfinder Kingmaker\Mods.
[Manager] Injection successful.
- Completed reload, in 0.565 seconds
<RI> Initializing input.
<RI> Input initialized.
<RI> Initialized touch support.
UnloadTime: 0.466978 ms
[Manager] Start parsing game version.
[Manager] Game version detected as '2.0.7'.
[Manager] Parsing mods.
[Manager] Reading file 'F:\Steam\steamapps\common\Pathfinder Kingmaker\Mods\!ModSorter\Info.json'.
[Manager] Sorting mods.
KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <e1a80661d61443feb3dbdaac88eeb776>:0
at UnityModManagerNet.UnityModManager.DFS (System.String id, System.Collections.Generic.Dictionary`2[TKey,TValue] mods) [0x00026] in <3a3672d5dcf248a8a8c91807c33ec0a0>:0
at UnityModManagerNet.UnityModManager.DFS (System.String id, System.Collections.Generic.Dictionary`2[TKey,TValue] mods) [0x0004b] in <3a3672d5dcf248a8a8c91807c33ec0a0>:0
at UnityModManagerNet.UnityModManager.TopoSort (System.Collections.Generic.Dictionary`2[TKey,TValue] mods) [0x00015] in <3a3672d5dcf248a8a8c91807c33ec0a0>:0
at UnityModManagerNet.UnityModManager._Start () [0x002f8] in <3a3672d5dcf248a8a8c91807c33ec0a0>:0
at UnityModManagerNet.UnityModManager.Start () [0x00000] in <3a3672d5dcf248a8a8c91807c33ec0a0>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityModManagerNet.UnityModManager:Start()
UnityModManagerNet.Injector:Postfix_Start()
Kingmaker.GameStarter:Awake_Patch2(Object)
(Filename: <e1a80661d61443feb3dbdaac88eeb776> Line: 0)
The description here confuses me. You say to follow the instructions in the Modsorter but there aren't any. At least, none that actually tell me what I'm supposed to be doing. Are we supposed to be putting arcane tide first? EA first? Does CotW need to be linked to something? Does EA need to come before everything else?
There's a lot of info missing here.
Also, UMM isn't supposed to go into the game directory; in fact it throws an error if you try. It's supposed to go somewhere else on it's own according to it's installer. So you can't put the Modsorter in the Kingmaker game directory alongside UMM.
What you want to do is install Modsorter to the root directory of Kingmaker itself, like so:
Run ModSorter.exe then, and you'll get the mod list correctly.
From there, from what I'm understanding about Eldritch Arcana, you need to add ANY mod that adds a class as a requirement to it (other than ArcaneTide) so that it loads after ANY custom class. It appears to manipulate other classes based on various bits of information, so classes that load after it's already been initialized may very well be ignored. Given all the things that EA messes with, the later you can load it the better.
EDIT
Here's how my install is set up - https://i.imgur.com/vSqKQpJ.png