[table]23:25:43ERRORLasting Conversation TopicsMod crashed when editing asset 'Data/Events/Farm', which may cause errors in-game. Error details:System.Collections.Generic.KeyNotFoundException: The given key '900553/t 600 1130/Hn ccPantry/A cc_Greenhouse/w sunny' was not present in the dictionary. at System.Collections.Generic.Dictionary`2.get_Item(TKey key) at LastingCTs.EventHookManager.<>c.<LoadOrEditAssets>b__2_1(IAssetData asset) in C:\GitHub\StardewMods\LastingConversationTopics\EventHookManager.cs:line 61 at StardewModdingAPI.Framework.ContentManagers.GameContentManager.ApplyEditors[T](IAssetInfo info, IAssetData asset, List`1 editOperations)[/table]
The crash is being caused by the Eveyln pot event being changed (and apparently LCT making some assumptions about how it is supposed to be that are no longer correct) the mod causing it to fail is Garden Pot Options https://www.nexusmods.com/stardewvalley/mods/21608?tab=bugs I reported it there initially since that seemed to be the source, but the author has since responded there to my initial bug about the root cause. To add a bit more transplanted from the bug report, LCT + Event Lookup + Garden Pot Options causes this crash, I think anything that iterates over the event list will do it (I have another mod also seem to cause it, but havent also traced it) I imagine even just LCT + Garden Pot Options will cause it when the event is actually called, its just iterating over events like Event Lookup does causes it to happen immediately. But a limited mod set of just LCT + Event Lookup + Garden Pot Options and CP causes it instantly 100% of the time on a new save.
I do have all three mods, LCT, Event Lookup, and Garden Pot Options. Honestly this error doesn't directly seem to affect anything, so I just keep playing with it.
vortex keeps telling me to "update to 1.1.0" while this mod only goes up to 0.3.0. did you forget to update the manifest.json or is that "optional" file in fect mandatory? the installation guide on the description page does not mention any necessity to install the optional file.
The optional file is indeed optional. It doesn't do that on my end, and Vortex is prone to doing weird things, so we can't really help out with that. The only time that update should show up is if you have the optional file installed, make sure you don't.
roger that :) will just ignore. i think it reads the higher number from that optional file and considers that the newest version. but in this case, just a mistake :)
Mod crashed when editing asset 'Data/Events/Farm', which may cause errors in-game. Error details:System.Collections.Generic.KeyNotFoundException: The given key '900553/t 600 1130/Hn ccPantry/A cc_Greenhouse/w sunny' was not present in the dictionary. at System.Collections.Generic.Dictionary`2.get_Item(TKey key) at LastingCTs.EventHookManager.<>c.<LoadOrEditAssets>b__2_1(IAssetData asset) in C:\GitHub\StardewMods\LastingConversationTopics\EventHookManager.cs:line 61 at StardewModdingAPI.Framework.ContentManagers.GameContentManager.ApplyEditors[T](IAssetInfo info, IAssetData asset, List`1 editOperations)
hey friend! thats the point of the mod :) it elongates the introduction conversation topic to make it last, so villagers will use that dialogue. its great for mid game especially if you havent gotten to see everyone's intro dialogue or if you've installed something like ridgeside!
i kinda get confused too, like i have so many 10 hearts from bachelorette and some npcs and and they get like amnesia or smth i'm like woott? So thanks for clearing it out!
Exactly what i was looking for, goodbye FOMO! Anything not coveted by this wondered mod or is this truly the final solution to missing out on dialogues period?
Hi! The base mod only covers the introduction quest dialogue, while the pack in optional files covers more conversation topics added by various mods! It doesn't cover everything as that would be a little hard and may mess with certain mods, but it covers a good amount. Enjoy!
24 comments
We can't help you without a SMAPI LOG.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at LastingCTs.EventHookManager.<>c.<LoadOrEditAssets>b__2_1(IAssetData asset) in C:\GitHub\StardewMods\LastingConversationTopics\EventHookManager.cs:line 61
at StardewModdingAPI.Framework.ContentManagers.GameContentManager.ApplyEditors[T](IAssetInfo info, IAssetData asset, List`1 editOperations)[/table]
SMAPI log
Please do not judge me for my 284 mods... (ˉ▽ ̄~)
https://www.nexusmods.com/stardewvalley/mods/21608?tab=bugs
I reported it there initially since that seemed to be the source, but the author has since responded there to my initial bug about the root cause.
To add a bit more transplanted from the bug report, LCT + Event Lookup + Garden Pot Options causes this crash, I think anything that iterates over the event list will do it (I have another mod also seem to cause it, but havent also traced it) I imagine even just LCT + Garden Pot Options will cause it when the event is actually called, its just iterating over events like Event Lookup does causes it to happen immediately. But a limited mod set of just LCT + Event Lookup + Garden Pot Options and CP causes it instantly 100% of the time on a new save.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at LastingCTs.EventHookManager.<>c.<LoadOrEditAssets>b__2_1(IAssetData asset) in C:\GitHub\StardewMods\LastingConversationTopics\EventHookManager.cs:line 61
at StardewModdingAPI.Framework.ContentManagers.GameContentManager.ApplyEditors[T](IAssetInfo info, IAssetData asset, List`1 editOperations)
smapi log: SMAPI log parser - SMAPI.io
So thanks for clearing it out!
smapi log ; SMAPI log parser - SMAPI.io
Anything not coveted by this wondered mod or is this truly the final solution to missing out on dialogues period?