I've spent the first part of the day tracking down this error. When I try to enter commands in the console I get this eror when I hit enter. I removed all mods and added them in one by one and when I re-added Backpack Redux the error occured. Despite the console issue, this mod still works.
Curious, was testing this as an addition to a new modded playthrough and found that it disabled the console. Not an issue, just wondering why that might be the case?
When I open the backpack, the inventory is also opened, but when I close the backpack, the inventory remains. Is it possible to show and hide both of them using one key? I tried to map the same key, but then nor the inventory, nor the backpack opens.
The Mod works great, but there is a slight problem with Row 5, the first 5 slots are inaccessible, if the auto placement puts an item in them they are no longer able to be removed or changed. This has happened for me and also a friend when we both have our backpacks set to max width and height.
Thankfully nothing of importance was placed in those slots, but its just a heads-up to the dev as something to take a glance at.
Hi, I haven't played since 2022, and now when I start the game, I cannot open the backpack to retrieve my stuff... have I lost the items forever? The B button no longer works to open the backpack. I know I need to update the mod to the new version but I thought I had to empty out the old back pack first???
Not sure what's causing it - and there's no real harm, the backpack works fine and upon death all works as expected, but while the backpack menu is open this error gets thrown constantly:
Items in the Backpack aren't considered in inventory for me. If I have arrows in my Backpack (only), I get the "Out of arrows" message. If I have 10 wood in my Backpack (only), I can't make a Workbench. Is there a way to fix this? This is an amazing, must-have mod, and the nonfunctional "Craft from Containers"-like behavior is killing me. Obviously I'm doing something wrong. Would this be a mod conflict or a config setting? Thanks.
74 comments
There is the console issue again, perhaps it's simple fix? idk.
Have a nice day.
[Error : Unity Log] MissingFieldException: Field 'Terminal.m_input' not found.
Stack trace:
(wrapper dynamic-method) Terminal.DMD<Terminal::InputText>(Terminal)
Terminal.SendInput () (at <447b19510f604ca3807cd6cce3a7c1ef>:0)
Console.SendInput () (at <447b19510f604ca3807cd6cce3a7c1ef>:0)
UnityEngine.Events.InvokableCall.Invoke () (at <80fe1a4e36fe44618284312cb721a597>:0)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <80fe1a4e36fe44618284312cb721a597>:0)
Fishlabs.GuiInputField.onInputSubmit (System.String text) (at <abc2973239274336a7c65e00c9f4ab0e>:0)
UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <80fe1a4e36fe44618284312cb721a597>:0)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <80fe1a4e36fe44618284312cb721a597>:0)
TMPro.TMP_InputField.SendOnSubmit () (at <c3806d8b402548cebcdac84224b2a2a9>:0)
TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <c3806d8b402548cebcdac84224b2a2a9>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <e97aac8d17514bea83fadfd039e9187a>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <e97aac8d17514bea83fadfd039e9187a>:0)
UnityEngine.EventSystems.EventSystem:Update()
[Error : Unity Log] MissingFieldException: Field 'Terminal.m_input' not found.
Stack trace:
(wrapper dynamic-method) Terminal.DMD<Terminal::InputText>(Terminal)
Terminal.SendInput () (at <447b19510f604ca3807cd6cce3a7c1ef>:0)
Console.SendInput () (at <447b19510f604ca3807cd6cce3a7c1ef>:0)
UnityEngine.Events.InvokableCall.Invoke () (at <80fe1a4e36fe44618284312cb721a597>:0)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <80fe1a4e36fe44618284312cb721a597>:0)
Fishlabs.GuiInputField.onInputSubmit (System.String text) (at <abc2973239274336a7c65e00c9f4ab0e>:0)
UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <80fe1a4e36fe44618284312cb721a597>:0)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <80fe1a4e36fe44618284312cb721a597>:0)
TMPro.TMP_InputField.SendOnSubmit () (at <c3806d8b402548cebcdac84224b2a2a9>:0)
TMPro.TMP_InputField.OnSubmit (UnityEngine.EventSystems.BaseEventData eventData) (at <c3806d8b402548cebcdac84224b2a2a9>:0)
Fishlabs.GuiInputField.OnSubmit (UnityEngine.EventSystems.BaseEventData eventData) (at <abc2973239274336a7c65e00c9f4ab0e>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.ISubmitHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <e97aac8d17514bea83fadfd039e9187a>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <e97aac8d17514bea83fadfd039e9187a>:0)
UnityEngine.EventSystems.EventSystem:Update()
Curious, was testing this as an addition to a new modded playthrough and found that it disabled the console. Not an issue, just wondering why that might be the case?
Is it possible to show and hide both of them using one key? I tried to map the same key, but then nor the inventory, nor the backpack opens.
Thankfully nothing of importance was placed in those slots, but its just a heads-up to the dev as something to take a glance at.
Error : Unity Log] MissingMethodException: bool UIGroupHandler.IsActive()
Probably just some random conflict on my end but I figured I'd just post it anyways. No real harm with the bug.
[Error : Unity Log] MissingMethodException: void InventoryGui.Show(Container)
Stack trace:
BackpackRedux.BepInExPlugin.Update () (at <38c903cd935f4415b5bc950ead878727>:0)