This mod since the update has a permanent dropped down console window with Some Test repeated down the left & you can't close it or click on anything behind it, making the game unplayable.
(Copied from bugs section) Can confirm I'm having the same issue. There is also text spawning that says "some text" about a dozen times in a column on the main menu. I did some troubleshooting and this is definitely the mod causing my problem. The "start game" button is not selectable and does not highlight when moused over, but the other buttons do, so it is still possible to exit the game from the main screen. I can upload screenshots if needed.
Another forum post refers to the "Equipment and Quick Slots" mod as the offender. If you have that instilled, it may need to be updated or disabled. Cheers
I am unable to paste "Mod Config Enforcer" into my BepinEx folder. Every time I try I get an "Unspecified error" message. Is the file locked by mistake or am I doing something wrong?
An unexpected error is keeping you from moving this file. If you continue to recieve this error, you an use the error code to search for help with this problem. Error 0x80004005: Unspecified error
I am able to paste the Odinflight file into the BepinEx, as well as other mods. This has not happened before.
I have a question, Not sure if this applies to this mod, I have a dedicated server with about 10 mods, I have noticed that connecting clients config files are not being forced to match server configs in many cases.. Its a drag, Is this mod here capable of forcing configurations to clients so they match the server? I'm a noob.. Just trying to learn..
Nexus Mods is also a convenient way to install and manage mods for Valheim. Until Thunderstore.io's user *and developer* experience matches what Nexus Mods provides, I won't consider moving.
Alright, after looking at this my only question is: Can I write a mod that can be used on a server with MCE as well as a server that does not use MCE? If yes, would the client require MCE to connect to the server without it?
Can anyone explain to me why a mod would look for MCE as a plugin to initialize values then. It doesn't make sense that they would have to check for MCE if it has to be included to even run the mod
I doubt that. But my question was answered .. apparently you do not need to declare use of MCE as a library. See the mod Sailing Skill for what I was asking about.
This mod would be my dream, if I understand what it does correctly lol.
SO, I if I install mods like "plant anything", "equipment and quick slots" etc, these are all client side.
But does your mod allow other to use the same mods, yet force the same settings on everyone, so all players are on the same playing field with equal settings.
This is not a mod so much as a library for mod authors to use to allow enforcement of server side configuration.
So if I write a mod using the MCE library, I can initialize variables and then push those values to override whatever values the client has set .. so I could write ThreeXBronze to use MCE and force my server side multiplier value to the client. That way someone couldn't use a multiplier of 10 from their configuration file if my server configuration is .. say .. 3
Edit: so no .. you cannot just plop this into your server and expect it to override the client. The Mods you use have to actually use the MCE library.
Nevermind .. I didn't see the link to the code ... I'll sort it out
So do me a favor and assume I'm the dumbest programmer in the history of programming (probably true) and tell me what all of the variables are (and do) in ConfigManager.RegisterModConfigVariable<bool>(ModName, "Test Variable", true, "General", "Just a test variable, doesn't do anything.", false);
118 comments
Can confirm I'm having the same issue. There is also text spawning that says "some text" about a dozen times in a column on the main menu. I did some troubleshooting and this is definitely the mod causing my problem. The "start game" button is not selectable and does not highlight when moused over, but the other buttons do, so it is still possible to exit the game from the main screen. I can upload screenshots if needed.
Is the file locked by mistake or am I doing something wrong?
An unexpected error is keeping you from moving this file. If you continue to recieve this error, you an use the error code to search for help with this problem.
Error 0x80004005: Unspecified error
I am able to paste the Odinflight file into the BepinEx, as well as other mods. This has not happened before.
Since when you add your mod to the Thunderstore, users can install it through r2modman, and this is a convenient way to install and manage mods.
mod Sailing Skill for what I was asking about.
SO, I if I install mods like "plant anything", "equipment and quick slots" etc, these are all client side.
But does your mod allow other to use the same mods, yet force the same settings on everyone, so all players are on the same playing field with equal settings.
That would be amazing. Is this how the mod works?
So if I write a mod using the MCE library, I can initialize variables and then push those values to override whatever values the client has set .. so I could write ThreeXBronze to use MCE and force my server side multiplier value to the client. That way someone couldn't use a multiplier of 10 from their configuration file if my server configuration is .. say .. 3
Edit: so no .. you cannot just plop this into your server and expect it to override the client. The Mods you use have to actually use the MCE library.
So do me a favor and assume I'm the dumbest programmer in the history of programming (probably true) and tell me what all of the variables are (and do) in
ConfigManager.RegisterModConfigVariable<bool>(ModName, "Test Variable", true, "General", "Just a test variable, doesn't do
anything.", false);