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Báo cáo lỗi dịch thuật
This file is part of the Microsoft Visual C++ 2010 Redistributable Package. So (re)installing these packages can be a fix (you find them all on the Microsoft website.
What I do know is that some of the rewards / stats you get out of mods stay in your savefile, even if the mod is deactivated/unsubscribes. As soon as the mod is active again, you have the rewards / stats again as the savefile "remembers" it (like DW stamps from mods).
Though this does not go for everything. I bought some dyes from a mod and paid pons for it. After deactivating and reactivated the mod again, I lost the mod dyes and had to buy them again (but my former pons I paid were gone permanently).
So, I cannot tell for sure what your savefile will keep and what not. Maybe it depends on the mod also. But I do see a chance that a reinstallation will fix your issue.
If you have mods subscribed they will stay even if the game is uninstalled
Thanks - good to know :D
It's a shame because it looks really nice. As for the string of error messages, I checked my files and found out that none of them were missing so I don't know how that ended up in my clipboard. So case closed I guess.
Curious... I was suffering from the same bug you were suffering from. In that everytime I loaded into a new area, Hat Kid would have the Beachball Dye on (a simple fix was to switch hats).
The thing is, I fixed this completely different than you. You say that it was the Wind Waker dye mods. The thing is, I do not have that mod. But I tried your method in that disabling every mod and enabling them one-by-one and I found that it was none other than the Roll badge that was causing my problem.
https://steamcommunity.com/sharedfiles/filedetails/?id=1936753752&searchtext=Roll
I do not know how it's causing that problem, it wasn't when I first got it. It just sort of happened starting yesterday but I can confirm that it was the Roll badge for me. I even double-checked and I have confirmed it is.
Program codes might contain public sub-routines and function-routines that other files may use. If one of these got changed too much, is deprecated, or got deactivated because the devs thought it is obsolete, a mod can cause severe problems relying on the existence and functionality of those routines.
The problem is, that error codes can be deceptive. If the faulty routine does not give back an error code itself, the programmer of code using the routine has to guess what could have gone wrong. Depending on how good his understanding is and what he programmed himself for a error code generation, the user gets a good or even a completely false message in the logfiles.
From my own exprience with computers and program codes, this can really go so far that a crashing routine can make a code think that a file is not existing, but it is.
I have suspected as much. Seeing as how the Beachball dye is nowhere to be found on the Hat in Time wiki for cosmetics. As to why the Wind Waker mod and/or the Roll badge would give these dyes of all mods is simply beyond the field of my understand.
You know what it probably was that because I had that too. There was an update on the 10th that added a new dye called the Beach Ball Dye and that’s what my eyes kept reverting to. I reinstalled the Wind Waker mods and they’re definitely not the cause so apologize for the misinformation.