Barotrauma

Barotrauma

Genes+ Revived and Expanded
Noble  [developer] Dec 4, 2022 @ 3:44pm
Issues
Issues with the mod.
1 Provide description of your problem
2 Screenshots or anything else of debug log
3 Your mod list
4 Save file (if applicable)
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Showing 1-15 of 20 comments
wo Dec 23, 2022 @ 4:42am 
1.
Humanwatcherhusk crashed in the game and character editor

2.
Error in commonness="-"! {Input string was not in a correct format.}
at System.Number.ThrowOverflowOrFormatException(ParsingStatus status, TypeCode type)
at Barotrauma.XMLExtensions.GetAttributeFloat(XAttribute attribute, Single defaultValue)

[Animationparams] Invalid directory: C:/Users/user/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2799033770/CharactersAppendagesHusked/Animations. Using the default animation.

Couldn't load xml document "C:/Users/user/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2799033770/CharactersAppendagesHusked/Animations/HumanwatcherhuskWalk.xml"! {Could not find a part of the path 'C:\Users\user\AppData\Local\Daedalic Entertainment GmbH\Barotrauma\WorkshopMods\Installed\2799033770\CharactersAppendagesHusked\Animations\HumanwatcherhuskWalk.xml'.}
at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options)
at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize)
at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize)
at Barotrauma.IO.File.Open(String path, FileMode mode, FileAccess access, Nullable`1 share)
at Barotrauma.XMLExtensions.TryLoadXml(String filePath, Exception& exception)

[AnimationParams] Failed to load an animation Barotrauma.HumanWalkParams at C:/Users/user/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2799033770/CharactersAppendagesHusked/Animations\HumanwatcherhuskWalk.xml of type Walk for the character humanwatcherhusk

[AnimationParams] The source XML Document is null!

3.
modlist:
Lua for Barotrauma
Livelandr's spawn menu
Genes+ Revived and Expanded
Noble  [developer] Dec 23, 2022 @ 6:29am 
Originally posted by wo:
1.
Humanwatcherhusk crashed in the game and character editor

2.
Error in commonness="-"! {Input string was not in a correct format.}
at System.Number.ThrowOverflowOrFormatException(ParsingStatus status, TypeCode type)
at Barotrauma.XMLExtensions.GetAttributeFloat(XAttribute attribute, Single defaultValue)

[Animationparams] Invalid directory: C:/Users/user/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2799033770/CharactersAppendagesHusked/Animations. Using the default animation.

Couldn't load xml document "C:/Users/user/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2799033770/CharactersAppendagesHusked/Animations/HumanwatcherhuskWalk.xml"! {Could not find a part of the path 'C:\Users\user\AppData\Local\Daedalic Entertainment GmbH\Barotrauma\WorkshopMods\Installed\2799033770\CharactersAppendagesHusked\Animations\HumanwatcherhuskWalk.xml'.}
at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options)
at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize)
at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize)
at Barotrauma.IO.File.Open(String path, FileMode mode, FileAccess access, Nullable`1 share)
at Barotrauma.XMLExtensions.TryLoadXml(String filePath, Exception& exception)

[AnimationParams] Failed to load an animation Barotrauma.HumanWalkParams at C:/Users/user/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2799033770/CharactersAppendagesHusked/Animations\HumanwatcherhuskWalk.xml of type Walk for the character humanwatcherhusk

[AnimationParams] The source XML Document is null!

3.
modlist:
Lua for Barotrauma
Livelandr's spawn menu
Genes+ Revived and Expanded


Dont open watcherhusk in character editor lol.
Coudnt do it any other way, does not crash while in game so its fine.
Sensual Sigma Dec 25, 2022 @ 1:31pm 
1. genes can be stacked infinitely on just vanilla gene splicer

2. https://prnt.sc/Rs5ETaQsBBSa no console errors just genes able to be placed within other genes over and over, this effect isn't limited to only genes of the same monster

3. modlist genes+ revived and expanded.
Last edited by Sensual Sigma; Dec 25, 2022 @ 1:32pm
Noble  [developer] Dec 26, 2022 @ 12:56am 
Originally posted by Zeel:
1. genes can be stacked infinitely on just vanilla gene splicer

2. https://prnt.sc/Rs5ETaQsBBSa no console errors just genes able to be placed within other genes over and over, this effect isn't limited to only genes of the same monster

3. modlist genes+ revived and expanded.

Lol. Alright ill try to fix it after 29th
distructoriii Jan 31, 2023 @ 12:27pm 
1.when the mod is active the game wont run a save file or create a new one
2.Loading save "C:\Users\hliza\AppData\Local\Daedalic Entertainment GmbH\Barotrauma\Fight.save" failed {Exception has been thrown by the target of an invocation.}
at System.RuntimeMethodHandle.InvokeMethod(Object target, Span`1& arguments, Signature sig, Boolean constructor, Boolean wrapExceptions)
at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at Barotrauma.MissionPrefab.Instantiate(Location[] locations, Submarine sub)
at Barotrauma.Location.InstantiateLoadedMissions(Map map)
at Barotrauma.Map.LoadState(XElement element, Boolean showNotifications)
at Barotrauma.Map.Load(CampaignMode campaign, XElement element)
at Barotrauma.SinglePlayerCampaign..ctor(XElement element)
at Barotrauma.GameSession..ctor(SubmarineInfo submarineInfo, List`1 ownedSubmarines, XDocument doc, String saveFile)
at Barotrauma.SaveUtil.LoadGame(String filePath)
at Barotrauma.MainMenuScreen.LoadGame(String saveFile)

Inner exception: Object reference not set to an instance of an object.
at Barotrauma.SalvageMission.<>c__DisplayClass14_0.<.ctor>b__0(MapEntityPrefab p)
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToArray()
at System.Linq.Buffer`1..ctor(IEnumerable`1 source)
at System.Linq.OrderedEnumerable`1.ToArray()
at Barotrauma.MapEntityPrefab.GetRandom(Predicate`1 predicate, RandSync sync)
at Barotrauma.SalvageMission..ctor(MissionPrefab prefab, Location[] locations, Submarine sub)
3.Lua Barotrauma
Gato Revamped
Recovering PTSD Headsets(Continued)
BaroTraumatic
Barotraumatic Creature Pack
Fallout Power Armor
Minigun
Enhanced Armaments
Headsight
Meaningful Upgrades
Genes+ Revived and Expanded
Harmonica Free Bird solo
Combinable Ammo Revived (NOW WORKS WITH ALL AMMO)
BaroDrama V4.0
T.I.T.A.N. power suit V2
Abyssal Warsuit
Abyssal armory - Reinforcements
Backpacks
Improved Husks
Husk Mod Missions
MoreMissionsMod
FreddyFazbear
Better Exosuit with Platform 外骨骼优化和置物架
Super Hmg + Exosuit
Breaking Bad Guitar
R-278 «Dugong» [CN]汉化版
[Pableqx] Dreadnought BR-3507 - EN/US & PT/BR
"Sleipnir" Class Science Submarine
N0nam21 Feb 7, 2023 @ 4:27pm 
Issue with mod

1.
Mod crashes when I select something in sub editor, or try to test a submarine in sub editor. I have client side lua and am trying to test a submarine with things from EK (ramming prows).

2.

System info:
Operating system: Microsoft Windows NT 10.0.19044.0 64 bit
GPU name: NVIDIA GeForce RTX 2060 SUPER
Display mode: {Width:1920 Height:1080 Format:Color AspectRatio:1.7777778}
GPU status: Normal

Exception: Object reference not set to an instance of an object. (System.NullReferenceException)
Target site: Boolean MatchesItem(Barotrauma.ItemPrefab)
Stack trace:
at Barotrauma.RelatedItem.MatchesItem(ItemPrefab itemPrefab)
at System.Linq.Enumerable.Any[TSource](IEnumerable`1 source, Func`2 predicate)
at System.Linq.ImmutableArrayExtensions.Any[T](ImmutableArray`1 immutableArray, Func`2 predicate)
at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
at System.Linq.Enumerable.SelectManySingleSelectorIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
at System.Collections.Immutable.ImmutableHashSet`1.Union(IEnumerable`1 other, MutationInput origin)
at System.Collections.Immutable.ImmutableHashSet`1.Union(IEnumerable`1 items, Boolean avoidWithComparer)
at Barotrauma.Item.CreateEditingHUD(Boolean inGame)
at Barotrauma.Item.UpdateEditing(Camera cam, Single deltaTime)
at Barotrauma.MapEntity.UpdateEditor(Camera cam, Single deltaTime)
at Barotrauma.SubEditorScreen.Update(Double deltaTime)
at Barotrauma.GameMain.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DoUpdate(GameTime gameTime) in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 656
at Microsoft.Xna.Framework.Game.Tick() in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 500
at Microsoft.Xna.Framework.SdlGamePlatform.RunLoop() in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\SDL\SDLGamePlatform.cs:line 93
at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior) in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 397
at Microsoft.Xna.Framework.Game.Run() in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 367
at Barotrauma.Program.Main(String[] args)

3.
In this load order
Lua for barotrauma
ek armory
ek utility
ek gunnery
ek dockyard
this mod

Game doesn't crash if I remove just this mod. I also had a large modpack and removing this mod stopped crashes in that modpack. Have not tried this with vanilla yet.
Xtremer Feb 28, 2023 @ 5:57pm 
When the mod is enabled and I enter the submarine editor to test a submarine, the console displays the following error: error in StatusEffect config - item prefab with the identifier "smallcrawlereggfrendlytimmed" not found.

I don't know if this will affect the game in which I want to incorporate the mod in any way.
Noble  [developer] Mar 1, 2023 @ 6:42am 
Originally posted by Xtremer:
When the mod is enabled and I enter the submarine editor to test a submarine, the console displays the following error: error in StatusEffect config - item prefab with the identifier "smallcrawlereggfrendlytimmed" not found.

I don't know if this will affect the game in which I want to incorporate the mod in any way.
no. its a leftover of unreleased gene I'm still working on. it does not spawn, nor it should couse problems.
Falsified Mar 5, 2023 @ 2:52pm 
Originally posted by Milord:
Originally posted by Xtremer:
When the mod is enabled and I enter the submarine editor to test a submarine, the console displays the following error: error in StatusEffect config - item prefab with the identifier "smallcrawlereggfrendlytimmed" not found.

I don't know if this will affect the game in which I want to incorporate the mod in any way.
no. its a leftover of unreleased gene I'm still working on. it does not spawn, nor it should couse problems.

My main peeve with this is that it opens console on literally every level, even when I have "Don't open console on errors" mod installed
ok, reproducing the bug with watcher genes, damages other than physical damage is dealt as normal, but all physical damage dealt is just bleed. notably the watcher's gaze effect does not have this effect. (so other crew will take damage normally) it's hard to tell what exactly the watcher's gaze is doing

log:
WARNING: Unrecognized element in affliction "eyeball" (StatusEffect)
WARNING: Unrecognized element in affliction "eyeball" (StatusEffect)
Error in StatusEffect config - item prefab with the identifier "smallcrawlereggfrendlytimmed" not found.
WARNING: Affliction "fractallyenhanced" contains effects with overlapping strength ranges. Only one effect can be active at a time, meaning one of the effects won't work.
WARNING: Could not compress a texture because the dimensions aren't a multiple of 4 (path: C:/Users/isaac/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1946765892/Lights/biometric_scanner_fixedlight.png, size: 682x682)
Error in StatusEffect config - item prefab with the identifier "smallcrawlereggfrendlytimmed" not found.
WARNING: Affliction "fractallyenhanced" contains effects with overlapping strength ranges. Only one effect can be active at a time, meaning one of the effects won't work.
WARNING: Could not compress a texture because the dimensions aren't a multiple of 4 (path: C:/Users/isaac/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1946765892/Lights/biometric_scanner_fixedlight.png, size: 682x682)
WARNING: Could not compress a texture because the dimensions aren't a multiple of 4 (path: C:/Users/isaac/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1946765892/Lights/biometric_scanner_fixedlight.png, size: 682x682)
Sprite "Content/Map/Biomes/RockCave/CaveHazards.png" not found!
Error in StatusEffect config - item prefab with the identifier "smallcrawlereggfrendlytimmed" not found.
WARNING: Affliction "fractallyenhanced" contains effects with overlapping strength ranges. Only one effect can be active at a time, meaning one of the effects won't work.


this is reproducible with only Genes+ Revived and Expanded enabled
Noble  [developer] Mar 11, 2023 @ 1:25am 
Originally posted by Acnor, Dread Footman:
ok, reproducing the bug with watcher genes, damages other than physical damage is dealt as normal, but all physical damage dealt is just bleed. notably the watcher's gaze effect does not have this effect. (so other crew will take damage normally) it's hard to tell what exactly the watcher's gaze is doing

log:
WARNING: Unrecognized element in affliction "eyeball" (StatusEffect)
WARNING: Unrecognized element in affliction "eyeball" (StatusEffect)
Error in StatusEffect config - item prefab with the identifier "smallcrawlereggfrendlytimmed" not found.
WARNING: Affliction "fractallyenhanced" contains effects with overlapping strength ranges. Only one effect can be active at a time, meaning one of the effects won't work.
WARNING: Could not compress a texture because the dimensions aren't a multiple of 4 (path: C:/Users/isaac/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1946765892/Lights/biometric_scanner_fixedlight.png, size: 682x682)
Error in StatusEffect config - item prefab with the identifier "smallcrawlereggfrendlytimmed" not found.
WARNING: Affliction "fractallyenhanced" contains effects with overlapping strength ranges. Only one effect can be active at a time, meaning one of the effects won't work.
WARNING: Could not compress a texture because the dimensions aren't a multiple of 4 (path: C:/Users/isaac/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1946765892/Lights/biometric_scanner_fixedlight.png, size: 682x682)
WARNING: Could not compress a texture because the dimensions aren't a multiple of 4 (path: C:/Users/isaac/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1946765892/Lights/biometric_scanner_fixedlight.png, size: 682x682)
Sprite "Content/Map/Biomes/RockCave/CaveHazards.png" not found!
Error in StatusEffect config - item prefab with the identifier "smallcrawlereggfrendlytimmed" not found.
WARNING: Affliction "fractallyenhanced" contains effects with overlapping strength ranges. Only one effect can be active at a time, meaning one of the effects won't work.


this is reproducible with only Genes+ Revived and Expanded enabled

Interesting. If this will work all the time im willing to just leave it. Its nice ability
Originally posted by Milord:
Interesting. If this will work all the time im willing to just leave it. Its nice ability

i disagree. bleeding is actually one of the most dangerous conditions and has nothing to do with how the watcher behaves.
for a constructive criticism here. that would work really well for a swarm feeder gene. it makes great contrast with the fractal guardians and their entire thing is sucking blood
Last edited by Acnor, Dread Footman; Mar 11, 2023 @ 11:18am
Noble  [developer] Mar 11, 2023 @ 1:20pm 
Originally posted by Acnor, Dread Footman:
Originally posted by Milord:
Interesting. If this will work all the time im willing to just leave it. Its nice ability

i disagree. bleeding is actually one of the most dangerous conditions and has nothing to do with how the watcher behaves.
for a constructive criticism here. that would work really well for a swarm feeder gene. it makes great contrast with the fractal guardians and their entire thing is sucking blood
Correction: willing to leave it BECAUSE its such a nice balancing feature.
On that note, i should make genes have downsides...
Originally posted by Milord:
Originally posted by Acnor, Dread Footman:

i disagree. bleeding is actually one of the most dangerous conditions and has nothing to do with how the watcher behaves.
for a constructive criticism here. that would work really well for a swarm feeder gene. it makes great contrast with the fractal guardians and their entire thing is sucking blood
Correction: willing to leave it BECAUSE its such a nice balancing feature.
On that note, i should make genes have downsides...
none of the vanilla genes have downsides. the purpose of genes isn't a trade off it's supposed to be opportunity cost. which this mod admittedly removes a lot of


ok so i've done even more research. and the problem is worse than expected. at some point in the transformation. you become completely immune to "damage" bleed is still applied at normal values. so you have effectively 100% damage resistance.
Last edited by Acnor, Dread Footman; Mar 12, 2023 @ 7:02pm
ok so you can fix the issues by changing one or both of the minresistance from .01 to .1 and the maxeffect strength to 100. one of those 2 should fix the bug (of the affliction for watcher)
Last edited by Acnor, Dread Footman; Mar 12, 2023 @ 10:10pm
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