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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.
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
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
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.
I don't know if this will affect the game in which I want to incorporate the mod in any way.
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
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
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
On that note, i should make genes have downsides...
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.