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ApexAlphaGaming

(Error in Custom Mod) Where?!

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You have a lot of errors not sure which ones you are referring too.

 

2020-08-15T20:53:18 66.030 ERR XML loader: Loading and parsing 'recipes.xml' failed
2020-08-15T20:53:18 66.030 EXC No item/block/material with name 'medicalSnowberryExtract' existing
Exception: No item/block/material with name 'medicalSnowberryExtract' existing

 

This one means you have an ingredient in the recipes that you don't have an item for. So if you changed any item names they need to be changed in recipes as well or removed.

 

2020-08-15T20:53:18 66.221 WRN XML patch for "loot.xml" from mod "Apex's " did not apply: <append xpath="/loot/lootcontainers/lootgroup[@name='schematicsModsAndGeneralT2']"
2020-08-15T20:53:18 66.221 WRN XML patch for "loot.xml" from mod "Apex's " did not apply: <append xpath="/loot/lootcontainers/lootgroup[@name='labEquipment']"
2020-08-15T20:53:18 66.221 WRN XML patch for "loot.xml" from mod "Apex's " did not apply: <append xpath="/loot/lootcontainers/lootgroup[@name='modGunMeleeT2']"
2020-08-15T20:53:18 66.222 WRN XML patch for "loot.xml" from mod "Apex's " did not apply: <append xpath="/loot/lootcontainers/lootgroup[@name='modMeleeT2']"
2020-08-15T20:53:18 66.222 WRN XML patch for "loot.xml" from mod "Apex's " did not apply: <append xpath="/loot/lootcontainers/lootgroup[@name='modMeleeT3']"
2020-08-15T20:53:18 66.343 ERR XML loader: Loading and parsing 'loot.xml' failed

 

This means your loot containers are not matching up with the loot groups. This is usually an easy fix. Because Fun Pimps usually change names or add loot groups you will need to go through you loot file and match the loot groups with the correct name.

 

2020-08-15T20:53:18 66.343 EXC Item with name 'BeefCake' not found!
Exception: Item with name 'BeefCake' not found!

 

Looking through your items Xml there was no item called BeefCake you would have to create one.

 

2020-08-15T20:53:19 67.237 WRN XML patch for "progression.xml" from mod "Apex's " did not apply: <remove xpath="/progression/perks/perk[@name='perkLivingOffTheLand'][@name='HarvestCount']"

 

Not 100% sure on this without more info.


2020-08-15T20:53:20 67.893 EXC Item with name 'Salt Shaker' not found!
Exception: Item with name 'Salt Shaker' not found!

 

Looking through your item file there is no Salt Shaker in there you have to make one.

 

2020-08-15T20:53:22 69.705 WRN XML patch for "biomes.xml" from mod "Apex's " did not apply: <set xpath="/worldgeneration/biomes/biome/subbiome/layers/layer/resource[@blockname='terrOreSilver']/@prob"
2020-08-15T20:53:22 69.706 WRN XML patch for "biomes.xml" from mod "Apex's " did not apply: <set xpath="/worldgeneration/biomes/biome/subbiome/layers/layer/resource[@blockname='terrOreGold']/@prob"
2020-08-15T20:53:22 69.706 WRN XML patch for "biomes.xml" from mod "Apex's " did not apply: <set xpath="/worldgeneration/biomes/biome/subbiome/layers/layer/resource[@blockname='terrOreDiamond']/@prob"
2020-08-15T20:53:22 69.706 WRN XML patch for "biomes.xml" from mod "Apex's " did not apply: <set xpath="/worldgeneration/biomes/biome/layers/layer/resource[@blockname='terrOreSilver']/@prob"
2020-08-15T20:53:22 69.706 WRN XML patch for "biomes.xml" from mod "Apex's " did not apply: <set xpath="/worldgeneration/biomes/biome/layers/layer/resource[@blockname='terrOreGold']/@prob"
2020-08-15T20:53:22 69.706 WRN XML patch for "biomes.xml" from mod "Apex's " did not apply: <set xpath="/worldgeneration/biomes/biome/layers/layer/resource[@blockname='terrOreDiamond']/@prob"

 

I have not done anything with the Biomes file so am not sure how to help here. However, hope to get started on a biome project soon would like to add a meadow biome just haven't messed with biomes yet.

 

 

 

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Posted (edited)
4 minutes ago, Astralweaver said:

You have a lot of errors not sure which ones you are referring too.

 

2020-08-15T20:53:18 66.030 ERR XML loader: Loading and parsing 'recipes.xml' failed
2020-08-15T20:53:18 66.030 EXC No item/block/material with name 'medicalSnowberryExtract' existing
Exception: No item/block/material with name 'medicalSnowberryExtract' existing

 

This one means you have an ingredient in the recipes that you don't have an item for. So if you changed any item names they need to be changed in recipes as well or removed.

 

2020-08-15T20:53:18 66.221 WRN XML patch for "loot.xml" from mod "Apex's " did not apply: <append xpath="/loot/lootcontainers/lootgroup[@name='schematicsModsAndGeneralT2']"
2020-08-15T20:53:18 66.221 WRN XML patch for "loot.xml" from mod "Apex's " did not apply: <append xpath="/loot/lootcontainers/lootgroup[@name='labEquipment']"
2020-08-15T20:53:18 66.221 WRN XML patch for "loot.xml" from mod "Apex's " did not apply: <append xpath="/loot/lootcontainers/lootgroup[@name='modGunMeleeT2']"
2020-08-15T20:53:18 66.222 WRN XML patch for "loot.xml" from mod "Apex's " did not apply: <append xpath="/loot/lootcontainers/lootgroup[@name='modMeleeT2']"
2020-08-15T20:53:18 66.222 WRN XML patch for "loot.xml" from mod "Apex's " did not apply: <append xpath="/loot/lootcontainers/lootgroup[@name='modMeleeT3']"
2020-08-15T20:53:18 66.343 ERR XML loader: Loading and parsing 'loot.xml' failed

 

This means your loot containers are not matching up with the loot groups. This is usually an easy fix. Because Fun Pimps usually change names or add loot groups you will need to go through you loot file and match the loot groups with the correct name.

 

2020-08-15T20:53:18 66.343 EXC Item with name 'BeefCake' not found!
Exception: Item with name 'BeefCake' not found!

 

Looking through your items Xml there was no item called BeefCake you would have to create one.

 

2020-08-15T20:53:19 67.237 WRN XML patch for "progression.xml" from mod "Apex's " did not apply: <remove xpath="/progression/perks/perk[@name='perkLivingOffTheLand'][@name='HarvestCount']"

 

Not 100% sure on this without more info.


2020-08-15T20:53:20 67.893 EXC Item with name 'Salt Shaker' not found!
Exception: Item with name 'Salt Shaker' not found!

 

Looking through your item file there is no Salt Shaker in there you have to make one.

 

2020-08-15T20:53:22 69.705 WRN XML patch for "biomes.xml" from mod "Apex's " did not apply: <set xpath="/worldgeneration/biomes/biome/subbiome/layers/layer/resource[@blockname='terrOreSilver']/@prob"
2020-08-15T20:53:22 69.706 WRN XML patch for "biomes.xml" from mod "Apex's " did not apply: <set xpath="/worldgeneration/biomes/biome/subbiome/layers/layer/resource[@blockname='terrOreGold']/@prob"
2020-08-15T20:53:22 69.706 WRN XML patch for "biomes.xml" from mod "Apex's " did not apply: <set xpath="/worldgeneration/biomes/biome/subbiome/layers/layer/resource[@blockname='terrOreDiamond']/@prob"
2020-08-15T20:53:22 69.706 WRN XML patch for "biomes.xml" from mod "Apex's " did not apply: <set xpath="/worldgeneration/biomes/biome/layers/layer/resource[@blockname='terrOreSilver']/@prob"
2020-08-15T20:53:22 69.706 WRN XML patch for "biomes.xml" from mod "Apex's " did not apply: <set xpath="/worldgeneration/biomes/biome/layers/layer/resource[@blockname='terrOreGold']/@prob"
2020-08-15T20:53:22 69.706 WRN XML patch for "biomes.xml" from mod "Apex's " did not apply: <set xpath="/worldgeneration/biomes/biome/layers/layer/resource[@blockname='terrOreDiamond']/@prob"

 

I have not done anything with the Biomes file so am not sure how to help here. However, hope to get started on a biome project soon would like to add a meadow biome just haven't messed with biomes yet.

 

 

 

You can only focus on the first error though, as all subsequent errors are usually due to the fact that the initial XML file failed to be loaded and parsed, meaning any error afterwards is due to all entries from that file missing.

In this case, "items.xml" failed to load because of something to due with "Requested value 'KickDegreesVertical' was not found.", and therefore the entire file, not just what was appended, is technically missing.

Edited by ApexAlphaGaming (see edit history)

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3 minutes ago, ApexAlphaGaming said:

You can only focus on the first error though, as all subsequent errors are usually due to the fact that the initial XML file failed to be loaded and parsed, meaning any error afterwards is due to all entries from that file missing.

 

There are many errors as Astralweaver says traders.xml, Items.xml, loot.xml, recipes.xml, biomes.xml

This error is from the start: ERROR: Shader Shader is not supported on this GPU (none of subshaders / fallbacks are suitable) WARNING: Shader Unsupported: 'Hidden / Nature / Terrain / Utilities' - Setting to default shader.


2020-08-15T20: 53: 20 67.893 ERR XML loader: Loading and parsing 'traders.xml' failed
2020-08-15T20: 53: 18 66.343 ERR XML loader: Loading and parsing 'loot.xml' failed
2020-08-15T20: 53: 18 66.030 ERR XML loader: Loading and parsing 'recipes.xml' failed
2020-08-15T20: 53: 22 69.759 ERR XML loader: Loading and parsing 'biomes.xml' failed

Did you make a mod or did you intend to copy things from another?

The error starts from Items.xml, check it out.

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Let's just say, a lot was changed before anything was tested, because I was bringing over an old Modpack I had made and attempting to update it, all at once, before running it.

Like "BeefCake", for instance, is in the other farm mod, inside it's "items.xml" but again, since the entire file was tossed aside due to one error, because for some reason that is just how the FunPimps set it up, then any "items.xml" files in any folders are basically ignored. Creating issues wherein any file that requests any item at all, will show errors because all items are missing. 

That make sense?

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Posted (edited)
6 minutes ago, ApexAlphaGaming said:

Let's just say, a lot was changed before anything was tested, because I was bringing over an old Modpack I had made and attempting to update it, all at once, before running it.

Like "BeefCake", for instance, is in the other farm mod, inside it's "items.xml" but again, since the entire file was tossed aside due to one error, because for some reason that is just how the FunPimps set it up, then any "items.xml" files in any folders are basically ignored. Creating issues wherein any file that requests any item at all, will show errors because all items are missing. 

That make sense?

 

Yes, because it still asks you in a recipe, that it comes out in the loot, etc, then it will give you an error when it cannot find the item, you should check all the files correctly.

 

ArgumentException: Requested value 'KickDegreesVertical' was not found.

Exception: No item/block/material with name 'medicalSnowberryExtract' existing

Exception: Item with name 'BeefCake' not found!

Exception: Item with name 'Salt Shaker' not found!

Edited by Gouki (see edit history)

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Just now, Gouki said:

 

Yes, because it still asks you in a recipe, that it comes out in the loot, etc, then it will give you an error when it cannot find the item, you should check all the files correctly.

The problem is I cannot find the issue in "items.xml", as for the other issues like:

"patch for "progression.xml" from mod "Apex's " did not apply: <remove xpath="/progression/perks/perk[@name='perkLivingOffTheLand'][@name='HarvestCount']""

"patch for "loot.xml" from mod "Apex's " did not apply: <append xpath="/loot/lootcontainers/lootgroup[@name='schematicsModsAndGeneralT2']""

etc

 

I'm sure it is just because the FunPimps have changed the names and therefore the locations, but whatever is wrong inside "items.xml" is beyond me, I've gone over it hundreds of times over the course of a few hours and cannot spot the issue.

 

Is there any known way to test/debug the file/code without loading up the game and entering into a world? Cuz that's slowing me down ALOT!

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Posted (edited)
4 minutes ago, ApexAlphaGaming said:

The problem is I cannot find the issue in "items.xml", as for the other issues like:

"patch for "progression.xml" from mod "Apex's " did not apply: <remove xpath="/progression/perks/perk[@name='perkLivingOffTheLand'][@name='HarvestCount']""

"patch for "loot.xml" from mod "Apex's " did not apply: <append xpath="/loot/lootcontainers/lootgroup[@name='schematicsModsAndGeneralT2']""

etc

 

I'm sure it is just because the FunPimps have changed the names and therefore the locations, but whatever is wrong inside "items.xml" is beyond me, I've gone over it hundreds of times over the course of a few hours and cannot spot the issue.

 

Is there any known way to test/debug the file/code without loading up the game and entering into a world? Cuz that's slowing me down ALOT!

 

ArgumentException: Requested value 'KickDegreesVertical' was not found.

Exception: No item/block/material with name 'medicalSnowberryExtract' existing

Exception: Item with name 'BeefCake' not found!

Exception: Item with name 'Salt Shaker' not found!

 

 

The WRN xml are just warnings, not errors, but if you want to remove it just do it.

Edited by Gouki (see edit history)

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If you looked in the attached file Items.xml you'd find 


		<item name="medicalSnowberryExtract">
			<property name="Tags" value="medical"/>
			<property name="HoldType" value="31"/>
			<property name="DisplayType" value="foodCureInfection"/>
			<property name="CustomIcon" value="medicalSnowberryExtract"/>
			<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
			<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
			<property name="Material" value="Morganic"/>
			<property name="EconomicValue" value="50"/>
			<property name="Stacknumber" value="10"/> <!-- STK food -->
			<property name="Group" value="Science,CFChemicals,Medical"/>
			<property class="Action0">
				<property name="Class" value="Eat"/>
				<property name="Delay" value="1.0"/>
				<property name="Use_time" value="..."/>
				<property name="Sound_start" value="player_drinking"/>
				<property name="Create_item" value="drinkJarEmpty"/>
			</property>
			<effect_group tiered="false" name="Food Tier 0">
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="10"/>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="8"/>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="15"/>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffRedTeaDuration" operation="add" value="303"/>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffRedTeaDuration" operation="set" value="903">
					<requirement name="CVarCompare" cvar="$buffRedTeaDuration" operation="GT" value="903"/></triggered_effect>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables,buffRedTea"/>

				<display_value name="dCureDysentery" value=".2"/>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffDysenteryAddCurePerc" operation="add" value="20"/>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffDysenteryAddCure"/>
			</effect_group>
		</item>

 

Aside from that again, "Beefcake" and "SaltShaker" both already exist in another mod folder's "items.xml", but if any error shows in any "items.xml" the file is skipped creating errors along the way.

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6 minutes ago, ApexAlphaGaming said:

If you looked in the attached file Items.xml you'd find 



		<item name="medicalSnowberryExtract">
			<property name="Tags" value="medical"/>
			<property name="HoldType" value="31"/>
			<property name="DisplayType" value="foodCureInfection"/>
			<property name="CustomIcon" value="medicalSnowberryExtract"/>
			<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
			<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
			<property name="Material" value="Morganic"/>
			<property name="EconomicValue" value="50"/>
			<property name="Stacknumber" value="10"/> <!-- STK food -->
			<property name="Group" value="Science,CFChemicals,Medical"/>
			<property class="Action0">
				<property name="Class" value="Eat"/>
				<property name="Delay" value="1.0"/>
				<property name="Use_time" value="..."/>
				<property name="Sound_start" value="player_drinking"/>
				<property name="Create_item" value="drinkJarEmpty"/>
			</property>
			<effect_group tiered="false" name="Food Tier 0">
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="10"/>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="8"/>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="15"/>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffRedTeaDuration" operation="add" value="303"/>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffRedTeaDuration" operation="set" value="903">
					<requirement name="CVarCompare" cvar="$buffRedTeaDuration" operation="GT" value="903"/></triggered_effect>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables,buffRedTea"/>

				<display_value name="dCureDysentery" value=".2"/>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffDysenteryAddCurePerc" operation="add" value="20"/>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffDysenteryAddCure"/>
			</effect_group>
		</item>

 

Aside from that again, "Beefcake" and "SaltShaker" both already exist in another mod folder's "items.xml", but if any error shows in any "items.xml" the file is skipped creating errors along the way.

 

In traders.xml you have the Salt shaker
In loot.xml you have Beefcake
In recipes.xml you have medicalSnowberryExtract (I think this no longer appears in the game or you reintroduced it).
Check those files because you surely have them there, even if you have already deleted them from items.xml.

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No, no, no, no ,no, no, no.....

 

For the final time, the only error that matters here is "ArgumentException: Requested value 'KickDegreesVertical' was not found.", this caused the ENTIRE FILE "items.xml" to be ignored. Not just the "items.xml" that I've added, but all "items.xml" files from ALL mods, including the default "items.xml" in "SteamLibrary\steamapps\common\7 Days To Die\Data\Config", because that is just the way the system is designed, rather than ignoring one item's error and attempting to utilize the rest of the file, it throws the file aside and only loads all other files, until it reaches codes that rely on anything inside "items.xml" such as: "Salt Shaker" from the Farm Mod, "BeefCake" from the Farm Mod, and "medicalSnowberryExtract" from my mod, and has to throw files such as: "traders.xml" and "recipes.xml" aside also because they rely on codes within the now gone "items.xml".

 

"Salt Shaker" and "BeefCake" are items in another mod, which every other mod was working PERFECTLY until I added my old one and attempted to update it. This attempt is what has caused ANY errors you see.

 

This is the BEST way I know as to explain the situation, and I hope you understood that.

 

Whatever is causing the "KickDegreesVertical" issue inside my mod's "items.xml" is where the MAIN issue is occuring, once that is fixed, you won't see "SaltShaker" or "BeefCake" or "medicalSnowberryExtract" mentioned again, unless something else in my mod goes awry again.

 

For a quick example, if I were to remove JUST my mod and load the game, no errors would come up at all, but there are at least 10 other mods in the Mods folder, all of which are functioning fine.

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10 minutes ago, ApexAlphaGaming said:

No, no, no, no ,no, no, no.....

 

For the final time, the only error that matters here is "ArgumentException: Requested value 'KickDegreesVertical' was not found.", this caused the ENTIRE FILE "items.xml" to be ignored. Not just the "items.xml" that I've added, but all "items.xml" files from ALL mods, including the default "items.xml" in "SteamLibrary\steamapps\common\7 Days To Die\Data\Config", because that is just the way the system is designed, rather than ignoring one item's error and attempting to utilize the rest of the file, it throws the file aside and only loads all other files, until it reaches codes that rely on anything inside "items.xml" such as: "Salt Shaker" from the Farm Mod, "BeefCake" from the Farm Mod, and "medicalSnowberryExtract" from my mod, and has to throw files such as: "traders.xml" and "recipes.xml" aside also because they rely on codes within the now gone "items.xml".

 

"Salt Shaker" and "BeefCake" are items in another mod, which every other mod was working PERFECTLY until I added my old one and attempted to update it. This attempt is what has caused ANY errors you see.

 

This is the BEST way I know as to explain the situation, and I hope you understood that.

 

Whatever is causing the "KickDegreesVertical" issue inside my mod's "items.xml" is where the MAIN issue is occuring, once that is fixed, you won't see "SaltShaker" or "BeefCake" or "medicalSnowberryExtract" mentioned again, unless something else in my mod goes awry again.

 

For a quick example, if I were to remove JUST my mod and load the game, no errors would come up at all, but there are at least 10 other mods in the Mods folder, all of which are functioning fine.

 

 

This item is the one that marks:

<item name = "gunGodShotty">
<passive_effect name = "KickDegreesVertical" operation = "base_set" value = "0.042" />

 

It might be like this: KickDegreesVerticalMin or KickDegreesVerticalMax

Because it marks you was not found, check it before removing the mod.

 

If you delete your mod, I don't think there will be a problem, unless there is an item from another mod that asks for it in yours, so it can create conflict.

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