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manifest Stardew Valley Expanded JSON files bug
cynthmcgpoet62 posted a topic in Mod Troubleshooting
Recently, I have had error messages when starting up SMAPI related to SVE and related mods. I looked inside the Manifest.json files for SVE, Crampleton Fields CN, Frontier Farm, and FTM. They all have "???" as the Nexus ID number, which causes SMAPI to not load these mods correctly. I have been able to fix these errors by looking up their respective numbers on the Nexus Mods website and replacing the "???" with the proper numbers. This has been successful. I'm not sure how exactly to contact each of the mod developers, and I can only communicate in English. Hopefully, this information can get to the respective developers so they can correct their Manifest.json files. -
Всем привет, в общем проблема такая, я перевожу мод для Fallout NV и столкнулся с такой проблемой что при переводе .json файла и смене кодировки на 1251 у меня в игре ничего не отображается, при кодировке UTF-8 появляются кракозябры. Переводил разными прогами xTranslator, ESP-ESM Translator и даже Notepas+ результат один и тот же. Как перевести в нужную кодировку, чтобы игра увидела русский шрифт? Hello everyone, in general, the problem is this, I'm translating a mod for Fallout NV and I ran into such a problem that when translating .When I change the encoding of the json file to 1251, nothing is displayed in my game. When encoding UTF-8, there are crabs. I translated with different programs xTranslator, ESP-ESM Translator and even Notepas+, the result is the same. How do I translate it to the desired encoding so that the game sees the Russian font?
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Request for Manual Mod Load Order Adjustment in Vortex Hi there! I’d love to have the option to manually adjust my mod load order in Vortex. Currently, Vortex lets you do this somewhat if your mods are plugins (.esp files), but about 90% of my mods are .pak or .json files, and those don’t get the same treatment. Sometimes Vortex detects conflicts, which is helpful, but it doesn’t catch everything. If the dev team could allow manual load order adjustments directly in the mods tab—similar to how MO2 handles it—instead of only showing .esp files in the load order tab, Vortex would be much more flexible for users like me who really need this feature. Sure, we can create rules for load order, but that process is pretty slow and tricky when you have a large number of mods involved. Maybe this could be an optional toggle for those who want it, so it doesn’t overwhelm users who prefer simpler settings by default. This should be done via drag and drop as well as right clicking and then selecting either "highest priority", "lowest priority", or manually entering the load order number. Thanks for considering this! It would make managing mods so much easier.
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As we enter the Starfield age of modding, there will be stuff 'missing' out of the gate upon which a lot of other modding will depend. The obvious one being a Script Extender. I'm hoping the SE team is still motivated to set that up. It'll be a lot of work and you should never take any free labor for granted. Perhaps a donation is in order. Second, there might be technicalities and auxiliary functionality involving the console that need to be solved. The console is extremely important for debugging and such. It looks like they will still be using Scaleform, i.e. Flash and ActionScript, which is what the current consoles are made up of as well. If so then the swf-files will need to be investigated and perhaps edited. For this there is JPEXS. https://github.com/jindrapetrik/jpexs-decompiler Optimized textures, precombine utilities and FPS boosters will be necessary to even get people to bother playing this thing. The game is going to be like molasses for a lot of people. It looks like this time they are really determined to have very detailed geometry and textures, mega high res and perhaps they may even refuse to provide lower res settings judging by the 16 gb ram minimum requirements. This will be a problem for everyone, not just those with low ram, but also modders who will have to wait for all textures to load in before testing their work, and also on the production side where they will have to work with much larger and slower files. Hopefully not too big an issue. Serialization, e.g. JSON and XML, never really took off for FO4 but has been great for Skyrim modders. It means you can store data to custom files to enable administrative utility, cross-save/cross-session carry over data and to store and share things like looksmenu data. Looksmenu, as mentioned, this one will be critical unless vanilla expressiveness has been greatly improved. And then stuff like Bodyslide which I don't really care about, but lots of people will crave it. Will we see Nifs hanging on for another cycle as the 3D format? If not then there might not exist any free and available tools to analyze files and perform simple edits. xEdit, e.g. TES5Edit and F4Edit, will not have an equivalent so there might not be any way to easily analyze the game forms. The legacy maintainers of these tools can all use some encouragement, but of course NOT any nagging or encouragement that inadvertently takes the form of nagging. Maybe slip them a buck or two if they have some donation channel. Did I forget anything?
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I'm hoping someone has some info or experience that can help me with a base building issue I'm having. I've been moving things around on my freighter and the Holographic Chart Projector, "BLD_PLANET_HOLO" is overpoweringly bright. If I can't find a way to turn the outer cylindrical grid illumination intensity down, I'm gonna have to live without it. I doubt there's anything I can do about it, but I'm hoping that someone might know of some possibility for changing some parameter in the JSON freighter base file. If someone happens upon a solution at any point in the future, please don't hesitate to mention it. I'll still want to know how to do this months or even years from now. I'm going to post the dimming request on Zendesk for now, but I have no expectations that it will change anything. ~TYVMIA Any suggestions are greatly appreciated. :smile: PS. -- I could compensate for the overpowering brightness in my nVidia settings, but then other areas would be underwhelmingly dim....
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Sorry to be thick - quick question: I have a couple of nice Nord presets for Racemenu I want to try out but one shows up with blue (missing) body textures (hands and feet are OK) and the other has missing hand textures. I'm running a CBBE HDT game using a Nord character; my original character is fine, just (as usual) butt ugly. I have the files the Preset authors say are required. I know popping the missing textures into place should be easy but I'm getting old, the folders are swimming around in front of my eyes, and Mod Organiser doesn't make my life easy! :confused: Might anyone please be able to give me a quick "do this then do that"? Thanks!
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So I saw this tool here: https://www.nexusmods.com/monsterhunterworld/mods/486 and realized there wasn't really anywhere to share character appearance .json files. Spent some time searching and couldn't find them anywhere, so I thought I'd make a thread here for sharing. Assuming I don't forget, I'll likely be uploading one of mine in the morning.
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``` NexusMods.Paths.Utilities.PathException: Input contains invalid characters: `Mods/[CP] Desert Afforestation Area/i18n/ja - �R�s�[.json` (length=57) at NexusMods.Paths.Utilities.PathHelpers.IsSanitized(ReadOnlySpan`1 input) at NexusMods.Paths.Utilities.PathHelpers.Sanitize(ReadOnlySpan`1 input) at NexusMods.Abstractions.GameLocators.GamePathParentAttribute.FromLowLevel(ValueTuple`3 value, AttributeResolver resolver) in /_/src/NexusMods.Abstractions.GameLocators/GamePath.cs:line 177 at NexusMods.MnemonicDB.Abstractions.Attribute`3.ReadValue(ReadOnlySpan`1 span, ValueTag tag, AttributeResolver resolver) at NexusMods.MnemonicDB.Abstractions.IndexSegments.EntitySegment.TryGetValue[TAttribute,TValueType](TAttribute attr, Int32 i, TValueType& value) at NexusMods.MnemonicDB.Abstractions.Attributes.ScalarAttribute`3.Get[T](T entity) at NexusMods.Abstractions.Loadouts.Synchronizers.ALoadoutSynchronizer.BuildSyncTree(IEnumerable`1 currentState, IEnumerable`1 previousState, ReadOnly loadout) in /_/src/NexusMods.Abstractions.Loadouts.Synchronizers/ALoadoutSynchronizer.cs:line 223 at NexusMods.Abstractions.Loadouts.Synchronizers.ALoadoutSynchronizer.ShouldSynchronize(ReadOnly loadout, Entities`1 previousDiskState, Entities`1 lastScannedDiskState) in /_/src/NexusMods.Abstractions.Loadouts.Synchronizers/ALoadoutSynchronizer.cs:line 1053 at NexusMods.DataModel.Synchronizer.SynchronizerService.<>c__DisplayClass10_0.<GetShouldSynchronize>b__0(IJobContext`1 ctx) in /_/src/NexusMods.DataModel/Synchronizer/SynchronizerService.cs:line 70 at NexusMods.Jobs.JobContext`2.Start() in /_/src/NexusMods.Jobs/JobContext.cs:line 42 at NexusMods.DataModel.Synchronizer.SynchronizerService.<>c__DisplayClass21_0.<<CreateStatusObservable>b__4>d.MoveNext() in /_/src/NexusMods.DataModel/Synchronizer/SynchronizerService.cs:line 247 --- End of stack trace from previous location --- at NexusMods.DataModel.Synchronizer.SynchronizerService.<>c__DisplayClass21_0.<<CreateStatusObservable>b__3>d.MoveNext() in /_/src/NexusMods.DataModel/Synchronizer/SynchronizerService.cs:line 244 --- End of stack trace from previous location --- at R3.SelectAwait`2.SelectAwaitThrottleFirstLast.OnNextAsync(T value, CancellationToken cancellationToken, Boolean configureAwait) at System.Runtime.CompilerServices.PoolingAsyncValueTaskMethodBuilder`1.StateMachineBox`1.System.Threading.Tasks.Sources.IValueTaskSource.GetResult(Int16 token) at R3.AwaitOperationThrottleFirstLastObserver`1.RunQueueWorker() ``` ``` NexusMods.Paths.Utilities.PathException: Input contains invalid characters: `Mods/[CP] Desert Afforestation Area/i18n/ja - �R�s�[.json` (length=57) at NexusMods.Paths.Utilities.PathHelpers.IsSanitized(ReadOnlySpan`1 input) at NexusMods.Paths.Utilities.PathHelpers.Sanitize(ReadOnlySpan`1 input) at NexusMods.Abstractions.GameLocators.GamePathParentAttribute.FromLowLevel(ValueTuple`3 value, AttributeResolver resolver) in /_/src/NexusMods.Abstractions.GameLocators/GamePath.cs:line 177 at NexusMods.MnemonicDB.Abstractions.Attribute`3.ReadValue(ReadOnlySpan`1 span, ValueTag tag, AttributeResolver resolver) at NexusMods.MnemonicDB.Abstractions.IndexSegments.EntitySegment.TryGetValue[TAttribute,TValueType](TAttribute attr, Int32 i, TValueType& value) at NexusMods.MnemonicDB.Abstractions.Attributes.ScalarAttribute`3.Get[T](T entity) at NexusMods.Abstractions.Loadouts.Synchronizers.ALoadoutSynchronizer.BuildSyncTree(IEnumerable`1 currentState, IEnumerable`1 previousState, ReadOnly loadout) in /_/src/NexusMods.Abstractions.Loadouts.Synchronizers/ALoadoutSynchronizer.cs:line 223 at NexusMods.Abstractions.Loadouts.Synchronizers.ALoadoutSynchronizer.ShouldSynchronize(ReadOnly loadout, Entities`1 previousDiskState, Entities`1 lastScannedDiskState) in /_/src/NexusMods.Abstractions.Loadouts.Synchronizers/ALoadoutSynchronizer.cs:line 1053 at NexusMods.DataModel.Synchronizer.SynchronizerService.<>c__DisplayClass10_0.<GetShouldSynchronize>b__0(IJobContext`1 ctx) in /_/src/NexusMods.DataModel/Synchronizer/SynchronizerService.cs:line 70 at NexusMods.Jobs.JobContext`2.Start() in /_/src/NexusMods.Jobs/JobContext.cs:line 42 at NexusMods.DataModel.Synchronizer.SynchronizerService.<>c__DisplayClass21_0.<<CreateStatusObservable>b__4>d.MoveNext() in /_/src/NexusMods.DataModel/Synchronizer/SynchronizerService.cs:line 247 --- End of stack trace from previous location --- at NexusMods.DataModel.Synchronizer.SynchronizerService.<>c__DisplayClass21_0.<<CreateStatusObservable>b__3>d.MoveNext() in /_/src/NexusMods.DataModel/Synchronizer/SynchronizerService.cs:line 244 --- End of stack trace from previous location --- at R3.SelectAwait`2.SelectAwaitThrottleFirstLast.OnNextAsync(T value, CancellationToken cancellationToken, Boolean configureAwait) at System.Runtime.CompilerServices.PoolingAsyncValueTaskMethodBuilder`1.StateMachineBox`1.System.Threading.Tasks.Sources.IValueTaskSource.GetResult(Int16 token) at R3.AwaitOperationThrottleFirstLastObserver`1.RunQueueWorker() ``` ``` NexusMods.Paths.Utilities.PathException: Input contains invalid characters: `Mods/[CP] Desert Afforestation Area/i18n/ja - �R�s�[.json` (length=57) at NexusMods.Paths.Utilities.PathHelpers.IsSanitized(ReadOnlySpan`1 input) at NexusMods.Paths.Utilities.PathHelpers.Sanitize(ReadOnlySpan`1 input) at NexusMods.Abstractions.GameLocators.GamePathParentAttribute.FromLowLevel(ValueTuple`3 value, AttributeResolver resolver) in /_/src/NexusMods.Abstractions.GameLocators/GamePath.cs:line 177 at NexusMods.MnemonicDB.Abstractions.Attribute`3.ReadValue(ReadOnlySpan`1 span, ValueTag tag, AttributeResolver resolver) at NexusMods.MnemonicDB.Abstractions.IndexSegments.EntitySegment.TryGetValue[TAttribute,TValueType](TAttribute attr, Int32 i, TValueType& value) at NexusMods.MnemonicDB.Abstractions.Attributes.ScalarAttribute`3.Get[T](T entity) at NexusMods.Games.StardewValley.Emitters.ModOverwritesGameFilesEmitter.<>c.<Diagnose>b__3_1(ReadOnly file) in /_/src/NexusMods.Games.StardewValley/Emitters/ModOverwritesGameFilesEmitter.cs:line 33 at System.Linq.Utilities.<>c__DisplayClass1_0`1.<CombinePredicates>b__0(TSource x) at System.Linq.Enumerable.IEnumerableWhereSelectIterator`2.MoveNext() at System.Linq.Enumerable.DistinctByIterator[TSource,TKey](IEnumerable`1 source, Func`2 keySelector, IEqualityComparer`1 comparer)+MoveNext() at NexusMods.Games.StardewValley.Emitters.ModOverwritesGameFilesEmitter.Diagnose(ReadOnly loadout, CancellationToken cancellationToken)+MoveNext() in /_/src/NexusMods.Games.StardewValley/Emitters/ModOverwritesGameFilesEmitter.cs:line 37 at NexusMods.DataModel.Diagnostics.DiagnosticManager.<>c__DisplayClass8_0.<<GetLoadoutDiagnostics>b__0>d.MoveNext() in /_/src/NexusMods.DataModel/Diagnostics/DiagnosticManager.cs:line 92 --- End of stack trace from previous location --- at NexusMods.DataModel.Diagnostics.DiagnosticManager.<>c__DisplayClass8_0.<<GetLoadoutDiagnostics>b__0>d.MoveNext() in /_/src/NexusMods.DataModel/Diagnostics/DiagnosticManager.cs:line 92 ``` ``` System.AggregateException: One or more errors occurred. (Input contains invalid characters: `Mods/[CP] Desert Afforestation Area/i18n/ja - �R�s�[.json` (length=57)) ---> NexusMods.Paths.Utilities.PathException: Input contains invalid characters: `Mods/[CP] Desert Afforestation Area/i18n/ja - �R�s�[.json` (length=57) at NexusMods.Paths.Utilities.PathHelpers.IsSanitized(ReadOnlySpan`1 input) at NexusMods.Paths.Utilities.PathHelpers.Sanitize(ReadOnlySpan`1 input) at NexusMods.Abstractions.GameLocators.GamePathParentAttribute.FromLowLevel(ValueTuple`3 value, AttributeResolver resolver) in /_/src/NexusMods.Abstractions.GameLocators/GamePath.cs:line 177 at NexusMods.MnemonicDB.Abstractions.Attribute`3.ReadValue(ReadOnlySpan`1 span, ValueTag tag, AttributeResolver resolver) at NexusMods.MnemonicDB.Abstractions.IndexSegments.EntitySegment.TryGetValue[TAttribute,TValueType](TAttribute attr, Int32 i, TValueType& value) at NexusMods.MnemonicDB.Abstractions.Attributes.ScalarAttribute`3.Get[T](T entity) at NexusMods.Abstractions.Loadouts.Synchronizers.ALoadoutSynchronizer.BuildSyncTree(IEnumerable`1 currentState, IEnumerable`1 previousState, ReadOnly loadout) in /_/src/NexusMods.Abstractions.Loadouts.Synchronizers/ALoadoutSynchronizer.cs:line 223 at NexusMods.Abstractions.Loadouts.Synchronizers.ALoadoutSynchronizer.ShouldSynchronize(ReadOnly loadout, Entities`1 previousDiskState, Entities`1 lastScannedDiskState) in /_/src/NexusMods.Abstractions.Loadouts.Synchronizers/ALoadoutSynchronizer.cs:line 1053 at NexusMods.DataModel.Synchronizer.SynchronizerService.<>c__DisplayClass10_0.<GetShouldSynchronize>b__0(IJobContext`1 ctx) in /_/src/NexusMods.DataModel/Synchronizer/SynchronizerService.cs:line 70 at NexusMods.Jobs.JobContext`2.Start() in /_/src/NexusMods.Jobs/JobContext.cs:line 42 at NexusMods.DataModel.Synchronizer.SynchronizerService.<>c__DisplayClass21_0.<<CreateStatusObservable>b__4>d.MoveNext() in /_/src/NexusMods.DataModel/Synchronizer/SynchronizerService.cs:line 247 --- End of stack trace from previous location --- at NexusMods.DataModel.Synchronizer.SynchronizerService.<>c__DisplayClass21_0.<<CreateStatusObservable>b__3>d.MoveNext() in /_/src/NexusMods.DataModel/Synchronizer/SynchronizerService.cs:line 244 --- End of stack trace from previous location --- at R3.SelectAwait`2.SelectAwaitThrottleFirstLast.OnNextAsync(T value, CancellationToken cancellationToken, Boolean configureAwait) at System.Runtime.CompilerServices.PoolingAsyncValueTaskMethodBuilder`1.StateMachineBox`1.System.Threading.Tasks.Sources.IValueTaskSource.GetResult(Int16 token) at R3.AwaitOperationThrottleFirstLastObserver`1.RunQueueWorker() --- End of inner exception stack trace --- ``` This shows as soon as launched, once clicked okay on it causes it to immediately close.
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