Dependency loading scripts as mods.

David Luke shared this bug 5 years ago
Outdated

Copied from .sbc file:


<Mods>

<ModItem FriendlyName="(THYA) Shield HUD Script">

<Name>543765745.sbm</Name>

<PublishedFileId>543765745</PublishedFileId>

<IsDependency>true</IsDependency>

</ModItem>

<ModItem FriendlyName="(THYA) Shield HUD Graphics Pack 1%">

<Name>540003236.sbm</Name>

<PublishedFileId>540003236</PublishedFileId>

</ModItem>

<ModItem FriendlyName="Defense Shields - Mod Pack">

<Name>1365616918.sbm</Name>

<PublishedFileId>1365616918</PublishedFileId>

</ModItem>

<ModItem FriendlyName="Energy Shields">

<Name>484504816.sbm</Name>

<PublishedFileId>484504816</PublishedFileId>

</ModItem>

</Mods>


Enabling the "(THYA) Shield HUD Graphics Pack 1%" mod forces "(THYA) Shield HUD Script" to attempt to load as a mod, as well. Causes Critical Errors on map load - 6 instances of "Object reference not set to an instance of an object." per script load attempt. Also confirmed with "[DX11] LCD Jump Drive Percentage Bars" graphics pack and related "Jump Drive Charge With Images" script. Both graphics packs list the scripts as dependencies on the Workshop (at the time of this submission).

Replies (2)

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Hi there I seem to have a similar issue with the Respawnship Enhancement Mod on my DS. The REM Mod page says it needs the old parachute mod as a dependancy so my server is downloading it (instead of using the vanilla one). There needs to be some kind of toggle to let the DS know when to download dependencies or not if you dont need them.

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Log file:

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Hello, Engineers!


Thank you for your feedback! Your topic has been added between considered issues.

Please keep voting for the issue as it will help us to identify the most serious bugs.

In the meanwhile, any additional information will help.


We really appreciate your patience.


Kind Regards

Keen Software House: QA Department

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