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[Problem] My mod does not show up in the modlauncher

Discussion in 'Modding' started by Frelus, Jul 2, 2012.

  1. Frelus

    Frelus Member

    Hi guys,
    I just finished my Lutefisk Priest mod and wanted to test it.
    Because of unknown reasons, it does not show up in the modlauncher.
    Could you try to find the error? Because I cannot see it, I have made the mod.xml file just like the tutorial in this forum said.
    If you could tell me how to do it, I would upload the files for you to see here, but I can't see how to attach the file -.-
    Edit: Of course I also made the other files :D
     
    OmniNegro likes this.
  2. OmniaNigrum

    OmniaNigrum Member

    Zip it. Or even just fake it out and rename it to mod.xml.zip then attach it. But let us know if you did, otherwise it will appear as a broken archive.
     
    Frelus likes this.
  3. Frelus

    Frelus Member

    Ah, shows up now. Didnt put the files in another mod folder >.<
    I'm an idiot
     
    OmniNegro likes this.
  4. Frelus

    Frelus Member

    Oh, and I do not know how to attach it. I find no button for it, and pulling it into the window did not work.
    So, how do I do it? ^^
     
    OmniNegro likes this.
  5. OmniaNigrum

    OmniaNigrum Member

    Clicky.jpg
     
    Frelus likes this.
  6. Frelus

    Frelus Member

    Damn me. It really seams like the stupidity is infinite. Sorry for ever doubting you, Einstein.
     
    OmniNegro likes this.
  7. OmniaNigrum

    OmniaNigrum Member

    Do not worry. We all miss little things like that from time to time. :)
     
    Frelus likes this.
  8. Frelus

    Frelus Member

    Here then. Now it shows, but says it cannot find the radiant_aure32.png
    Update: it was missing in the mainfile. Damn it. I thought I had copied.
    Lol.
     

    Attached Files:

    • mod.xml
      File size:
      306 bytes
      Views:
      219
    OmniNegro likes this.
  9. Frelus

    Frelus Member

    and NOW it does not show up again --.--
    AAAAND me idiot again. damn mod folder
     
    OmniNegro likes this.
  10. OmniaNigrum

    OmniaNigrum Member

    Lol. You know the mod.xml only describes the mod itself. If you are still having trouble, zip the whole mess up and we can help sort it out. :)
     
    Frelus likes this.
  11. OmniaNigrum

    OmniaNigrum Member

    Since I presume it will include skills and items, it will need the
    itemDB.xml
    mod.xml
    skillDB.xml
    spellDB.xml
    and if you allow crafting the items, the craftDB.xml will also be required.

    A few quick suggestions. Everything is case sensitive in a zip archive. So you can unzip it and it may find Example.png when it was looking for example.png but a zipped copy of the same will not find it since no file of that name exists in the zip.
     
    Frelus likes this.
  12. Frelus

    Frelus Member

    And now I am getting a Runtime Error
    Just that it wanted to close.
    Don't know what caused it
    Also going to upload the new file.
     
    OmniNegro likes this.
  13. Frelus

    Frelus Member

    Ah, uploaded the wrong file then
    Me idiot again.
    Man, I'm tired, only going to upload the real file and then go get some sleep.
    See ya tomorrow!
     

    Attached Files:

    OmniNegro likes this.
  14. OmniaNigrum

    OmniaNigrum Member

    I will be here. Take your time. :)

    http://community.gaslampgames.com/threads/mod-xml-validator.3390/

    This is what found the errors for me. How to fix this is a mystery for people smarter than I.

    mod\skillDB.xml
    1 error(s) found.
    Line 11, Position: 2 -- Name cannot begin with the '<' character, hexadecimal value 0x3C. Line 11, position 2.

    mod\spellDB.xml
    1 error(s) found.
    Line 89, Position: 1 -- Name cannot begin with the '<' character, hexadecimal value 0x3C. Line 89, position 1.

    I am clueless about this. I can see what it is saying, but I fail to understand the problem.

    *Edit* Shame on me for triple posting. I should... Have a nap. Good night cruel world. (It is about 4PM here.)

    *Edited Again* Changed the posts so that there is one instead of three.
     
    Frelus likes this.
  15. Kazeto

    Kazeto Member

    Take a look at these files, Frelus, and compare it with the ones you uploaded. I don't give you any guarantees that it will work, since I didn't have time to test it, but at the very least it is possible for it to work, as the code validator shows no problems with it.

    That being said, learn to keep your code clean. Every single error (and there were many) was caused by the fact that you didn't know what you are doing (I won't say "you appeared not to know what you are doing", because it's apparent that you have no knowledge about coding whatsoever), and thus the code you wrote was thoroughly raped.
    Improperly closed tags, improperly named tags and their parameters, wrong parameters being used, images' names being misspelled, spells' names being misspelled ('P' and 'p' are different things in programming), those were all in the code. And avoiding such things is something that you have to learn to be able to code.

    That being said, it all comes with experience, so take a look at code created by other modders and compare it to your own, that will help you. And take a look at the tutorials you can find there, you'll likely find them helpful:
    http://dredmod.com/wiki/Main_Page
     

    Attached Files:

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  16. Frelus

    Frelus Member

    Thanks, it works now.
    Lutefisk to bread does not work, so I guess I'll have to find a filler skill.
    Really, big thanks to you two!
     
  17. OmniaNigrum

    OmniaNigrum Member

    Have you considered using Lutefisk crafting as an intermediary? You can then use a recipe for crafting to let you use exactly one to make whatever you want. For example:

    1.You add a recipe for making one bread from one Lutefisk.
    2. ???
    3. Profit!