Goat Simulator

Goat Simulator

Not enough ratings
Shader Cache Crash Solution for 32Bit for Modders
By Dafini
This is a mandatory fix if your mods to stop crashing for anyone who don't run from the 64bit directory of Goat Simulator, manually. This is very important if you don't want to hard-work your users!
   
Award
Favorite
Favorited
Unfavorite
The Error in the Logs
Your game will crash on your mod's startup. Not the start to game itself, but moreso when your mod is even appears. This will happen with ANY Custom graphics, namely ones that use a new Material or Material slot, or even a copied/duplicated content which was tweaked minimally.

When this happens, check the launch.log found in common/goatsimulator/goatgame/logs/ and open it in any text editor.
Go to the very bottom. if it says ANYTHING to do with shaders then this is the issue you are having. Fixing it is scarily easy, so read on.
The Solution: Deleting a thing
Moreso a few things. In your mod's folder, such as MyMod being the name, you will find when you compiled your mod a mass of files in there. A few folders, and possibly a GoatMod.ini, tags.txt, and a previewfile.jpg. THEN there is a heap of other files, adding to your filesize that you don't want.

Delete all these files. Anything with shader in the name.

Now, run your mod in 32 bit. Now feel as awkward as I did after a couple of days working this out through practically everything.
Spread the word of the solution
See if you can avoid more modders falling into this. Its unfortunate, but fixable. Just needs to be common knowledge quickly if we can.

Word by mouth or linking here will do well.

Best of luck, guys!
3 Comments
Tomoko 5 Apr, 2014 @ 11:28am 
Didn't work here, got the same crash with and with out the shader cache files.
Tomix 3 Apr, 2014 @ 10:30pm 
I've got a model ready for Goat Simulator, but not sure about how to import it. Do I need to export the bones of the goat and then rig them to my model? Any help would be appreciated.
Holz 3 Apr, 2014 @ 8:18am 
If you click on the (by default disabled/skipped) Package Mod button after cooking your mod, those files should be deleted anyway.