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Crash after Removing Starbound Races Mod
The client is crashing at the character creation menu after removing this mod.. I am not sure what to do really, New to staxel modding I am unsure how it validates the mods and updates them but you would think it would properly remove the mod changes.. anyone know what I have to do here.

The game thinks the mod is still installed or reminance of the mod as the error is looking for assets from Starbound Races which obviously no longer exist.

(update)
I am going to remove the lastcharacter.json and see if because I was using a starbound race before I removed the mod if it simply is not resetting this to a valid race.

(update two)
Yep I think this was the issue, I checked the file in VSCode and my character was using model data from Starbound Races and the game did not default back to an un-modded player model.

That is kinda annoying I might have to write a mod to catch these errors and remove tile entity data (items,block) from the world files if the assoicated asset does not exist and also to fix this player model. Would be good to have a clean-up mod installed which can fix worlds using modded blocks and items which got removed and default any character part which errors due to missing asset.

Leaving this here so others can learn from my blunder
Last edited by Mo¡stDreams; 4 Mar, 2018 @ 2:08am
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Ophan files have been a thing just as long as modding has been around.

the last major case of people incountering them for the first time was "Skyrim : LE "
even after you unsub from a mod and delete it's files a port fo it will remain from time to time depending on the content.

Also congrats on making a mod so quickly that cleans up said files.
Mo¡stDreams 4 Mar, 2018 @ 6:22am 
Originally posted by D.e.v.i.O.S :
Ophan files have been a thing just as long as modding has been around.

the last major case of people incountering them for the first time was "Skyrim : LE "
even after you unsub from a mod and delete it's files a port fo it will remain from time to time depending on the content.

Also congrats on making a mod so quickly that cleans up said files.

Have not started on the mod but I got a fair idea how to do this, I just need to pack default player Json into a mod and write some scripts or a dll core mod which catches the error when some asset is missing and deletes the tile from the world. May or may not be as easy as this replacing the player file might be though by forcing the player to use default assets for a ms or two to force save the new default player model however this won't get rid of the error just prevent it from being an endless cycle of repeating itself and not fixing it.

Failing that I could make it spit out something more usefull when it detects this like " Oops, looks like your charcter was using modfied assets which don't exist now, please delete yadayadayada"

The tile entity data should be a do-able thing if its anything like Minecraft and there are ways to read the world data while the world is loading It should be possible to remove missing assets from the during this stage and then pop up some sort of text referencing which objects got removed. That or I could work on an external tool to read the world data like MCEdit did for Minecraft, can read the World and find any relevant mods and clean up unused tiles to de-corrupt the world.

I never used Workshop for Skyrim did not trust letting it install things for me I barely trusted Nexus mod manager it screwed up sometimes aswell, most of the files left behind tho are half installed texture files or dll files which came packed with the mod or self extracting files left behind after a mod had been running hardest part about Skyrim IMO was getting the damn thing to not crash every 15min via a lot of tweaking the ini files and removing conflicting cell edits.
Last edited by Mo¡stDreams; 4 Mar, 2018 @ 6:25am
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