Mystick Posted August 3, 2021 Share Posted August 3, 2021 On 8/1/2021 at 3:53 PM, sarbian said: And here is a new version that should fix all that ModuleManager-4.2.1.zip Confirmed - everything loaded normally. Thank you Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 8, 2021 Share Posted August 8, 2021 Hi MM gurus! I can't see why this patch doesn't work (latest MM 4.2.1, KSP 1.12.2) @PART[*]:HAS[!MODULE[ModuleCargoPart]] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } } Wanting to add the ability to all parts for kerbals to construct with them. So, want to patch all parts that don't currently have ModuleCargoPart. Thanks! Quote Link to comment Share on other sites More sharing options...
Lisias Posted August 8, 2021 Share Posted August 8, 2021 4 hours ago, theJesuit said: Hi MM gurus! I can't see why this patch doesn't work (latest MM 4.2.1, KSP 1.12.2) @PART[*]:HAS[!MODULE[ModuleCargoPart]] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } } Wanting to add the ability to all parts for kerbals to construct with them. So, want to patch all parts that don't currently have ModuleCargoPart. Thanks! Try this one: @PART[*]:HAS[!MODULE[ModuleCargoPart]] { &MODULE[ModuleCargoPart] { stackableQuantity = 1 packedVolume = -1 } } I don't know why your patch didn't worked (I didn't tried to check it neither), but this is how I would write the patch (including the whitespacing) and it worked for me. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 9, 2021 Share Posted August 9, 2021 1 hour ago, Lisias said: I don't know why your patch didn't worked (I didn't tried to check it neither), but this is how I would write the patch (including the whitespacing) and it worked for me. I don't know why. I've had issues (and other people too) with any of the ! in both my TechTrees and also in Simplex Kerbalism as well. Thanks for the suggestion - I'll give it a run tonight. Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted August 9, 2021 Share Posted August 9, 2021 9 hours ago, theJesuit said: Hi MM gurus! I can't see why this patch doesn't work (latest MM 4.2.1, KSP 1.12.2) @PART[*]:HAS[!MODULE[ModuleCargoPart]] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } } Wanting to add the ability to all parts for kerbals to construct with them. So, want to patch all parts that don't currently have ModuleCargoPart. Thanks! I tested here and appear to be working! @PART[*]:HAS[!MODULE[ModuleCargoPart]] { MODULE { name = ModuleCargoPartZZZ stackableQuantity = 1 packedVolume = -1 } } Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 9, 2021 Share Posted August 9, 2021 1 hour ago, Dominiquini said: I tested here and appear to be working! @PART[*]:HAS[!MODULE[ModuleCargoPart]] { MODULE { name = ModuleCargoPartZZZ stackableQuantity = 1 packedVolume = -1 } } Why does the ZZZ make a difference? Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted August 9, 2021 Share Posted August 9, 2021 (edited) 41 minutes ago, theJesuit said: Why does the ZZZ make a difference? Sorry. I only added the ZZZ to find the added module on the MM cache! I only tested if the MM patch worked. I don't test nothing in game! I copied the patch that I used, that is only different of yours regarding the formatting of the code! Edited August 9, 2021 by Dominiquini Quote Link to comment Share on other sites More sharing options...
OrdinaryKerman Posted August 9, 2021 Share Posted August 9, 2021 (edited) 6 hours ago, Dominiquini said: Sorry. I only added the ZZZ to find the added module on the MM cache! I only tested if the MM patch worked. I don't test nothing in game! I copied the patch that I used, that is only different of yours regarding the formatting of the code! There isn't a module called ModuleCargoPartZZZ, so your patch (while being technically successful in that it added those lines to the part config) doesn't really do anything. Also I already do use PartVolume. Edited August 9, 2021 by OrdinaryKerman Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted August 9, 2021 Share Posted August 9, 2021 (edited) 2 hours ago, OrdinaryKerman said: There isn't a module called ModuleCargoPartZZZ, so your patch (while being technically successful in that it added those lines to the part config) doesn't really do anything. I know! I was only testing if the MM patch is applied! Modifying the name helps find it in the MM cache! The real patch should use 'ModuleCargoPart'! * Anyway, you should use the KSP_PartVolume mod for this purpose! Edited August 9, 2021 by Dominiquini Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 9, 2021 Share Posted August 9, 2021 18 hours ago, Lisias said: Try this one: @PART[*]:HAS[!MODULE[ModuleCargoPart]] { &MODULE[ModuleCargoPart] { stackableQuantity = 1 packedVolume = -1 } } I don't know why your patch didn't worked (I didn't tried to check it neither), but this is how I would write the patch (including the whitespacing) and it worked for me. I tried, and it didn't work. I don't know why but something is very strange. I think I completely clean install may be in order, ie. remove KSP and put back in. It is patching but not showing up in game. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 11, 2021 Share Posted August 11, 2021 Hi @sarbian and @JPLRepo, Above I was confused as I wanted to add the ModuleCargoPart to everything, to be able to construct (with many kerbals helping, and the Exoskeleton Mod) bases out of other parts. KSP seems to be pushing for ModuleCargoPart and ModuleInventoryPart to not be on the same part, even though the small command pods DO have this. The Log produces a WRN: This is a fresh download, KSP 1.12.2 from Steam, Expansions removed and nothing else install (not even MM): [LOG 05:21:36.318] PartLoader: Compiling Part 'Squad/Parts/Cargo/CargoContainers/smallCargoContainer/smallCargoContainer' [WRN 05:21:36.322] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [smallCargoContainer'. Removed ModuleCargoPart <snip> [LOG 05:21:36.409] PartLoader: Compiling Part 'Squad/Parts/Cargo/StorageUnits/CargoStorageUnit/CargoStorageUnit' [WRN 05:21:36.412] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [CargoStorageUnit'. Removed ModuleCargoPart [LOG 05:21:36.417] PartLoader: Compiling Part 'Squad/Parts/Cargo/StorageUnits/ConformalStorageUnit/ConformalStorageUnit' [WRN 05:21:36.420] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [ConformalStorageUnit'. Removed ModuleCargoPart <snip> [LOG 05:21:36.579] PartLoader: Compiling Part 'Squad/Parts/Command/mk1Cockpits/mk1Cockpit/Mark1Cockpit' [WRN 05:21:36.585] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [Mark1Cockpit'. Removed ModuleCargoPart [LOG 05:21:36.593] PartLoader: Compiling Part 'Squad/Parts/Command/mk1Cockpits/mk1CrewCabin/MK1CrewCabin' [WRN 05:21:36.597] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [MK1CrewCabin'. Removed ModuleCargoPart [LOG 05:21:36.604] PartLoader: Compiling Part 'Squad/Parts/Command/mk1Cockpits/mk1InlineCockpit/Mark2Cockpit' [WRN 05:21:36.609] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [Mark2Cockpit'. Removed ModuleCargoPart [LOG 05:21:36.617] PartLoader: Compiling Part 'Squad/Parts/Command/mk1LanderCan/mk1LanderCan/landerCabinSmall' [WRN 05:21:36.622] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [landerCabinSmall'. Removed ModuleCargoPart [LOG 05:21:36.630] PartLoader: Compiling Part 'Squad/Parts/Command/mk1pod_v2/mk1Pod_v2/mk1pod_v2' [WRN 05:21:36.636] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [mk1pod.v2'. Removed ModuleCargoPart [LOG 05:21:36.645] PartLoader: Compiling Part 'Squad/Parts/Command/mk2CockpitInline/mk2CockpitInline/mk2Cockpit_Inline' And the game loads with these parts DEFINITLY having the ModuleInventoryPart and the ModuleCargoPart . Such as the mk1pod.v2 as an example above. However, MM can't patch ModuleCargoPart onto parts that have ModuleInventoryPart. KSP is removing it post MM it seems. But if I remove the ModuleInventoryPart, say rename it, KSP allows the ModuleCargoPart on former ModuleInventoryParts fine. But then if I rename back to ModuleInventoryPart, then KSP removes ModuleCargoPart. So, this works, but the Inventory obviously is removed from everything! @PART[*]:FINAL { @MODULE[ModuleInventoryPart] { @name = SimplexModuleInv } } @PART[*]:HAS[!MODULE[ModuleCargoPart]]:FINAL { MODULE { name = ModuleCargoPart packedVolume = -1 } } but this doesn't: @PART[*]:FINAL { @MODULE[ModuleInventoryPart] { @name = SimplexModuleInv } } @PART[*]:HAS[!MODULE[ModuleCargoPart]]:FINAL { MODULE { name = ModuleCargoPart packedVolume = -1 } } @PART[*]:FINAL { @MODULE[SimplexModuleInv] { @name = ModuleInventoryPart } } If I add the ModuleCargoPart manually to say the hitchhiker's cfg then it will throw a WRN in the log along with everything else, but it will still load with both modules. I should add with those examples, ModuleCargoPart is being applied to say the large tanks, so the patch is working. I don't know if this is a bug, a feature, or intentional. Can you please advise? Peace. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 11, 2021 Share Posted August 11, 2021 3 hours ago, theJesuit said: Hi @sarbian and @JPLRepo, Above I was confused as I wanted to add the ModuleCargoPart to everything, to be able to construct (with many kerbals helping, and the Exoskeleton Mod) bases out of other parts. KSP seems to be pushing for ModuleCargoPart and ModuleInventoryPart to not be on the same part, even though the small command pods DO have this. The Log produces a WRN: This is a fresh download, KSP 1.12.2 from Steam, Expansions removed and nothing else install (not even MM): [LOG 05:21:36.318] PartLoader: Compiling Part 'Squad/Parts/Cargo/CargoContainers/smallCargoContainer/smallCargoContainer' [WRN 05:21:36.322] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [smallCargoContainer'. Removed ModuleCargoPart <snip> [LOG 05:21:36.409] PartLoader: Compiling Part 'Squad/Parts/Cargo/StorageUnits/CargoStorageUnit/CargoStorageUnit' [WRN 05:21:36.412] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [CargoStorageUnit'. Removed ModuleCargoPart [LOG 05:21:36.417] PartLoader: Compiling Part 'Squad/Parts/Cargo/StorageUnits/ConformalStorageUnit/ConformalStorageUnit' [WRN 05:21:36.420] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [ConformalStorageUnit'. Removed ModuleCargoPart <snip> [LOG 05:21:36.579] PartLoader: Compiling Part 'Squad/Parts/Command/mk1Cockpits/mk1Cockpit/Mark1Cockpit' [WRN 05:21:36.585] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [Mark1Cockpit'. Removed ModuleCargoPart [LOG 05:21:36.593] PartLoader: Compiling Part 'Squad/Parts/Command/mk1Cockpits/mk1CrewCabin/MK1CrewCabin' [WRN 05:21:36.597] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [MK1CrewCabin'. Removed ModuleCargoPart [LOG 05:21:36.604] PartLoader: Compiling Part 'Squad/Parts/Command/mk1Cockpits/mk1InlineCockpit/Mark2Cockpit' [WRN 05:21:36.609] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [Mark2Cockpit'. Removed ModuleCargoPart [LOG 05:21:36.617] PartLoader: Compiling Part 'Squad/Parts/Command/mk1LanderCan/mk1LanderCan/landerCabinSmall' [WRN 05:21:36.622] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [landerCabinSmall'. Removed ModuleCargoPart [LOG 05:21:36.630] PartLoader: Compiling Part 'Squad/Parts/Command/mk1pod_v2/mk1Pod_v2/mk1pod_v2' [WRN 05:21:36.636] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [mk1pod.v2'. Removed ModuleCargoPart [LOG 05:21:36.645] PartLoader: Compiling Part 'Squad/Parts/Command/mk2CockpitInline/mk2CockpitInline/mk2Cockpit_Inline' And the game loads with these parts DEFINITLY having the ModuleInventoryPart and the ModuleCargoPart . Such as the mk1pod.v2 as an example above. However, MM can't patch ModuleCargoPart onto parts that have ModuleInventoryPart. KSP is removing it post MM it seems. But if I remove the ModuleInventoryPart, say rename it, KSP allows the ModuleCargoPart on former ModuleInventoryParts fine. But then if I rename back to ModuleInventoryPart, then KSP removes ModuleCargoPart. So, this works, but the Inventory obviously is removed from everything! @PART[*]:FINAL { @MODULE[ModuleInventoryPart] { @name = SimplexModuleInv } } @PART[*]:HAS[!MODULE[ModuleCargoPart]]:FINAL { MODULE { name = ModuleCargoPart packedVolume = -1 } } but this doesn't: @PART[*]:FINAL { @MODULE[ModuleInventoryPart] { @name = SimplexModuleInv } } @PART[*]:HAS[!MODULE[ModuleCargoPart]]:FINAL { MODULE { name = ModuleCargoPart packedVolume = -1 } } @PART[*]:FINAL { @MODULE[SimplexModuleInv] { @name = ModuleInventoryPart } } If I add the ModuleCargoPart manually to say the hitchhiker's cfg then it will throw a WRN in the log along with everything else, but it will still load with both modules. I should add with those examples, ModuleCargoPart is being applied to say the large tanks, so the patch is working. I don't know if this is a bug, a feature, or intentional. Can you please advise? Peace. From what I can tell, the ones with it both are the ones where the packedVolume == -1, which means it can be manipulated, but can't be put into inventory. My guess is the idea is that ModuleInventoryPart means it can contain other parts in inventory, but it can't be put into an inventory on another part Quote Link to comment Share on other sites More sharing options...
sarbian Posted August 11, 2021 Author Share Posted August 11, 2021 3 hours ago, theJesuit said: I don't know if this is a bug, a feature, or intentional. Can you please advise? MM does not do anything with the module loading. It edits the config before the game use that config to create the parts and modules. So you need to look at what is in the ModuleManager cache and check if it contains what you want. The ModuleCargoPart and ModuleInventoryPart warning is not related to MM.The fact that it loads in one case and not the other may be related to the node order in memory or something even move arcane, and there is little that MM can do about that. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 11, 2021 Share Posted August 11, 2021 1 hour ago, sarbian said: MM does not do anything with the module loading. It edits the config before the game use that config to create the parts and modules. So you need to look at what is in the ModuleManager cache and check if it contains what you want. The ModuleCargoPart and ModuleInventoryPart warning is not related to MM.The fact that it loads in one case and not the other may be related to the node order in memory or something even move arcane, and there is little that MM can do about that. Patch is being loaded into the MM cache, but KSP is overruling after MM. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 12, 2021 Share Posted August 12, 2021 12 hours ago, linuxgurugamer said: From what I can tell, the ones with it both are the ones where the packedVolume == -1, which means it can be manipulated, but can't be put into inventory. My guess is the idea is that ModuleInventoryPart means it can contain other parts in inventory, but it can't be put into an inventory on another part Yea. I'm putting a packedVolume = -1 in. Just seems odd KSP it removes the patch added, but doesnt remove that module from parts where it is in the original cfgs like the mk1pod. This works : // Make all parts that don't have an inventory manipulable in EVA @PART[*]:HAS[!MODULE[ModuleCargoPart],!MODULE[ModuleInventoryPart]]:FINAL { MODULE { name = ModuleCargoPart packedVolume = -1 } } // Parts that have a ModuleInventoryPart can have a ModuleCargoPart to make them // manipulable in EVA, but only if : // - the ModuleCargoPart index is lower than the ModuleInventoryPart index. // - the ModuleCargoPart can't be placed in inventories (packedVolume must be < 0) @PART[*]:HAS[@MODULE[ModuleInventoryPart]:HAS[!MODULE[ModuleCargoPart]]]:FINAL { // To achieve that, we duplicate the ModuleInventoryPart : +MODULE[ModuleInventoryPart] {} // Then change the first instance to be a ModuleCargoPart : @MODULE[ModuleInventoryPart],0 { -* = delete name = ModuleCargoPart packedVolume = -1 } } This has been brought to my attention. Thanks @Gotmachine Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 12, 2021 Share Posted August 12, 2021 (edited) Further advice please - I have this working, but it is strange - please see the end of this post. @PART[*]:HAS[!MODULE[ModuleCargoPart]]:FINAL { MODULE { name = ModuleCargoPart packedVolume = -1 } } @PART[*]:HAS[@MODULE[ModuleInventoryPart]:HAS[!MODULE[ModuleCargoPart]]]:FINAL { +MODULE[ModuleInventoryPart] {} @MODULE[ModuleInventoryPart],0 { -* = delete name = ModuleCargoPart packedVolume = -1 } } For some reason, this results in two ModuleCargoParts being added to crewed parts (as they have inventories). When I switch the patches around like this: @PART[*]:HAS[@MODULE[ModuleInventoryPart]:HAS[!MODULE[ModuleCargoPart]]]:FINAL { +MODULE[ModuleInventoryPart] {} @MODULE[ModuleInventoryPart],0 { -* = delete name = ModuleCargoPart packedVolume = -1 } } @PART[*]:HAS[!MODULE[ModuleCargoPart]]:FINAL { MODULE { name = ModuleCargoPart packedVolume = -1 } } Then crewed parts that originally had both ModuleCargoPart and ModuleInventoryPart such as the Mk1pod, and the cargo containers now have two ModuleCargoParts. However if I do this then it all appears as it should. : @PART[*]:HAS[@MODULE[ModuleInventoryPart]:HAS[!MODULE[ModuleCargoPart]]]:FINAL { !MODULE[ModuleCargoPart] {} +MODULE[ModuleInventoryPart] {} @MODULE[ModuleInventoryPart],0 { -* = delete name = ModuleCargoPart packedVolume = -1 } } @PART[*]:HAS[!MODULE[ModuleCargoPart]]:FINAL { MODULE { name = ModuleCargoPart packedVolume = -1 } } The top patch seems to be ignoring the :HAS[!MODULE[ModuleCargoPart]] Is that expected behaviour? As I've noticed this occurring in my other mods. Edited August 12, 2021 by theJesuit additional information Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted August 12, 2021 Share Posted August 12, 2021 My mistake, the patch should be : Spoiler // Make all parts that don't have an inventory manipulable in EVA @PART[*]:HAS[!MODULE[ModuleCargoPart],!MODULE[ModuleInventoryPart]]:FINAL { MODULE { name = ModuleCargoPart packedVolume = -1 } } // Parts that have a ModuleInventoryPart can have a ModuleCargoPart to make them // manipulable in EVA, but only if : // - the ModuleCargoPart index is lower than the ModuleInventoryPart index. // - the ModuleCargoPart can't be placed in inventories (packedVolume must be < 0) @PART[*]:HAS[@MODULE[ModuleInventoryPart],!MODULE[ModuleCargoPart]]:FINAL { // To achieve that, we duplicate the ModuleInventoryPart : +MODULE[ModuleInventoryPart] {} // Then change the first instance to be a ModuleCargoPart : @MODULE[ModuleInventoryPart],0 { -* = delete name = ModuleCargoPart packedVolume = -1 } } specifically, instead of : @PART[*]:HAS[@MODULE[ModuleInventoryPart]:HAS[!MODULE[ModuleCargoPart]]]:FINAL it must be : @PART[*]:HAS[@MODULE[ModuleInventoryPart],!MODULE[ModuleCargoPart]]:FINAL Otherwise, the second patch gets applied to parts that already have both modules (the "SEQ-X container module" parts for example), adding an extra ModuleCargoPart Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 12, 2021 Share Posted August 12, 2021 20 minutes ago, Gotmachine said: Otherwise, the second patch gets applied to parts that already have both modules (the "SEQ-X container module" parts for example), adding an extra ModuleCargoPart Thanks again! Quote Link to comment Share on other sites More sharing options...
Adiri Posted August 15, 2021 Share Posted August 15, 2021 Module Manager refuses to load any patches, even though I have mods (my own) with CFG's Spoiler https://drive.google.com/file/d/1CAhFDh8k7lyrHwzolkev6sSV4XqQMrs_/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 15, 2021 Share Posted August 15, 2021 50 minutes ago, Adiri said: Module Manager refuses to load any patches, even though I have mods (my own) with CFG's Hide contents https://drive.google.com/file/d/1CAhFDh8k7lyrHwzolkev6sSV4XqQMrs_/view?usp=sharing First, please provide a Player.log, gives better (IMHO) information for issues like this. Second, it looks like you are running KSP 1.10.1 MM is definitely having an error, it might be the wrong version for that version of KSP. I'd create a new install, and only install the minimal mods, see if it works, then add a few at a time Quote Link to comment Share on other sites More sharing options...
Adiri Posted August 15, 2021 Share Posted August 15, 2021 3 hours ago, linuxgurugamer said: First, please provide a Player.log, gives better (IMHO) information for issues like this. Second, it looks like you are running KSP 1.10.1 MM is definitely having an error, it might be the wrong version for that version of KSP. I'd create a new install, and only install the minimal mods, see if it works, then add a few at a time Alright I will try this, where can I find player.log? Quote Link to comment Share on other sites More sharing options...
Tacombel Posted August 15, 2021 Share Posted August 15, 2021 24 minutes ago, Adiri said: Alright I will try this, where can I find player.log? See the signature of the previous post. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 15, 2021 Share Posted August 15, 2021 31 minutes ago, Adiri said: Alright I will try this, where can I find player.log? I'm always amazed that no one bothers to read the signatures: Read this BEFORE asking for support: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ Quote Link to comment Share on other sites More sharing options...
Adiri Posted August 15, 2021 Share Posted August 15, 2021 Just now, linuxgurugamer said: I'm always amazed that no one bothers to read the signatures: Read this BEFORE asking for support: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ Alright sorry, I (wrongly) assumed that the log was the same. Even after updating to 1.11, and reinstalling my mods, module manager still refuses to work Spoiler https://drive.google.com/file/d/1mUqU9-anwbyjQaDjMFvlNRHB2e-4MGPq/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 15, 2021 Share Posted August 15, 2021 (edited) 19 minutes ago, Adiri said: Alright sorry, I (wrongly) assumed that the log was the same. Even after updating to 1.11, and reinstalling my mods, module manager still refuses to work Hide contents https://drive.google.com/file/d/1mUqU9-anwbyjQaDjMFvlNRHB2e-4MGPq/view?usp=sharing So it's getting an error which indicates to me that one of the mods you have installed is not the right one for the version of the game you are playing. Which one, I can't say. When you reinstalled your mods, how did you delete them? Also, how did you do the install? I've tried to replicate your install, but don't know what some of the mods listed in the file are. You might want to check for misplaced DLLs, old DLLs, etc Edit: Looks like the error is in _BuildManager, which appears to be part of EVE. Try removing EVE and see if it loads. Post a log file as well, maybe a successful load will be useful. But this isn't a MM problem Edited August 15, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
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