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24.0 1.0 1.0 3 MB

A simple mod manager for Starfield and Fallout 4 that supports both Steam and Game Pass versions of the games.

License: GNU General Public License v3.0

JavaScript 18.86% TypeScript 59.51% HTML 13.74% SCSS 7.90%
game game-pass gamepass mod mod-loader mod-manager pass starfield manager loader

starfield-mod-loader's Issues

Mod deployment failed. Check app.log file for more information.

Log says this
[2024-03-07 23:49:31.504] [error] Error: ENOENT: no such file or directory, open 'settings.json'
at Object.openSync (node:fs:603:3)
at Object.func [as openSync] (node:electron/js2c/asar_bundle:2:2131)
at Object.readFileSync (node:fs:471:35)
at Object.readFileSync (node:electron/js2c/asar_bundle:2:9462)
at ElectronLoader.loadSettings (/home/user/Mods/resources/app/electron.js:577:32)
at /home/user/Mods/resources/app/electron.js:152:29
at WebContents. (node:electron/js2c/browser_init:2:88656)
at WebContents.emit (node:events:514:28)

Also what do I put in Plugin List Path?

Mod loader freezes up when extremely large files are added

Added the "8k planets" mod (link: https://www.nexusmods.com/starfield/mods/1845) via the mod loader and while it DID work, the application froze up for a solid 5 minutes and I wasn't sure if it crashed or not. Task manager indicated it was still pulling data from storage though.

Since it worked in the end it's not really a bug, but I would like some peace of mind in knowing if the application is crashing or not. Some kind of indicator status or flag when an extremely large file is being added.

Some mod .esm or .eps don't automatically get added to the plugins.txt and some mod files doesn't get installed

I've been trying to get this Patch, .esm to install correctly but nothing I try has worked. The plugin gets copied to the profile folder with no problem but the .esm doesn't get added to the plugins.txt.
is there a way to manually add the plugin to the list myself?
Question: If I have made changes to .esm files with xEdit while Mods are Activated does the changes get synced to the profile mods folder? Or do I have to manually replace the edited .esm files? If that's the case I suggest adding that feature into the next update it would really improve QOL for patching mods

Edit: I just found the Patch .esm I was talking about in the .txt, I thought it was not getting added but for some reason it added it to the middle, or I might just be slow and forgot it was on the list already when I did a reinstall and expected it to be added to the bottom of the list, apologies for the confusion.
The other issue I've encountered was that some mods get installed but no mod files get added to the profiles mods folder. I've found a simple workaround for this bug. I have to reinstall the same mod making sure the names are the same for the installed mod that has the bug, then confirming the install will prompt that there is a conflict with an already installed mod; Selecting the add feature instead of replace or overwrite seems to add the missing files and it also add the plugins if it was not added already. Also a small nitpick , the loading arrows are spinning the wrong way, could be a simple fix if its possible to horizontally flip the arrow asset 180 degrees.

UI Going Blank

I'm really excited to use this. I hadn't realized that Vortex wasn't supported on linux, and so to have a "native" tool is very exciting.

Unfortunately my window is going blank while trying to enter my directories. Initially everything looks fine, but after 15ish seconds, the whole display goes blank:

image

Running in the terminal, I see this when trying to go to preferences while the screen is blank:

Error sending from webFrameMain:  Error: Render frame was disposed before WebFrameMain could be accessed
    at WebFrameMain.send (node:electron/js2c/browser_init:2:94495)
    at WebContents.send (node:electron/js2c/browser_init:2:79721)
    at click (/media/austin/extradrive1/games/starfield-additional/programs/starfield-mod-loader-3-1/resources/app/electron.js:416:66)
    at MenuItem.click (node:electron/js2c/browser_init:2:30958)
    at Menu._executeCommand (node:electron/js2c/browser_init:2:36354)

I'm running the latest version of pop os.

Mod import failed: Error: ENOENT: no such file or directory

Seeing the below error when attempting to import either of these two mods into version 0.7.2 of Starfield Mod Loader:

15:08:02.842 โ€บ Mod import failed: Error: ENOENT: no such file or directory, lstat 'profiles/Starfield_Mods/_tmp/Baka Achievement Enabler-658-3-0-0-1718068164/Data/SFSE/Plugins/BakaAchievementEnabler.dll' at lstatSync (node:fs:1668:3) at Object.<anonymous> (node:electron/js2c/asar_bundle:2:4026) at Object.lstatSync (/opt/starfield-mod-loader-bin/resources/app/node_modules/graceful-fs/polyfills.js:319:16) at ElectronLoader.completeModImport (/opt/starfield-mod-loader-bin/resources/app/electron.js:1332:29) at /opt/starfield-mod-loader-bin/resources/app/electron.js:384:25 at WebContents.<anonymous> (node:electron/js2c/browser_init:2:88656) at WebContents.emit (node:events:514:28) Error occurred in handler for 'profile:completeModImport': Error: ENOENT: no such file or directory, lstat 'profiles/Starfield_Mods/_tmp/Baka Achievement Enabler-658-3-0-0-1718068164/Data/SFSE/Plugins/BakaAchievementEnabler.dll' at lstatSync (node:fs:1668:3) at Object.<anonymous> (node:electron/js2c/asar_bundle:2:4026) at Object.lstatSync (/opt/starfield-mod-loader-bin/resources/app/node_modules/graceful-fs/polyfills.js:319:16) at ElectronLoader.completeModImport (/opt/starfield-mod-loader-bin/resources/app/electron.js:1332:29) at /opt/starfield-mod-loader-bin/resources/app/electron.js:384:25 at WebContents.<anonymous> (node:electron/js2c/browser_init:2:88656) at WebContents.emit (node:events:514:28) { errno: -2, syscall: 'lstat', code: 'ENOENT', path: 'profiles/Starfield_Mods/_tmp/Baka Achievement Enabler-658-3-0-0-1718068164/Data/SFSE/Plugins/BakaAchievementEnabler.dll' }

Other mods installed without issue, I noted he switched from his 7z archive to a zip format so I attempted to extract and 7zip it but it did not succeed. I also tried editing the directory (SFSE/Plugins/Achievement.dll) but creating this directory manually did not correct it. Paths should be good but I am providing them here just in case.

image

If you need any other info let me know and I can provide it. Thanks!

OS: Arch Linux
CPU: Ryzen 5800X3D
Game Platform: Steam
Devices:
GPU0:
apiVersion = 1.3.278
driverVersion = 24.1.1
vendorID = 0x1002
deviceID = 0x744c
deviceType = PHYSICAL_DEVICE_TYPE_DISCRETE_GPU
deviceName = AMD Radeon RX 7900 XTX (RADV NAVI31)
driverID = DRIVER_ID_MESA_RADV
driverName = radv
driverInfo = Mesa 24.1.1-arch1.1
conformanceVersion = 1.3.0.0
deviceUUID = 00000000-0900-0000-0000-000000000000
driverUUID = 414d442d-4d45-5341-2d44-525600000000

Automatically correct folder names to match regardless of case

A genuinely fantastic tool, great work on it. The one and only hickup I have semi-regularly, especially when updating, is that folder names on Windows are entirely Case Insensative, unfortunately Linux on the other hand can have 'Meshes' and 'meshes' as seperate folders, causing issues with disappearing assets because the mod uploader wasn't putting in the same case everyone else was using.

The most straightforward solution I could see is just renaming either the folders or every file to be consistantly a single case. Proton seems to do a good enough job being case insensative but when there's two folders with different cases but the same name, it just picks one of them and runs with it, which obviously is not helpful. As it stands I have to manually go through and rename at least the folders immediately inside 'Data', such as 'Meshes', 'Textures', and 'Scripts'.

Any solution would certainly make linux modding that bit more convenient (Though this loader already blows NMM/Vortex out of the water from what I remember them being like back on windows, has been a good few years since then, lol).

Infinitely syncing mods

I have 3 simple mods I'm trying to load to test this out, but upon hitting activate mods for the first time it just infinitely says "syncing mods". Now I seem to be locked out, as i can't cancel the process, and restarting the app auto restarts the infinite syncing. I'm on garuda hyprland, and running the latest release of the mod manager.

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