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  1. Drinking from a bottle does not quench thirst , only way is frome sink,bath,...
  2. I'm trying to code an override for the player's action when pressing the Shove key and it works - partially. I can interrupt the timed action (reloading) but the shove action does not take place unless I press shove again. Is there a better way to detect the Shove command than looking for the Space keypress? Not every player might have this as their Shove button. Will it be possible to have the shove action fire like this without a second keypress? EDIT: Solved this by using GameKeyboard.isKeyDown("Melee") to detect Shove, ISTimedActionQueue.clear(player); to override the reloading; this allows Shove to still work from the original keypress
  3. Hello, I have a problem, when I launch the game no matter the version, in B41/42 or other, here are the config of my PC: Processor : 13th Gen Intel(R) Core(TM) i7-13700KF 3.40 GHz Ram : 32 Go (2x16 Go) System : Windows 11 Pro x64 Graphics card : NVIDIA GeForce RTX 4090 Motherboard : MSI Pro Z790-P Wifi I want to point out that I have uninstalled and reinstalled PZ several times, I even excluded Steam from my AntiVirus just in case, I changed my hard drive too, and I updated everything that could be updated on my PC. if there is anything missing ask me, I am attaching the logs. I hope this helps you as much as possible to find what problem I have and who possibly, then help from another user. kind regards Ibiky Logs.rar logs.zip
  4. I’m unable to light a fire in the big campfire, no matter what I try. However, I can light a fire on the barbecue stand without any issues. The big campfire just doesn’t seem to work. Tile Report: camping_03_19 Coords: x: 10883, y: 10064, z:0
  5. # Making Oddly Shaped Maps When making maps on WorldEd, we are only allowed to choose square and rectangle shapes. However, I picked a cell next to something I did NOT want to recreate on vanilla. I also did not want to overwrite it. So, how do I do it? How do I make an "L" shaped map? ## The Story I was working with a 1x1 world map at first, then I wanted to create an "L" shaped map. Extending one north and one west of my present cell. At first, I thought I could just make a PNG image with my map and leave the unused cell black. However, that was hopeful wishing as the black broke the existing tile. The base layer isn't programmed to read black, like the vegetation layer is. So, I was stuck. Until, I realized that when I make a new map, all the cells in that map are transparent... ## Solution (tl;dr) Create a new world map, or expand your existing one. Then, redrag your tmx files into the slots you want, and leave the ones you wish to not use, blank. They will be transparent and not override vanilla. If you want to start from scratch, create separate PNGs for each cell in square/rectangular shapes. I would actually recommend creating a GIMP file as big as your world. Only using the cells you want to use, for the context and continuity, then when you're happy with the file, crop and "Save as..." separate files in squares and rectangles, leaving the "blank" parts out of the PNGs. Then, individually drag the PNGs into the used cells and use BMP > TMX. Since the unused cells are transparent, there are no colors to misread and will not write any tiles. You can check out the attached image to see that the topmost cell is empty. This map can go on top of vanilla and not overwrite cells that aren't in my map However, there was a new problem. I tried to create lots and I got an error "Zombie Spawn Map doesn't cover 1,1" So... now what? # Making a map bigger and getting the "Zombie Spawn Map doesn't cover..." error Let's say you followed Daddy Dirkie Dirk's Map Making Guide (like me), and you started with a 1x1 map. Now, you want to make it bigger but you get the error "Zombie Spawn Map doesn't cover cell 0,1" or something like that. The issue is that the zombie spawn image must be as large as your entire map, even if you don't use all the cells. If your world is a 1x1 cell, its dimensions are 300x300 pixels and the zombie spawn image must be 30x30. So, if your map increases to be 2x2 or more, your new zombie spawn image must be sized up as well. So, a 2x2 world map's dimensions are 600x600, which means the new zombie spawn map must be 60x60. This is not always apparent, but the expectation is that you need to make a new zombie spawn map. ## What if I have an Oddly Shaped map? If you have an oddly shaped map, you still need to have a zombie map as large as your world, even if cells aren't used. I haven't tested this, but this would effectively overwrite the heat map on the vanilla tiles you don't use. So, you can make your own heat map and slap it over Vanilla if you want. That's a whole other issue that I haven't tried and is waaaay out of the scope of this topic. So, what did I do with my "L" shaped map? My map was 2x2 so I made a 60x60 zombie map and drew the heat anywhere in those four cells. Even though the top cell was transparent in WorldEd, it wouldn't let me create lots without a map that covers all four cells. Once I started a 60x60, it worked! NOTE: I did think of the idea of making two heat maps to cover my oddly shaped map, buuut I quickly realized there's only one slot for Zombie spawn heat map in the lots dialog (popup). So, multiple zombie maps won't work. tl;dr --- make a zombie spawn heat map as large as your world, and the problem will be solved. ## It's frustrating that I have to make a new zombie spawn heat map, but I won't be able to draw over my map like I saw in Daddy Dirkie Dirk's video Yes, I went through this, made a new heat map and did two things. 1) randomly threw white heat all over the place without care. However, when I saw the most recent heat map update preview of 2024 I realized that thinking more critically about where I want zombies to spawn will help the player experience when they play my maps. Spawning zombies in buildings instead of randomly on roads. Sooo, 2) I went through my WorldEd and painstakingly wrote down coordinates so I can have my zombie spawns happen inside of buildings. The reason I am including this section in this post is because it wasn't until NOW, writing this post, that I realized that I didn't need to do EITHER of those things. I still need to make a new map so I can have a zombie spawn heat map as large as my world. However, after I make my new GIMP 600x600 image I can open my old 300x300 GIMP map and copy it into my new 600x600 map. This can be done in a number of ways, I think? However, selecting and copy/pasting should work. Be sure to place the map where it belongs. That being said, if you started with one things, and changed it so much that your GIMP file looks nothing like the roads, forests, and lakes of your present map... yeah, I'm stuck there and I have no idea what to do. Let me know if there's a way to create a PNG from the WorldEd based on the data that's there. (TMX to BMP doesn't seem to work for me?). Anyways, once you paste your map into the correct location, you can create a new zombie layer and draw on top of your map! I hope this helps anyone that might have the same problems and questions. Have an awesome day.
  6. Hello, I'm still learning the building tools a bit and to learn manual roofing a bit more, I tried rebuilding some Sims 1 houses, as I remembered them having somewhat complex roofs due to their unusual shapes. Now the roof looks fine in the editor and was build in tile mode on the roof layer (I also tried putting the top part on roof 2, with no changes), but ingame it seems that layering is all over the place and parts that should be behind the top part, are drawn right above it. Does anyone know how to fix it or what I could have done wrong to avoid these problems in the future?
  7. I'm wondering if it is possible to add code to another mods custom function. The mod I'm trying to add to is called "Rename Containers" My goal is to run the vanilla "ISInventoryPage:refreshBackpacks()" function when the Rename Containers mod calls the following function. Now for vanilla, you do this... However, when I try this method with Rename Containers function (as shown below), it never gets run. I think it makes sense why the above code would not run, but I'm wondering what (if at all possible) is the correct way to go about this. Thank you
  8. Hello forum, I wanted to try modding Project Zomboid so for the past day or two I have been making a barbwire baseball bat mod (that works like the nail bat) using posts from here at the forum and the PZ modding wiki. I've almost finished the core of the mod which is just the weapon, the repair scripts, model , & texture(s) and everything works fine until you strike with the weapon. There seems to be a 1/5(and if not the first, then at some point in the next four swings) chance that the game fades to black with error codes like (1,2,3,4,5, or 6) just a single number seemingly increasing by one with every crash. This has happened when striking a zombie or just swinging in the air, but only when my character swings the bat, not while idle with it. the screen fades to black and then loads the main menu. Ive narrowed it down in the debug logs to this one line that seems to cause the crash, ExceptionLogger.logException> Exception thrown java.lang.NullPointerException: Cannot invoke "zombie.inventory.types.HandWeapon.getSwingAnim()" because "<parameter1>.bareHands" is null at SwipeStatePlayer.CalcAttackVars line:651.. I've looked up "zombie.inventory.types.HandWeapon.getSwingAnim()" through this page https://projectzomboid.com/modding/zombie/inventory/types/HandWeapon.html and am not entirely sure what is going wrong. I will attach the mod itself (forgive me if its formatted oddly or if i made some mistakes of somekind, and please let me know if i did) so you can see for yourself. I have attached the FBX model file for the bat the Fixing script the weapon script itself and mod.info And if you want to recreate the error for yourself here is a dropbox link to all of the Mod https://www.dropbox.com/scl/fo/ru8vdce4b3sqtkftwndmz/h?rlkey=0l3mq81dvlgx2oiy5h798gl8z&dl=0 the work folder in their is just to keep track of files I was using. And help is greatly appreciated! edit: rewording WiredBaseballBat.fbx fixing.txt items_weapons.txt mod.info
  9. OS: SteamOS 3.5 Server hosting gets to "Obtaining server information" before stopping during launch with a normaltermination error. I've tried using -novoip, compatibility mode, and various different server settings. Crash still occurs with no mods. (ignore the config name, was just a random name i remembered before i looked up who it actually was ) 19-10-23_20-33-46_DebugLog-server.txt
  10. I making sounds for characters, but zombies don’t hear character sounds for some reason , works through getSoundManager():PlaySound, tried through getSoundManager():PlayWorldSound, but zombies still do not hear. if player:isFemale() then local femalesounds = "FemaleScream"..tostring(ZombRand(5)); local femalesoundsplay = getSoundManager():PlaySound(femalesounds,false,0); -- getSoundManager():PlayAsMusic(femalesounds,femalesoundsplay,false,0); else local malesounds = "MaleScream"..tostring(ZombRand(5)); local malesoundsplay = getSoundManager():PlayWorldSound(malesounds, isoGridSquareInstance, 0.5, 10.0, 1.0, 3, true);); -- getSoundManager():PlayWorldSound(malesounds,malesoundsplay,false,0); end How can i fix this?
  11. Hi i have a big container item filled with alcohol that does not deplete itself when i refill empty bottles. it works fine if i take a tumbler and fill if from there but does not when i refill empty container via recipe. any insights are appreciated at the moment the keep in the recipe makes sure the container does not dissapear after crafting but also does not update the reduced value after pouring contents into a empty bottle Wine Can item item Alc_DistillPotSmallNEW { DisplayName = Distill Pot Small filled New(Spirit), DisplayCategory = Food, Type = Food, Weight = 1, Icon = WaterDistillPotSmall,, EvolvedRecipe = Beverage:4;Beverage2:4;HotDrink:4;HotDrinkRed:4;HotDrinkWhite:4;HotDrinkSpiffo:4;HotDrinkTea:4;WineInGlass:4;PastaPot:4;PastaPan:4, EvolvedRecipeName = Moonshine, FoodType = Wine, Alcoholic = TRUE, CantBeFrozen = TRUE, EatType = Bourbon, Packaged = TRUE, ReplaceOnUse = WineEmpty2, UseDelta = 0.04, ReplaceOnDeplete = BucketEmpty, HungerChange = -20, ThirstChange = -20, UnhappyChange = -20, Calories = 510, Carbohydrates = 0, Lipids = 0, Proteins = 0, CustomContextMenu = Drink, CustomEatSound = DrinkingFromBottleGlass, StaticModel = model_distill_small, WorldStaticModel = distill_small_Ground, } and my recipe for making a few bottles recipe Make 2 Bottles of Moonshine { CanBeDoneFromFloor:True, keep Alc_DistillPotSmallNEW/Alc_DistillPotSmall, WhiskeyEmpty=2, Result:WhiskeyRefill=2, Time:80.0, Category:Cooking, OnGiveXP:Recipe.OnGiveXP.None, OnCanPerform:Recipe.OnCanPerform.SliceCooked, } Thank you!
  12. Hi ! I am creating a mod to change the name of the item category. For example in an unmoded game, a scissors will be in the category weapon but after modification it will be in the category tailoring. The idea is to combine these changes with the mod manage container ( https://steamcommunity.com/sharedfiles/filedetails/?id=2650547917 ) for me and my friend to fully enjoy it without having to modify one by one each container. So far, I have succeeded and I know how to change the category names of items. I simply copied and pasted the items_food.txt file, from the game directory ( C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\scripts\items_food.txt ) to my mod repertory and in it I only change the DisplayCategory. Here is an exemple of the code for one item.
  13. I'm trying to add my own tooltip after the default DoTooltip, so i try to implement the steps in Lua. The problem is that it seems to not like calling Java method and passing a double parameter. Code : ERROR Log :
  14. I need to set a variable to the number of days that have passed since the apocalypse first started, in order to determine if certain zombie types have evolved yet or not (imagine a certain zombie starts appearing after 30 days, for example) Functions like "getGameTime():getDay()" only get the current day of the month, and "getGameTime():getDaysSurvived()" resets whenever the player dies, so that won't work either. I would think there is a built in variable for this, used to determine things like the level of erosion in the world? Is there a more practical way to do this besides doing all the math to compare the starting day/month/year to current day/month/year? Thank you for the help!
  15. " There is no preview.png file in the folder you chose." I have tried 6 ways to sunday to get this to work, no matter what image I use, what size (it says 256x256) and it's in the correct location C:\Users\derp\Zomboid\Workshop\derp\Contents\mods\derp <---- within that folder is the Media folder, mod.info and poster.png. I tried using my own image I made for the mod with the right size, and .png format and I always get the same error: " There is no preview.png file in the folder you chose." I've also renamed it to preview.png to no avail I even copied the poster.png image from the template folder and get the same error. I've looked at other creators mods, the file structure, the image type and where it's located. (I know downloaded mods are in a different location than where they need to be to get uploaded) If I had any hair left, I would pull it out. What am I doing wrong?
  16. Okay so I cant seem to get this to change. These are the steps I do. File: New (Create a 2x2) I then drag my 600x600px image into it (Yes I have a _veg file too) File BMP To TMX - I assign maps to the world and replace existing maps then hit okay Then nothing generates but it says finished. If I open a tile its the way it needs to be but it doesnt update the map and then it always overwrites my work on every load. PS. I can get this to work after I uninstall all files and such but not always.
  17. So I seem to be getting the port 16262 is closed, performance might be severely affected warning when connecting to my server. The server is installed through steam cmd and I try to connect from a client started through steam (using the ingame server browser/entering the IP manually). Port 16262 is opened for UDP connections and I have verified that it is indeed open by shutting down the server and listening 16262 UDP through netcat, then connecting from my local machine to the server (Hosted with an dedicated IPv4 address) and I can see my packets arriving meaning that server-side configuration (firewall) must be correct. I tried with UPnP enabled and disabled but always get the same errors. Is there some way to debug the client and check if it´s actually trying to connect to 16262 or using some different port since online you´ll find ambiguous reports that it actually uses some range instead of this specific port or similar. I tried the broadest port ranges I could find for now (I´d like to limit it back to the actual ports used once figured out) and this is my current UFW config [project_zomboid] title=Project Zomboid description=Project Zomboid server ports ports=16262:16293/tcp|27015/tcp|27036/tcp|8766:8767/udp|16261:16262/udp|27015/udp|27031:27036/udp Also netstat shows that 16262 is indeed bound: major@vmd106028:~$ netstat -a | grep 16262 udp 0 0 0.0.0.0:16262 0.0.0.0:*
  18. So I did bmp to tmx and assigned generated maps to the world, you can see the map on the little mini map in the upper left but on the big one its showing blank. Anyone know what my problem is?
  19. When I get the player class getPlayer() then I want to index a field it gives me nil. Why can't I index fields from class but only methods? Example The java IsoPlayer closestZombie field in a public float But in a lua script below getPlayer().closestZombie --Gives me nil
  20. I saw other posts talking about this but the solutions didn't work. I downloaded the 2022 tiles and tilezed, but when I try to convert from BMP to TMX it gives me the missing error bellow: I tried rewriting the Rules and Blends files to erase the dreaded dirtgrass, but then it just breaks my map: For some reason, my tilesets on TileZed are red. Not sure what the matter is, but maybe I need to change the version? I had accidentaly installed the 2020 tilesets previously. Also, I had read the missing dirtgrass textures were fixed, so did I download the wrong version again? I have the Feb-07 tiles and march-14 TileZed and worldEd. Thanks in advance for the help.
  21. Hello, Im new to modding and I am trying to add a pistol or revolver to every zombie police officer's inventory to make the game more realistic. Ive used some code from Small Town Responders and from the wiki but nothing seems to be working. I think ive selected zombies using the GetZedX and GetZedY variables and I made an if statement checking if the zombie has either a police outfit, police state outfit or a police riot outfit. Im not sure how to carry on from there, I gave it a go though. The code I used us below. Thanks [spoiler][code] local function ROE_give_gear() -- Gets variables used local GetZed; local GetZedX; local GetZedY; local GetZedOutfitName; --Gets Zombies from world local GetZedList = getWorld():getCell():getZombieLost(); if GetZedList ~= nil then for i=0, GetZedList:size()-1 do -- Get Zombie GetZed = GetZedList:get(i); -- Get Zombie X GetZedX = GetZed:getX(); -- Get Zombie Y GetZedY = GetZed:getY(); -- Get The Outfit The Zombie Is Wearing GetZedOutfitName = GetZed:getOutfitName(); --Checks if Zombie is wearing a police outfit if GetZedX and GetZedY GetZedOutfitName == "Police" or GetZedOutfitName == "PoliceState" or GetZedOutfitName == "PoliceRiot" then local weapon = random(0,5) --generates a random num from 0 to 6 if weapon = 0 then --Gives zed a sidearm and holster depending on number. OnZombieDead.Add("Base.Pistol") OnZombieDead.Add("Base.Holster") GetZed:reload elseif weapon = 1 then OnZombieDead.Add("Base.Pistol2") OnZombieDead.Add("Base.Holster") GetZed:reload elseif weapon = 2 then OnZombieDead.Add("Base.Pistol3") OnZombieDead.Add("Base.Holster") GetZed:reload elseif weapon = 3 then OnZombieDead.Add("Base.Revolver_Short") OnZombieDead.Add("Base.Holster") GetZed:reload elseif weapon = 4 then OnZombieDead.Add("Base.Revolver") OnZombieDead.Add("Base.Holster") GetZed:reload elseif weapon = 5 then OnZombieDead.Add("Base.Revolver_Long") OnZombieDead.Add("Base.Holster") GetZed:reload end end end end Events.EveryOneMinute.Add(ROE_give_gear) --Checks every min, and changes if needed [/code][/spoiler]
  22. I recently decided to play project zomboid again and I seem to cant launch the game at all I boot it up through steam and then it hits a black screen then force quits ive update all my drivers ran the batch file and its seems to not fix anything. I would love to play the game once again if anyone can help me out. If I need to send files just let me know thanks in advance
  23. Folder structure (not sure if this is correct): mods/Better Spear Upgrade/media/lua/client/recipecode.lua mod.info file: name=Better Spear Upgrade poster= id=BetterSpearUpgrade description=Changes the formula for the starting condition of an upgraded spear url= Code: local _orig_UpgradeSpear = Recipe.OnCreate.UpgradeSpear -- get a mix of spear & upgrade item to do a correct condition of the result -- we take the craftedSpear condition and substract the attached weapon condition function Recipe.OnCreate.UpgradeSpear(items, result, player, selectedItem) local spearCondition = 0 local spearConditionMax = 0 local weaponCondition = 0 local weaponConditionMax = 0 local conditionMax = 0; for i=0,items:size() - 1 do if items:get(i):getType() == "SpearCrafted" then spearCondition = items:get(i):getCondition() spearConditionMax = items:get(i):getConditionMax() end end for i=0,items:size() - 1 do if instanceof (items:get(i), "HandWeapon") and items:get(i):getType() ~= "SpearCrafted" then weaponCondition = items:get(i):getCondition() weaponConditionMax = items:get(i):getConditionMax() end end local conditionPct = ((spearCondition / spearConditionMax) + (weaponCondition / weaponConditionMax)) / 2 conditionMax = result:getConditionMax() * conditionPct if conditionMax > result:getConditionMax() then conditionMax = result:getConditionMax(); end if conditionMax < 2 then conditionMax = 2; end result:setCondition(conditionMax); end
  24. I can add parkingstalls without any problems in worlded but ingame they dont spawn any cars. I gave them i name and they are bigger than 4x3 so thats probably not the problem. I searched on google and the indie forums for help multiple times but i couldnt find anything helpful. Please help.
  25. I'm having a repeating crash with a save game. It happened as I went to sleep and time was progressing but every time it reaches 5:00AM game time the game freezes then eventually quits back to main menu after having created a _crash copy of the save. I'm at the point where I'm at 2 months into the game, the crash seems to occur at 2 months 18 hours to be exact. The console.txt file is showing this ERROR: General , 1630461936733> ExceptionLogger.logException> Exception thrown java.lang.NullPointerException: Cannot invoke "zombie.inventory.InventoryItem.setCondition(int)" because "<local3>" is null at InventoryItem.update line:779. ERROR: General , 1630461936733> DebugLogStream.printException> Stack trace: java.lang.NullPointerException: Cannot invoke "zombie.inventory.InventoryItem.setCondition(int)" because "<local3>" is null at zombie.inventory.InventoryItem.update(InventoryItem.java:779) at zombie.iso.IsoCell.ProcessItems(IsoCell.java:2823) at zombie.iso.IsoCell.updateInternal(IsoCell.java:5618) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.iso.IsoCell.update(IsoCell.java:5572) at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3175) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.iso.IsoWorld.update(IsoWorld.java:3113) at zombie.gameStates.IngameState.updateInternal(IngameState.java:1612) at zombie.gameStates.IngameState.update(IngameState.java:1319) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:285) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:726) at zombie.GameWindow.run_ez(GameWindow.java:642) at zombie.GameWindow.mainThread(GameWindow.java:471) at java.base/java.lang.Thread.run(Unknown Source) LOG : General , 1630462093657> reanimate: saved 0 zombies LOG : General , 1630462093731> Saving GlobalModData LOG : General , 1630462093734> STATE: exit zombie.gameStates.IngameState LOG : General , 1630462093735> EXITDEBUG: IngameState.exit 1 I did remove all mods and the crash stopped happening. I'm assuming from the stack trace that at 5:00AM it's trying to spawn an item into the inventory of something but I don't know what item to try and track down any possible issue. I've gotten 2 months in without any issues and having run a search through my mods folder there are no items (besides the vanilla Katana) which start spawning only after 60 days. Is there any way to help track down what item is causing this so I don't lose this save?
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