Help about the player.log content

Post here if you need help getting started with Daggerfall Unity or just want to clarify a potential bug. Questions about playing or modding classic Daggerfall should be posted to Community.
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Orbarth
Posts: 61
Joined: Wed Aug 07, 2019 10:37 pm

Help about the player.log content

Post by Orbarth »

Checking if all the mods i have enabled are working correctly in my Daggerfall Unity 0.14.4 Beta on window 10 or are breaking, i noticed in my player.log several entries that seems to hint at something bad going on.
So any help to understand what is going on is very welcome :

1 - many times the following line
Fallback handler could not load library C:/Daggerfall Unity/DaggerfallUnity_Data/Mono/data-00000179401E2020.dll
Such file does not exist in my C:\Daggerfall Unity\ as there's no /Mono/ folder in /DaggerfallUnity_Data/
Sometime under that line there's a
removing mod at index: X
With X being a number, not always the same.

2 - noticed at some point this :
The referenced script (LightFlash) on this Behaviour is missing!
(Filename: Line: 199)
The referenced script on this Behaviour (Game Object '') is missing!
(Filename: Line: 334)
But no hint if that comes from a mod or if it's from vanilla Daggerfall as the 4 lines before that are
Loading Screen v.2.6.2: Subscribed to loadings as per user settings.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
DFTFU 1.9.1: HandleRegisterCustomActivation: DaggerfallMesh [ID=135784]
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
3 - several times i see
No mod loaders found for mod:
With the name of one of the mods, what does that mean ? is the mod not loaded at all ? is it broken ?

4 - At some point i see that
Error while parsing MonsterBase.mdb:10: System.FormatException: Input string was not in a correct format.
at System.Number.ParseSingle (System.String value, System.Globalization.NumberStyles options, System.Globalization.NumberFormatInfo numfmt) [0x00083] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Single.Parse (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Single.Parse (System.String s) [0x0000b] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Linq.Utilities+<>c__DisplayClass2_0`3[TSource,TMiddle,TResult].<CombineSelectors>b__0 (TSource x) [0x00012] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at System.Linq.Enumerable+SelectArrayIterator`2[TSource,TResult].ToArray () [0x00012] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at System.Linq.Enumerable.ToArray[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at DaggerfallBestiaryProject.BestiaryMod.ParseFloatArrayArg (System.String Arg, System.String Context) [0x000d0] in <b3d7ac2f5bd34673bb1fde2758d872dc>:0
at DaggerfallBestiaryProject.BestiaryMod.ParseCustomEnemies () [0x012d5] in <b3d7ac2f5bd34673bb1fde2758d872dc>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Error while parsing MonsterBase.mdb:29: System.FormatException: Input string was not in a correct format.
at System.Number.ParseSingle (System.String value, System.Globalization.NumberStyles options, System.Globalization.NumberFormatInfo numfmt) [0x00083] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Single.Parse (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Single.Parse (System.String s) [0x0000b] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Linq.Utilities+<>c__DisplayClass2_0`3[TSource,TMiddle,TResult].<CombineSelectors>b__0 (TSource x) [0x00012] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at System.Linq.Enumerable+SelectArrayIterator`2[TSource,TResult].ToArray () [0x00012] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at System.Linq.Enumerable.ToArray[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at DaggerfallBestiaryProject.BestiaryMod.ParseFloatArrayArg (System.String Arg, System.String Context) [0x000d0] in <b3d7ac2f5bd34673bb1fde2758d872dc>:0
at DaggerfallBestiaryProject.BestiaryMod.ParseCustomEnemies () [0x012d5] in <b3d7ac2f5bd34673bb1fde2758d872dc>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
But no hint if it is a mod that is broken, and in which case which one as the various lines before it do not hint at anything going bad :
Begin mod init: Basic Magic Regen
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Finished mod init: Basic Magic Regen
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

User avatar
BadLuckBurt
Posts: 948
Joined: Sun Nov 05, 2017 8:30 pm

Re: Help about the player.log content

Post by BadLuckBurt »

I think the fallbackhandler and removing mod at index: x messages are harmless.

I don't know where the LightFlash error comes from but I bet it's a mod.

The 'no modloaders found' just means that those mods have no script that gets initialized. When a mod only does texture replacements or similar, it doesn't need a script. The 4 lines you show appear to be coming from the Loading Screen mod. HandleRegisterCustomActivation message means there's an object that has custom activation added to it, meaning that when you activate the object in-game, the mod will do stuff.

The error with the MonsterBase.mdb is coming from Enemies Expanded mod I believe. If it's not that mod, it might be the other Bestiary mod.

The Magica Regen messages are harmless, they indicate a succesful initialization of that mod.
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

.

User avatar
Orbarth
Posts: 61
Joined: Wed Aug 07, 2019 10:37 pm

Re: Help about the player.log content

Post by Orbarth »

Thank you very much for the explanation.
That's very helpfull to make some "spring cleaning" of the mods in my DFU and get things working better.

ruthan
Posts: 52
Joined: Mon Aug 05, 2019 5:28 pm

Re: Help about the player.log content

Post by ruthan »

I have this error too:
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
and im using Mana regen mod too.. but is seems to occur for others..

I have some errors related to 3D animals mod too:

Code: Select all

The referenced script (Faithful3DAnimals) on this Behaviour is missing! 
(Filename:  Line: 199)

The referenced script on this Behaviour (Game Object '201_10') is missing! 
But its logged lots of times, so it could be just warning.. my game started too crash not loading game, new location loading, leaving house.. no significant mods change..
- i was juggling with mods to find out than on the end of the log is out of memory error:
Could not allocate memory: System out of memory!

When i looked into task manager (Windows 10 + Nvidia) i saw almost all Ram full 30 of 32 GB- not by user processes they were all fine, restarted and it seems fine, Daggerfall itself was always relatively small - max 2 GB, now im 14 of 32 GB with game running and with zillion Daggerfall related Chrome tabs..

I had similar crashed when i first time installed Dream, i had to enabled it piece by piece, after all modules run well, maybe something needs to cache, maybe is some shared system / VRAM problem.. I have 8GB Geforce 1070.


I dunno how this game works, maybe something like optiomal allocation of bigger heap on the start would be handy to avoid such situation, or.. put out of memory dialog for to face of user after crash.. Or simply inform player about it during new game start..

Yeah im using Dream and handpainted models, low poly trees etc..

I will report if it will happen again, so far machine restart solved it, every running process outside of game could have some memory leak..

I was really afraid that game just got unstable after longer gameplay - LVL13, and city change, im really enjoying it..
It still need a bit qualityOfLife not yet done mods,more 3D models props(in HandmadeMod), 3D enemies not colliding with walls + some alternative Hexen 2 like hack&slash dance mod and it would be a dream. I played Ultima0+, but i know what i want :D

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