[W|0.0.410] Missing mod causes exception loop

Started by tygerfish, April 13, 2014, 10:54:18 AM

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tygerfish

1) Start new game with mod X (Game1)
2) Save Game1
3) Exit to menu
4) Unload mod X
5) Load Game1

Result:
Color palate looks corrupted, console displays "The given key was not present in the dictionary" and "Object reference not set to an instance of an object" several times a second.

Expected:
Friendly error message explaining which mod is missing.

Tynan

Tynan Sylvester - @TynanSylvester - Tynan's Blog

Tynan

I misunderstood. You're trying to play the same game after disabling a mod for it. This isn't supported - the savegame can't be interpreted without the content and code introduced by the mod.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

StorymasterQ

Hmm, so perhaps the save game could have a list of mods that was active when the save was made. That way, when loading, it knows what mods it's expecting and if any of them are not present (or inactive), it can throw an exception.

Modders could be required to have a mod ID or something present in their mods to differentiate between versions. Or perhaps just the mod name is enough?
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