Aurelianis / SynFO4LightingRegionCellPatcher

Synthesis Patcher for FO4 that patches Lighting and Region Cell info from Ultra Interior Lighting, Clarity, Region Names on Save Files, JSRS Regions and BoS Story
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Getting error "Missing Mod Exception Clarity.esp" #1

Closed dzee349 closed 5 months ago

dzee349 commented 10 months ago

Hi, Happy Holidays! First off, thank you so, so much for this patcher. Looking forward to saving myself hours of manual work. Unfortunately, when I attempt to run the patcher, it errors out after 1.5s and says "Missing Mod Exception Clarity.esp". I don't use Clarity, JSRS Sound Mod or David Hunter, but I use Ultra Interior Lighting and See Region Names on Your Save Files.

No extra data to consider Compiling ("X:\Users\X\AppData\Local\Temp\Synthesis\obi0f1e0.dqq\Git\skpmqv0v.drt\Runner\LightingAndRegionPatcher"): "dotnet" "build \"LightingAndRegionPatcher.csproj\" --runtime win-x64 -c Release" Compiled Sha "960f01bb0c01abd50701ba1dfa60836f16e5f5bd" Running (""): "dotnet" "run --project \"X:\Users\X\AppData\Local\Temp\Synthesis\obi0f1e0.dqq\Git\skpmqv0v.drt\Runner\LightingAndRegionPatcher\LightingAndRegionPatcher.csproj\" --runtime win-x64 -c Release --no-build run-patcher --DataFolderPath \"G:\SteamLibrary\steamapps\common\Fallout 4\Data\" --ExtraDataFolder \"H:\Non-Games\Synthesis\Data\Fallout 4\SynFO4LightingRegionCellPatcher\" --GameRelease Fallout4 --ModKey \"FO4 Lighting Region Cell Patcher.esp\" --LoadOrderFilePath \"X:\Users\X\AppData\Local\Temp\Synthesis\obi0f1e0.dqq\Workspace\FO4 Lighting Region Cell Patcher\Plugins.txt\" --LoadOrderIncludesCreationClub --OutputPath \"X:\Users\X\AppData\Local\Temp\Synthesis\obi0f1e0.dqq\Workspace\FO4 Lighting Region Cell Patcher\1 - SynFO4LightingRegionCellPatcher\FO4 Lighting Region Cell Patcher.esp\" --PatcherName SynFO4LightingRegionCellPatcher" Mutagen version: 0.42 Mutagen sha: 4ad62460a9e5c6e3fc2ef68e2df0e10a014a4808 Synthesis version: 0.26 Synthesis sha: d4db80a931af636f5a507434220b07363355f719 Newtonsoft version: 13.0.3+0a2e291c0d9c0c7675d445703e51750363a549ef run-patcher --DataFolderPath "G:\SteamLibrary\steamapps\common\Fallout 4\Data" --ExtraDataFolder "H:\Non-Games\Synthesis\Data\Fallout 4\SynFO4LightingRegionCellPatcher" --GameRelease Fallout4 --ModKey "FO4 Lighting Region Cell Patcher.esp" --LoadOrderFilePath "X:\Users\X\AppData\Local\Temp\Synthesis\obi0f1e0.dqq\Workspace\FO4 Lighting Region Cell Patcher\Plugins.txt" --LoadOrderIncludesCreationClub --OutputPath "X:\Users\X\AppData\Local\Temp\Synthesis\obi0f1e0.dqq\Workspace\FO4 Lighting Region Cell Patcher\1 - SynFO4LightingRegionCellPatcher\FO4 Lighting Region Cell Patcher.esp" --PatcherName SynFO4LightingRegionCellPatcher Prepping state. Language: English Can use localization: True Localized: False Running patch. CellPatcher - RunPatch - START MissingModException Clarity.esp: Exception of type 'Mutagen.Bethesda.Plugins.Exceptions.MissingModException' was thrown. at LightingAndRegionPatcher.Program.RunPatch(IPatcherState2 state) in X:\Users\X\AppData\Local\Temp\Synthesis\obi0f1e0.dqq\Git\skpmqv0v.drt\Runner\LightingAndRegionPatcher\Program.cs:line 25 at Mutagen.Bethesda.Synthesis.SynthesisPipeline.<>cDisplayClass16_02.<<AddPatch>b__0>d.MoveNext() in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 106 --- End of stack trace from previous location --- at Mutagen.Bethesda.Synthesis.SynthesisPipeline.Run(RunSynthesisMutagenPatcher args, Nullable1 exportKey, IFileSystem fileSystem) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 631 at Mutagen.Bethesda.Synthesis.SynthesisPipeline.<>c__DisplayClass45_0.<b0>d.MoveNext() in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 496 --- End of stack trace from previous location --- at Mutagen.Bethesda.Synthesis.SynthesisPipeline.HandleOnShutdown(Func1 a) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 881 at Mutagen.Bethesda.Synthesis.SynthesisPipeline.Run(RunSynthesisMutagenPatcher args, IFileSystem fileSystem) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 484 at Mutagen.Bethesda.Synthesis.SynthesisPipeline.<>c__DisplayClass44_0.<<InternalRun>b__1>d.MoveNext() in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 456

Ghastly13 commented 9 months ago

Can confirm. It might be better to use modkeys for mod detection. Here's a great example: https://github.com/tr4wzified/AOSISCSoundPatcher