Installed a .dll mod (item spawner), removed it once I had used it for what I needed, moved it to the deactivated mods column. Launched SDV, none of my .dll mods were working. Closed the game, opened SDVMM again only to see the mod back in the activated column, Launched SDV again, as the previously deactivated mod was first in the load order and could not load, none of my .dll mods would work.
Went to delete the file itself in the steam/common folder, cannot. It's marked as admin, and even with the administrator account activated, it will not delete and is permanently marked read-only. I contacted the support for my laptop, and after struggling with it for two hours and various employees, their advice was to nuke the computer completely to rid myself of this undeletable file.
I cannot delete the file itself, I cannot move the mod down in the load order
(error:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
** Exception Text **
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at SDVMM.MainForm.Button4_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
** JIT Debugging **
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.)
The following text comes up when I launch the game.
[12:54:45 ERROR SMAPI] A mod failed handling the GameEvents.InitializeInternal event:
System.UnauthorizedAccessException: Access to the path 'C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\CJBItemSpawner' is denied.
at System.IO.Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileSystemEnumerableIterator1.CommonInit() at System.IO.FileSystemEnumerableIterator1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
at System.IO.DirectoryInfo.InternalGetFiles(String searchPattern, SearchOption searchOption)
at System.IO.DirectoryInfo.GetFiles()
at StardewModdingAPI.Framework.ModLoading.ModResolver.d4.MoveNext() in D:\source_Stardew\SMAPI\src\StardewModdingAPI\Framework\ModLoading\ModResolver.cs:line 357
at StardewModdingAPI.Framework.ModLoading.ModResolver.d0.MoveNext() in D:\source_Stardew\SMAPI\src\StardewModdingAPI\Framework\ModLoading\ModResolver.cs:line 28
at System.Linq.Buffer1..ctor(IEnumerable1 source)
at System.Linq.Enumerable.ToArray[TSource](IEnumerable`1 source)
at StardewModdingAPI.Program.InitialiseAfterGameStart() in D:\source_Stardew\SMAPI\src\StardewModdingAPI\Program.cs:line 383
at StardewModdingAPI.Program.b16_6(Object sender, EventArgs e) in D:\source_Stardew\SMAPI\src\StardewModdingAPI\Program.cs:line 189
at StardewModdingAPI.Framework.InternalExtensions.SafelyRaisePlainEvent(IMonitor monitor, String name, IEnumerable`1 handlers, Object sender, EventArgs args) in D:\source_Stardew\SMAPI\src\StardewModdingAPI\Framework\InternalExtensions.cs:line 40
I would really prefer not to have to nuke all my files, so any help would really be appreciated.
Hello!
Installed a .dll mod (item spawner), removed it once I had used it for what I needed, moved it to the deactivated mods column. Launched SDV, none of my .dll mods were working. Closed the game, opened SDVMM again only to see the mod back in the activated column, Launched SDV again, as the previously deactivated mod was first in the load order and could not load, none of my .dll mods would work.
Went to delete the file itself in the steam/common folder, cannot. It's marked as admin, and even with the administrator account activated, it will not delete and is permanently marked read-only. I contacted the support for my laptop, and after struggling with it for two hours and various employees, their advice was to nuke the computer completely to rid myself of this undeletable file.
I cannot delete the file itself, I cannot move the mod down in the load order (error: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
** Exception Text ** System.IndexOutOfRangeException: Index was outside the bounds of the array. at SDVMM.MainForm.Button4_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
** Loaded Assemblies ** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.7.2101.1 built by: NET47REL1LAST CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
SDVMM Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/ka6/Desktop/Stardew%20Valley/SDVMM.exe
System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.7.2094.0 built by: NET47REL1LAST CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
System Assembly Version: 4.0.0.0 Win32 Version: 4.7.2093.0 built by: NET47REL1LAST CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.7.2046.0 built by: NET47REL1 CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
Microsoft.VisualBasic Assembly Version: 10.0.0.0 Win32 Version: 14.7.2046.0 built by: NET47REL1 CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.7.2099.0 built by: NET47REL1LAST CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
System.Deployment Assembly Version: 4.0.0.0 Win32 Version: 4.7.2046.0 built by: NET47REL1 CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Deployment/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Deployment.dll
System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.7.2046.0 built by: NET47REL1 CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.7.2046.0 built by: NET47REL1 CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
Newtonsoft.Json Assembly Version: 9.0.0.0 Win32 Version: 9.0.1.19813 CodeBase: file:///C:/Users/ka6/Desktop/Stardew%20Valley/Newtonsoft.Json.DLL
System.Numerics Assembly Version: 4.0.0.0 Win32 Version: 4.7.2046.0 built by: NET47REL1 CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll
System.Runtime.Serialization Assembly Version: 4.0.0.0 Win32 Version: 4.7.2046.0 built by: NET47REL1 CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Serialization/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Serialization.dll
System.Xml.Linq Assembly Version: 4.0.0.0 Win32 Version: 4.7.2046.0 built by: NET47REL1 CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml.Linq/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.Linq.dll
System.Data Assembly Version: 4.0.0.0 Win32 Version: 4.7.2046.0 built by: NET47REL1 CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
** JIT Debugging ** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.)
The following text comes up when I launch the game.
[12:54:45 ERROR SMAPI] A mod failed handling the GameEvents.InitializeInternal event: System.UnauthorizedAccessException: Access to the path 'C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\CJBItemSpawner' is denied. at System.IO.Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileSystemEnumerableIteratord 4.MoveNext() in D:\source_Stardew\SMAPI\src\StardewModdingAPI\Framework\ModLoading\ModResolver.cs:line 357
at StardewModdingAPI.Framework.ModLoading.ModResolver.d0.MoveNext() in D:\source_Stardew\SMAPI\src\StardewModdingAPI\Framework\ModLoading\ModResolver.cs:line 28
at System.Linq.Bufferb 16_6(Object sender, EventArgs e) in D:\source_Stardew\SMAPI\src\StardewModdingAPI\Program.cs:line 189
at StardewModdingAPI.Framework.InternalExtensions.SafelyRaisePlainEvent(IMonitor monitor, String name, IEnumerable`1 handlers, Object sender, EventArgs args) in D:\source_Stardew\SMAPI\src\StardewModdingAPI\Framework\InternalExtensions.cs:line 40
1.CommonInit() at System.IO.FileSystemEnumerableIterator
1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost) at System.IO.DirectoryInfo.InternalGetFiles(String searchPattern, SearchOption searchOption) at System.IO.DirectoryInfo.GetFiles() at StardewModdingAPI.Framework.ModLoading.ModResolver.1..ctor(IEnumerable
1 source) at System.Linq.Enumerable.ToArray[TSource](IEnumerable`1 source) at StardewModdingAPI.Program.InitialiseAfterGameStart() in D:\source_Stardew\SMAPI\src\StardewModdingAPI\Program.cs:line 383 at StardewModdingAPI.Program.I would really prefer not to have to nuke all my files, so any help would really be appreciated.