Git Product home page Git Product logo

bepisplugins's People

Contributors

bbepis avatar deathweasel1337 avatar dependabot[bot] avatar eltociear avatar exdownloader avatar geneishouko avatar ghorsington avatar jalil49 avatar k7a avatar keelhauled avatar kkykkykky avatar kokaiinum avatar madevil avatar manlymarco avatar mantas-2155x avatar monophony-hub avatar mosirnik avatar orangespork avatar rikkibalboa avatar takahiro0327 avatar vesperindustrial avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

bepisplugins's Issues

Fix characters with different irises loading improperly

This isn't an issue with BepisPlugins but I was asked to post it here as a possible enhancement.

It is possible to edit a character to have two different irises, but if the 'Edit to Eye' radio button is on 'Both Eyes' when the character is loaded color information is loaded but iris type doesn't load. If possible, detect if a character has different irises (or eye gradient, since those don't load correctly either) and automatically toggle the 'Edit to Eye' radio button to 'Left Eye' so that the character can load correctly.

Sideloader mods not working properly in base game

I've installed both 4.1 of BepInEx and r5.1 of the BepisPlugins. None of the sideloader mods will load in my game properly unless I launch the game through the patchwork launcher and I get a whole lot of missing mod errors when I go into Girl Selection in Free H Mode. I can still select and view them on the girls in the chara maker but can't load the outfits/accessories properly from the cards.

Edit: I tried reinstalling the game and doing a fresh reinstall of both BepInEx and the BepisPlugins, it didn't fix my issue.

Here's what it looks like in the console
sideloader plugin bugs

Operating System: Win 7 x64bit
GPU: GTX 970
Ram: 16gb DDR3
CPU: i5 4460

My Directories:
C:\illusion\Koikatu\mods\Sideloader Modpack\ (all the mod archives here have a .zipmod extension)
C:\illusion\Koikatu\BepInEx

I'm also using the latest patch for the game

[AI-Shoujo] - [Problem with hair sliders in character editor]

Describe the bug

  • What game you are running.
    AI Shoujo

When doing hair settings in character editor, the ‘reset all’ function doesn’t work anymore. Nothing happens when I click it, the hair slider value won’t return to its default value.

Also whenever I load a character, the hair slider is also broken. As you can see in the screenshot below, the sliders have different value but they are all in the same position.

The problem doesn't exist when I disable AI_SliderUnlocker.dll
I'm using BepisPlugins r13.1.1

4645

To Reproduce
Steps to reproduce the behavior:

  1. Go to Character Editor.
  2. Load a character card. Try to find a character who has variable values on its hair settings.
  3. Go to hair settings, then open the 'Adjust' tab (the right most).
  4. You will find that even when each sliders has different value, they're all in the same position.
  5. Try to move around the sliders.
  6. Try to click the 'Reset All' button. The sliders stay the same, the sliders don't return to its default value.

Expected behavior

  • The sliders position should match its numerical value.
  • After clicking the 'Reset All' button, sliders value and position should return to its default.

Auto resolver feature

  • Can resolve items based on mod GUID + slot data
    • Has all reflection data available
  • Save and load extended data for resolving
  • Can load item information from the zip sideloader
    • Can load slot information
    • Can load manifest information
  • Can select unique IDs to slots to prevent conflicts

[EC] - Error logs at Skirt Scale in character maker.

Hello,
It seems no problem to operation, but I found error messages in EC, so I report it.

This is the case when the following operations are performed on the character creation screen.

  1. Open the Skirt Scale screen
  2. Move to other category editing such as Face
  3. Return to the Cloth screen

This procedure gives me the following error.
It seems to no affect in particular, so I hope this helps.

[Debug  :Modding API] 1st frame:9798ms; Maker base:1572ms; Custom controls:677ms
[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
UI_ToggleGroupCtrl.<GetSelectIndex>m__4 (<>__AnonType2`2[<v>__T,<i>__T] x) (at <ab6081d83f1e40c18a390020800e5615>:0)
System.Linq.Enumerable.TryGetFirst[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate, System.Boolean& found) (at <389a581424f249b6bfedc5bb6d85fb6d>:0)
System.Linq.Enumerable.FirstOrDefault[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) (at <389a581424f249b6bfedc5bb6d85fb6d>:0)
UI_ToggleGroupCtrl.GetSelectIndex () (at <ab6081d83f1e40c18a390020800e5615>:0)
ChaCustom.CustomChangeClothesMenu.ChangeColorWindow () (at <ab6081d83f1e40c18a390020800e5615>:0)
ChaCustom.CustomChangeMainMenu.ChangeWindowSetting (System.Int32 no) (at <ab6081d83f1e40c18a390020800e5615>:0)
ChaCustom.CustomChangeMainMenu+<Start>c__AnonStorey0.<>m__0 (System.Boolean _) (at <ab6081d83f1e40c18a390020800e5615>:0)
UniRx.Observer+Subscribe`1[T].OnNext (T value) (at <02df9929c9834d169bd727dbac5a500d>:0)
UniRx.Operators.WhereObservable`1+Where[T].OnNext (T value) (at <02df9929c9834d169bd727dbac5a500d>:0)
UniRx.Operators.CreateObservable`2+Create[T,TState].OnNext (T value) (at <02df9929c9834d169bd727dbac5a500d>:0)
UniRx.Operators.FromEventObservable`2+FromEvent[TDelegate,TEventArgs].OnNext (TEventArgs args) (at <02df9929c9834d169bd727dbac5a500d>:0)
UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <2686255ceb974cc2967520f770810585>:0)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <2686255ceb974cc2967520f770810585>:0)
UnityEngine.UI.Toggle.Set (System.Boolean value, System.Boolean sendCallback) (at <fe6e8cd1ee1847a0b5a63d419cbd3956>:0)
UnityEngine.UI.Toggle.Set (System.Boolean value) (at <fe6e8cd1ee1847a0b5a63d419cbd3956>:0)
UnityEngine.UI.Toggle.set_isOn (System.Boolean value) (at <fe6e8cd1ee1847a0b5a63d419cbd3956>:0)
UnityEngine.UI.Toggle.InternalToggle () (at <fe6e8cd1ee1847a0b5a63d419cbd3956>:0)
UnityEngine.UI.Toggle.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <fe6e8cd1ee1847a0b5a63d419cbd3956>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <fe6e8cd1ee1847a0b5a63d419cbd3956>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <fe6e8cd1ee1847a0b5a63d419cbd3956>:0)
UnityEngine.EventSystems.EventSystem:Update()

SideLoader crashes on startup

There is a ReflectionTypeLoadException during startup.

Because of this error no other mods gets loaded for some reason.

sug: indiv plugin Logger config

Advanced config options to toggle logging levels (Error/Warning/Info/Spam) for each plugin. Defaults for newly installed plugins configurable in ConfigManager.

Dynamic Translation loader doesnt work with Auto Translator Plugin

Seems like the latest version of auto translator (2.3.0) cant seem to work with the dynamictranslationloader plugin that came with the r3. game will just "crash" without any error prompt upon startup. can i get a confirmation on this?
i tried using the older version of dynamicTL (r2) and it works fine alongside with autotranslator 2.3.0

Suggestion - common mod config screen

Currently almost all mods use some random key to activate their UI. This is a mess, especially when you forget about said mod.

I've been thinking about making a plugin that shows additional setting screen for all installed mods. It would have a simple API to register plugins to it. Ideally plugins would use the API, but I believe it would be possible to check loaded plugins and either check for properties and fields, or dynamically decompile it's methods and look for keycode scans and show these (and allow you to press a button to emit this keycode as a convenience).

Any thoughts? Would this be a good part of these plugins, or as a stand-alone plugin?

Translation Plugin Enhancements

Some To-Dos regarding the translation plugin, in order of general "need."

  • Add the ability to load multiple text files. Filename doesn't matter (with one exception - explained below) - AwesomeFile and MyTranslationFile are both valid, as is any other main filename. This allows for sequestering of individual sets of strings and prevents massive, monolithic translation files, making things easier and more organized for translators, as well as those who will seek to use the English translation to translate to other languages (no hunting for text in one huge file).
  • To help translators, set some kind of hotkey where upon pressing it, the plugin reloads the strings from the file. This will generally not replace already-translated strings (because the file is replacing the moonrune, so as far as the game is concerned, the translated strings are the "right" ones), but for any new translations, this would allow them to be loaded in without forcing a game close + relaunch to see how the new strings look and feel, since (as of the time of creation of this issue) new strings do not get loaded in if the file is saved after game launch, even if the user exits the maker and re-enters.
    • Optional: That said, it possibly would be an improvement if the plugin can keep track of what the "original" string was, check if it's been altered since last string replacement, and if so, replace it even if it's been already translated - then strings can be freely modified at runtime with no need to reload the game if an extant translation is tweaked, allowing for faster iteration on translations and giving essentially WYSIWYG capability to translators. Not sure if this is possible, however. This could also be used to reload graphics/textures/etc. as well - this is how it was done with CM3D2's translator plugin, and the end result saves time for modders as well as translators who are tweaking things. (Though this functionality for graphics/textures/etc. may be in a different plugin - in CM3D2, for historical reasons, the two were combined into one.)
  • Investigate why the plugin just does not translate some instances of strings if they are in multiple clothing item lists. Examples in Tops include ジャージ前開き=Open Jersey (which is found untranslated in Top Types, but translated in Outerwear Types), 白衣=Doctor's Coat, and スーツ=Suit. Examples in Bras include レースビスチェ=Lace Bustier, レオタード=Leotard, and ハイレグレオタード=High-Leg Leotard. There are more examples than this probably.
    • NOTE: May not be related to being in multiple lists - ビキニ水着=Bikini Swimsuit is in both Bra + Underwear, and string gets applied in both fine?
    • Not an actual bug. Illusion screwed up naming some things.
  • Regex string support. This will be especially needed for the Studio, which tends to add numerals if you load multiple copies of an item or a character into a scene, and would otherwise need dozens of potential static strings just to account for the possibility someone might load 50 copies of their waifu. This will also help us cut down on the base game translations as well - instead of needing 20 separate strings for "Slot 1" through "Slot 20" we can just use one Regex string, which will either help keep filesize down, be faster than loading 20 different strings, or both. (It also helps for futureproofing if Illusion adds more Slots for some reason, for example - it's already covered by the Regex.)
    • Need to change JP fullwidth numbers (0-9) into regular numerals (0-9), since Illusion isn't consistent in these. Perhaps consider adding it via directive support, especially if performance is too bad to have it run constantly? Need to make sure string dumper/replacer accounts for this as well.
    • Some arrays (like the "Type" or "Slot" stuff) need to start at 1, not 0, whereas arrays for the Studio (assuming Illusion follows their usual routine) start with 0. Maybe can be done via a directive some sort?
  • Multiline support - some places (likely especially maker and studio) will use multiline text; we need to be able to catch those and translate those as well.
  • Ensure dumper does not strip ANYTHING. Illusion has a bad habit of accidentally adding in different spaces, Japanese punctuation instead of western, etc. and we need to ensure that the strings that get dumped out by the dumper are the exact strings that are getting translated. Current versions of the dumper do not handle these cases properly, forcing some kind of manual checking in the files to get the actual string to know what to correctly put down into the files to be translated.
  • Investigate handling colored text - plugin currently fails to apply it on any colored text, even though it dumps the string and a string translation can be provided. Easiest test is in the Sliders List menu in both Face and Body options, on the string ※ 各項目の変形に関するものをまとめたものとなります。 which is colored red.
    • May already be handled - this is probably Illusion adding spaces to strings again. Still potentially worth adding so that we can color-code stuff ourselves, however.
  • Add processor directives. The full game will almost certainly ship with a studio and the main game as separate EXEs; it's helpful for the plugin to know which one is being launched and ignore loading the file if the EXE doesn't match. An example directive could look something like #set TargetEXE KoikatsuStudio_32|KoikatsuStudio_64 as a line in the file - this would set the file to be loaded by the plugin only if it detects one of those EXEs; KoikatsuGame_32 or KoikatsuGame_64 would not match and so the plugin would ignore loading that file's strings for them, even if there's an identical level in the game versus the studio.
  • Add per-level loading in some fashion, be it via directives in the text files or through filename - doing it by filename (for example), Filename.1.txt, only gets loaded when the game loads Level 1, and Filename.2-4-7-17.txt would get loaded on Levels 2, 4, 7, and 17. Anything without a number in its filename is treated as global and loaded at all times. This should help keep the plugin zippy by loading only the strings it needs at a given time. Not sure how to handle this via directives, but the same rules would apply - file only to be loaded if level number is running in current EXE (along with a Target EXE directive to make sure it's the right EXE), with some sort of way to have critical/global lines running as well.
  • A few extra functionalities - \n to force a newline in case the automatic wraparound fails to look nice (and because it will almost certainly be needed to support translating in-game dialogue on full game release), #set autosize true|false to give control over autosize, #set fontsize <points> to allow a specific fontsize, and #set overflow true|false to control if a label can be overflowed, since if the label size is too small for the text, it will tend to show nothing (unless Illusion has learned Unity...), along with appropriate #unset directives to restore the control of it to the game. While these may not seem very necessary at first glance, in my past experience dealing with Illusion and KISS Unity games, these come in handy more than you would think.
  • Comment support: // for single-line comment, and /* */ for multi-line comment. Possibly get "partial" matching in so that a line like 赤=Red // This is Red can work fine and still be translated despite the comment at the end, as that will save some lines via in-line commenting.
  • Consider replacing the current format of Jap=Eng to Jap<tab>Eng for easier pasting to and from spreadsheets, as most of the work will likely be done via some kind of Google Doc.
  • Label overriding: Illusion sometimes fucks up and makes a certain string apply in more than one place. Giving us the possibility to manually override it and force a label will solve this situation. (This happens right now in the current maker with Facepaint 01 Type also being used for Face Overlay - the ideal solution is to translate it to Facepaint 01 Type, and to force Face Overlay to be overridden.)
  • UI Editing: Ability to move/expand various labels, checkboxes, and UI elements. If we can do this somehow, this will save us a lot of times where we'd otherwise be forced to use overflow directives as well as to make some very "chopped" translations. The Accessory Parent Attachment UI panel is an excellent example of where the limited space really makes things tough.
  • Alternate Translation Language support. At least one person doing an alternate language translation has said that it's hard because either they can have their own partial translation (with no English) or the English translation will override theirs if loaded first, and right now the only way to have both is to do their translation directly on top of the English one. Perhaps have some folders (with IETF country codes?) and let the user set via config.ini (or launcher?) what their preferred language would be. en-US is the default, of course, and if the user sets some other type, anything that is not filled in the localized file will be filled in by that, meaning the end-user only sees JP if both the English file and the localized file fails to have the string. Otherwise, localized takes precedence over the default, as set by the user.
  • Replace Latin Font. The Japanese font has a charming, somewhat handwritten feel to it; the Latin font is just totally ugly in comparison. Ideally we can find a better font than that and replace it to give the game that same charm and feel.
    • Optional: If you want to go whole-hog on this, allow for outright font replacement so that non-Latin fonts can be put here as well - for example, Cyrillic fonts if it were a Russian translation, perhaps tied into the alternate localization system as above. This way, alternate translations could have their own fonts without too much trouble, if their language doesn't need/use the Latin Alphabet. (Not sure how you'd handle languages that read right-to-left though, like Hebrew/Arabic/etc.)
  • Create new repo for translation - the format is likely changing, and this one will get messy quick if it's used.
  • Optional: Figure out potential fix for pulling "proper" strings for right sidebar, most item selection lists, and (most visibly) on the Clothing Copy Menu upon hot reload of string table with F10 - currently, these are obliterated by the process. This is only visual, however - selecting a new option in those boxes or an item on the list will restore the label. Some things, however, like character information, don't get updated properly at all anymore, forcing a return to the main menu/relaunch of the game to work again properly.
  • Hook up proper name loading - currently the list only translates it in the "Random" box as a string but doesn't apply it in the slightest to the cards themselves or the actual character profile, thinking it's still the JP original strings.
    • EDIT: Not necessary if Usagirei's random name plugin is used/added/adapted. Stock cards have been modified to make this step unnecessary for them as well (which is just as good, as most of their names aren't in the random name lists by default).
  • Investigate why the plugin does not dump a clothing item's string if it is the item that is selected by default when the maker is loaded - switching to another item and re-dumping does not dump the string, forcing a manual string rip.
  • Add in subtitle support for voice lines, as this may be necessary during H-Scenes at a minimum. Downside is we would need someone to transcribe these lines unless (somehow) they are provided by the game... or if this functionality is added by the game itself.

Suggestion: ColorCorrector hotkey

So, yeah. AmplifyColorEffect is also used for studio filters, unfortunately, so having to open the config menu and disable the plugin every time I want to use one is pretty inconvenient.

[Koikatsu VR] - [Sideloader loads ALL character mods on Free H launch]

Sideloader seems to load every single mod for all characters in the character list when launching Free H in Koikatsu VR (Official).

I've noticed when playing regular Koikatsu, mods are only loaded when you actually start a H scene, the ones necessary for the selected characters only. Shouldn't this be a case in Koikatsu VR too?

How to reproduce:

  1. Launch Koikatsu VR.
  2. Select Free H.

What happens:
Every single mod is loaded resulting in a very very long loading time depending on how many characters you have in your character list.

AI-Syoujyo Sideloader error

Does anyone know what the problem is?
It looks like I am the only one having this issue and I have no idea why.

[Info :Sideloader] Scanning the "mods" directory...
[Info :Sideloader] Loading mods from directory: H:\Downloads\AI girl\mods
[Error :Sideloader] Failed to load archive "Sideloader Modpack\DeathWeasel[DeathWeasel][AI]Birthmark.zipmod" with error: System.NotSupportedException: No data is available for encoding 775. For information on defining a custom encoding, see the documentation for the Encoding.RegisterProvider method.
at System.Text.Encoding.GetEncoding (System.Int32 codepage) [0x001e3] in :0

Here is the full Log

LogOutput.log

Replacing weird characters

The second line in the TODO for replacing weird characters is a newline (\n) This is a completely normal thing to have in a string. It may appear strangely in Microsoft Notepad, however. Try using a text editor that supports UNIX-style line endings. I can confirm that that character appears fine in Vi on GNU/Linux.

manifest.xml suggestion: mod dependency, hard or soft

Declare a mod dependency by guid in the manifest so your mod won't load if the mod is missing. This would be helpful for both zipmods and plugins. For soft dependency you could declare which files to load or omit loading, and perhaps direct to a folder of files that only load as alternates.

About two kinds of mod

I'm an user of your BeplnEx,and I'm writing this message to you to present what l think on the further improvement of BeplnEx.I'd like to suggest that:If the author used a zipmod(those kind if mods placed in a document named mods ) to make his or her character card, even one have stored a same mod in different form(that means he stored this mod in normal way as to place it in abdata) cannot load the card correctly. It's the same by the contrast.May I suggest that you make these two kinds of mods be employed universally.Please take good consideration of my advice,thanks.

[AI Syoujyo] [Nipples accessories problem]

There is a weird bug when adding or removing mod will result in nipple accessory loading wrongly
Example: original with nipple piercings
image
Removed 3 mods
image
As you can see, the piercing is gone, i had done various testes and either piercing will disappear or switch place to another accessory slot, this bug happens to chest accessories (not so sure about other accessory type) including original items and mod items, it's a bad bug becoz it will apply to any card/coordinate containing nipple accessory, removing/adding/modifying mod inside "mods" folder is always trigger this bug, if i put back 3 mods into game, result will come back to original.
There is no warning or error in console log, i tested with latest repack + only beplnex, bepis, illusion fixes and auto translation. If anyone could fix this nasty bug, please do! ⊂(・﹏・⊂)

AI Girl, bug with sliders in character editor.

Hi when im editing my girls in character editor I get some pretty big bugs.
when adjusting sliders the nose and/or chin will gets distorted to the left a quick save reload is a temp solution for this but annoying because it happens often.
when loading characters the nose mouth and cheek depth/projection sliders dont seem to hold right postion, i have to +1 -1 on a slider for it move to the right postion.
Untitled3
Untitled
Untitled1

Some sideloader bugs

Some item categories do not save with proper sideloader information. Saving a character with these and loading the character shows no UAR resolving, adding or removing any mod from the mods folder causes them to load incorrectly.
These are all the ones that do not save correctly:

  • Clothing Patterns
  • Emblems
  • Eye Gradient Type
  • Eyeshadow Type
  • Cheek Type
  • Lip Type
  • Face Paints

r4 Plugins Crashing my game

To cut to the point, whatever changes there are to r4 plugins, seems to crash my game at startup. I'm having to downgrade to r3 plugins that give me no problems whatsoever. I'm on the latest update of the game (koikatu_02_plus_cdp05v25_all + sub) using additional mod plugins and using autotranslators. Here's the list of the ones I added:
0Harmony.dll
CheatTools.dll
Demosaic.dll
ExIn.dll
FPSCounter.dll
KoiSkinOverlay.dll
XUnity.AutoTranslator.Plugin.BepIn.dll
XUnity.AutoTranslator.Plugin.Core.dll
XUnity.AutoTranslator.Plugin.IPA.dll
AutoTranslatorConfig.ini (translator settings)
config.ini (plugin settings)
I even have a mod folder named "IPA" with both KK_HeadUtl.dll and KK_HeadUtl.ini used for first-person point-of-view. I have clothing mods but I don't think thats the case since none of them conflict with the game itself and are their own separate files. R3 was and still IS able to load and run everything smoothly, so whatver the issue please fix r4 or let me know what .dll and/or translators I should erase...by the way keep up the good work...
R3 output_log.txt
R4 output_log.txt
Got this on the on May 26, 2018 sorry if I haven't posted the files as I said
error.log
output_log.txt
R3 still works on my computer fyi

Edit: sorry if i havent posted any updates on my end, it seems r4 does work, i was just missing the ExtensibleSaveFormat.dll...for some reason some people have reported in other forums not receiving it or not being in the download at all...but yeah sorry for the inconvinience and make sure to add a list or something to let you know what dlls you need or are missing...

XUnity AutoTranslator Compability

Since you mentioned it on Hongfire, I thought I'd make an issue instead. Easier to track.

You mentioned:

"I can do what I did with my other plugins and set up an event/hook subscription where I fire an event for any line that's attempting to be translated, but can't doesn't have a translation. Your plugin would then be able to use that to return a translation, which would be completely conflict-proof since there's only one set of hooks."

There's a few issues here:

  1. My plugin requires the component that must be translated, not the text, as it functions asynchronously most of the time when it needs to translate a text. Of course, you could provide a callback, but things get messy quickly, and this wont work, because my plugin does some trickery in order to handle "story" mode texts (text that scrolls in and causes text change event constantly).
  2. My plugin REALLY does not want to take an external dependency on a component that depends on a specific game.

Now, how can we solve these issues?

  • I could implement a specialized version that takes a dependency on your plugin, but that would mean you would have to change your plugin to use components rather than texts. Or I could use reflection and attempt to find the event without taking a dependency. In this case I would stop hooking into the TextMeshPro and UGUI events.
  • My plugin will in general only attempt translations on texts it finds that includes some form of Japanese characters, which should mean that if you are able to perform your translation before my plugin, mine will simply ignore them. Again, then I think the best approach would be for you to hook into the same events as my plugin. I have already added a [HarmonyAfter] attribute to my hooks, so you would automatically get first shot. This would probably not matter for the Prefixes you have added currently, but would matter for other events, that you would need to include also.

However, the one thing that annoys me the most is the following: When I change the text in my plugin, your plugin will then attempt to translate the translated text, which is not great (because it listens to changes in the text property). The only way for this to be resolved is for some form of coordination between the plugins. Or you could ignore texts that does not contain Japanese.

There's also the very real chance of a infinite loop if you hook into the text events in the same way as I do (by getting the component and setting the text property in your code). But only if your translated text actually contains Japanese characters, as mine would then also attempt to translate it, and set the text.

Now, enough problems. How do I suggest we solve this?

I can think of two solutions, that I like:

SOLUTION 1

  • You hook into the same text events as I do in order to translate the texts, and make sure you do it in the same way as you do now (by modifying the argument in a Prefix hook).
  • You should also hook into the Awake/OnEnabled method like I do for UGUI/TextMeshPro. In this case, you would have to call the setter on the text property, and while doing so, you would have to disable listening on your own hooks (otherwise you would handle your own setter!). However, I would get a callback, but since the text you provided contains no Japanese, I would ignore it.
  • You ignore texts that does not contain Japanese.
  • I would have to implement some sort shortcircuit, that ensures my plugin never interferes with other plugins that works the way mine those, in order to prevent an infinite loop or a StackOverflowException. This is fairly easy to do though, I would just need to add a flag to indicate whether or not I am currently setting a text on a component, and then not do anything if that is already set for that specific component. :)

Will the compability be perfect with this approach? No. There would still be problems with the "hotkeys" I have implemented to toggle between translated and untranslated. However, it would only mean that feature would not really work, as when I change my texts back to Japanese your plugin would attempt to translate them.

Is this too convoluted? Maybe it is.

I can also implement this if you are interested, it is actually fairly few changes, but I think they would go a long way.

SOLUTION 2

  • I take a soft dependency on your plugin. I will attempt to lookup a component that has your plugin type through reflection. You will expose an event as an Action<object, string> named something like "OnUnableToTranslate" where the object is the component that must be translated and the string is the text. Eg. Text, TextMeshProUGUI, etc.. I will disable my hooks in case I find the event. You will have to include the text string, as the text has not been set on the component yet in a Prefix hook.
  • You ignore texts that does not contain Japanese. Again, otherwise you will handle my events when I set the text.
  • I would have to implement some sort shortcircuit, that ensures my plugin never interferes with other plugins that works the way mine those, in order to prevent an infinite loop or a StackOverflowException. This is fairly easy to do though, I would just need to add a flag to indicate whether or not I am currently setting a text on a component, and then not do anything if that is already set for that specific component. :)
  • In case you get "story text" that scrolls in, you can just spam the event. My plugin will handle that just fine.

What do you think?

Easy tutorial please

The English patch doesn't seem to work for my computer. Is it because it's a window 10? It keeps giving me an error and ultimately ends up translating nothing. I also don't understand how to start it up in the first place, I'm completely new and every video tutorial doesn't show how to set it up. they pretty much assume that everyone already has everything they need to download and already know coding. I'm really very confused and a step by step video tutorial would be really great please.
thank you for taking your time to read this.

can not edit game options with the plugin

hey guys i can't edit any game option in F1 menu everything resets, there's a weird plugin button on the right when i press F1 to open game option, for example if i turn on DOF and go back, DOF would be disable again. I can't not negative to other section like sound, graphics etc...either.
and i can't edit male transparent too, he's always blue, i want to change his color to something else

AI Girl - Screenshot upsampling memory leak?

Before submitting

  • Update to latest BepisPlugins and supported version of BepInEx.
  • Update your game to latest version.
  • Make sure no other plugins are crashing or having issues (remove them for testing and see if your issue is fixed.)

Describe the bug
Running AI Girl, the studio I wanted to do several renders of the characters with alpha.
F11 did a few before the entire computer crashed, same thing happened when it rebooted and was doing the same thing, so pinpointed to that, started testing it and it looks like everytime I do a render it hogs the memory until I reset the scene.

To Reproduce
Steps to reproduce the behavior:

  1. Go to Studio
  2. Add a Character
  3. F1 - set upsampling ratio to 4
  4. Screenshot, check if it is already done in the cap folder
  5. Keep doing it with task manager open and you'll see you keep having less available RAM do it a time too many your entire PC shuts down.

Expected behavior
Not shut down anyone's PC XD

Automatically do the Alt-loading as needed

You updated r5 to make it possible to read characters by pressing Alt to change their mod to zipmod, but this requires all characters to be pinched to the user interface to be read and saved.
Can we use the character to automatically find mod in future updates? If the character is found missing mod, find zipmod, and automatically change the unfilled mod to zipmod, the character card content remains unchanged

Sideloader feature

  • Load mods from .zip files
  • Loading .csv lists from zips
  • Loading raw assets (.png) from zips
  • Loading .unity3d files from zips
    • Randomizing cab string on load
  • Using a manifest XML file for mod metadata
  • Adding/forcing ((NEW)) capability to mods

Zip mods are currently limited to the scope of abdata, will need to change this to a more global scope
Fixed, now in the scope of the root koikau folder

suggestion: sideloader support for mods without AssetBundles, or user-created ABs

If Sideloader can read the necessary files from csv, why do those files need to be in .unity3d files? Couldn't they be organized in any arbitrary directory structure? And couldn't a modder who works in Unity Editor produce their own .unity3d ABs for convenience? This way you could add the assembly.dll to the project's asset library and make use of any classes defined in it.

Dialogue Text Nightmare

I am writing this, not because it currently is an issue with your translation plugin (although it probably is), but rather to share some information I gathered while playing around with my plugin.

I will use the following dialogue as an example:

「名残惜しいですわ……でも、そろそろ時間なので、失礼いたします」

Which I have no idea what means. :)

Basically, when the text is initially set on the text property of TMP_Text, the following happens:

  1. It sets the text to the exact string: 「名残惜しいですわ……でも、そろそろ時間なので、失礼いたします」
  2. As the text scrolls in, it will now set the text to various pieces of that string. Ugh. Individual strings such as:
  • 「名
  • 残惜
  • しい
  • ... (which is really weird!)
  1. Once the text has fully scrolled in, it will set the text back to the original dialogue text, BUT if the string is longer than what can be on a line, additional newline characters and Japanese whitespace will be added. Also, in my experience, where that whitespace is placed is inconsistent. For instance: 「名残惜しいですわ……でも、そろそろ時間なので、失礼いた\n します」

Also, when the text is later displayed if you scroll up (to display history), then the text that the textbox will be set to is the original string without newlines.

Which makes it rather difficult to provide an easy translating experience, as you might have to translate the exact same string in 2 or more ways.

The way I am solving this is in my plugin (which does not need to provide super exact translations!), is in the following way:

  • I populate the translation dictionary with keys both with and without newlines/whitespace.
  • I make two lookups in the dictionary, first the original string, then without newlines/whitespace.

This means that I will only populate the dictionary I create (and therefore also files I create) with one version of that same string, and that will happen all variations that may occur.

I do not know how these types of problems have been solved in previous translations. I am simply sharing my experience.

ExtensibleSaveFormat cannot load game

So, I started a game without any Bepis plugins.

I saved.

I installed this mod.

I can no longer load the game.

No error in Developer console, button simply unresponsive.

Honestly, I do not really know what the mod does, but it comes in a bundle, so I thought it was worth sharing. :)

[EC] Save H scene does not work

When I save a H scene what has some mods in EC, I got the following errors:

[Error : Unity Log] InvalidCastException: Specified cast is not valid.
Stack trace:
Sideloader.AutoResolver.UniversalAutoResolver+Hooks.ChaFileSaveFilePostHook (ChaFile __instance) (at <994eda44d51c464d919cea1c63d975ac>:0)
(wrapper dynamic-method) ChaFile:SaveFile_Patch3 (ChaFile,System.IO.BinaryWriter,bool,int)
ChaFileControl.SaveCharaFile (System.IO.BinaryWriter bw, System.Boolean savePng) (at :0)
(wrapper dynamic-method) HEdit.HEditData:Save_Patch1 (HEdit.HEditData,System.IO.BinaryWriter,YS_Node.NodeControl,bool)
HEdit.HEditData.Save (System.String _path, YS_Node.NodeControl _nodeControl, System.Boolean _isInitUserID) (at :0)
HEdit.HEditSaveScene.m__5 (UniRx.Unit _) (at :0)
UniRx.Observer+Subscribe1[T].OnNext (T value) (at <02df9929c9834d169bd727dbac5a500d>:0) UniRx.Operators.FromEventObservable1+FromEvent[TDelegate].OnNext () (at <02df9929c9834d169bd727dbac5a500d>:0)
UnityEngine.Events.InvokableCall.Invoke () (at <2686255ceb974cc2967520f770810585>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <2686255ceb974cc2967520f770810585>:0)
UnityEngine.UI.Button.Press () (at :0)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at :0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at :0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at :0)
UnityEngine.EventSystems.EventSystem:Update()

I found the code where the cast exception occurd.

In ChaFileSaveFilePostHook (Core.UAR.Hooks.cs)

var tmpExtInfo = (List<byte[]>)extData.data["info"];

This variable seems an instance of object[] on some chara card.
With branching by type, the exception can not be occured.
Like this:

if ( extData.data["info"] is List<byte[]>) {
...
} else if ( extData.data["info"] is object[]) {
...
}

But, I dont know this way is good or not?

Koikatsu BR-RX2 - BGMLoader doesn't seem to function

Before submitting

  • Update to latest BepisPlugins and supported version of BepInEx.
  • Update your game to latest version.
  • Make sure no other plugins are crashing or having issues (remove them for testing and see if your issue is fixed.)

Describe the bug

  • Koikatsu Better Repack RX2
    -BGMLoader is logged as loading, but the sounds don't seem to have changed. Specifically BGM00.ogg and any files inside BepInEx/introclips
  • I'll attach what looks like the output log for bepinex.

To Reproduce
Steps to reproduce the behavior:

  1. Copy and Paste [OPTIONAL] Mods/Custom Intro Voices v7/BepInEx into the root folder of Koikatsu, next to Koikatu.exe
  2. Launch Koikatu.exe
  3. Intro voice that says some variant of Illusion should say one of the meme voice sounds, but fails to.

Expected behavior
In BepInEx 4.0, in Koikatsu Better Repack R8, custom sounds and background music played successfully.

Output Log after attempting to launch with custom sounds installed.
output_log.txt

Sideloader seems not working in AI Girl

BepInEx version: 5.0.0.165
Sideloader version: 12.3.1

the Sideloader plugin seems not loading my mod files, and my LogOutput.txt got nothing output by Sideloader

[Info   :   BepInEx] Loading [Sideloader 12.3.1]
[Info   :   BepInEx] Loading [Slider Unlocker 12.3.1]

where it should output some log when loading mod files in 12.0.0.2

[Info   :   BepInEx] Loading [Sideloader 12.0.0.2]
[Info   :Sideloader] Scanning the "mods" directory...
[Info   :Sideloader] Loading mods from directory: C:\Users\Tidyzq\games\ai-test\AI-Syoujyo\mods
[Info   :Sideloader] List of loaded mods:
Loaded AI_UncensorSelector Base 1.0
Loaded [Female][SAC]UncensorSelectorPack_0.2.zip 0.2
Loaded Cur Male Uncensor 2.0

[Info   :Sideloader] Successfully loaded 3 mods out of 3 archives in 37ms
[Info   :   BepInEx] Loading [Slider Unlocker 12.3.1]

In the meantime, the config file for Sideloader plugin com.bepis.bepinex.sideloader.cfg is also not generated.

SliderUnlocker breaking voices of existing characters

After installing the latest version, I notice some of my characters' voices were ridiculously low. Checking them in the character editor some of them were set to the minimum pitch (-300).

Temporarily removing SliderUnlocker.dll set them back to a minimum of 0 and made them sound normal again.

I'm guessing most of them were originally set to 0, which was previously the minimum and sounds much more natural.

Below is what I believe was the original pitch, and what it got replaced with. From what I can tell it is only affecting characters who were originally pitch 0, but what they end up as varies:

0 > -265
27 > 27
0 > 1
0 > -90
0 > -300
0 > -73
0 > -106
35 > 35
0 > 49

Error after downloading plugins

Game crashes right after opening up. i get a log like this. not sure what to make of it.

Initialize engine version: 5.6.2f1 (a2913c821e27)
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce GTX 1050 Ti (ID=0x1c8c)
Vendor: NVIDIA
VRAM: 4018 MB
Driver: 24.21.13.9793
Begin MonoManager ReloadAssembly
Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\UnityEngine.dll (this message is harmless)
Loading D:\Games\Koikatu\Koikatu_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading D:\Games\Koikatu\Koikatu_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading D:\Games\Koikatu\Koikatu_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\Assembly-UnityScript.dll (this message is harmless)
Loading D:\Games\Koikatu\Koikatu_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain
Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading D:\Games\Koikatu\Koikatu_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
Loading D:\Games\Koikatu\Koikatu_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\AmplifyColor.dll (this message is harmless)
Loading D:\Games\Koikatu\Koikatu_Data\Managed\AmplifyColor.dll into Unity Child Domain
Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\AmplifyOcclusion.dll (this message is harmless)
Loading D:\Games\Koikatu\Koikatu_Data\Managed\AmplifyOcclusion.dll into Unity Child Domain
Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\DOTween.dll (this message is harmless)
Loading D:\Games\Koikatu\Koikatu_Data\Managed\DOTween.dll into Unity Child Domain
Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\DOTween43.dll (this message is harmless)
Loading D:\Games\Koikatu\Koikatu_Data\Managed\DOTween43.dll into Unity Child Domain
Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\DOTween46.dll (this message is harmless)
Loading D:\Games\Koikatu\Koikatu_Data\Managed\DOTween46.dll into Unity Child Domain
Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\DOTween50.dll (this message is harmless)
Loading D:\Games\Koikatu\Koikatu_Data\Managed\DOTween50.dll into Unity Child Domain
Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\Sirenix.OdinInspector.Attributes.dll (this message is harmless)
Loading D:\Games\Koikatu\Koikatu_Data\Managed\Sirenix.OdinInspector.Attributes.dll into Unity Child Domain
Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\Sirenix.Serialization.Config.dll (this message is harmless)
Loading D:\Games\Koikatu\Koikatu_Data\Managed\Sirenix.Serialization.Config.dll into Unity Child Domain
Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\Sirenix.Serialization.dll (this message is harmless)
Loading D:\Games\Koikatu\Koikatu_Data\Managed\Sirenix.Serialization.dll into Unity Child Domain
Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\Sirenix.Utilities.dll (this message is harmless)
Loading D:\Games\Koikatu\Koikatu_Data\Managed\Sirenix.Utilities.dll into Unity Child Domain
Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\TextMeshPro-1.0.55.56.0b12.dll (this message is harmless)
Loading D:\Games\Koikatu\Koikatu_Data\Managed\TextMeshPro-1.0.55.56.0b12.dll into Unity Child Domain
Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\Vectrosity.dll (this message is harmless)
Loading D:\Games\Koikatu\Koikatu_Data\Managed\Vectrosity.dll into Unity Child Domain

  • Completed reload, in 0.025 seconds
    Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\System.Core.dll (this message is harmless)
    Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\System.dll (this message is harmless)
    Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\System.Xml.dll (this message is harmless)
    Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\System.Xml.Linq.dll (this message is harmless)
    Initializing input.

Input initialized.

Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\IllusionInjector.dll (this message is harmless)
desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
Initialized touch support.

Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\IllusionPlugin.dll (this message is harmless)
OnLevelWasLoaded was found on PluginComponent
This message has been deprecated and will be removed in a later version of Unity.
Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed

(Filename: Line: 376)

Koikatu
Non platform assembly: D:\Games\Koikatu\Plugins\0Harmony.dll (this message is harmless)
Non platform assembly: D:\Games\Koikatu\Plugins\ExIni.dll (this message is harmless)
Non platform assembly: D:\Games\Koikatu\Plugins\XUnity.AutoTranslator.Plugin.Core.dll (this message is harmless)
Non platform assembly: D:\Games\Koikatu\Plugins\XUnity.AutoTranslator.Plugin.IPA.dll (this message is harmless)
Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\BepInEx.dll (this message is harmless)
BEPIN - BepInEx 3.2.0.0
BepInEx 3.2.0.0
BEPIN - Chainloader started
Chainloader started
Non platform assembly: D:\Games\Koikatu\BepInEx\AlexaeBubbleGum.dll (this message is harmless)
Non platform assembly: D:\Games\Koikatu\BepInEx\AlexaeBubbleGum.dll (this message is harmless)
Non platform assembly: D:\Games\Koikatu\BepInEx\Demosaic.dll (this message is harmless)
Non platform assembly: D:\Games\Koikatu\BepInEx\Demosaic.dll (this message is harmless)
Non platform assembly: D:\Games\Koikatu\BepInEx\KKABMPlugin.dll (this message is harmless)
Non platform assembly: D:\Games\Koikatu\BepInEx\KKABMPlugin.dll (this message is harmless)
Non platform assembly: D:\Games\Koikatu\BepInEx\KoiSkinOverlay.dll (this message is harmless)
Non platform assembly: D:\Games\Koikatu\BepInEx\KoiSkinOverlay.dll (this message is harmless)
Non platform assembly: D:\Games\Koikatu\BepInEx\ModDiscover.dll (this message is harmless)
Non platform assembly: D:\Games\Koikatu\BepInEx\ModDiscover.dll (this message is harmless)
Non platform assembly: D:\Games\Koikatu\BepInEx\SpecTest.dll (this message is harmless)
Non platform assembly: D:\Games\Koikatu\BepInEx\SpecTest.dll (this message is harmless)
BEPIN - 6 plugins selected
6 plugins selected
BEPIN - Loaded [AlexaeBubbleGum 1.0]
Loaded [AlexaeBubbleGum 1.0]
BEPIN - Loaded [Demosaic 1.0.0]
Loaded [Demosaic 1.0.0]
BEPIN - Loaded [KKABMPlugin 0.7.0]
Loaded [KKABMPlugin 0.7.0]
BEPIN - Loaded [KoiSkinOverlay 1.1]
Loaded [KoiSkinOverlay 1.1]
BEPIN - Loaded [Mod Discover 1.0]
Loaded [Mod Discover 1.0]
BEPIN - Loaded [SpecTest 1.0]
Loaded [SpecTest 1.0]
Running on Unity 5.6.2f1

Loading plugins from D:\Games\Koikatu\Plugins and found 1

XUnity Auto Translator: 2.1.0

UnloadTime: 263.668976 ms
Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\Mono.Security.dll (this message is harmless)
Platform assembly: D:\Games\Koikatu\Koikatu_Data\Managed\System.Runtime.Serialization.dll (this message is harmless)
Unloading 5 Unused Serialized files (Serialized files now loaded: 19)

Unloading 431 unused Assets to reduce memory usage. Loaded Objects now: 3059.
Total: 5.313632 ms (FindLiveObjects: 0.187805 ms CreateObjectMapping: 0.173219 ms MarkObjects: 4.803821 ms DeleteObjects: 0.148056 ms)

FileNotFoundException: Could not load file or assembly 'ExtensibleSaveFormat, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.

UnityEngine.GameObject:Internal_AddComponentWithType(Type)
UnityEngine.GameObject:AddComponent(Type)
UnityEngine.GameObject:AddComponent()
KKABMPlugin.BoneControllerMgr:Init()
KKABMPlugin.KKABMPlugin:Start()

(Filename: Line: -1)

FileNotFoundException: Could not load file or assembly 'ExtensibleSaveFormat, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.

UnityEngine.GameObject:Internal_AddComponentWithType(Type)
UnityEngine.GameObject:AddComponent(Type)
UnityEngine.GameObject:AddComponent()
KKABMPlugin.BoneControllerMgr:Init()
KKABMPlugin.KKABMPlugin:Start()

(Filename: Line: -1)

OnLevelWasLoaded was found on BoneControllerMgr
This message has been deprecated and will be removed in a later version of Unity.
Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed

(Filename: Line: 376)

FileNotFoundException: Could not load file or assembly 'ExtensibleSaveFormat, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.

UnityEngine.GameObject:Internal_AddComponentWithType(Type)
UnityEngine.GameObject:AddComponent(Type)
UnityEngine.GameObject:AddComponent()
KKABMPlugin.BoneControllerMgr:Init()
KKABMPlugin.KKABMPlugin:Start()

(Filename: Line: -1)

FileNotFoundException: Could not load file or assembly 'ExtensibleSaveFormat, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.

UnityEngine.GameObject:Internal_AddComponentWithType(Type)
UnityEngine.GameObject:AddComponent(Type)
UnityEngine.GameObject:AddComponent()
KKABMPlugin.BoneControllerMgr:Init()
KKABMPlugin.KKABMPlugin:Start()

(Filename: Line: -1)

Error looking up signature for method BoneControllerMgr.GetBoneDataPluginData

(Filename: Line: 212)

Error looking up signature for method BoneControllerMgr.SaveAsPluginData

(Filename: Line: 212)

TypeLoadException: A type load exception has occurred.

UnityEngine.GameObject:Internal_AddComponentWithType(Type)
UnityEngine.GameObject:AddComponent(Type)
UnityEngine.GameObject:AddComponent()
KKABMPlugin.BoneControllerMgr:Init()
KKABMPlugin.KKABMPlugin:Start()

(Filename: Line: -1)

Setting up 4 worker threads for Enlighten.
Thread -> id: 233c -> priority: 1
Thread -> id: 3a40 -> priority: 1
Thread -> id: 2d20 -> priority: 1
Thread -> id: 2a88 -> priority: 1
Unloading 4 Unused Serialized files (Serialized files now loaded: 23)
Crash!!!
SymInit: Symbol-SearchPath: '.;D:\Games\Koikatu;D:\Games\Koikatu;C:\WINDOWS;C:\WINDOWS\system32;SRVC:\websymbolshttp://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'drmua'
OS-Version: 10.0.17134 () 0x300-0x1
D:\Games\Koikatu\Koikatu.exe:Koikatu.exe (00007FF6D0310000), size: 23789568 (result: 0), SymType: '-exported-', PDB: 'D:\Games\Koikatu\Koikatu.exe', fileVersion: 5.6.2.37180
C:\WINDOWS\SYSTEM32\ntdll.dll:ntdll.dll (00007FFDEF3E0000), size: 1970176 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\ntdll.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\KERNEL32.DLL:KERNEL32.DLL (00007FFDEEE30000), size: 729088 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\KERNEL32.DLL', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\KERNELBASE.dll:KERNELBASE.dll (00007FFDEBB00000), size: 2568192 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\KERNELBASE.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\USER32.dll:USER32.dll (00007FFDEE740000), size: 1638400 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\USER32.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\win32u.dll:win32u.dll (00007FFDEC490000), size: 131072 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\win32u.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\GDI32.dll:GDI32.dll (00007FFDEF330000), size: 163840 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\GDI32.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\HID.DLL:HID.DLL (00007FFDEA050000), size: 49152 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\HID.DLL', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\gdi32full.dll:gdi32full.dll (00007FFDEB7B0000), size: 1646592 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\gdi32full.dll', fileVersion: 10.0.17134.48
C:\WINDOWS\System32\msvcrt.dll:msvcrt.dll (00007FFDEC930000), size: 647168 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\msvcrt.dll', fileVersion: 7.0.17134.1
C:\WINDOWS\System32\msvcp_win.dll:msvcp_win.dll (00007FFDEC4B0000), size: 651264 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\msvcp_win.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\ucrtbase.dll:ucrtbase.dll (00007FFDEB950000), size: 1024000 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\ucrtbase.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\ole32.dll:ole32.dll (00007FFDECD40000), size: 1380352 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\ole32.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\combase.dll:combase.dll (00007FFDEEB00000), size: 3289088 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\combase.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\RPCRT4.dll:RPCRT4.dll (00007FFDEEF50000), size: 1196032 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\RPCRT4.dll', fileVersion: 10.0.17134.48
C:\WINDOWS\SYSTEM32\VERSION.dll:VERSION.dll (00007FFDE3970000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\VERSION.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\bcryptPrimitives.dll:bcryptPrimitives.dll (00007FFDEC7F0000), size: 499712 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\bcryptPrimitives.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\sechost.dll:sechost.dll (00007FFDEF2D0000), size: 372736 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\sechost.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\SHLWAPI.dll:SHLWAPI.dll (00007FFDECAA0000), size: 331776 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\SHLWAPI.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\ADVAPI32.dll:ADVAPI32.dll (00007FFDEE8D0000), size: 659456 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\ADVAPI32.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\SHELL32.dll:SHELL32.dll (00007FFDECEA0000), size: 21233664 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\SHELL32.dll', fileVersion: 10.0.17134.48
C:\WINDOWS\System32\cfgmgr32.dll:cfgmgr32.dll (00007FFDEBA50000), size: 299008 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\cfgmgr32.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\shcore.dll:shcore.dll (00007FFDEF080000), size: 692224 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\shcore.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\windows.storage.dll:windows.storage.dll (00007FFDEBD80000), size: 7393280 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\windows.storage.dll', fileVersion: 10.0.17134.48
C:\WINDOWS\System32\kernel.appcore.dll:kernel.appcore.dll (00007FFDEB760000), size: 69632 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\kernel.appcore.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\profapi.dll:profapi.dll (00007FFDEB740000), size: 126976 (result: 0), SymType: '-nosymbols-', PDB: 'C:\WINDOWS\System32\profapi.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\powrprof.dll:powrprof.dll (00007FFDEB6F0000), size: 311296 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\powrprof.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\FLTLIB.DLL:FLTLIB.DLL (00007FFDEB7A0000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\FLTLIB.DLL', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\WS2_32.dll:WS2_32.dll (00007FFDECBF0000), size: 442368 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\WS2_32.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\OLEAUT32.dll:OLEAUT32.dll (00007FFDEC9D0000), size: 794624 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\OLEAUT32.dll', fileVersion: 10.0.17134.48
C:\WINDOWS\SYSTEM32\OPENGL32.dll:OPENGL32.dll (00007FFDDB220000), size: 1179648 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\OPENGL32.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\IMM32.dll:IMM32.dll (00007FFDEF380000), size: 184320 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\IMM32.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\WINMM.dll:WINMM.dll (00007FFDE9490000), size: 143360 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\WINMM.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\GLU32.dll:GLU32.dll (00007FFDDF1F0000), size: 180224 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\GLU32.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\DNSAPI.dll:DNSAPI.dll (00007FFDEAD30000), size: 778240 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\DNSAPI.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL:IPHLPAPI.DLL (00007FFDEACF0000), size: 229376 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\WINHTTP.dll:WINHTTP.dll (00007FFDE0EC0000), size: 905216 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\WINHTTP.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\NSI.dll:NSI.dll (00007FFDEE2E0000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\NSI.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\WINMMBASE.dll:WINMMBASE.dll (00007FFDE9040000), size: 172032 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\WINMMBASE.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\system32\uxtheme.dll:uxtheme.dll (00007FFDE9860000), size: 622592 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\uxtheme.dll', fileVersion: 10.0.17134.1
D:\Games\Koikatu\Koikatu_Data\Mono\mono.dll:mono.dll (00007FFDD1A90000), size: 2998272 (result: 0), SymType: '-exported-', PDB: 'D:\Games\Koikatu\Koikatu_Data\Mono\mono.dll', fileVersion: 1.0.0.1
C:\WINDOWS\System32\PSAPI.DLL:PSAPI.DLL (00007FFDEC920000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\PSAPI.DLL', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\MSWSOCK.dll:MSWSOCK.dll (00007FFDEAF70000), size: 417792 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\MSWSOCK.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\MSCTF.dll:MSCTF.dll (00007FFDEE980000), size: 1527808 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\MSCTF.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\system32\dwmapi.dll:dwmapi.dll (00007FFDE9AB0000), size: 167936 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\dwmapi.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\d3d11.dll:d3d11.dll (00007FFDE85C0000), size: 3190784 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\d3d11.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\dxgi.dll:dxgi.dll (00007FFDEA4B0000), size: 765952 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\dxgi.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\DriverStore\FileRepository\nvhmi.inf_amd64_046bbeb4276927c6\nvldumdx.dll:nvldumdx.dll (00007FFDE64E0000), size: 962560 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\DriverStore\FileRepository\nvhmi.inf_amd64_046bbeb4276927c6\nvldumdx.dll', fileVersion: 24.21.13.9793
C:\WINDOWS\System32\crypt32.dll:crypt32.dll (00007FFDEC550000), size: 1974272 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\crypt32.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\MSASN1.dll:MSASN1.dll (00007FFDEB780000), size: 73728 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\MSASN1.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\WINTRUST.DLL:WINTRUST.DLL (00007FFDEBAA0000), size: 356352 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\WINTRUST.DLL', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\imagehlp.dll:imagehlp.dll (00007FFDEF360000), size: 118784 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\imagehlp.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\CRYPTSP.dll:CRYPTSP.dll (00007FFDEB130000), size: 94208 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\CRYPTSP.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\system32\rsaenh.dll:rsaenh.dll (00007FFDEAB50000), size: 208896 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\rsaenh.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\bcrypt.dll:bcrypt.dll (00007FFDEB250000), size: 151552 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\bcrypt.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\CRYPTBASE.dll:CRYPTBASE.dll (00007FFDEB120000), size: 45056 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\CRYPTBASE.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\DriverStore\FileRepository\nvhmi.inf_amd64_046bbeb4276927c6\nvwgf2umx.dll:nvwgf2umx.dll (00007FFD8B7F0000), size: 34271232 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\DriverStore\FileRepository\nvhmi.inf_amd64_046bbeb4276927c6\nvwgf2umx.dll', fileVersion: 24.21.13.9793
C:\WINDOWS\system32\nvspcap64.dll:nvspcap64.dll (00007FFDC8370000), size: 2531328 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\nvspcap64.dll', fileVersion: 3.14.0.139
C:\WINDOWS\SYSTEM32\ntmarta.dll:ntmarta.dll (00007FFDEA7E0000), size: 200704 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\ntmarta.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\clbcatq.dll:clbcatq.dll (00007FFDEC870000), size: 655360 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\clbcatq.dll', fileVersion: 2001.12.10941.16384
C:\WINDOWS\system32\wbem\wbemprox.dll:wbemprox.dll (00007FFDD81F0000), size: 69632 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\wbem\wbemprox.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\wbemcomn.dll:wbemcomn.dll (00007FFDD8BF0000), size: 536576 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\wbemcomn.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\system32\wbem\wbemsvc.dll:wbemsvc.dll (00007FFDD69A0000), size: 81920 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\wbem\wbemsvc.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\system32\wbem\fastprox.dll:fastprox.dll (00007FFDD6C30000), size: 991232 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\wbem\fastprox.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\mscms.dll:mscms.dll (00007FFDE5040000), size: 688128 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\mscms.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\USERENV.dll:USERENV.dll (00007FFDEB620000), size: 163840 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\USERENV.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\ColorAdapterClient.dll:ColorAdapterClient.dll (00007FFDE95E0000), size: 65536 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\ColorAdapterClient.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\icm32.dll:icm32.dll (00007FFDD7540000), size: 274432 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\icm32.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\MMDevApi.dll:MMDevApi.dll (00007FFDE0A00000), size: 483328 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\MMDevApi.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\PROPSYS.dll:PROPSYS.dll (00007FFDE7B10000), size: 1785856 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\PROPSYS.dll', fileVersion: 7.0.17134.1
C:\WINDOWS\System32\DEVOBJ.dll:DEVOBJ.dll (00007FFDEB500000), size: 159744 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\DEVOBJ.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\wdmaud.drv:wdmaud.drv (00007FFDC43E0000), size: 278528 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\wdmaud.drv', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\AVRT.dll:AVRT.dll (00007FFDE6E00000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\AVRT.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\ksuser.dll:ksuser.dll (00007FFDE7E40000), size: 36864 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\ksuser.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\AUDIOSES.DLL:AUDIOSES.DLL (00007FFDD6E70000), size: 1228800 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\AUDIOSES.DLL', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\wintypes.dll:wintypes.dll (00007FFDE7360000), size: 1363968 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\wintypes.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\msacm32.drv:msacm32.drv (00007FFDD81E0000), size: 53248 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\msacm32.drv', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\MSACM32.dll:MSACM32.dll (00007FFDCF110000), size: 114688 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\MSACM32.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\midimap.dll:midimap.dll (00007FFDD7640000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\midimap.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\xinput1_3.dll:xinput1_3.dll (0000000000400000), size: 122880 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\xinput1_3.dll', fileVersion: 9.18.944.0
C:\WINDOWS\System32\SETUPAPI.dll:SETUPAPI.dll (00007FFDEE2F0000), size: 4501504 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\SETUPAPI.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\TextInputFramework.dll:TextInputFramework.dll (00007FFDDCEA0000), size: 622592 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\TextInputFramework.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\CoreMessaging.dll:CoreMessaging.dll (00007FFDE93B0000), size: 892928 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\CoreMessaging.dll', fileVersion: 10.0.17134.48
C:\WINDOWS\SYSTEM32\CoreUIComponents.dll:CoreUIComponents.dll (00007FFDE5F10000), size: 3268608 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\CoreUIComponents.dll', fileVersion: 10.0.17134.48
C:\WINDOWS\SYSTEM32\dhcpcsvc6.DLL:dhcpcsvc6.DLL (00007FFDE2950000), size: 90112 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\dhcpcsvc6.DLL', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\dhcpcsvc.DLL:dhcpcsvc.DLL (00007FFDE35A0000), size: 106496 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\dhcpcsvc.DLL', fileVersion: 10.0.17134.1
C:\Windows\System32\rasadhlp.dll:rasadhlp.dll (00007FFDDDED0000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\rasadhlp.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\fwpuclnt.dll:fwpuclnt.dll (00007FFDDEBD0000), size: 466944 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\fwpuclnt.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\DriverStore\FileRepository\ki124755.inf_amd64_aed366684c4b54b4\igd10iumd64.dll:igd10iumd64.dll (00007FFDE39B0000), size: 19759104 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\DriverStore\FileRepository\ki124755.inf_amd64_aed366684c4b54b4\igd10iumd64.dll', fileVersion: 22.20.16.4815
C:\WINDOWS\SYSTEM32\ncrypt.dll:ncrypt.dll (00007FFDEB220000), size: 155648 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\ncrypt.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\NTASN1.dll:NTASN1.dll (00007FFDEB1E0000), size: 221184 (result: 0), SymType: '-nosymbols-', PDB: 'C:\WINDOWS\SYSTEM32\NTASN1.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\System32\DriverStore\FileRepository\ki124755.inf_amd64_aed366684c4b54b4\igc64.dll:igc64.dll (00007FFDE11B0000), size: 23007232 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\DriverStore\FileRepository\ki124755.inf_amd64_aed366684c4b54b4\igc64.dll', fileVersion: 22.20.16.4815
C:\WINDOWS\SYSTEM32\dbghelp.dll:dbghelp.dll (00007FFDEA100000), size: 1871872 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\dbghelp.dll', fileVersion: 10.0.17134.1
C:\WINDOWS\SYSTEM32\SspiCli.dll:SspiCli.dll (00007FFDEB5F0000), size: 196608 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\SspiCli.dll', fileVersion: 10.0.17134.1

========== OUTPUTING STACK TRACE ==================

ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D09432D2)
0x00007FF6D09432D2 (Koikatu)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D07FD3C9)
0x00007FF6D07FD3C9 (Koikatu)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D07FEC31)
0x00007FF6D07FEC31 (Koikatu)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D07FF0BC)
0x00007FF6D07FF0BC (Koikatu)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D08032F4)
0x00007FF6D08032F4 (Koikatu)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D08033FE)
0x00007FF6D08033FE (Koikatu)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D08035B1)
0x00007FF6D08035B1 (Koikatu)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D0803D4B)
0x00007FF6D0803D4B (Koikatu)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D07F8C97)
0x00007FF6D07F8C97 (Koikatu)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D094C76B)
0x00007FF6D094C76B (Koikatu)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D04B4554)
0x00007FF6D04B4554 (Koikatu)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D04B558B)
0x00007FF6D04B558B (Koikatu)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D04B5E9B)
0x00007FF6D04B5E9B (Koikatu)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D094C83F)
0x00007FF6D094C83F (Koikatu)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D0936CA0)
0x00007FF6D0936CA0 (Koikatu)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D0934306)
0x00007FF6D0934306 (Koikatu)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D0934963)
0x00007FF6D0934963 (Koikatu)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D093362C)
0x00007FF6D093362C (Koikatu)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D0933877)
0x00007FF6D0933877 (Koikatu)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D07D5D3B)
0x00007FF6D07D5D3B (Koikatu)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D036B37B)
0x00007FF6D036B37B (Koikatu)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D036B56A)
0x00007FF6D036B56A (Koikatu)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D037F0D9)
0x00007FF6D037F0D9 (Koikatu)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6D0D21DCC)
0x00007FF6D0D21DCC (Koikatu)
0x00007FFDEEE43034 (KERNEL32) BaseThreadInitThunk
0x00007FFDEF451551 (ntdll) RtlUserThreadStart

========== END OF STACKTRACE ===========

**** Crash! ****

There is no way to open ConfigurationManager in the Studio

Bepis brought it up, something similar to the button used in main game could probably be added to the studio menu. I'm adding this as an issue because I don't have time to work on this for the moment, so maybe someone else fixes it in the meantime :)

sideloaderテストビルドについて

最新のBepisPlugins_d6ca3aa_247を使用しhardmodで読み込めるか試しました。
結果アクセサリーの20個目までは問題なく読み込めました。
ただしMoreAccessoriesを使用して21個目以降は駄目でした。
作者が違うプラグインですし難しいかもしれませんが、対応出来ればお願いします。

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.