it’s not a base game issue i already checked that, but for some reason i cant log in my server it may be a mod but also checked that in a single player game and it works( the same modlist from the server) but when i select the server on the servers list just in the final loading screen to enter it crashes and shows a “fatal error” sign and CDT, i already checked files integrity, desubscribed and re subscribed to all the mods in my modlist and this issue keeps happening. The weirdest thing is that some players can enter and some not, so a data corruption issue is not the case here. With all that said anyone knows what can be causing this problem? thanks in advance this is the modlist i use:
pippi
fashionist
imersive armors
grim productions
more faces
LBPR
unlock +
dudes delightful decor
emberlight
wonderbody
iqol
RA
thrall wars
DMT
exiles extreme
kerozads paragon
mod control panel
shinoboru productions
roleplay redux
devious desires
praise derketo
EEWA
professions
multichar
dudes delightful deux
savage wilds
sand and stone
As it tends to happen with major updates, 2.7 broke some of the mods and their authors have to update them. I don’t know which mods are affected exactly, but I’m pretty sure there’s some info on other threads in the forum.
Normally that is what happens yes, but this time its a bit weird because some players can access without problems and some cannot (like myself). If a mod were the problem nobody would be able to login, so it might be something else
no its not now all our server mods are updated some players can join some cant,it all depends where they are standing as funcom has removed textures and items from the game modders rely on the logfiles show this,theyve borked another update again
Not really. Sometimes the issue is your mod list not updating. A quick way to verify is to see if your mod revs are the same as someone else who can log on. There was an issue last time where me and another friend mods updated, but server list didn’t so we couldn’t log in due to updating too early. A third friend had not updated and logged in because their mods matched servers revs.
That makes sense since i already tried all the tricks i know to make it work(verify files integrity, desubscribe and resubscribe to the mods, delete the modlist txt) and this keeps happening in the server, i thought that may be something else because in single player the list works fine so i also was thinking about an issue with data corruption. How did you solve that? thanks for your response
It’s Multigun -sama!! At the end it seems so, but in your opinion what is the issue? a mod conflict? an obsolete mod? load order? Thanks for your response
Mods need to be updated with the latest revision of the game. Why did it break in the first place?
I kept wracking my brain on the pickup changes thinking that was involved. But if pickup changes were the cause, why is it that my mods, Pythagoras and Pythagoras Support Beams didn’t cause problems. And those mods haven’t been updated in years. While something like my Limestone Building mod, which on the back end is about as routine of setting up new buildings as you can possible get, broke?
Then I saw a comment from somebody about how they thought the rain system would be involved. And I’m like, why would that impact it? But it got me to thinking, if the rain system involved materials, then anything with a custom material (building/placeable) would freak the heck out because they don’t have the new instructions they are supposed to. Hence, a simple recompile of the affected mod would fix it, and why something like Pythagoras + Support Beams wouldn’t because it isn’t using anything custom (all vanilla stuff).
Its just a theory, but ya. Just to clarify, the game having it actively rain isn’t contingent on the crash since its the base code that is involved.
My other theory goes back to the pickup changes. And that’s more of a typical UE4 problem where blueprints sometimes don’t inherit new data (dependencies) like they should. Cause UE4 gonna UE4. It also would explain why Pythagoras mods work fine, but Limestone didn’t. Blueprint gonna Blueprint. Just luck of the draw, and a simple recompile would fix it.
All I know for certain at this point is that 75% (not an actual number, I’m just ballparking) of affected mods from this update just need the mod author to go in, hit the build mod button (maybe the compile all modded blueprints too just to be safe, as I did), and then re-upload. That’s all it takes to resolve most of these fatal errors with the latest update.
First of all i appreciate you took a moment for this very complete explanation of what might be happening, now i have a wider picture of what is involved. I also know that things always are more complicated that most of the end-user would think and of course all the work behind all awesome mods that now we have access to enhance the vanilla experience, personally i wouldnt keep playing conan without the mods, but im also aware of the technical dificulties this presents every time funcom launches another patch. Most of us often think that funcom should make things easier for the modding community creators and users alike but as you mentioned there are a lot of limitations and things to consider with the UE4 enviorement so at the end the only thing we as users have to do is wait.
I’ve been testing the modlist that i posted in single player since yesterday and it is working, it ocurrs to me that it also may be a delay with the archives that have been updated in the server itself via steam, i know that gportal (which is my provider atm) is not known for beign quick to update the available archives quickly, on this cases i saw that Hosav recomends to update via FTP but idk how to do that lol so all i can do now is to wait. Hopefully this will be solved soon enough.
Thank you very much for your response Multigun-sama!!
They are and do. I can confidently say that the relationship between mod creator and Funcom has never been better. But it’ll never be 10000% update perfect. Development is a complex machine, you can’t plan for every scenario.
Gportal is the BIGGEST headache for mod authors. I think they’ve gotten better, but I think the longest wait I’ve witnessed since I started modding in 2018 was something like 26 hours after the mod author pushed the update. And who gets the blame for it? Mod creators, most of the time. I have no idea how many times I’ve explained that mod authors just press a little button that says “upload to steam” and that’s all the control we have. At the point, I often get push back with something like “well you should work with Gportal.” To which I just facepalm.
I agree with Hosav, FTP is best (in fact I post that in my own “update troubleshooting guide” that I have linked on all my workshop pages.
First of all i want to thank all you guys who took a moment to answer and give a hand in this matter, the issue was finally fixed and now im able to log into the server. I hope this “stability” last a long time and i would ask santa a faster sinchronization from gportal with the workshop LOL.
Best wishes for you all and hopefully the next year will be better in all aspects for us all