Troubleshooting client "module could not be loaded" when the mod compiles fine

working on updating a nearly full C++ mod. it compiles+packages fine for editor and shipping, but client crashes on the menu and gets the good ol': Plugin 'SmartFoundations' failed to load because module 'SmartFoundations' could not be loaded. There may be an operating system error or the module may not be properly set up. unfortunately the mod is closed source so I can't share code here without asking Alex. what steps can I take from here to find out what is actually going wrong with the module?
Solution:
so, apparently, launching SF as admin causes it to give actual info on what function it can't find!?! props to @Finalomega/Majormer for figuring that out
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15 Replies
FICSIT-Fred
FICSIT-Fred3mo ago
Something is preventing this mod from loading. Troubleshooting ideas: - Try closing and reopening the mod manager - Try turning mods off and back on again in the Mod Manager - Are you playing on Experimental? Check the compatibility info to find out if that mod supports it. - Are you using the most recent version of the mentioned mod? If you are, be patient. Mod support for new versions is an ongoing effort by authors in their spare time. If you absolutely need this mod, you can play something else or start a fresh save while you wait for an update! -# Responding to failedtoload triggered by @Robb (Now™)
Frequently Asked Questions :: Satisfactory Modding Documentation
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Robb
RobbOP3mo ago
thank fred very cool
FICSIT-Fred
FICSIT-Fred3mo ago
You're welcome! :3 -# Responding to thanks triggered by @Robb (Now™)
Rex
Rex3mo ago
GetLastError=127 means The specified procedure could not be found. This means some function that the DLL tries to use doesn't exist in the game binaries. As to which one... 🤷
Robb
RobbOP3mo ago
Scorched earth time I guess... @Finalomega/Majormer fyi
Marcio Neves
Marcio Neves3mo ago
I've seen that with ECM and Mass Upgrade. Your headers from the project does not match the headers from the current version of the game you have. Either the starter project is more recent than the game, or the other way around. And some method either changed signature or no longer exists In my case it was caused by the AFGBuildableTrainPlataform, one method both mods used to use was removed and replaced by a different one, with a similar purpose
Robb
RobbOP3mo ago
that is quite possible. iirc I had been getting it on CL368883 when playing on CL368883. I still haven't updated my client yet and I have been winding back to an earlier commit when working on mods and not SML
adverse-sapphire
adverse-sapphire3mo ago
@Marcio <Checkers/Copier/WallSup> , I think that helped. It is getting me over some of the hump. 🙂 Appreciate the feedback.
Solution
Robb
Robb2mo ago
so, apparently, launching SF as admin causes it to give actual info on what function it can't find!?! props to @Finalomega/Majormer for figuring that out
No description
FICSIT-Fred
FICSIT-Fred2mo ago
Try verifying your game files. https://docs.ficsit.app/satisfactory-modding/latest/faq.html#_how_do_i_verify_my_game_files -# Responding to procedureentrypoint triggered by @Robb (Factorio Space Age!)
Robb
RobbOP2mo ago
thank fred very cool
FICSIT-Fred
FICSIT-Fred2mo ago
You're welcome! :3 -# Responding to thanks triggered by @Robb (Factorio Space Age!)
Mircea
Mircea2mo ago
The function doesn't seem to exist, it was probably forgot in the header when its implemementation was removed when it was no longer necessary (like the player ID function)
Mircea
Mircea2mo ago
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SirDigby
SirDigby2mo ago
Holy crap, that's a good find
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