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:Jump to 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
15 Replies
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
You can find answers to frequently asked questions on the modding discord (and about modding in general) here. Consider using your browser...
thank fred very cool
You're welcome! :3
-# Responding to
thanks
triggered by @Robb (Now™)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... 🤷Scorched earth time I guess...
@Finalomega/Majormer fyi
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
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
evident-indigo•2mo ago
@Marcio <Checkers/Copier/WallSup> , I think that helped. It is getting me over some of the hump. 🙂 Appreciate the feedback.
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
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!)thank fred very cool
You're welcome! :3
-# Responding to
thanks
triggered by @Robb (Factorio Space Age!)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)
Holy crap, that's a good find