XFS11 to FS13 Common Log Errors and Fixes

Game Version: FS13 and later
GE Version: ? and later


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[center]Common Log Errors and Possible Fixes[/center]

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If you convert FS11 mods to FS13 or download converted mods with errors and wish to try and fix them; this may help.

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If you are converting or making mods, one of the first things to do is invoke Development Mode: see here: [color=blue][u]Development Mode - How to Enable it and How to Use it.[/u][/color]

Even though this is for FS2011 it works just the same for FS13, then when ingame pressing the ~ tilde key will bring up your log file ingame for easier fault finding.

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See also bassaddicts [color=blue][u]Performance Tutorial[/u][/color] it will be linked later as well.

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In general:

If a mod does not show in store, your error will be in the modDesc file.

If your mod shows in store but you cannot buy it, then your error in is your mods xml file.

If you buy your mod but the game won't respond to the the ESC or P key and the vehicles drive everywhere and the only way to get out of the game is to press the red X - it will likely be callStack errors from incorrect lua files or mis-matched node index between the i3d file and the xml file.

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I have used a mythical mod called CJD6100 in the descriptions below, you will of course have actual mod names and folder names.

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Common Errors:

Error: Missing descVersion attribute in mod CJD6100

The mod has the wrong number in the descVersion entry: the n may be 1 for 2009 mods or 4 or 5 for 2011 mods - needs to be 9 for 2013 mods

Open the mods modDesc.xml and change <modDesc descVersion=“n”> to <modDesc descVersion=“9”>

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Warning: Only zip mods are supported in multiplayer. You need to zip the mod CJD6100 to use it in multiplayer.

Self explanatory - you can run mods unzipped for testing and for Single Player etc but must run them zipped for them to work in MultiPlayer.

Zip up the mod. If you have a zip program installed (7zip, Jzip or Winzip) then the easy way:

[list] [li]double click on the mods folder to open it,[/li] [li] press CTRL A to highlight all the files,[/li] [li]right click on the highlighted files and left click on Add to modname.zip.[/li] [li] Move the zip file to your mods folder and delete the folder you just zipped. [/li] [li] Make sure you use the zip extension - rar will not work…[/li] [/list]

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Error: Failed to open xml file C:/Users/Owner/Documents/My Games/FarmingSimulator2013/mods/CJD6100/modDesc.xml' Error: Missing descVersion attribute in mod vehicles

First line means the game is expecting to find a file called modDesc in the folder or zip file called CJD6100 and cannot, either because it does not exist or is perhaps mis-spelt.

If you have a mod folder called as listed in the error and it is supposed to have a valid modDesc, then check it and edit if/as required. If you have a folder called as listed but it is not a mod folder, then move it out of the mods folder or ignore the error.

The second line error is caused by the first, so fixing the first line error will fix the second line error.

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Error: C:/Users/Owner/Documents/My Games/FarmingSimulator2013/mods/CJD6100/CJD6100.xml(112): Error reading end tag. Error loadVehicle: invalid vehicle config file ' C:/Users/Owner/Documents/My Games/FarmingSimulator2013/mods/CJD6100/CJD6100.xml', no type specified

First line: This is saying you have an error on line 112 in the mods xml file.

As always, computers are fussy about having the right letters, numbers and punctuation in the right place.

The error might not be at line 112 but start there and look for missing characters like these “ / >

Always edit xml files with Notepad++ or similar like Context - these will highlight xml and lua files with colour coding to make errors easier to spot.

Fixing the error on line 112 may make the second error go away - but check the make sure that the vehicle type in the xml file matches what you have in the modDesc

ie.  <vehicle type=”CJD6100“> in the xml  matches the modDesc entry

   <vehicleTypes>    <type name=”CJD6100“ cla*Name=“Vehicle” filename=“$dataS/scripts/vehicles/Vehicle.lua”> [hr]  Register vehicle type: CJD6100.CJD6100 Warning: missing dailyUpkeep value in store item modDesc.storeItems.storeItem(0) Warning: missing machineType value in store item modDesc.storeItems.storeItem(0) Self explanatory, the modDesc.xml does not have a daily upkeep or machine type lines below the price line. My preference is to add these lines as such: <image active=“store.dds” brand=“brand_CJD.dds”/> <price>42500</price> <dailyUpkeep>55</dailyUpkeep> <brand>CJD</brand> <machineType>tractors</machineType> <xmlFilename>CJD6100.xml</xmlFilename> [hr] Error: Can't load resource: C:/Users/Owner/Documents/My Games/FarmingSimulator2013/mods/CJD6100/scripts/ExtraFile.lua You have a specialization listed in the modDesc either in the extraSource files or specialization section that is not (in this case) in the script folder Delete or comment out the line from the modDesc if it not a necessary script or find the script and add it to the script folder or check to see if it is a spelling error. This also applies to all other resource not found, if it is a texture or sound file you may need to either find a texture/sound file and put it in the correct place in the mod folders. Perhaps a spelling error, in the case of a texture you may need to make one. btw: if you see the extra.lua in a folder - delete it, it was an FS11 script and not needed for FS13 [hr] No More Space! Remove the Purchased Item First. One reason for this error, there may be others is: the mod xml filename in the modDesc does not match the actual mod xml filename in the mod folder. Check the modDesc file and make the xml filename match what it is called in the mod folder or vice versa… If you have a specialization listed in the modDesc but no script anywhere to match you will get this error. If you have a specialization listed in the modDesc as (for example) “scripts/somescript.lua” but it is not where the path says - you will get this error. Other than the obvious one: you tried to buy more equipment than the shop carpark can hold… [hr] Error: UVs out of range [-8,8] FS13 error: means that a texture has been tiled more than 16 times. FS13 will force the texture to display a max of 16 times so the texture on the mod may look distorted. This will not be easy to fix for the majority of people – [color=blue][u]see here for a detailed explanation[/u][/color] There is a mod on modhoster call i3d ranger - all this does is disguise the error so you do not get an error message - it does not actually fix the error… [hr] FS13 error: Warning (performance): Raw texture format (C:/Users/Owner/Documents/My Games/FarmingSimulator2013/mods/CJD6100/body.png) FS13 requires all textures to be in DDS format - see ba*addicts  [color=blue][u]Performance Tutorial[/u][/color] for further explanation of this error.

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FS13 error: Warning (compatibility): Texture width or height doesn't equal 2^n (C:/Users/Owner/Documents/My Games/FarmingSimulator2013/mods/CJD6100/body.png)

FS13 requires all textures to be sized to a multiple of 16, so textures can be 16, 32, 64, 128, 256, 512, 1024 or 2048 square or can be 256 x 64 in the case of a brand logo or 1024 x 512 in the case of a grain plane texture. As long as each side is one of the valid sizes above  – see ba***addicts  [color=blue][u]Performance Tutorial[/u][/color] for further explanation of this error.

Actually an 8×8 pixel image is also valid if you come across one in a mod, convert to dds if necessary with confidence.

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Error: Out-dated custom shader. 'C:/Users/Owner/Documents/My Games/FarmingSimulator2013/mods/CJD6100/emissiveBillboardShader.xml' has version 1. Please convert this file to version 2.

and/or

Failed to create vertex shader, The compile returned an error. Listing: (nnn) : error C1009: “time” is not member of struct “VS_INPUT” (nnn) : error C1009: “mat” is not member of struct “VS_INPUT”

and/or

When you load the mod into GE and parts of it are invisible

After you buy this mod you may also get:

Failed to create fragment shader, The compile returned an error. Listing: (655) : warning C7011: implicit cast from “float4” to “float3” (730) : error C1009: “mat” is not member of struct “FS_INPUT” (731) : error C1009: “mat” is not member of struct “FS_INPUT” (732) : error C1009: “mat” is not member of struct “FS_INPUT” (733) : error C1009: “mat” is not member of struct “FS_INPUT”

This is a shader issue full stop… open the mod folder locate all the shaders, which will all have shader in their name eg: emissiveBillboardShader.xml  find the equivalent shader file in your C:\Program Files\Farming Simulator 2013\data\vehicles folders - or wherever you have the game installed, and copy the FS13 shader file to your mod folder location.

Opening the shader file and changing a 1 to a 2 will not work… if you have custom shaders then you might be able to source an FS13 version, in which case unless you have the knowledge to edit the shader xml file to make it FS13 compatible - you may have to just delete that feature…

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Warning: 'C:/Users/Owner/Documents/My Games/FarmingSimulator2013/mods/CJD6100/CJD6100.xml' has invalid fillType 'cotton'.

cotton is an example, it could be any fruit/crop name…

Simply means that the mod has cotton as a fruit/crop and the map does not have that fruit/crop on it - warning only, it will not stop the game from playing correctly.

FS13 is crippled at the moment for adding extra fruits/crops so FS11 trailers may have unsupported fruit/crop types…

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Error: Can't load resource: C:/Users/Owner/Documents/My Games/FarmingSimulator2013/mods/CJD6100/store.png Error: Can't load resource: C:/Users/Owner/Documents/My Games/FarmingSimulator2013/mods/CJD6100/brand_CJD.dds Lua: Unknown entity id: 0 method name: setOverlayColor Call Stack:  D:/code/lsim2013/build/finalbin/dataS/scripts/gui/elements/BitmapElement.lua(105) : setOverlayColor  D:/code/lsim2013/build/finalbin/dataS/scripts/gui/elements/GuiElement.lua(396) : draw  D:/code/lsim2013/build/finalbin/dataS/scripts/gui/elements/GameListItemElement.lua(158) : draw  D:/code/lsim2013/build/finalbin/dataS/scripts/gui/elements/GuiElement.lua(396) : draw  D:/code/lsim2013/build/finalbin/dataS/scripts/gui/elements/ListElement.lua(401) : draw  D:/code/lsim2013/build/finalbin/dataS/scripts/gui/elements/GuiElement.lua(396) : draw  D:/code/lsim2013/build/finalbin/dataS/scripts/gui/elements/BitmapElement.lua(109) : draw  D:/code/lsim2013/build/finalbin/dataS/scripts/gui/elements/GuiElement.lua(396) : draw  D:/code/lsim2013/build/finalbin/dataS/scripts/gui/Gui.lua(295) : draw  D:/code/lsim2013/build/finalbin/dataS/scripts/main.lua(960) : draw Lua: Unknown entity id: 0 method name: renderOverlay Call Stack:  D:/code/lsim2013/build/finalbin/dataS/scripts/gui/elements/BitmapElement.lua(106) : renderOverlay  D:/code/lsim2013/build/finalbin/dataS/scripts/gui/elements/GuiElement.lua(396) : draw  D:/code/lsim2013/build/finalbin/dataS/scripts/gui/elements/GameListItemElement.lua(158) : draw  D:/code/lsim2013/build/finalbin/dataS/scripts/gui/elements/GuiElement.lua(396) : draw  D:/code/lsim2013/build/finalbin/dataS/scripts/gui/elements/ListElement.lua(401) : draw  D:/code/lsim2013/build/finalbin/dataS/scripts/gui/elements/GuiElement.lua(396) : draw  D:/code/lsim2013/build/finalbin/dataS/scripts/gui/elements/BitmapElement.lua(109) : draw  D:/code/lsim2013/build/finalbin/dataS/scripts/gui/elements/GuiElement.lua(396) : draw  D:/code/lsim2013/build/finalbin/dataS/scripts/gui/Gui.lua(295) : draw  D:/code/lsim2013/build/finalbin/dataS/scripts/main.lua(960) : draw Lua: Unknown entity id: 0 method name: setOverlayColor

You have no store.dds and brand_logo.dds in your mod folder. If you miss the error lines you won't miss the callStack error lines…

Make or find store and brand images and put in your mod folder editing the lines in the modDesc if/as required.

opbop has made a blank brand image that you can use to get away quickly until you make a new one or edit this one to use: [color=blue][u]Brand Template[/u][/color]

or buercky has uploaded some brand images you might find useful:  [color=blue][u]Brand Logos #1[/u][/color]

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Error: Can't load resource: C:/Users/Owner/Documents/My Games/FarmingSimulator2013/mods/CJD6100/data/vehicles/schemas/implementSchema.png Error: Can't load resource: C:/Users/Owner/Documents/My Games/FarmingSimulator2013/mods/CJD6100/data/vehicles/schemas/implementSchemaSelected.png If you copy the schema line to your xml file but forget to add the $ signs in front of the word data you will get this message…

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The honksound (horn) parameters changed from FS11 to FS13.

Open the vehicle xml file and change

Old FS11 line: <honkSound file=“$dataS2/sounds/horn.wav” client=“$dataS2/sounds/horn3D.wav” volume=“1” radius=“50” innerRadius=“20” /> or similar

New line for FS13: <honkSound file=“$dataS2/sounds/horn.wav” volume=“1” radius=“80” innerRadius=“35” />

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Missing subCategory_some text in l10n_en.xml

You have made a machine type that is not on the “Official List” :)

eg. <machineType>cutter</machineType>

Edit the machine type to one from the following list. You may need to pick one not exactly correct.

There is no standard for trucks/lorry's for example, some may choose tractors or misc…

Allowed machine types:

[list] [li]tractors[/li] [li] frontLoaders[/li] [li] harvesters[/li] [li] potatoHarvesting[/li] [li] beetHarvesting[/li] [li]tippers[/li] [li] cultivators[/li] [li]plows[/li] [li]sowingMachines[/li] [li] fertilizerSpreaders[/li] [li]sprayers[/li] [li] slurryTanks[/li] [li] manureSpreaders[/li] [li] mowers[/li] [li]windrowers[/li] [li] tedders[/li] [li]loaderWagons[/li] [li] baling[/li] [li]feeding[/li] [li] weights[/li] [li] misc[/li] [/list]

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Corrections and additions and other issues/fixes most welcome :)


Original Author: sandgroper | Date: December 15, 2012

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