Issue with Mods Dependent on Common Mod Tools in Joined Game

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Issue with Mods Dependent on Common Mod Tools in Joined Game

Postby ThatsSoJewish » 17 Aug 2017, 07:36

Hello All,

As the title states, I am unable to load mods dependent on 'Common Mod Tools,' but specifically when someone else is hosting the game. If you see the attached screen shots, I am able to enable these mods when I am the host. I have fully uninstalled/installed the game, client, supporting files, etc. Would someone please point me in the right direction?

Thanks,
TSJ
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myHost.png
myHost.png (290.99 KiB) Viewed 3440 times
otherHost.png
otherHost.png (290.2 KiB) Viewed 3440 times
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Re: Issue with Mods Dependent on Common Mod Tools in Joined

Postby ThatsSoJewish » 17 Aug 2017, 09:55

Here are the logs up to the point of joining the lobby. I hope the names are self-explanitory.
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MyHost-game.log
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Joined-game.log
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Re: Issue with Mods Dependent on Common Mod Tools in Joined

Postby watermelon » 17 Aug 2017, 14:01

From your joined-game.log:

info: ModsManager is missing dependency for UI mod - UI Party ---- (v13.0)
info: ModsManager is missing dependency for UI mod - EcoManager ---- (v11.0)

Seems like you're missing dependencies but I can't tell which ones...
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Re: Issue with Mods Dependent on Common Mod Tools in Joined

Postby ThatsSoJewish » 18 Aug 2017, 05:27

Here are the dependencies. As you can see I have everything necessary. I was able to use EcoManager v10 with no issue, but have not had time to compare the two.
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Re: Issue with Mods Dependent on Common Mod Tools in Joined

Postby R_Charger » 18 Aug 2017, 08:59

This is a known bug in the lobby code which has been around for ages. If you delete the characters within the curly brackets (the UUID) in the Requires line of the mod_info.lua of each mod they should still work. Alternatively, comment out this line and copy it minus the UUID. You just need to remember to keep common tools enabled.
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Re: Issue with Mods Dependent on Common Mod Tools in Joined

Postby watermelon » 20 Aug 2017, 13:27

I'm having the same issue as ThatsSoJewish. When I join a game hosted by someone else, EcoManager, Notifications and UI Party have missing dependencies:

faf mods.png
game hosted by someone else, dependencies are missing
faf mods.png (358.04 KiB) Viewed 3297 times

When I host my own game everything seems fine:

faf mods 2.png
hosting my own game, no dependencies missing
faf mods 2.png (242.79 KiB) Viewed 3297 times

Can you give an example of what the mod_info.lua files look like before and after your supposed change? I'm not sure what I should delete exactly.
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Re: Issue with Mods Dependent on Common Mod Tools in Joined

Postby ThatsSoJewish » 21 Aug 2017, 06:53

Watermelon,

Before Change:
name = "EcoManager"
uid = "ecbf6277-24e3-597a-b968-EcoManager-v11"
version = 11
copyright = "Crotalus"
description = "EcoManager, helps with micromanaging the economy, 3686 compatible"
author = "Crotalus"
url = ""
selectable = true
enabled = true
exclusive = false
ui_only = true
conflicts = {
"ecbf6277-24e3-437a-b968-EcoManager-v10",
"ecbf6277-24e3-437a-b968-EcoManager-v9",
"ecbf6277-24e3-437a-b968-EcoManager-v8",
"ecbf6277-24e3-437a-b968-EcoManager-v7",
"ecbf6277-24e3-437a-b968-EcoManager-v6",
"ecbf6277-24e3-437a-b968-EcoManager-v5",
"ecbf6277-24e3-437a-b968-EcoManager-v4",
"ecbf6277-24e3-437a-b968-75e7e7c67db9",
"21188cdf-ec69-43bd-b756-6140a84c0197",
"5c1ac506-03d3-4734-b6c1-0746592849c3",
"5f56b6fd-de36-44f1-ba2b-e7d012025f2a"
}
requires = {"zcbf6277-24e3-437a-b968-Common-v1"}
before = {"zcbf6277-24e3-437a-b968-Common-v1"}
after = {}

After Change:
name = "EcoManager"
uid = "ecbf6277-24e3-597a-b968-EcoManager-v11"
version = 11
copyright = "Crotalus"
description = "EcoManager, helps with micromanaging the economy, 3686 compatible"
author = "Crotalus"
url = ""
selectable = true
enabled = true
exclusive = false
ui_only = true
conflicts = {
"ecbf6277-24e3-437a-b968-EcoManager-v10",
"ecbf6277-24e3-437a-b968-EcoManager-v9",
"ecbf6277-24e3-437a-b968-EcoManager-v8",
"ecbf6277-24e3-437a-b968-EcoManager-v7",
"ecbf6277-24e3-437a-b968-EcoManager-v6",
"ecbf6277-24e3-437a-b968-EcoManager-v5",
"ecbf6277-24e3-437a-b968-EcoManager-v4",
"ecbf6277-24e3-437a-b968-75e7e7c67db9",
"21188cdf-ec69-43bd-b756-6140a84c0197",
"5c1ac506-03d3-4734-b6c1-0746592849c3",
"5f56b6fd-de36-44f1-ba2b-e7d012025f2a"
}
requires = {}
before = {"zcbf6277-24e3-437a-b968-Common-v1"}
after = {}


The line that says "Requires" is the only one that needs to change. I've only had partial success with this method. I am able to use UI Party and a script to get fake full screen, but ECOManager is still broken. While it does now allow me to select EcoManager, only certain parts of it work and only occasionally. The queuing of multiple MEXs to upgrade doesn't work, but when lvl2 if I tell a engi to assist a MEX it will ring it with mass storage.
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Re: Issue with Mods Dependent on Common Mod Tools in Joined

Postby PhilipJFry » 21 Aug 2017, 10:59

mex capping via assist is a FAF feature not an EcoManager thing
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Re: Issue with Mods Dependent on Common Mod Tools in Joined

Postby ThatsSoJewish » 22 Aug 2017, 00:59

Man.... I need to be more observant. I guess that setting is something I enabled when I first started FAF. Welp, thanks Philip. My problems seem to be solved now.

Side note, is there a guide to setting up the DevEnv for the most recent versions of FAF / Lobby / Client? The guide in the wiki is for Py2 and it's my understanding that (for the client at least) the projects have moved to Py3. I tried for a while to get the env set up, but some referenced methods were missing. I am new to Python... C-based languages, SQL, and asp.net are my specialties. and Visual Studio is stupid easy.
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