@RusLanParty Ok so I found out the reason for the error, & it has to do with latest version use of Naudio.dll, which some of my Mod files are not yet compatible with yet, so already this Naudio.dll v2.1 will be a problem for other Mods that still rely on older v1.8.8, if its not reverse compatible with them.
See the SHDVN error message I got below:
LOG: Post-policy reference: NAudio.Core, Version=2.1.0.0, Culture=neutral, PublicKeyToken=e279aa5131008a41
LOG: Attempting download of new URL file:///C:/Games/Grand Theft Auto V/scripts/NAudio.Core.DLL.
WRN: Comparing the assembly name resulted in the mismatch: Minor Version
ERR: Failed to complete setup of assembly (hr = 0x80131040). Probing terminated.
[17:09:35] [ERROR] The exception was thrown while executing the script NaV.Main.
[17:09:35] [WARNING] Aborted script NaV.Main.
at System.Threading.Thread.AbortInternal()
at System.Threading.Thread.Abort()
at SHVDN.Script.Abort()
at SHVDN.Script.DoTick()
at SHVDN.Script.MainLoop
Ok so I found out the reason for the error, & it has to do with latest version use of Naudio.dll, which some of my Mod files are not yet compatible with yet, so already this Naudio.dll v2.1 will be a problem for other Mods that still rely on older v1.8.8, if its not reverse compatible with them.
See the SHDVN error message I got below:
LOG: Post-policy reference: NAudio.Core, Version=2.1.0.0, Culture=neutral, PublicKeyToken=e279aa5131008a41
LOG: Attempting download of new URL file:///C:/Games/Grand Theft Auto V/scripts/NAudio.Core.DLL.
WRN: Comparing the assembly name resulted in the mismatch: Minor Version
ERR: Failed to complete setup of assembly (hr = 0x80131040). Probing terminated.
[17:09:35] [ERROR] The exception was thrown while executing the script NaV.Main.
[17:09:35] [WARNING] Aborted script NaV.Main.
at System.Threading.Thread.AbortInternal()
at System.Threading.Thread.Abort()
at SHVDN.Script.Abort()
at SHVDN.Script.DoTick()
at SHVDN.Script.MainLoop()
@RusLanParty Ok so I finally got to testing this mod out during this week, & it is definitely a huge fix in upgrade, from last update release (which left us hanging for a while).
Now currently I'm still testing out other various scenario's, & seeing how well it performs, especially against my Mod (Army At SixStars), though I have seen some room for additional improvements. Nonetheless, for now I can say its fully functional & truly incredible stuff.
Though my major concern remains with Plane Configuring/customization input. As I have recently tried out the Mq-4c (US Navy UAV) using the 'Drone Swarming' strike option. I must say, at first it looked utterly spectacular seeing the Drones come at you in a vertical lined-up formation, then dropping their Emp bombs. However thats how far as it went, because after the drone left, they could not completely clear off the map, or be removed by the Mod/game (you could still see them fiying on Cam-view or their pilots falling out the sky).
Now to point out some good news , I was able to successfully get several B (b-2/b21) stealth bomber Planes, configured to work as a "Carpet Bomber", more than 80% of the time, while other times they would appear to get stuck around Mountains or high valley areas. The Sound & Visual Fx's is truly World-class level Bro!
P.s. Don't forget about my last suggestion/Request, regarding adding a "double button Press" for Mod Menu display, for game control users, instead of relying on a "Single Press Button". As this would be another huge add-on & improvement for menu access convenience.
@RusLanParty Yea I'm definitely going to retrieve it from the SHVDN log pretty soon, but at first I thought it had something to do with your updated 'Naudio.dll' file added with the package.
However when I reverted back to v1.8.8, the same error causing 'script to abort' had shown up several times again. The first Nav mod release did not do/cause this particular error.
@comradefox No Un-installing needed, as your not installing anything when using Visual basic script.
However if you simply wish to keep the mod from loading up, just remove the "Army V2" or "Army V3" folder outside the game directory 'Script' folder.
As for removing specific Tanks from spawning, just locate the line from the Vb source code, showing the particular Army branch, like "Army Tank", & simply delete the entire single line that shows the vehicle name model for spawning it, & thats it.
@ekkoinseconds Planes are configurable & operated by the Army Navy. The Army's intercept planes target player or its allies while there on foot, in vehicle or in any airborne aircraft, this includes if you're a Super Hereo with flying abilities too.
The weapons are mostly customizable within mod ini file; primarily making use of barrage missile's, guided missiles & gunner option.
It is possible for certain dispatch planes like, b2 or b21 stealth bomber to be utilized, to drop carpet bombs as well, though I tend to avoid it due to causing unnecessary casualties from friendly fire on nearby Army personnel.
Whats fascinating & unique about this particular Precision Strike Mod, is you can level the playing field by calling in your own Air-defense protection against my Airforce Interecept Mod. I've been waiting to get these two mods playing together & seeing how well they behave :)
P.s. I also have a "Army At SixStars" mod that goes along with the 'Airforce Intercept' mod as well.
@RusLanParty Awesome work Bro, in getting this new overhaul update out so fast, truly can't wait to test this out.
Now one thing I did forget to mention to you, as this issue is from prior time ago. But were you able to add the dual button game-pad selection for Mod menu display & exit?
Currently when viewing the PS mod ini file, I'm still seeing a 'single button' press for menu activation on game-pad control, which as I have mentioned in the past is not a good approach, & will/may discourage game-pad users from using this. Adding a dual press button approach, as many dev's have done in their mods, is better efficient technique, as it helps avoid accidental/needless actions on the game-player part.
I could always send you the sample code set for achieving this, if you'd like, just let me know.
@houaryou Bro I had to come back and say, I'm loving the new property selling & investment strategy feature.
The immersion features your adding is truly incredible stuff & high quality modding.
P.S. I hope one day, you'll be able to add the "Starks" mansion to your mod list of properties.
@RusLanParty Ok so I found out the reason for the error, & it has to do with latest version use of Naudio.dll, which some of my Mod files are not yet compatible with yet, so already this Naudio.dll v2.1 will be a problem for other Mods that still rely on older v1.8.8, if its not reverse compatible with them.
See the SHDVN error message I got below:
LOG: Post-policy reference: NAudio.Core, Version=2.1.0.0, Culture=neutral, PublicKeyToken=e279aa5131008a41
LOG: Attempting download of new URL file:///C:/Games/Grand Theft Auto V/scripts/NAudio.Core.DLL.
WRN: Comparing the assembly name resulted in the mismatch: Minor Version
ERR: Failed to complete setup of assembly (hr = 0x80131040). Probing terminated.
[17:09:35] [ERROR] The exception was thrown while executing the script NaV.Main.
[17:09:35] [WARNING] Aborted script NaV.Main.
at System.Threading.Thread.AbortInternal()
at System.Threading.Thread.Abort()
at SHVDN.Script.Abort()
at SHVDN.Script.DoTick()
at SHVDN.Script.MainLoop
Ok so I found out the reason for the error, & it has to do with latest version use of Naudio.dll, which some of my Mod files are not yet compatible with yet, so already this Naudio.dll v2.1 will be a problem for other Mods that still rely on older v1.8.8, if its not reverse compatible with them.
See the SHDVN error message I got below:
LOG: Post-policy reference: NAudio.Core, Version=2.1.0.0, Culture=neutral, PublicKeyToken=e279aa5131008a41
LOG: Attempting download of new URL file:///C:/Games/Grand Theft Auto V/scripts/NAudio.Core.DLL.
WRN: Comparing the assembly name resulted in the mismatch: Minor Version
ERR: Failed to complete setup of assembly (hr = 0x80131040). Probing terminated.
[17:09:35] [ERROR] The exception was thrown while executing the script NaV.Main.
[17:09:35] [WARNING] Aborted script NaV.Main.
at System.Threading.Thread.AbortInternal()
at System.Threading.Thread.Abort()
at SHVDN.Script.Abort()
at SHVDN.Script.DoTick()
at SHVDN.Script.MainLoop()
@RusLanParty Ok so I finally got to testing this mod out during this week, & it is definitely a huge fix in upgrade, from last update release (which left us hanging for a while).
Now currently I'm still testing out other various scenario's, & seeing how well it performs, especially against my Mod (Army At SixStars), though I have seen some room for additional improvements. Nonetheless, for now I can say its fully functional & truly incredible stuff.
Though my major concern remains with Plane Configuring/customization input. As I have recently tried out the Mq-4c (US Navy UAV) using the 'Drone Swarming' strike option. I must say, at first it looked utterly spectacular seeing the Drones come at you in a vertical lined-up formation, then dropping their Emp bombs. However thats how far as it went, because after the drone left, they could not completely clear off the map, or be removed by the Mod/game (you could still see them fiying on Cam-view or their pilots falling out the sky).
Now to point out some good news , I was able to successfully get several B (b-2/b21) stealth bomber Planes, configured to work as a "Carpet Bomber", more than 80% of the time, while other times they would appear to get stuck around Mountains or high valley areas. The Sound & Visual Fx's is truly World-class level Bro!
P.s. Don't forget about my last suggestion/Request, regarding adding a "double button Press" for Mod Menu display, for game control users, instead of relying on a "Single Press Button". As this would be another huge add-on & improvement for menu access convenience.
@RusLanParty Yea I'm definitely going to retrieve it from the SHVDN log pretty soon, but at first I thought it had something to do with your updated 'Naudio.dll' file added with the package.
However when I reverted back to v1.8.8, the same error causing 'script to abort' had shown up several times again. The first Nav mod release did not do/cause this particular error.
@comradefox No Un-installing needed, as your not installing anything when using Visual basic script.
However if you simply wish to keep the mod from loading up, just remove the "Army V2" or "Army V3" folder outside the game directory 'Script' folder.
As for removing specific Tanks from spawning, just locate the line from the Vb source code, showing the particular Army branch, like "Army Tank", & simply delete the entire single line that shows the vehicle name model for spawning it, & thats it.
@RusLanParty, Umm strange but I'm getting a fatal exception error when loading the version 2 of this Nav mod for some reason?
I have all requirements in place already.
@ekkoinseconds Planes are configurable & operated by the Army Navy. The Army's intercept planes target player or its allies while there on foot, in vehicle or in any airborne aircraft, this includes if you're a Super Hereo with flying abilities too.
The weapons are mostly customizable within mod ini file; primarily making use of barrage missile's, guided missiles & gunner option.
It is possible for certain dispatch planes like, b2 or b21 stealth bomber to be utilized, to drop carpet bombs as well, though I tend to avoid it due to causing unnecessary casualties from friendly fire on nearby Army personnel.
Whats fascinating & unique about this particular Precision Strike Mod, is you can level the playing field by calling in your own Air-defense protection against my Airforce Interecept Mod. I've been waiting to get these two mods playing together & seeing how well they behave :)
P.s. I also have a "Army At SixStars" mod that goes along with the 'Airforce Intercept' mod as well.
@ekkoinseconds Well I could suggest you check out my 'Airforce intercept when wanted' Mod, in that case.
This mod as it is, is a Masterpiece.
@RusLanParty Awesome work Bro, in getting this new overhaul update out so fast, truly can't wait to test this out.
Now one thing I did forget to mention to you, as this issue is from prior time ago. But were you able to add the dual button game-pad selection for Mod menu display & exit?
Currently when viewing the PS mod ini file, I'm still seeing a 'single button' press for menu activation on game-pad control, which as I have mentioned in the past is not a good approach, & will/may discourage game-pad users from using this. Adding a dual press button approach, as many dev's have done in their mods, is better efficient technique, as it helps avoid accidental/needless actions on the game-player part.
I could always send you the sample code set for achieving this, if you'd like, just let me know.