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P.s. just copy someone`s answer from reddit that worked for me
P.s.s Maybe even your own answer judging by nickname similarity 😁
I can't figure out what to do with it.
from what the error message says it seems a callback is being set up with no function, though I'm not sure why this would happen unless maybe something is also messing with the callback system or a mod is set up wrong
[INFO] - [warn] no animation named Idle
[INFO] - [warn] no animation named Yellow
[INFO] - [warn] no animation named Yellow
[INFO] - [warn] no animation named Yellow
[INFO] - [warn] no animation named Yellow
[INFO] - [warn] no animation named
[INFO] - [warn] no animation named Idle2
[INFO] - [warn] no animation named Idle
[INFO] - [warn] no animation named Idle
[INFO] - music stopped playing
[INFO] - [warn] no music for ID 35 ().
[INFO] - Error in "PostRender" call: ...ac Rebirth/mods/!!!!!!!!!modprofiler_2505060515/main.lua:426: attempt to call a nil value (upvalue 'callbackFn')
This is the earlier part of a series of red error messages. Could it be caused by AntiCrash or Music Mod Callback?
if you look at your log file and find errors are there any mentions of other mods or is it just the bit in your comment?
I haven't installed repentogon. Is this the cause of the error? Could you fix this error? If you need more error log, please let me know. I'm more than willing to assist you in resolving this issue.Thank you.
if it wasn't you then sorry for jumping to conclusions but you can understand why I would think that given the timing
Guineatown saying 'lots' doesn't exactly help, could you maybe share some specific errors, if there are repeats maybe open the log.txt file and see which are the first few to appear
No longer do I have to manually binarialy disable/enable all my mods untill the suspect is found.
I am saved.
as of right now i cant do that because theres so much text and i cant see through the text
instead when you get an issue you can check the debug console (~) and see if there's any error messages that list a particular mod, even if you don't get any messages it's fairly easy to determine if one mod is broken even if you have 100
just disable 50 and see if the issue occurs, if not then its one of the 50 you disabled, if it does then its one of the 50 you left on, then just take the 50 with the issue and split that in half too, checking 25 mods and seeing if it happens, then check 12 mods, then 6, then 3, then go individually, that's 8 checks instead of 100
although if the problem is 2 mods being incompatible with each other and working fine individually that could make things a bit more complicated, but you can still test batches of mods at a time