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Mod Loading Order Tips
In General ...
ON TOP OF LOAD ORDER
Game changing mods above Pet Cemetery (CQS, extra firewood, faster walking, lower Crimson Curse chance, etc.)
IN MIDDLE
Dungeons (like Pet Cemetery)
Monster Mods
BOTTOM
Class Mods
i got a crash when im trying to do the first quest of pet cemetery
the line of code that appear during loading of the first quest is
Assert Failed: (m_ResourceEntryPool.empty() == false) Resource Manager:: Obtain ResourceInternal in resource_manager.cpp line 309 Out of resource entries! Increase .max_resource_entries in /shared/resource_manager.setup or use command line (-additional_max_r
before crashing
Thanks for the clarifications!
~cheers
},
"13" : {
"id" : "soul_stone_02",
"type" : "estate",
"amount" : 1
},
"14" : {
"id" : "soul_stone_07",
"type" : "estate",
"amount" : 2
Am I not supposed to see/use "soul_stone_07" ?
Im using the Ringmaster (Lite) Class mod and The Ringmaster Boss Fight, and The Reworked Monk class, all loaded under Pet Cemetery in the Load Order
~cheers
(opened with a save editor)
"5" : {
"id" : "soul_stone_07",
"type" : "estate",
"amount" : 1
},
Other mods that add new provisions like Vermintides Warpstone or The Mountain (updated)'s Warmstones have no trouble showing up in my provisions
Asu Herhera Pet Cemetery does have custom dungeon and battle music based on light level, but Pet Cemetery core mod must be placed ABOVE any other modded dungeons in load order; only the TOP dungeon's music will play. You can manually change or order between dungeons. Good hunting!