Jump to content

Can someone make this MorePlayerModels mod work with 1.15.2?


Recommended Posts

Hey Guys, I need some help, I'm trying to fix this for myself but I am not very good a java.

I'd be very glad to get some help with this, if you already have/will get More Player Models fixed and working with 1.15.2 please tell me in the forum conversation boxes down below and post a link to your download for the "Updated" mod.

Original here: https://www.curseforge.com/minecraft/mc-mods/more-player-models

the version I have had downloaded for a while is the 1.12.2 compatible version of the mod.

 I'm gonna try to fix it myself, but as I said, I'm not good a java programing. I know c#, and that it is similar to Java. But I'd be grateful for any help. 

P.S the image below shows what I did wrong when originally trying to be updating the mod, if you want a download link of the File I tried to fix, I'll give it to you.

If you know any alternative mod that do the same thing as More Player Models, please tell me

error.png

Edited by ImpoliteSand868
Link to comment
Share on other sites

Mods do not work across Minecraft versions. You will have to rewrite the mod.

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

Link to comment
Share on other sites

17 minutes ago, DavidM said:

Mods do not work across Minecraft versions. You will have to rewrite the mod.

Ok, well, do you know any tutorials for that. Cause I switched from mcpe and I'm more used to that cause most texture packs and addons work with most versions. Maybe you know some other mod that allows you to edit player limb size(legs, arms, torso, head)(So i could even become a tiny baby-like mc player, or giant) and lets you morph to mobs that I could use for 1.15? 

 

Edited by ImpoliteSand868
Link to comment
Share on other sites

55 minutes ago, ImpoliteSand868 said:

Cause I switched from mcpe and I'm more used to that cause most texture packs and addons work with most versions.

If you want to change the player model and makes it constant (no more changing of the model in-game), then you could use a data pack (or is it called texture pack?) to edit the player model.

 

If you want the player to be able to change his/her player model in-game, then you have to use a mod.

Unfortunately I do not know any mod that does that in 1.15.

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

Link to comment
Share on other sites

Just now, DavidM said:

If you want to change the player model and makes it constant (no more changing of the model in-game), then you could use a data pack (or is it called texture pack?) to edit the player model.

 

If you want the player to be able to change his/her player model in-game, then you have to use a mod.

Unfortunately I do not know any mod that does that in 1.15.

Ok, well, I'll keep looking, but I wanna keep this post up so others can share their thought, somebody has to know what to do

Link to comment
Share on other sites

Here is the mods.toml code for this, just in case anyone needs it.

# This is an example mods.toml file. It contains the data relating to the loading mods.
# There are several mandatory fields (#mandatory), and many more that are optional (#optional).
# The overall format is standard TOML format, v0.5.0.
# Note that there are a couple of TOML lists in this file.
# Find more information on toml format here: https://github.com/toml-lang/toml
# The name of the mod loader type to load - for regular FML @Mod mods it should be javafml
modLoader="javafml" #mandatory
# A version range to match for said mod loader - for regular FML @Mod it will be the forge version
loaderVersion="[28,)" #mandatory (28 is current forge version)
# A URL to refer people to when problems occur with this mod
issueTrackerURL="https://github.com/ldtteam/Performant/issues" #optional
# A list of mods - how many allowed here is determined by the individual mod loader
[[mods]] #mandatory
# The modid of the mod
modId="performant" #mandatory
# The version number of the mod - there's a few well known ${} variables useable here or just hardcode it
version="2.07m" #mandatory
 # A display name for the mod
displayName="More Player Models" #mandatory
# A URL to query for updates for this mod. See the JSON update specification <here>
#updateJSONURL="http://curseforge.com/minecraft/mc-mods/search?search=More Player Models" #optional
# A URL for the "homepage" for this mod, displayed in the mod UI
displayURL="https://github.com/ldtteam/Performant/" #optional
# A file name (in the root of the mod JAR) containing a logo for display
#logoFile="MorePlayerModelsmod.png" #optional
# A text field displayed in the mod UI
#credits="I didn't create this mod, to find the creator, go to Curseforge.com/minecraft/mc-mods/search?search=More Player Models" #optional
# A text field displayed in the mod UI
#authors="Love, Cheese and small house plants" #optional
# The description text for the mod (multi line!) (#mandatory)
description='''
Edit you player to your hearts content.
'''
# A dependency - use the . to indicate dependency for a specific modid. Dependencies are optional.
[[dependencies.MorePlayerModelsmod]]
    modId="minecraft"
    mandatory=true
    versionRange="[1.15,1.16]"
    ordering="NONE"
    side="BOTH"

Edited by ImpoliteSand868
Link to comment
Share on other sites

1 minute ago, ImpoliteSand868 said:

Here is the mods.toml code for this, just in case anyone needs it.

# This is an example mods.toml file. It contains the data relating to the loading mods.
# There are several mandatory fields (#mandatory), and many more that are optional (#optional).
# The overall format is standard TOML format, v0.5.0.
# Note that there are a couple of TOML lists in this file.
# Find more information on toml format here: https://github.com/toml-lang/toml
# The name of the mod loader type to load - for regular FML @Mod mods it should be javafml
modLoader="javafml" #mandatory
# A version range to match for said mod loader - for regular FML @Mod it will be the forge version
loaderVersion="[28,)" #mandatory (28 is current forge version)
# A URL to refer people to when problems occur with this mod
issueTrackerURL="https://github.com/ldtteam/Performant/issues" #optional
# A list of mods - how many allowed here is determined by the individual mod loader
[[mods]] #mandatory
# The modid of the mod
modId="performant" #mandatory
# The version number of the mod - there's a few well known ${} variables useable here or just hardcode it
version="2.07m" #mandatory
 # A display name for the mod
displayName="More Player Models" #mandatory
# A URL to query for updates for this mod. See the JSON update specification <here>
#updateJSONURL="http://curseforge.com/minecraft/mc-mods/search?search=More Player Models" #optional
# A URL for the "homepage" for this mod, displayed in the mod UI
displayURL="https://github.com/ldtteam/Performant/" #optional
# A file name (in the root of the mod JAR) containing a logo for display
#logoFile="MorePlayerModelsmod.png" #optional
# A text field displayed in the mod UI
#credits="I didn't create this mod, to find the creator, go to Curseforge.com/minecraft/mc-mods/search?search=More Player Models" #optional
# A text field displayed in the mod UI
#authors="Love, Cheese and small house plants" #optional
# The description text for the mod (multi line!) (#mandatory)
description='''
Edit you player to your hearts content.
'''
# A dependency - use the . to indicate dependency for a specific modid. Dependencies are optional.
[[dependencies.MorePlayerModelsmod]]
    modId="minecraft"
    mandatory=true
    versionRange="[1.15,1.16]"
    ordering="NONE"
    side="BOTH"

Im gonna try to set the loader version, but does anyone know how to change the javafml to match latest?

 

Link to comment
Share on other sites

5 minutes ago, ImpoliteSand868 said:

Im gonna try to set the loader version, but does anyone know how to change the javafml to match latest?

 

... No. This WILL NOT work.

Changing the FML version will fool Forge into loading the mod, but mods across versions are not compatible AT ALL. The codebase for 1.12.2 and 1.15 is completely different, and mods in 1.12.2 use code that no longer exists (or work the same way) in 1.15. This will result in a crash.

Edited by DavidM

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

Link to comment
Share on other sites

3 minutes ago, DavidM said:

... No. This WILL NOT work.

Changing the FML version will fool Forge into loading the mod, but mods across versions are not compatible AT ALL. The codebase for 1.12.2 and 1.15 is completely different, and mods in 1.12.2 use code that no longer exists (or work the same way) in 1.15. This will result in a crash.

So, what I'm getting, is that One: I'll have to change every reference to any older versions. Two: I'll basically completely rewrite this mod, then it'll hopefully work?

Or could I get a later version like 1.13, I think that's the latest available. and try to edit that

Edited by ImpoliteSand868
Link to comment
Share on other sites

4 minutes ago, ImpoliteSand868 said:

I'll have to change every reference to any older versions.

Kind of. However not only references change across versions, but also concepts, practices, and the way the game works. You will have to change a lot from 1.12 to 1.15 (almost completely rewriting).

 

4 minutes ago, ImpoliteSand868 said:

I'll basically completely rewrite this mod, then it'll hopefully work?

Yes.

 

4 minutes ago, ImpoliteSand868 said:

Or could I get a later version like 1.13, I think that's the latest available. and try to edit that

No. 1.13 is very different from 1.12. This still will not work.

In general, mods across all versions will not work with any other version of Minecraft. They are fundamentally not compatible. There might be exceptions such as 1.15.1 -> 1.15.2, but that only works if the Modder is lucky and never use any code that was changed in the progress (which rarely happens).

Edited by DavidM

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

Link to comment
Share on other sites

2 minutes ago, DavidM said:

Yes.

 

No. 1.13 is very different from 1.12. This still will not work.

In general, mods across all versions will not work with any other version of Minecraft. They are fundamentally not compatible. There might be exceptions such as 1.15.1 -> 1.15.2, but that only works if the Modder is lucky and never use any code that was changed in the progress (which rarely happens).

Ok, well, maybe somebody on this forum could take a look at the attached links above and do whatever they need to do? I'm not a pro coder when it comes to java, I mostly do c# and visual basic

Link to comment
Share on other sites

C# and Java are very similar syntax-wise. Java would be very easy to learn if you are familiar with C#.

Edited by DavidM

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

Link to comment
Share on other sites

49 minutes ago, DavidM said:

C# and Java are very similar syntax-wise. Java would be very easy to learn if you are familiar with C#.

Thanks DavidM, I'm gonna try to do this, but I'm also gonna change the title and description so more people can understand the issue.

Also I'm gonna ask people to update it(Just in case I cannot do it soon)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hi, I want to make a client-only mod, everything is ok, but when I use shaders, none of the textures rendered in RenderLevelStageEvent nor the crow entity model are rendered, I want them to be visible, because it's a horror themed mod Here is how i render the crow model in the CrowEntityRenderer<CrowEntity>, by the time i use this method, i know is not the right method but i don't think this is the cause of the problem, the renderType i'm using is entityCutout @Override public void render(CrowEntity p_entity, float entityYaw, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight) { super.render(p_entity, entityYaw, partialTick, poseStack, bufferSource, packedLight); ClientEventHandler.getClient().crow.renderToBuffer(poseStack, bufferSource.getBuffer(ClientEventHandler.getClient().crow .renderType(TEXTURE)), packedLight, OverlayTexture.NO_OVERLAY, Utils.rgb(255, 255, 255)); } Here renderLevelStage @Override public void renderWorld(RenderLevelStageEvent e) { horrorEvents.draw(e); } Here is how i render every event public void draw(RenderLevelStageEvent e) { for (HorrorEvent event : currentHorrorEvents) { event.tick(e.getPartialTick()); event.draw(e); } } Here is how i render the crow model on the event @Override public void draw(RenderLevelStageEvent e) { if(e.getStage() == RenderLevelStageEvent.Stage.AFTER_ENTITIES) { float arcProgress = getArcProgress(0.25f); int alpha = (int) Mth.lerp(arcProgress, 0, 255); int packedLight = LevelRenderer.getLightColor(Minecraft.getInstance().level, blockPos); VertexConsumer builder = ClientEventHandler.bufferSource.getBuffer(crow); Crow<CreepyBirdHorrorEvent> model = ClientEventHandler .getClient().crow; model.setupAnim(this); RenderHelper.renderModelInWorld(model, position, offset, e.getCamera(), e.getPoseStack(), builder, packedLight, OverlayTexture.NO_OVERLAY, alpha); builder = ClientEventHandler.bufferSource.getBuffer(eyes); RenderHelper.renderModelInWorld(model, position, offset, e.getCamera(), e.getPoseStack(), builder, 15728880, OverlayTexture.NO_OVERLAY, alpha); } } How i render the model public static void renderModelInWorld(Model model, Vector3f pos, Vector3f offset, Camera camera, PoseStack matrix, VertexConsumer builder, int light, int overlay, int alpha) { matrix.pushPose(); Vec3 cameraPos = camera.getPosition(); double finalX = pos.x - cameraPos.x + offset.x; double finalY = pos.y - cameraPos.y + offset.y; double finalZ = pos.z - cameraPos.z + offset.z; matrix.pushPose(); matrix.translate(finalX, finalY, finalZ); matrix.mulPose(Axis.XP.rotationDegrees(180f)); model.renderToBuffer(matrix, builder, light, overlay, Utils .rgba(255, 255, 255, alpha)); matrix.popPose(); matrix.popPose(); } Thanks in advance
    • Here's the link: https://mclo.gs/7L5FibL Here's the link: https://mclo.gs/7L5FibL
    • Also the mod "Connector Extras" modifies Reach-entity-attributes and can cause fatal errors when combined with ValkrienSkies mod. Disable this mod and continue to use Syntra without it.
    • Hi everyone. I was trying modify the vanilla loot of the "short_grass" block, I would like it drops seeds and vegetal fiber (new item of my mod), but I don't found any guide or tutorial on internet. Somebody can help me?
    • On 1.20.1 use ValkrienSkies mod version 2.3.0 Beta 1. I had the same issues as you and it turns out the newer beta versions have tons of unresolved incompatibilities. If you change the version you will not be required to change the versions of eureka or any other additions unless prompted at startup. This will resolve Reach-entity-attributes error sound related error and cowardly errors.
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.