Same issue. I installed the mod manually, not via any mod manager. The folder should be placed correctly within the mods folder.
Here a post of my logs from the SMAPI console:
[SMAPI] SMAPI 4.2.1 with Stardew Valley 1.6.15 build 24356 on Microsoft Windows 11 Pro [SMAPI] Mods go here: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods [SMAPI] Waiting for game to launch... [SMAPI] Loading mod metadata... [SMAPI] Loading mods... [SMAPI] Loaded 5 mods: [SMAPI] Console Commands 4.2.1 by SMAPI | Adds SMAPI console commands that let you manipulate the game. [SMAPI] Generic Mod Config Menu 1.14.1 by spacechase0 | Adds an in-game UI to edit other mods' config options (for mods which support it). [SMAPI] GMCM Options 1.6.0 by Jamie Taylor | Provides complex Option types for Generic Mod Config Menu [SMAPI] Range Highlight 4.2.1 by Jamie Taylor | Highlights ranges for scarecrows, sprinklers, etc. [SMAPI] Save Backup 4.2.1 by SMAPI | Automatically backs up all your saves once per day into its folder. [SMAPI] Skipped mods [SMAPI] -------------------------------------------------- [SMAPI] These mods could not be added to your game. [SMAPI] - Daily Luck HUD 1.0.1 because its DLL couldn't be loaded. [SMAPI] Patched game code [SMAPI] -------------------------------------------------- [SMAPI] These mods directly change the game code. They're more likely to cause errors or bugs in-game; if [SMAPI] your game has issues, try removing these first. Otherwise you can ignore this warning. [SMAPI] - GMCM Options [SMAPI] Launching mods... [SMAPI] Mods loaded and ready!
Interesting: It started working after adding "BetterRanching" Mod.
Perhaps there is a lib dependency in your dll that is not properly included?
Would be a plausible explanation to me. It's been a whil since I coded c#/.net but I suppose this is no issue as long as other mods/dll include the needed dependency and it's likely to never be an issue for a mod-devs setup, because they would probably run lots of mods.
Okay, I'll check that out and fix the problem. Try installing the mod with the mod manager if possible; it works fine there.
It's probably due to the lib dependencies, as some are assigned but not really used yet. These are for new features of the mod that I wanted to add later.
I'll review all dependencies again and remove any "older" ones that aren't needed, and then the problem should no longer occur.
Hi! I hate to tell you that version 1.0.2 still seems to have that same issue (removed "BetterRanching" and tested 1.0.2 a, got the same error). See the trace log at the end of this msg.
I tinkered a bit around and found the actual reason which seems to be the mod load order. Your mod can't be loaded because it seems to need GenericModConfigMenu (NOTE: it seems also this mod is required, last time I checked I think it said it is optional?). That mod must be loaded before. Somehow SMAPI seems to automatically create a loading order depending on the mod-folder path name lexically (from a to z).
I could fix the problem locally by simply renaming the mod folder to "ZDailyLuckHUD" :D
You can make SMAPI check dependencies and then the loading order will be correct by simply adding (what "BetterRanching" also does) to the manifest.json: "Dependencies": [ { "UniqueID": "spacechase0.GenericModConfigMenu", "IsRequired": false //(or is it actually false? :D) } ]
*Error* [13:21:58 ERROR SMAPI] Skipped mods [13:21:58 ERROR SMAPI] -------------------------------------------------- [13:21:58 ERROR SMAPI] These mods could not be added to your game. [13:21:58 ERROR SMAPI] - Daily Luck HUD 1.0.2 because its DLL couldn't be loaded. [13:21:58 TRACE SMAPI](Error: System.Exception: Rewriting DailyLuckHUD.dll failed. ---> Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'GenericModConfigMenu, Version=1.14.1.0, Culture=neutral, PublicKeyToken=null' at Mono.Cecil.BaseAssemblyResolver.Resolve(AssemblyNameReference name, ReaderParameters parameters) at Mono.Cecil.DefaultAssemblyResolver.Resolve(AssemblyNameReference name) at Mono.Cecil.MetadataResolver.Resolve(TypeReference type) at Mono.Cecil.MetadataResolver.Resolve(MethodReference method) at StardewModdingAPI.Framework.ModLoading.Finders.ReferenceToInvalidMemberFinder.Handle(ModuleDefinition module, ILProcessor ...
Hope it helps for the manual install. Wish you the best. (not sure when I get the time for another such debug session, but was fun so far)
Thanks a lot for the detailed feedback and for taking the time to dig into the issue that really helped.
You're totally right, the missing dependency entry for GMCM in the manifest was the problem.
Funny enough, I didn’t run into the error myself during development, so I didn’t even think about it anymore after adding GMCM later on. Everything just worked on my end, and no one else mentioned it either until now. 😅
I’ve added the dependency entry now and uploaded version 1.0.3 to Nexus. Really appreciate your help that kind of feedback is super valuable.
Hi, I made the Spanish translation of your mod and I wanted to ask: I saw you updated the mod — is there any new content that needs to be translated? That way I can keep the translation up to date.
Hello, and thank you for your message. At this time, nothing has changed regarding translation content — all current and future translations will be handled by me directly. Should that ever change, I’ll make an announcement accordingly. Thanks again for your interest and understanding.
Hi, you're welcome! By the way, I didn’t quite understand what you meant by “all current and future translations will be handled by me directly.” Does that mean I need to delete my post?
Hi, thank you again for your interest and contribution!
To clarify: I’m personally handling all current and future translations of the mod to ensure consistency in quality, structure, and updates across all supported languages.
Since your translation covers a language that is already (or will soon be) officially included in the main mod, a separate mod page is unfortunately not necessary and may confuse users.
Therefore, I kindly ask you to remove your translation mod page to avoid duplication. I truly appreciate your understanding and support! 😊
I have no problem with removing or hiding my post, but why don't you download my translation and add it to your mod (or I can send it to you)?
I have extensive experience translating mods, and the quality is guaranteed since my translations are done according to my high standards. I can also guarantee updates to the translation as needed, just as I do with all my translations. I do things with the same quality that I would like to receive, so I can't do anything less than that.
I invite you to check my profile, you’ll surely understand what I’m talking about.
In any case, I'm available for whatever you decide to do.
Hey, Thanks again for the offer – I can see you put a lot of care into your translations, and that’s really cool.
For this mod though, I’ve decided to handle all translations myself. Since it’s a pretty small mod with just a handful of lines (mostly HUD and config menu stuff), there’s not really enough content to justify separate translation uploads or standalone language mods. It’s not like a huge quest mod with tons of dialogue where that kind of thing makes sense.
To keep things tidy and consistent, I’ve already added official translations for several languages (including Spanish) and will keep them updated as needed.
I hope that makes sense – and I’d appreciate it if you could remove (if not already happened) your post so everything stays centralized in one place.
Hi, of course, I understand and I’m not bothered by your decision. But do you speak Spanish? Even if it’s just a small amount of text, it’s important to convey the information clearly, which is why I offered to let you include my translation in the mod.
For example, Pathoschild prefers translations to be submitted so he can add them directly to his mods (that’s how we did it for Central Station). I keep track of his mod so that if he adds new content, I get notified and can update the translation and send it back with the new content included.
If you’d like, I can take a look at the Spanish translation you’ve done, and if there’s anything unclear, I can suggest how to improve it—assuming you don’t speak Spanish and used some translation software.
Hi! Yes, all the screenshots are in German, but the mod fully supports multiple languages — including English. All in-game texts and settings will appear in the language you've selected in Stardew Valley, as long as it’s one of the supported ones (like English, Spanish, French, etc.).
You can also find this info in the mod description, along with a full list of supported languages.
17 comments
To help figure out what’s going wrong, could you please check a few things?
Happy to help you get it running!
I installed the mod manually, not via any mod manager. The folder should be placed correctly within the mods folder.
Here a post of my logs from the SMAPI console:
[SMAPI] SMAPI 4.2.1 with Stardew Valley 1.6.15 build 24356 on Microsoft Windows 11 Pro
[SMAPI] Mods go here: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods
[SMAPI] Waiting for game to launch...
[SMAPI] Loading mod metadata...
[SMAPI] Loading mods...
[SMAPI] Loaded 5 mods:
[SMAPI] Console Commands 4.2.1 by SMAPI | Adds SMAPI console commands that let you manipulate the game.
[SMAPI] Generic Mod Config Menu 1.14.1 by spacechase0 | Adds an in-game UI to edit other mods' config options (for mods which support it).
[SMAPI] GMCM Options 1.6.0 by Jamie Taylor | Provides complex Option types for Generic Mod Config Menu
[SMAPI] Range Highlight 4.2.1 by Jamie Taylor | Highlights ranges for scarecrows, sprinklers, etc.
[SMAPI] Save Backup 4.2.1 by SMAPI | Automatically backs up all your saves once per day into its folder.
[SMAPI] Skipped mods
[SMAPI] --------------------------------------------------
[SMAPI] These mods could not be added to your game.
[SMAPI] - Daily Luck HUD 1.0.1 because its DLL couldn't be loaded.
[SMAPI] Patched game code
[SMAPI] --------------------------------------------------
[SMAPI] These mods directly change the game code. They're more likely to cause errors or bugs in-game; if
[SMAPI] your game has issues, try removing these first. Otherwise you can ignore this warning.
[SMAPI] - GMCM Options
[SMAPI] Launching mods...
[SMAPI] Mods loaded and ready!
Perhaps there is a lib dependency in your dll that is not properly included?
Would be a plausible explanation to me. It's been a whil since I coded c#/.net but I suppose this is no issue as long as other mods/dll include the needed dependency and it's likely to never be an issue for a mod-devs setup, because they would probably run lots of mods.
Just a guess, hope it helps.
It's probably due to the lib dependencies, as some are assigned but not really used yet. These are for new features of the mod that I wanted to add later.
I'll review all dependencies again and remove any "older" ones that aren't needed, and then the problem should no longer occur.
Thanks for your feedback.
I hate to tell you that version 1.0.2 still seems to have that same issue (removed "BetterRanching" and tested 1.0.2 a, got the same error). See the trace log at the end of this msg.
I tinkered a bit around and found the actual reason which seems to be the mod load order. Your mod can't be loaded because it seems to need GenericModConfigMenu (NOTE: it seems also this mod is required, last time I checked I think it said it is optional?). That mod must be loaded before. Somehow SMAPI seems to automatically create a loading order depending on the mod-folder path name lexically (from a to z).
I could fix the problem locally by simply renaming the mod folder to "ZDailyLuckHUD" :D
You can make SMAPI check dependencies and then the loading order will be correct by simply adding (what "BetterRanching" also does) to the manifest.json:
"Dependencies": [
{
"UniqueID": "spacechase0.GenericModConfigMenu",
"IsRequired": false //(or is it actually false? :D)
}
]
The trace log of the acutal loading error:
*Load order*
[13:35:21 DEBUG SMAPI] Loading mods...
[13:35:21 TRACE SMAPI] Console Commands (from Mods\ConsoleCommands\ConsoleCommands.dll, ID: SMAPI.ConsoleCommands, assembly version: 4.2.1)...
[13:35:21 TRACE SMAPI] Daily Luck HUD (from Mods\DailyLuckHUD\DailyLuckHUD.dll, ID: ExoKayne.DailyLuckHUD, assembly version: 0.0.0)...
[13:35:21 TRACE SMAPI] Generic Mod Config Menu (from Mods\GenericModConfigMenu\GenericModConfigMenu.dll, ID: spacechase0.GenericModConfigMenu, assembly version: 1.14.1)...
[13:35:21 TRACE SMAPI] Detected direct console access (System.Console type) in assembly GenericModConfigMenu.dll.
[13:35:21 TRACE SMAPI] GMCM Options (from Mods\GMCMOptions\GMCMOptions.dll, ID: jltaylor-us.GMCMOptions, assembly version: 1.0.0)...
[13:35:21 TRACE SMAPI] Rewrote GMCMOptions.dll to fix Farmer.changePants method, Farmer.changePantStyle method, Farmer.changeShirt method, IClickableMenu.drawToolTip method...
[13:35:21 TRACE SMAPI] Detected game patcher in assembly GMCMOptions.dll.
[13:35:22 TRACE SMAPI] Save Backup (from Mods\SaveBackup\SaveBackup.dll, ID: SMAPI.SaveBackup, assembly version: 4.2.1)...
*Error*
[13:21:58 ERROR SMAPI] Skipped mods
[13:21:58 ERROR SMAPI] --------------------------------------------------
[13:21:58 ERROR SMAPI] These mods could not be added to your game.
[13:21:58 ERROR SMAPI] - Daily Luck HUD 1.0.2 because its DLL couldn't be loaded.
[13:21:58 TRACE SMAPI](Error: System.Exception: Rewriting DailyLuckHUD.dll failed.
---> Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'GenericModConfigMenu, Version=1.14.1.0, Culture=neutral, PublicKeyToken=null'
at Mono.Cecil.BaseAssemblyResolver.Resolve(AssemblyNameReference name, ReaderParameters parameters)
at Mono.Cecil.DefaultAssemblyResolver.Resolve(AssemblyNameReference name)
at Mono.Cecil.MetadataResolver.Resolve(TypeReference type)
at Mono.Cecil.MetadataResolver.Resolve(MethodReference method)
at StardewModdingAPI.Framework.ModLoading.Finders.ReferenceToInvalidMemberFinder.Handle(ModuleDefinition module, ILProcessor
...
Hope it helps for the manual install. Wish you the best. (not sure when I get the time for another such debug session, but was fun so far)
You're totally right, the missing dependency entry for GMCM in the manifest was the problem.
Funny enough, I didn’t run into the error myself during development, so I didn’t even think about it anymore after adding GMCM later on. Everything just worked on my end, and no one else mentioned it either until now. 😅
I’ve added the dependency entry now and uploaded version 1.0.3 to Nexus. Really appreciate your help that kind of feedback is super valuable.
At this time, nothing has changed regarding translation content — all current and future translations will be handled by me directly.
Should that ever change, I’ll make an announcement accordingly.
Thanks again for your interest and understanding.
By the way, I didn’t quite understand what you meant by “all current and future translations will be handled by me directly.”
Does that mean I need to delete my post?
To clarify: I’m personally handling all current and future translations of the mod to ensure consistency in quality, structure, and updates across all supported languages.
Since your translation covers a language that is already (or will soon be) officially included in the main mod, a separate mod page is unfortunately not necessary and may confuse users.
Therefore, I kindly ask you to remove your translation mod page to avoid duplication. I truly appreciate your understanding and support! 😊
I have extensive experience translating mods, and the quality is guaranteed since my translations are done according to my high standards. I can also guarantee updates to the translation as needed, just as I do with all my translations. I do things with the same quality that I would like to receive, so I can't do anything less than that.
I invite you to check my profile, you’ll surely understand what I’m talking about.
In any case, I'm available for whatever you decide to do.
Thanks again for the offer – I can see you put a lot of care into your translations, and that’s really cool.
For this mod though, I’ve decided to handle all translations myself. Since it’s a pretty small mod with just a handful of lines (mostly HUD and config menu stuff), there’s not really enough content to justify separate translation uploads or standalone language mods. It’s not like a huge quest mod with tons of dialogue where that kind of thing makes sense.
To keep things tidy and consistent, I’ve already added official translations for several languages (including Spanish) and will keep them updated as needed.
I hope that makes sense – and I’d appreciate it if you could remove (if not already happened) your post so everything stays centralized in one place.
Thanks again and take care!
– ExoKayne
But do you speak Spanish? Even if it’s just a small amount of text, it’s important to convey the information clearly, which is why I offered to let you include my translation in the mod.
For example, Pathoschild prefers translations to be submitted so he can add them directly to his mods (that’s how we did it for Central Station). I keep track of his mod so that if he adds new content, I get notified and can update the translation and send it back with the new content included.
If you’d like, I can take a look at the Spanish translation you’ve done, and if there’s anything unclear, I can suggest how to improve it—assuming you don’t speak Spanish and used some translation software.
In any case, great mod and best of luck with it!
You can also find this info in the mod description, along with a full list of supported languages.