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Troubleshooting ​

Nostalgic Dialog checks your files when they load and writes what it finds to the game log (logs/latest.log). Most problems are explained there.

Reading the log ​

After starting a world or running /reload, look for lines from nostalgicdialog. A healthy load looks like this:

[com.nostalgicdialog.NostalgicDialog/]: Loaded 3 speakers
[com.nostalgicdialog.NostalgicDialog/]: Loaded 5 dialogs

If the numbers are lower than the files you made, one of them didn't load. The reason is a few lines above.

Messages and what to do ​

When files load ​

MessageMeaningFix
Couldn't load dialog mypack:elder: ...The file has a mistake, so it was skipped. The end of the message says whatCheck the field it names. Common causes: a missing comma, a typo in a field name, "type" misspelled
Couldn't load speaker mypack:elder: ...Same, for a speaker fileAs above
Unknown condition type 'flags'. Known: [...]A condition's type doesn't existUse one of the listed types. See Conditions
Unknown action type 'giv'. Known: [...]An action's type doesn't existSee Actions
Dialog mypack:elder: start node 'start' doesn't existThere's no node with the start nameAdd a node called start, or set "start" to your first node's name
Dialog mypack:elder: node 'menu' goes to 'vilage', which doesn't existA goto or next has a typoFix the node name. end is always allowed
Dialog mypack:elder: node 'menu' uses speaker mypack:eldr, which doesn't exist (narrator is used instead)The speaker name is wrong, or the speaker file failed to loadFix the name, or check the speaker's own load message

During a conversation ​

MessageMeaningFix
Can't start dialog mypack:elder for Steve: it doesn't existThe id in the command or binding is wrong, or the file failed to loadCheck the id with /dialog list
Dialog mypack:elder has no node 'x'; ending itThe conversation tried to go to a node that isn't thereFix the goto (it's also reported at load time)
Dialog mypack:elder went through 64 nodes without showing anything (a loop?); ending itLogic nodes point at each other in a circleMake sure every chain reaches a node with lines, or end
Dialog 'give' needs an item id, not #c:gemsA give action uses a tagGive a specific item id
Dialog command 'xyz' failedA command action threw an errorTest the command in chat, without the / in the JSON
Dialog tried to grant memory mypack:fire, but Nostalgic Memories isn't installedA memory action ran without that modInstall Nostalgic Memories, or remove the action

Common questions ​

My changes don't show up. Run /reload after editing dialog and speaker files. Portrait images and sounds are part of the resource pack, so those need F3 + T (reload resource packs) instead.

The portrait is a purple and black square. The image path is wrong. mypack:textures/portrait/elder.png must be at assets/mypack/textures/portrait/elder.png in a resource pack. See Portraits.

A choice never shows up. Its conditions don't pass. Check the player's data with /dialog info <player>. If the answer should show but be unpickable, use requires instead. See Choices.

The conversation skips my question. If every visible answer is greyed out, the mod skips the question so the player can't get stuck. Make sure at least one answer, such as "Never mind.", has no requires.

The text stays slow (or fast). A {speed:x} tag lasts until another one changes it, even into the next box. End slow parts with {speed:1}.

Right-clicking the NPC opens trades instead of talking. The binding is missing. Bind it again with /dialog bind, and check the selector picked the right entity.

The conversation ends by itself. A conversation with a bound character ends when the player is more than 8 blocks away, the character dies, or one of them changes dimension. To teleport during a conversation, see Teleporting during a conversation.

A tag shows up as text, like {shkae}. The mod didn't recognize it, so it's shown as written. Check the spelling against Text Tags.

Players on my server don't see portraits. Portraits live in the resource pack. Players need it too, see the note on servers.

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