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Diagnose a mod with Player.log

Use the log before changing several systems at once. If you know your own load marker, search for that exact marker first; it separates “my mod never ran” from “my feature ran and failed later”.

Answer three questions in this order:

1. Did NeoModLoader see/compile/load the mod?
2. What exact error or warning signature appears?
3. Which subsystem should you inspect next?
  1. Open the Player.log Analyzer.
  2. Drop Player.log into the local browser tool.
  3. Check WorldBox / NML / PoliticalWorldAPI versions first.
  4. Look at the highest-severity detected signature.
  5. Follow the linked troubleshooting page instead of changing unrelated code.
error CSxxxx → compilation problem
StackOverflowException → recursive call/init problem
NullReferenceException → missing/null object or unsafe lifecycle assumption
PWDIAG040 / callback failed → Event Bus callback failed
Failed to construct listener → NML listener construction issue

Network/TLS and fallback-library lines can be noisy and are not automatically the reason your mod failed. The analyzer marks them as informational.

Pattern recognition is not root-cause proof. If a log only shows NullReferenceException, the analyzer can route you to a better investigation path, but it cannot honestly claim which object was null without the relevant stack/context.