Require() Stops Script

Hello devs! I have come across a bug in my script that I have no idea how to work around.
The script:

	print(Name) --Prints
	local DialogModule = require(game.ReplicatedStorage.Dialog[Name])
	print("Required") --Doesn't print
	local DialogTable = DialogModule["Current Dialog"]

There are no errors in output.
I have also checked if the modulescript exists and it does:

local ModuleScript = game.ReplicatedStorage.Dialog:FindFirstChild(Name)
if ModuleScript and ModuleScript:isA(ModuleScript) then
	print("Exists") --Prints

Is there anything I can do?

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use ReplicatedStorage.Dialog:FindFirstChild() instead of ReplicatedStorage.Dialog[Name]
you should also use an if statement to make sure it finds the module, and if it does require it :^)

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Whats the module code? Because a module must run all the code in it before it returns so if you have a loop that does not end. Require wont work. It will just pause the thread forever.

i think OP is just using the module to store a table with dialog

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The module stores a few nested tables with dialog.

Try putting a print in the module and see if it runs when you require it.

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Didn’t change anything but I’ll start using :FindFirstChild() thanks!

The code in the topic has a few prints, one after the require and it doesn’t print:

I mean put a print statement in the module and see if it prints when you require the module in another script.

What is likely happening here is that ‘Dialog’ is an instance, and when indexing it with ‘Name’ what you’re actually doing is getting the name of that instance, and not getting the child of that instance. Either change ‘Name’ to something else, like ‘Module’, or use :FindFirstChild(Name)

Have you tried printing what game.ReplicatedStorage.Dialog[Name] actually is?

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[] will find a child or value of an object/list, it won’t give a property afaik

Okay I identified the problem: inside my ModuleScripts I was requiring other ModuleScripts (which causes an infinite loop like @ineed_massnow said) , I used Bindable Functions so the ModuleScripts could communicate with each other without breaking the main script.

i’d also recommend using game:GetService("ReplicatedStorage") rather than game.ReplicatedStorage (this can be done for all services)

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It does give a property if the query is a property name. This method is pretty useful in certain situations (storing a number of properties in a table and then iterating through said table to change properties of an object).

It actually checks for a property before checking for a child instance.

For example, if you put a folder into workspace and name it “Name” then:


will print out “workspace” in the output window, disregarding the folder that you created.

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However this does not apply to the script I had written due to Name being a variable and instead of:

print(workspace["Name"]); --Prints property

It is:

local Name = "FolderName"
print(workspace[Name]); --Prints folder

I know, I was referring to the comment of:

which seemed to imply that this is the case in general (outside the scope of your own script).

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