Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
is really annoying on missions where you have to kill someone.
seeing as bounty npcs are turning invisible from the mod, I assume those haven't been patched/blacklisted yet. Maybe you could have failsafes for npcs aswell?
Maybe something like after an npcs "death" it checks their state. I am under the assumption and don't know what it looks like on the coding side, to me naturally spawning npcs probably are just removed after dying since they're no longer "there" or needed so it removes them. If the state check says they're anything but dead or gone then it should show them and essentially undo the death effect? I'm not a coder I just think, "Oh, the npc isn't actually dead. Maybe the mod could see that they're not actually dead too?" Yes, they "died" but their code outlived their visual death.
I.e.changing the amount of blood, the velocity of limbs, maybe even the failsafe timer could be changeable (for some reason), and other small variables.
For example the blood spurt are a bit too much even on small creatures. Also I noticed when I capture a butterfly the animation also plays as if it is being cut in pieces.
Can you please make the blood spurt a bit less, or at least for smaller monsters?
[Error] Exception while invoking lua function 'applyDamageRequest'. (LuaException) Error code 2, [string "/scripts/DG_monsterprimary.lua"]:272: attempt to get length of a nil value (field '?')
stack traceback:
[C]: in metamethod '__len'
[string "/scripts/DG_monsterprimary.lua"]:272: in global 'destroyPotrait'
[string "/scripts/DG_monsterprimary.lua"]:65: in function <[string "/scripts/DG_monsterprimary.lua"]:55>
yes all compatible...
and you not need Blood Mod.
haryyyy death
haryyyy leave this life forever?
amazing mod, I love addons that give you more satisfaction when doing things
Incredible mod I loved it thank you so much for the work.
Blood Mod reduced
https://sp.zhabite.com/sharedfiles/filedetails/?id=738447075
monsters and NPCs become very slow, have some way to fix?
Yes,and other mods too
amazing mod tyvm :)
Also there may be others in the future.
However the implication is that if monsters from other mods are to be blacklisted, I will need to manually add the installation check for the corresponding mod in the script myself. The checks are relatively easy to add, so just let me know if you need them for any other mods.
Reason being: Configs can be .patched, LUAs... cannot.
This one -> https://sp.zhabite.com/sharedfiles/filedetails/?id=2442873217
They are incompatible because both change the "monster_primary.lua" file.
That mod is in charge of loading code into the vanilla "monster_primary.lua" to allow mods like yours to be compatible with other monster-altering mods.
I actually tested it with your mod after separating your code into a different file, to see if my mod loaded it alongside others, and it worked!
I originally was going to ask if I could upload that edited version of your mod, but I read the permissions :)
So now I'll ask if you want to make it compatible with mine (because the changes would be on your mod), if you have more questions or want help I'll be there.
https://pastebin.com/bLU7R9Ym
And if at all possible, create a NPC Blacklist too with the following (Same reason as above):
https://pastebin.com/9etPD2Tg