Starbound

Starbound

Book of Spirits - NPC & Monster Name Displayer
35 Comments
Cgoober2000 9 May @ 2:23pm 
that was actually really fast, amazing work.
Chofranc  [author] 9 May @ 1:11pm 
@@Cgoober2000 Its done. I added a capture pod icon(updated the pictures in the mod page) to show what monsters are capturable and it changes of color when you have weakened them enough to be able to be captured.
Chofranc  [author] 8 May @ 8:58pm 
@Cgoober2000 Sure, let me see what i can do.
Cgoober2000 8 May @ 8:21pm 
would it be possible to add an icon in the corner of the name box to show if a creature is able to be captured in a capture pod? maybe even alongside the health percentage required for them to be captured?
Chofranc  [author] 25 Apr @ 7:58pm 
@0A0 I have updated the mod, now you can rename your ship pet.
0A0 18 Apr @ 10:26am 
ohoh I mean ship pet. I forgot they even didn't have name.
Sorry I wasn't strict enough before.
Then I think the current situation is good enough. Thank you for clear up my confusion.
Chofranc  [author] 18 Apr @ 9:49am 
@0A0 You mean the pet ship or pets you capture through pods? You can view the name of captured monsters with Alt and i don't know if there is a mod to name pet ships so that's why i didn't bother with them. I could add a feature to view the pet name when interacting the same way you can do with NPCs.
0A0 17 Apr @ 10:47pm 
Did this works when monsters are pets?
I interact my ship pet but nothing happen.
洛晨羽 18 Mar @ 9:12pm 
ok,thx
Chofranc  [author] 18 Mar @ 1:24pm 
@洛晨羽 Sure, if there is anything else that need localization support in my mod, let me know.
洛晨羽 16 Mar @ 5:09am 
I have created a Chinese patch for this mod. Can I publish it on Steam?
Sera 7 Feb @ 8:40am 
Ah fair.

well i have been trying to find a mod that lets me build custom monsters in game like the weapon mod that makes weapons into parts. or failing that a detailed list of each parts name with a picture on one page (or others is someone separates it based on type.) or as in my question part id. I treat monsters more like pets so their power and stuff doesn't really matter but i guess someone would want that.
Chofranc  [author] 7 Feb @ 7:21am 
@Sera No, it just tells you their names but there is a way to know the path of the parts they are using and the seed with a few edits here and there in the script: "/monsters/bookofspirits_monster_core.lua" and replacing it, if you need help with that i can make it.
Sera 6 Feb @ 11:50pm 
oh cool. does this tell me what id parts the generated ones use? Making my own custom monsters are far too needlessly complex
CinnaBae 4 Sep, 2024 @ 5:27pm 
wow, this is a really nice mod
I love seeing the names of the people I talk to especially
MegaMato 18 Apr, 2024 @ 12:03am 
Interesting side effect of having generated monster attacks enabled is the name includes details about what attack it has.
trappu 4 Feb, 2024 @ 11:18am 
@Chofranc sounds good, thanks for clarifying
Chofranc  [author] 4 Feb, 2024 @ 11:13am 
@trappu In the alpha/beta, random monsters could spawn as elite monster which gave them an status effect called elite that increased their HP by x4, damage x2 and immunity to status effects. In the current version from what i read, they only spawn for some quest given by NPCs.

I don't know if other modders have reintroduced them but you will be able to see them if they do.
trappu 2 Feb, 2024 @ 1:21pm 
What exactly is meant by "Elite" monsters? Betabound's generated creatures maybe?
Nuka Cola 30 Jan, 2024 @ 9:03pm 
@Chofranc Oh great! Tysm I really like your mod!!!
Chofranc  [author] 30 Jan, 2024 @ 8:05pm 
@Renatta Here i made a patch that moves the displayer to the center bottom of the screen: https://sp.zhabite.com/sharedfiles/filedetails/?id=3150873131
Nuka Cola 24 Jan, 2024 @ 6:21pm 
Could you make an alternative version that moves the displayer to the midlde-bottom of the screen please?? I've got a mod that rearranges the whole UI and it happens to put something else on the bottom-right corner of the screen, which makes it impossible to read the monster and NPC name displayer since it covers it completely :steamsad:
Chofranc  [author] 14 Jan, 2024 @ 8:02pm 
@ZAPZONZAL i don't think that is possible to change it dynamically through an in-game option which mean that it would require to manually patch the change. I put the displayer in the bottom right corner because no other UI element occupy that space.

In what location would you like to have it?
ZAPZONZAL 8 Jan, 2024 @ 10:19am 
This is Great mod, but How do i change displayer's location??
Dr_Shadox 2 Nov, 2023 @ 1:54pm 
I see ^^
Anyways it's a very cool and usefull mod , well done
Chofranc  [author] 2 Nov, 2023 @ 10:27am 
@Dr_Shadox Yeah, it have different names depending on the Castlevania game, in Order of Eclessia is called Book of Spirits.
Dr_Shadox 1 Nov, 2023 @ 5:34pm 
litteraly Faerie Scroll from castlevania <3
Redstark Magnusson 30 Oct, 2023 @ 10:31pm 
Oh, i might have the previous version-- Yep, i was using 1.4 after the fact, since i was trying to change the identity replacement part, good eye and quick thinking! Thanks for the pointers, i'll get mine updated!
Chofranc  [author] 30 Oct, 2023 @ 10:55am 
@Redstark Magnusson Sorry i deleted your comment by accident when i was trying to edit my comment. What number version of the mod do you have? It should say 1.7. You can see the version in the main menu by clicking the gear icon at the bottom right. And selecting the mod. I noticed that problem when i was making the patch that display the name for all NPCs and fixed it in the 1.6 version. For some reason, the workshop didn't downloaded automatically that update when i launched it.
Chofranc  [author] 29 Oct, 2023 @ 12:38pm 
@Redstark Magnusson naming in npcname or naming them in identity it seems that is the same, the identity seems that it overrides the npcname from what i tested, the ones that are with npcname are there from my testing, i removed them and changed them back to identity.

I only gave titles and left their names intact for friendly npcs and important hostile npcs to differentiate them from generic hostile npcs that only should display their type as their name, this usually how is done in games where only the important NPCs have name.

Here i made a patch that will display all the names regardless if is generic or not.
https://sp.zhabite.com/sharedfiles/filedetails/?id=3065586024
Redstark Magnusson 28 Oct, 2023 @ 12:15am 
Neat mod, but the patches from it are really inconsistent, some NPCs get titles, others get "npcname" and some others are just straight up renamed in their identity. Is there no way to keep names for some of those hostiles, or was there some other reason things are done this way?
Beezy 27 Oct, 2023 @ 6:58am 
Calling it now, this mod is gonna be big....
Fishlord 25 Oct, 2023 @ 12:40pm 
You should download this mod now
Silver Sokolova 25 Oct, 2023 @ 11:24am 
ooo
Oмεяυıп 25 Oct, 2023 @ 5:42am 
This seems incredibly interesting! I think I may have my mods support this. Good work!