#Lethal Progression
1 messages Β· Page 2 of 1
not %
like 5 hp ?
also is 20 the max
or do you unlock a higher level once you hit it
+0.25 %
?
i was asking how many actual hit points it adds from the +5
instead of a %
maf 
Everytime I add the mod and start up I have like 20+skill points available to start with
Eyeless dogs killing the Baboon hawks can happen, and counts as xp i think, might be that, just a guess tho
maybe but i dont think they had spawned yet
That happens to me as well
Not really sure what causes it
Just randomly get 30 sometimes
Gotcha, that is weird lmao
Occasionally a mob spawns in a spot it shouldn't be in- or is stuck. It causes them to sometimes die randomly which probably is what gives you the XP
ah right
Using SpectateEnemies I've seen snare fleas spawn inside the ceiling and just die outright.
ive gotten to level 6 without playing the game
dumb question, should i mix lethal experience and this?
id like to reset my level if thats posible
does reinstalling the mod reset my level
or do i have to delete some specific file
id like to start at smae level as my friends when we start out
im just preparing for us
I think you're right
I went to the log and all I see is centipede and double wing
I assume that's manticoil
pretty sure manticoil would just be called.. manticoil no?
i remember seeing the name in logs
centipedes get stuck and there is a mod that kills them to prevent lag i think im running that
unsure
Free exp
Noticed when you get fired, if you go into the skills menu when you respawn, it'll still shows the numbers of the skills you upgraded in the last run
You can't remove the points and I don't think they are actually providing the bonus stats
Only thing that was persisting was the hand slots
If I had enough points to have two extra slots and got fired, I'd still have those two slots and could use them. Also for the extra slots, the images in the slot are upside down
Is it also possible for you to add in the option of unspecing in orbit only?
The extra slots is still deleting items.
it happens when you respect with items in hand
I just don't upgrade slots when I have stuff in my hot bar anymore
this has been an issue for awhile and he's tried to fix it multiple times.
I do the same I was just testing it to see if its still happening
Got you
fired breaking again?
how many times do i gotta fix that shit omg
Also, no way to really fix enemy dying xp, it really doesn't ask for who killed it and I cant check, so free xp I suppose
Alright
i messed up the math again somehow
on loot value
i swear to god true value should just work mang
Was the mod updated again? Last night I left my session and had to play with 0 skillpoints like normal. However, I load it up again today, and I have my original amount that I left off with before work
What version are you on
I updated to 1.3.2 last night to fix xp saving
Yes. Fixing all the saving issues
so not used to that lol
Im used to just making a new save file and playing til we all leave and then restarting
thanks for the update then!
That's unintentional
It's based on the save file
If you reset the save file, the xp should reset
right, so the unintentional part was the loss upon closing and reopening the same save
Saves were not being wiped and even saved in the last patch
I fixed it with this patch
Hello! Is there a way to start without no starting skill points
π
No
I'll add a config, sure
People do ask for a lot of options, I get it
I'm working on two mods at the same time right now
Oof, sorry
oofs
Error fixed whit skin walker mod?
Yes
@opal sentinel im level 35 on one of my deleted saves ?
does it not set me back to 0
it did on the other save
like a deleted save slot is giving me levels instead of setback
look at the console
what am i looking for
No errors when deleting files?
im deleting the save file ingame
now im back at level 0
its a weird bug
seems like there is a bug that has a chance to rememeber ur old stats
π₯Ί
oofs
wait.
mikes tweaks compat is just "turn off own setting" D: ?
not, "detect starting hands, then add own progression hands after that"?
Turn off Mike's tweaks hand slots and it'll turn back on
Seems like whenever you leave a game and go back into it all the skill points gets unspeced. Is this on purpose?
Yes
Ah rip
no time, i dont want to implement skill point saving right now
it is quite a hassle, to sync and save
Oh that makes sense
Guess you just give skill points depending on the level/xp when a player joins a game?
imagine 4 man team, saving those four specific people, preferably by steamid
That's what we're doing
yeah and then the mod breaks when people run it with more company, it is a bit of a hassle
what
I see
well if you had a team of more than 4 surely the mod would have to be coded differently to save it
No we just loop through everyone
oh, IDK how unity coding works, or any coding for that matter
Guys where can i download this mod?
because i was using maybe an old version of it
and now it dont work
with the updated lethal comp. version
if you use a mod manager (r2modman is ideal) then you can autoupdate mods
not sure how but the maxed out hand slots is shifted to the right by 1.
@opal sentinel what is the conflict with your mod and the utility belt?
I've been so tempted to try it π I accidentally picked it up and had over 10 slots but then panicked and threw it off the map
im not sure why but some random save files after deleting and booting up i start at a higher level
i cant even reproduce it im so confused
You get 5 skill points by defualt.
is that 5 skill points to you
it saved my old progress
when playing on a new save after deleting previous save
Oh my bad
I'm deleting and loading every time
No idea why this is happening
Might start reworking the entire save system..... and fine, I'll save skill points and skills this time
Just need to figure out steam id and byte saving...
Rip
Hopefully it works better and isn't too much trouble.
but... but!! I'm working on #1177494370161799239
It isn't that big of a deal right now so I will put all my creative juices in monsters
Saw that mod, can't wait until it's out!
also after playing with this mod its way too overpowered with a big party
everyone just max out loot value
then indivudal stats
yeah no shit
i think loot value should be a higher scan instead of making things worth more
its making the game piss easy
Configs are there for you to balance it yourself
Theres no way I can account for all variables in balancing
is there anyway to increase the stamina regen by %
how come some of them are individual upgrades and some are shared @opal sentinel
like the loot value for example
there's literally only the loot value that's shared
Scrap prices are set before landing
if its only one guy, does he see different prices??
that stat upgrade breaks the game
i did
It plays fine with 4 players, but you play with like 10 players
you expect majority to play with 4
i feel like most lobbies are huge on this game
you prob might want to make a preset option for bigger lobbies for balancing
Yes, I expect 4
so people dont have to manually configure everything
then if Stone balances it for 20+ people then the ones with only 5 or 6 friends now finds it too hard to level
there's no pleasing everyone
and best to use config for tweaking
My recommendation is set your loot value max level to 10, then you only get 2.5% bonus per player maxed out. We found this to be a good sweet spot with more than 4. With only 4 we set the cap to 10 so it was 5% bonus.
Any more than 20 raises the percentage higher than intended making it to easy.
Sure, if it were too much trouble, I will put it at 50% max at most
I'm taking a break, I want to play games
I was talking to the guy for config
Not you Stone π
Literally all they have to do is change their config to balance it.
There are max levels for all, indeed
also is this place the correct place to report issues for the mod?
i dont know maybe, dont expect me to fix anything for a week
oh it's ok
He's taking a break. You can post issues and we can try to help.
tbh im not expecting solutions and me and my friends still had fun anyway even with the issues
anyway
What was the issue?
Sometimes, flashlights (and i assume walkies as well) do not work, even if you highlighted the slot and used lmb to try to turn it on and off
if you pick up something with the flashlight slot highlighted, it replaces the flashlight and the flashlight is lost.
If you level up handslots with items equipped it breaks and deletes then
yeah this happens too
Drop everything you're holding when leveling or respecing hand slots
but i have also experienced this without any skill points in hand slot.
yeah that's what we did as a workaround.
i just disabled the loot and hand slot values for now
If you take points out of it it will break it still.
cant be bothered balancing it myself rn
we dont have the reserved slots installed
whats a flashlight slot, you mean just having a flashlight?
The mod really doesn't touch your slots if you don't upgrade them
It's simple. Just drop everything when you go to upgrade hand slots. Not that big of a deal. My group and I do it every time
if someone gets a +battery upgrade and then gives the item to another player then the charge persists
interesting
the game. expects 4.
but mods are also constrained by the modders desires and the game's own stability.
so if you play a mod balanced for 4, with 8 in a game originally made for 4. then halve the values or enjoy a slightly more imbalanced/broken game. and whatever else hijinx occurs from the chaos and shenanigans of 8 players.
The thing is you canβt really balance this mod for larger modded lobbies in the code, thatβs why thereβs a config. You canβt have the value of the skill per point change whenever someone joins or leaves cause it would be hard to balance something that can change a lot and that much variation.
no shit but you should have said the mod expects 4 people not the game
No need to act rude when people are just trying to explain stuff.
Honestly it should be given that most mods are balanced to 4 players by default unless said so considering the vanilla limit is 4 people.
π
rude ?
didnt mean to be rude lol
Would it be possible to add a config to the stamina skill so that it ups stamina regen as well? Or maybe even regen instead of max stamina?
Might make it a separate skill, but first.. gonna need transpilers, as the math for stamina stuff are super hardcoded
Upcoming jump height skill
would love for the hand slots to work with the reserved slots mod 
I cannot
Hey @opal sentinel, I thought your mod was very cool but I believe it might have a slight issue with health calculations. I tried playing this with a group of 4 and for some reason, all players' health were linked. I was running this mod in a collection of ~40 plus mods, so it may have been a conflict, but I have disabled it nonetheless. I was also running this in conjunction with Lategame Upgrades, but I was worried it would conflict due to both mods potentially editing the same variables, are you aware of any issues? Thanks for your hard work!
It's hard for me to test every mod under the sun unfortunately, if it changes the same variables, it might not work. Also, I don't think I'm even touching health though, so I doubt my mod is doing anything there
Only health regen, could you try to be more specific
Sure, my apologies. It only seems to happen with your mod enabled, but when any player takes damage anywhere, everyone also seems to take damage.
There's nothing in the mod that's even close to networking health values, wtf
Do you mind if I ask how your mod handles the code around health regen?
Yeah I noticed that health regen would cause everyone's health to appear damaged too
Thank you! thought I was going insane for a second lol
It might just be visual, though.
Adds one health every second
It could be, but it's still alarming
since it didn't seem like we took damage? and tzp healing would show us at full hp
I assume you are doing something like health+=1?
You're saying the flinching animation is playing every time?
This is literally taken from the player's health regen from the default game but edited to work with mine
Do you have a public repo? I can take a look if you want
yeah
This is copied from the game's code on health regen under 20 hp
Thanks for the link, I just cloned your repo, give me a couple minutes to skim it
you could look on GitHub but alright
An IDE has better search functionality
github search ain't that bad recently
don't matter though
baffling, visual bug most likely
I tend to use ripgrep, it flies through whatever I need pretty quick and gets rid of the fluff I don't need
I looked over it and honestly the way you have it written looks fine to me
I don't know how it wouldn't, this is the same code as the game
Literally the same way
I'm thinking something in between is not playing nice
wasn't a problem in testing
Did you test in a group of 4 setting?
Lan, by myself
hmm
and second instance
I'm not too sure honestly
I did notice in game that sometimes one person wouldn't take any damage
we had an instance where all players in the facility took the same damage in different locations, but the player in the ship was fine
I'm really not sure
I don't think it's a you problem, like you said, you did everything right. I just think something in between must not be playing nice
I'm not super involved in unity modding so my point of view is just from the code you have written. I don't know anything about harmonyLib, or how it's passing you playerControllers, but maybe the issue might lie around there?
Sorry I couldn't be of more assistance
harmony does it all
the player instance is all it needs
I highly doubt it's something in the mod, but a visual bug
I think you may be right, but it's still bound to give someone a scare
Certainly did to me the first time I tried it lol
Unless we find a way to disable damage flinching
How the hell did the game do health regen in the exact same way and not happen
A lot of small little bugs recently...
So i've noticed as well. I love the game but I feel like under the hood it might not be super air tight if you catch my drift
Lovely dog! Enjoy your vacation, you shouldn't have to worry about this while you are out lol
Was the holding space upgrade removed?
what
saw this on the video, however I don't see it in my game - I assume hand slot upgrade was removed?
holding space upgrade?? Hand slots you mean
I turn it off automatically if people have incompatible mods because it'd literally make the game unplayable
yeee oops
mmm no worries - was just checking I downloaded right mod
great mod btw
I seem to be getting that "phantom damage tick" issue too
from above
I also had a bug report related to it, not knowing where it could originate from. #1185660727722254386 message
so if it's not you and not tzp healing in my game. I'm not sure where it originates.
also lategame upgrades?
There ain't no way I can make this mod work with every single mod
not even sure how or even if the stats betweeb the lategame upgrade and yours work yet.
or how they stack.
not really a numeric stamina display.
unless someone has a mod suggestion for me that does so
#1179342415782494278
OWO
They work fine
Actually you become pretty over powered late game
Also Utilitie Belt and hand slots are working nicely together @opal sentinel the issues tend to lie with the utility belt itself. It has a few bugs regardless if yours is present or not
I'm sure there is something bad that might happen π
I think jump height would be cool
And melee DMG.
Melee DMG would need to work like hand slots though and have a cap.
10 points equals +1 DMG with Melee weapons.
Indeed. Utility plus slots is nice.
Plus protein powder in late game upgrades and lethal parry. Stonks damage.
Do you need to set it, or can it just be a percentage/addition to the final number?
I am adding to it
Should be fine, if a bit stonks then?
I am not going to write anything for that
owo?
@opal sentinel Just figured I should shoot this over to you before I forget, found these in my logs, thought you might want to see them. [Error : Unity Log] KeyNotFoundException: The given key 'HandSlot' was not present in the dictionary. Stack trace: System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_001E) LethalProgression.Patches.XPPatches.DisconnectXPHandler () (at <921abc4e643b402eb381ff4e93321c57>:IL_0001) (wrapper dynamic-method) GameNetworkManager.DMD<GameNetworkManager::Disconnect>(GameNetworkManager) QuickMenuManager.LeaveGameConfirm () (at <44743d9474784365a095189c76175301>:IL_0012) UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010) UnityEngine.Events.UnityEvent.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0022) UnityEngine.UI.Button.Press () (at <281a675b48d344e28f9941b2777fd620>:IL_001C) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <281a675b48d344e28f9941b2777fd620>:IL_0009) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <281a675b48d344e28f9941b2777fd620>:IL_0007) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <281a675b48d344e28f9941b2777fd620>:IL_0067) UnityEngine.EventSystems.EventSystem:Update()
what mods do you have on
One sec, there is another log I want to send connected to the player contoller
Stack trace:
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::LateUpdate>(GameNetcodeStuff.PlayerControllerB)```
to be fair, that one doesn't reference your mod in particular, but the fact that it does reference the same PlayerControllerB makes me think its related
that doesn't help
I know :/
did you change something in the config
negative
mod list:
ACS.AdditionalSuits
atomic.terminalapi
atomic.terminalclock
BetterEmotes
BlueAmulet.BetterClock
Boxofbiscuits97.QuotraRollover
com.cyanblob.motiontracker
com.github.tinyhoot.ShipLoot
com.malco.lethalcompany.moreshipupgrades
com.rune580.LethalCompanyInputUtils
EmployeeAssignments
evaisa.lethallib
fivetoofive.DetailedScan
FlipMods.FasterItemDropship
FlipMods.HotbarPlus
FlipMods.LetMeLookDown
FlipMods.ReservedItemSlotCore
FlipMods.ReservedFlashlightSlot
FlipMods.ReservedWalkieSlot
HDLethalCompany
Hexnet.lethalcompany.suitsaver
LC_API
LethalCompanyMinimap
LineCompassPlugin
me.eladnlg.customhud
me.swipez.melonloader.morecompany
MegaPiggy.BuyableShotgun
MegaPiggy.BuyableShotgunShells
Miodec.HideChat
mnc.fixcentipedelag
mom.llama.enhancer
monke.lc.jumpdelay
MoonOfTheDay
Pinger
RickArg.lethalcompany.helmetcameras
Rozebud.FovAdjust
Stoneman.LethalProgression
suskitech.LCAlwaysHearActiveWalkie
taffyko.NameplateTweaks
WeatherMultipliers```
reserved slots
Doesn't like it?
It's supposed to disable it though
Does this do anything
nothing?
errors didn't mean anything?
Running on disconnect handler
I can't relate anything to a specific event because the log is so polluted with unity info, but during this session, we did have problems with items not being picked up or "ghost items" in slots
I can't figure that out
I downloaded a different hud to check if you were right about the visual bug, and you are correct, the health is reported correctly by the custom hud, however, the health critical message still gets sent to all clients, regardless of their actual health
i hate that
fixed this
that was fast, wym?
Also I'm terribly sorry, I don't mean to keep bothering you on vacation, I just wanted to send it before I forgot about it
I've just went in and reworked the saving / loading system, now saving skills and setting them accordingly based on joining.
This is based on steamids, however, lan will not load
This also means I can't test it alone π
rough for those lan players
@opal sentinel how does the mod work
Does it give more xp for more scrap or what
Have you tried reading before asking
My internet is too bad to even load the messages above
Polish schools
Idk why but it seems like theyre just blocking the signal or are placed in the worst position possible
No excuse man, go read the mod page
welp. guess I gotta test my game online but alone then. :V
how am i meant to save lan players
oh. so... nothing can be done about the red HP bar damage flash and stuff cause of the regen? D:
Yo, me + some friends were using this mod, and we've seen some bugs
- if you get another inventory slot while having items they sometimes bug/disappear
- sometimes if unlocking another slot while carrying things you wont be able to use anything until you lock the slots again
- lootvalue multiplier leveling is shared in multiplayer (not sure if bug tho, not that bad since it feels like "group progression")
- not sure about this but i think the lootvalue multiplier stacks as well, e.g. if you have +20% loot value with 5 people its +100% for the value, makes no sense though if leveling is shared
we love your mod btw, good shit π
He's aware of all of these already.
aight
If i were to balance the mod for 8 players, do i just double the values required for level up in the config?
cause we had a game yesterday where scrap value was ridiculous cause we had like 8+ people and everyone put their skills in scrap value.
i would triple or even quadruple it
but that still wont really solve the problem
instead, make a cap for the skills you want to nerf
and reduce how much they increase by
i went from having loot value being able to level up 100,000 times, to only 200, with a 1% increase each level
works really well
atleast for 4 people
for 8, I'd prolly do .5 or .25
don't get you people just banking on loot. I alway put into energy, regen and hands first.
early game is perfect for that. when the quotas are cheap...
unless ya'll are the psychopathic mascochist types with that brutal stuff... :V
set the max lvl for scrap to 20. This will make it where the max percent per person is 5% anything higher than that will end up breaking the mod making it increase higher than it should.
Ok just checked to confirm, yes set your loot value max level to 20. This will keep it to a more balanced level as going any higher gives more % increase than intended.
I don't want to be a party pooper or anything, but is this allowed?
I don't see why not. Modders add onto a base game that someone else created. I feel like it would be pretty hypocritical to get mad when someone adds something onto your mod.
I will say that my POV is that of a non-modder, so I could be wrong.
Though I have seen a large amount of mods in this community that DON'T add anything and literally copy another more popular mod.
it is different cuz modders arent redistributing the game's code, but this mod redistribute's someone elses modified mod. However in this case it could be different cuz the original mod was distributed with the MIT License:
https://github.com/stoneman2/LethalProgression?tab=MIT-1-ov-file#readme
I can definitely see your point with redestributing someone else's code
Idk if it's been thought up or brought up at any point, but it may be cool to see the early game progression stretched out a bit by having certain moons locked until hitting a certain number of quotas. No more titan runs on the second quota. Could probably be a standalone mod too but figured it'd make sense in the progression mod too
Would sure love if it is a fork
So they get changes when I do changes
The code isn't even open source
Be honest, kind of hitting my dedication to work on the mod a bit
In this case, might just go work on something else and let them do plus if they're gonna call it that
People gotta see that it's Lethal Progression, but better if it's plus
I guess i should've picked a different license
I love MIT, but I guess I want it at least to be open source
the plus moniker does feel pain
And anyone using mine gotta be open source
On another topic, I made github issues templates and people completely ignore them
I see how it is
if i counted on my fingers how many users know how to use gh issues, i prolly wouldnt need hands
Is it too hard to understand....
i think the main wall is github itself
It's templates, you have to go out of your way to remove the templates to ignore it
people dont really want to navigate it
but at least this channel is easier for people to reach i think
No, templates literally appear when you click new issue, there is no way you can ignore it
there's no possible way
thunderstore really should have some kind of spot for people to put things
no i meant, i dont even know if common users would even know to click issues on gh
lol
I'm talking about someone who did, got passed the options to choose what they want to do, bug report?
oh wait really lol
Then when the templates shows up of how they should've done the bug report, with pre written answers and examples already inside, decides to delete everything and write in a few words instead
???
Some important info that'd have made shit super simple for me
So I won't have to ask twice, but naaaah....
remove it all, put in the same question someone already has in the issues list
I don't know if this thought is forbidden
Putting my mod and then plus at the end kind of makes me kind of angry
I'm gonna go work on other things then
yeah a few ppl got their mods done dirty that way alr
Could've done it in terms of using as a base, adding skills isn't private
Maybe I shouldn't have been open source
Go ahead with this, go use plus
remember that people arent entitled to those things that belong to you
I'm going to go work on #1177494370161799239
Not gonna update this anymore, too tired
cranky

Never understood why people think it is ok to take a mod that is still being updated, fork it, add "plus" to it like they think their version of the mod is better than the original.
it's just rude.
and i don't blame you for feeling demotivated to work on it anymore.
Am I selfish to think of this too?
no? i would do the same.
idk anything bout licenses, think most people dont even have a specific license
its prolly just a general copyright
No license at all might work better, since that implies all rights reserved
think most people generally use MIT or the GPL ones but those are not the ones stone is looking for.
then a takedown is all it takes
robin just nukes all reuploads on sight
she just said she wasnt sure here cuz the license
The license being MIT is fine and all
People usually have the courtesy of asking, but just "Your mod but better" takes me out of working on it now
So here's the gameplan, I do plan on working more on this after more thoughts
But change the license
Fair plan
And if they take from the repository without permission, takedown
as a note the way licenses work means that anyone using a version from before the license change is fully complying with the license (iirc from my time interacting w GPL and AGPL; not sure about MIT)
however
if this fork isn't open source it is itself violating the license isn't it?
That true?
yeah cuz ur license requires them to show the MIT license
I understand and know this, this is why I'm not taking action
p sure they dont
It's MIT, I take the L
ah, no, MIT doesnt require derivatives to be open source
only GPL/AGPL
(i generally prefer GPL for this reason)
(it always rubs me the wrong way that people can take your work and give nothing back w/ MIT)
my mistake, sorry
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
they dont include the license in theirs
so technically?
I guess my early morning thoughts of not reaching out might change
i only say technically because itd be easy as hell for them to fix
but it is a violation
Gotta ask them about the decency
i strongly advise either going All Rights Reserved or GPL in the future if you want to avoid people taking your work and running
even if you dont put a license, there's a lot of people that think that as long as it's on github, it's free game.
absolutely, but thunderstore doesnt think that
so you can takedown anybody who violates your rights or GPL
That's what I'm saying! Gonna not include a license next time.
That means it's automatically all rights reserved
yep!
That means it's up to my whims if I want it up
github too generally but they dont usually go through the trouble of taking things down for small projects
It'd have been fine with me if they just call it some kind of expansion
however, just making a competing mod with the same name with a plus on the end
That's bitter
the worst part to me is closing it off after doing that
like man
someone else already did the hard work
and you just take it and close it off and add a plus
i bet if u poke robin about the lack of the license in that upload
she'd nuke it
lmao
@agile knoll
you can always.... pull an uno reverse and become plus plus if they actually have good ideas....
what's the opinion on this
MIT License requires all derivatives to include the MIT License
For Llama, after wailing all morning, I find that someone making Lethal Progression and then adding a plus to the name is wacky as fuck
Even if the code is slightly changed, but not much
yeah thats just rude. :V
could say whats the opinion, but a license violation isnt really opinion based
so theres that
Me going into transpilers and then needing a week to prepare for 1.4.0 and someone just goes in and does it anyways in the simplest way possible
my favorite license meme personally is people using GPL, someone forks it and adds a 'plus', and the original just takes all the good parts back because... its GPL
or forks just sucking so bad that they arent worth it
The funny thing is, pretty much all changes they made
Are already done on my end
I've already made speed and jump upgrades
this person gonna forget bout maintaining their version anyways
Naming it Lethal Progression Plus is still wacky as fuck
People will think this is "The definitive" edition
honestly id see if you can reach out to them and say you dont like the name
You can't change names unless they deprecate
they can change name if they get nuked B)
π₯
Legally
Any use of this code before 20th of December is technically under MIT
as long as you follow that
man, I'll let anyone use my code as long as it's not called "Lethal Progression but better"
Lethal Progression but detrimental
Lethal Regression
if you assign skill points to scrap value it is actually negative
-100% scrap value
and you lose hand slots
and your character's stamina will now be as if they had been eating mcds for 3 meals for 10 years straight.
It's just a cosmetic glitch
and a jump scare. when the damage tick happens on screen
Yeah
gets me every time.
huh. well thats whack.
v1.4 needs actual playtesters though
So if someone can help, I'll need some playtesters
It's kinda funny when you add regeneration and watch your full HP slowly turning red.
I've implemented skills saving :)
Redid the entire save system
It uses steamids, so I can't test on LAN
I'm saving to the host
ohh wait now i get it
i was kinda confused for a moment there why
host has everyones skillpoints saved
All xp is validated and saved to host
I could probably test. been wanting to have a game but had been waiting on employee assignments but it's done now.
I'm somewhat stuck on Mike's tweaks compatibility
so many mods modify values like that yeah
Clearly the other mod didn't even bother with this much thought, see how they handle it when the mod don't work on their modpack
Mike's tweaks touched up runspeeds, I do the same, however, if Mike's is found, my code won't run
can you detect if mikes is loaded
kind of fucked, this is why handslots are disabled
Yes. I turn off upgrades based on if other mods are found
If Mike's tweaks extra hand slots are activated, I turn off mine. It's not worth the hassle
If you turn off Mike's hand slots in his config, it'll turn back on
There's gotta be ways to contact people on thunderstore right??
I wanna contact this guy first
The only reason I was interested at this "plus" mod was I liked the idea of xp on monster kill but it does seem pretty messed up going about it like they did. Our group would be more than happy to test the new release for you!
What?? That's from the original mod
Monster xp on kill is a feature I put in since 1.0
Dang for real? then there is no reason to swap lol
They've done speed and jump.... features already existing in the upcoming 1.4.0
how you feeling on it now
It's gone
nice
how about reduce weight?. and i still not understand about loot value :/
Yeah, that's planned
the plus mod?
Yes
π€¨
I'm working on it
#1185660727722254386 message
I've located the mod (in my mod set) which causes the weird damage tick that makes the health bar look completely red.
i dont like this is spam log :/
this is happend when u already dead btw. please remove π
i think the really spammy ones should go into Debug.
Unfortunately, even the base game also spam Info level logs
workaround is modify the bepinex config to not log Info.
it will cutout 90% of the logs.
ya i know, but i need check all mods what i install. get error or no?
example like backroom mods. that mods broken my modpack also like store shotgun shells my terminal get bug
those show up as "Error" and "Warn", not "Info"
specifically the red and yellow text
Upon loading in as a player, this error is given repeatedly and I am stuck on this screen. the host however enters fine and sees the menu fine.
To be clear, I did this in lan with myself and I have a sizable list of other mods.
Do I need to have another mod for the handslots stat to appear? I loved it in another modpack but itβs missing in mine
Don't use mike's tweaks to add hand slots or reserved slots
Oh I see, reserved slots is breaking it. Thank you :)
Does any mod that messes with inventory size break it?
Yeah
ouchies. that hand slot upgrade bug making items go poof do be buggin
friend got oofed by it just now.
cause I forgot to mention it in time and he had just updated his slots as I was intending to tell him. :V
and then I proceeded to be bad at the video game and accidentally jump off the ship in transit by moving too fast.
I want to get to the bottom of this
Anyone up for an extended playtest?
Please ping
btw deleting a save does not remove the levels, so im stuck with level 40 on my first save and 20 on my second, no matter how many times i remove them
not this again,
I've completely redid the save system
I thought stone stoned that.
mm....
Someone please
Yeah
gotta have food first and... warframe stuff is ticking away tho. so. hm...
an earlier time tomorrow?
Good luck catching me
1.4 save system rework
anyways, brb foods ready.
I have like 2 other things that can do similar but also do different things simultaneously. :V
I can't make everything compatible
but I use the handslots upgrade anyways and turn theirs off, cause it feels more progressiony than just "stronger stuff for free"
Do you still need play testers?
Why not
Alright, I'm ready, I just don't know how you want me to test this
Just use lethal progression by itself?
come into the vc
@opal sentinel did I find the right spot?
dont highlight it please
inversed:
i understand
thank you so much @shrewd sable
What could be causing the incompatibilty/issue here? Surprisingly I've seemingly only noticed this in LAN not online. I am currently multiplayer testing my modpack because we had some issues the other night playing it.
ur welcome, I just went and pasted it into paint, then inverted the colors from the right-click menu after selecting all pixels
I'll be around for a few hours, if you need anything from me to assist in sorting this out I'd love to help.
i have to go
Understandable, I'll just remove LP for now and we'll talk about it later once I sort out these other bugs.
What mods are you playing with
There has to be more errors
Just send the entire log file
gotcha, I'll do so in a few moments here.
you should add a option to make skillpoints not revertable so they are perma use
I looked at it and I assume it's something with one of the emote mods or something?
@opal sentinel https://thunderstore.io/c/lethal-company/p/Henny/RogueCompany/
sure using u code then rename HHHHHHHHHHH
what the hell my eyes
thats the same guy as before, but up to stoneman what he thinks this time
if he's using the old code thats under MIT then he still hasnt added the license, and if its the newer code then stoneman gets full say cuz all rights reserved
rejected. That's a clear attempt to get around my request to work with stoneman on this. I left the modder a note to come see us if they wanted to get permission
renaming the mod and trying to post it again is CRAZY π
I realized earlier you should see both of these the .1 is the player on lan that crashes.
Why play on LAN
Also, forgot to tell you aaaaaaa
I've told him to come in now, but definitely not made github open again
But there's a contact
However, you did say to come in the discord, I slept before I realize they're gonna do it again
I am testing multiplayer with myself to know about bugs before my group meets up
this didn't happen with the same set of mods online though to be clear
1.4.0 is in the works
Is it planned to have an extra row of hand slots? I'd like to get up to 16 or so slots, but make the level progression really slow. So people need to work for them
Or a better question would be, is there a place where i could read the planned updates for 1.4.0?
Thoughts on the new stuff?
Very fun
why would there be??
The conditional states like bleeding and such
why would that cause errors
Ah alright
would this work well with lategame up grades
hmm i have been thinking about this mod quite a bit, so maybe ill see what break and config based on that
You can customize however you choose
Hello, I'm needing tests of an upcoming build of Lethal Progression, 1.4.0
There are a lot of changes; for now just stability, but soon networked saving. Just put this in your plugins folder in BepInEx for now.
Lethal Progression V.1.4.0 - Beta
-Added strength as a skill. By default, weight reduction up to 75%.
-Added run speed as a skill, needs a lot of points in it to be significant. (Disabled if Mike's Tweaks is on. Turn it off.)
-Added jump height as a skill, uncapped, at the detriment to fall damage.
-Reworked saving.
-Now saves skills based on steamID, this won't load on LAN, but there shouldn't be any issues otherwise.
-Added unspec in orbit only - New default.
-Fixed handslots ghosting.
-Removing points in hand slots now properly drops items.
-New saving system should fix all loading and progression bugs, (I hope)
Any issues, please tell
i was not testing the new one but maybe i should But i got some errors currently
got some errors
this is with the new ones aswell. i get some errors with loading in asset bundles so compatablity issue with moreemotes mod
A non issue
LC Api autoloads shit even though my mod is loading it already
It doesn't matter because mine loads first, it just complains and that's all
aight then i wont worry
OWO. no more broken hand slots when upgrading?
aight the value thing is super broken especially when you are like 7 players
day 3 we had 2k
just make limit loot value 10 or 20 and per increase 0.05
every mods need balanced by yourself. like mine, i setting the speed max 5 ( Vanilla movspd 4.7 )
is the value upgrade per person or does it increase scrap value for everyone? My group has seen different value numbers at times and I'm wondering if its something intentional or mods not playing friendly (Its a pretty hefty pack)
when you change the config on letha progression for the lott value for example. does the host control the config or everybody can make their config a different value aside form host?
@opal sentinel have you heard from the Lethal Progression+ guy? I just bonked another one of their uploads
nope
hello, anyone knows why my progression is not saved when restarting the game? could it be because i have extra saves slots with LC better saves?
everytime i come back I'm back at 5 skill points max
I might be wrong, but I believe they are incompatible with each other.
oh sad
Is there any command to add skillpoints manually or some setting to change the starting XP/skillpoints at least?
To somewhat get the xp back until the saving issue is fixed
Lethal Progression V.1.4.0 - Beta
-Added strength as a skill. By default, weight reduction up to 75%.
-Added run speed as a skill, needs a lot of points in it to be significant. (Disabled if Mike's Tweaks is on. Turn it off.)
-Added jump height as a skill, uncapped, at the detriment to fall damage.
-Reworked saving.
-Now saves skills based on steamID, this won't load on LAN, but there shouldn't be any issues otherwise.
-Added unspec in orbit only - New default.
-Fixed handslots ghosting.
-Removing points in hand slots now properly drops items.
-New saving system should fix all loading and progression bugs, (I hope)
More:
-Embedded the asset bundle directly into the dlls' resources.
when u have an item in slot and levelup ur slot, the item dissapear
but the cog icon is still in the slot
until u pick something else
The beta fixed that issue
Pausing a little because of christmas
Need to get saving working again, will get back to this later
Take your time man. Enjoy the Holidays
Hand slots aren't showing up as an option in the skill menu. Wouldn't be because of FlipMods' reserved slot mods, would it?
Yes
There's a conflict with hot bar plus and the beta
If you quit while having extra slots, when you load back in the extra slots overlap
When you remove the points, the bar seems to be offset to the right and it'll be permanently offset even when reupgrading
Not that big of an issue, just letting you know
Is there still the issue when upgrading/removing extra slots that it won't drop items
basically in till you restart the lobby? ( killing two birds with one stone )
When I was testing the beta fixed that as well
btw apparatis does not scale with scrap value
I had that same problem once and I don't even have HotbatPlus, so imagine it maybe more shenanigans with the hand slot system.
Using this and it seems like the levels stay with you even when you reset a save or make a new one.
It seems like the save system needs more work
so yes need more work, but new years has popped up hard recently
Hola, just a heads up for when you are working on this next, there appears to be some conflict with running this with terminal api as the ship and loot on the ship doesn't reset when the you get fired from failed quota.
I'm assuming something gets cached somewhere in the conflict as removing lethal progression doesn't fix the issue without running the game once after removing the mod before resetting from a failed quota works again.
Anyhow, have a good end of year break!
does this mod work with late game upgrades???
Yes
Will it work with LethalThings's utility belt?
This is what it says directly from the website
I normally have hand slots turned off when using lethal progression but everything else works great and I'd really recommend the mod
@ripe kettle
Upgrading hand slots with items in your inventory makes your inventory bug out and you lose everything you had in there
i am celebrating christmas and new years
1.4.0 is still not done because the new save system isn't working
Take your time man. No rush. Would definitely want everything polished before a release to minimize issues and more work for you. Enjoy the holidays
hand slots somehow dont work
yeah and even then, pressing F (due to the toggle flashlight mod) turns on flashlight despite not having flashlight
guys the hand slots - loosing items bug causes your items to disappear from item bar but not character. Take a look at your weight. It's not zero with no items.
This is fixed in latest beta release (scroll up. Stoneman posted the .dll). It's working pretty good but still has issues with saving.
Speaking of saving it seems like quitting and loading the same save over and over seems to exponentially increase the sprint speed bonus (but not battery life or stamina).
but when you quit out of the game and load the save again it's fine. once ofc. and that's even if you save again with the bugged bonus.

have a nice new years eve everyone
@opal sentinel Hey man! So I was trying to figure out how to get this carry weight stuff to work for a long time and I really like the way you are handling it in your current beta version of Lethal Progression. I would love to add this feature into my mod that doesn't really conflict with your mod (Weightless Inventory only while at the Company Building. The mod is called CompanyBuildingEnhancements) and would give ya a shout in the ReadMe for your method. (I'm not really a coder by trade and my mod was relatively simple until getting into carryweight lol). Can also make my mod compatible with yours once you release your update publicly. Just wanted to know if you are ok with this.
sure
@opal sentinel at what point is the bonus from scrap value stat applied? Is it when we land on the moon?
yeah
Ok cool, thanks
my logs are getting flooded with this, anything i can do about it? (besides turning oxygen on of course which i don't want)
What mods do you have
How exactly does the loot value work? is it when you sell it to the company that you get more? not noticing any difference
It increases scrap value when the moon is generated @hot imp
Ah awesome, thanks π
is it fixed now
scroll up to download the v1.4.0 beta release. that fixes it.
Is there a popular mod causing a network config mismatch? We copied profiles with a code, but this is happening, even when we disable most of our big content mods, but not sure what's causing this.
I don't wanna go through all the mods right now and disable them until lethal progression works xD
@opal sentinel does it work for for v48 ?
i don't know
i will test it
he fixed the xp bug
so might be an issue
seems to be working
i will test it with 2 lan clients its not as powerful as testing actual netcode
works fine
I love the mod and I have two questions. I apologize if these have been answered previously already!
- Is there a plan to make this mod compatible with the ReservedItemSlot mods?
- How exactly does loot value work? Is it meant to be pumped up when selling or when going to actual moons for loot generation?
its technically compatible, you just cant buy more hand slots
loot value, when you landed moon the scraps will increase the value. every landed not when you already landed then you increase the Loot Value [ Level ]
sry my eng bad :))))))
Still having this save issue, willing to try and take a third party look at it. Havent done a lot of game dev but do a lot of server dev
@quaint rain you using the original version made by Stone or one of the forks off the git repo
Original
I disable hand and loot
How does the math of loot value exactly work?
because we had one person dump there points into loot value and its at 10% loot value. The large axle we got was around 110 scrap which is double the maximum amount a large axle would be which is 56 instead of 61.6
its broken somewhat
i've been wanting to fix it but i have been very much do college stuff
Is it posible to make it only posible to update 1 hand slot but rlly xp expensive @opal sentinel
Do it in the config
Hi, can you add config options to change the amount of skill points we can add at once? Me and my friends really enjoyed this mod, but we have to click a button for 200 times to manually add 1000+ skill points every time we reload the save.
would this be 1 level @opal sentinel ?
and no more after
is there no way i can make the xp more costly
10 levels is nothing
well level 10 is when you get a new handslot no ?
Pretty much yeah
Just downloaded the mod and tried it. Playing with a 21:9 monitor with LC Ultrawide
If I disable it (aka playing in 16:9) its kinda there but a bit to the side
Just discord casually not loading the pngs lol
I cannot support 21:9
You can use it in 21:9 by just pressing escape and then immediately pressing enter, as the skills tab is selected by default, the menu after that is loaded correctly
sorry for bothering you
but i need a bit of help
why does the hand slot not available in the skill list?
the automatically produced config file has it set to true
but it just don't exist in the list
like the list of skills exists
i can upgrade and see sucessful results in health regen
but where's the handslot?
Unsupported mods
i ran a test
check the mod page.....
i removed everything and then isntalled bepinEX and then lethal progression
and everything was working
so i added an other mod
Check the MOD PAGE
ii'm trying to provide your page assitance give me a moment
This is NOT A BUG
it kept working and i quickly found out that reserved item slots are the problem
i know
in your mode page
you can add in info of reserved itemslots being incompatible with your mod
I.... did....
is there any way to fix this incompatibility problem?
alright let's forget about all that
i need help with something
Hello, @snow maple, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
how do i inject levels into my save?
i had 28 levels
28 upgrade point not levels
and i lost them during me cutting out the BepInEx folder
Is there an update on 1.4?
stoneman, do you go in vc anymore? π (modders/devs vc)
I remember watching you make lethalprogression
good times
college is on
so sad :(
Quick question, could an issue with extremely high value scrap be related to this mod? I'm combining loot value from this along with weather multipliers and value just skyrockets like crazy, don't know if this might be due to a code issue or just a weird interaction between multipliers, even going to a normal weather still has scrap values of 200-350 per item, with about maybe 120 levels between the whole party in loot value.
Yeah
Thinking its due to having both mods? Or just wonky numbers in the code with leveling up a lot the loot value? That way I could see about removing the multiplier for weather or just changing config values for this mod
having issues with this mod working. My team and I get the initial 5 points and then never get anymore points again, despite apparently getting XP. We had, what I presume was like 4000 or so xp (if I was reading the right thing) and still never got anymore skillpoints
and using the patch also didn't fix it
Same issue, my levels and stuff isnt saving and I can only level up without the patch
but it worked for you without the patch?
Leveling up did, but not saving progress
When the patch is installed, I cant level up, but it saved my earnings and experience
Without the patch, I level up but it doesnt save
huh, i must have some kind of outside mod issues then cuz even without the patch, leveling up doesnt work
health regen seems to actually cause damage, not heal it. I could be sitting in the ship with full health and have 0.1 health regen and I will start turning red - aka losing health over time.
And while probably also mod confliction reasons, having extra hand slots completely bricks a person from interacting entirely.
but it's pretty clear this mod is dead sadly
yeah
π«‘ πͺ¦
Will it ever get revived or worked on again?
later
I want to suggest something;
It resets levels when the save starts from zero, but I personally want to be able to keep leveling up on the same save, could you add it via config?
#modding-general message (@timid moth / Stoneman) VAL needs to be added, allowed to be calculated - and set back to 1 when the ship reaches orbit to prevent this (most likely). Yes, I did spend over 4 total hours trying to figure this out (8 hours from when I started to now, but about 4 or so trying to figure shit out). I do not think it's possible in this code's current state to function with anything multiplying the value due to weather (or other outside sources).
To think a god damn Debug line would've helped figure this out a tad faster -, -'
With that out of the way, I'm going to pause trying to hammer the pack together because that took way longer than it should've. The images there clearly show how the LP is screwing up the value of items spawned in. I ensured to reload numerous times, ensuring it's facility generation - and ensured 3 datasets to rule out potential RNG causing this to be a coincidental finger-point. It is LP, LP doesn't function with other mods multiplying off weather. But it does seem that scrap amount multiplication seems unphased.
Writing here just to confirm, I also realized that one of the installed mods is messing with prices because it was like 600/100 of map's max and we were sure something was off, not sure how/why LP mode affects that though
Can't figure out how to solve this issue -~ -
Assuming something is screwing up here
Do not use CatsArmy LethalProgressionPatch - it is bugged by itself, together, and with other mods. It is none of your mods breaking it, it simply doesn't function. Disable VAL on the original mod to have an "okay" time.
(both together, on, in the event that was supposed to fix it somehow - tested too just in case)
But as it stands, the orignal mod (whilst broken in the VAL department) - seems to function with the rest of my activated 128 other mods.
dose this mod work with Lethal expansion core?
ok ty
I cannot confirm if it works with LE enabled since I disable that- but it DOES work with LE disabled, and LEC enabled - I should clarify.
Additional Information: For whatever reason, this mod also causes an infamous noise bug to have hoarding bugs infinitely play their attacking-noise... even when they're dead
If you hear a bug infinitely trying to fly/attack you, this one caused it too.... some...how.... π€
ok
After thinking about this for a while doin' other shit- I must ask somebody who knows their way around modding and figuring out the chain of events as to why bugs do the things they do... Can somebody look into why specifically the hoarding bug gets bugged out from CatsArmy's patch of lethal progression but not any other enemy that makes sounds when angered/attacking? The spider doesn't make any crawling noises when dead, the snare flea that makes the skittering noise when attacking doesn't infinitely loop... why the hell specifically does the hoarding bug's sound loop (when no mod that affects it other than the yippee mod is active) but not any other enemy upon death due to that mod?... I'm baffled and very curious.
as far as I know (and expect), Lethal Progression shouldn't touch AI at all. It gives experience when one is killed, that should be detected just on any entity death and not specifically on every individual entity... The upgrades have nothing to do with dealing damage to the entities so the HP should drop all the same... It affects the client in a pseudo sync (only because it's waiting for loot to be deposited) XP manner that doesn't affect enemy spawn rates whatsoever (from every skill, to leveling up). I'm extremely curious as to how some code-chain of dominos causes that specific sound to loop. ., .
Once that happens, logs on console must help
Hello, I indeed do not touch AI whatsoever, and I don't know what catsarmy is doing. I've been so busy with this college year, I seriously don't got the time to deal updates anymore. There is a wip version on the GitHub with a saving system that doesn't reset player skills and various bug fixes, even more skills such as Jump Height and move speeds, but that's all gonna need some heavy playtesting.
Right now, the saving system doesn't seem to work due to steam ID issues and I can't test it by myself due to needing multiple steamids - otherwise, it's pretty complete.
Just needs bug testing and squashing.
I will try to see if I can get it out after midterms, super busy atm
ngl- ...
I've been losing my mind a bit as to why the hell when I set things one way that it ends up the other-
My initial setup: Max: 25, Multiplier: 25. Me: "That means, after 25 gets put in, the next level of hand slot will be 50." Incorrect.
Next attempt: Max: 180, Multiplier: 30. Me: "That means, it takes 30 per hand slot, meaning 6 additional slots maximum since 180/30 = 6." Incorrect.
I don't know how I've read this thing 6 times to see that the Multiplier... ... I don't know how the hell I've read "How much does the hand slots skill increase per level" - but I read that as "How many more points the next level will require when it's reached". ... No that literally means - if set to 30, each level in hand slots adds 30%.
π€¦ββοΈ
Oh awesome! Lethal Progression is one of my faves because it adds such a nice and simple RPG element to the game.
I was really looking forward to an update
Hope time at school goes well, gl with the update! If you need an extra hand in testing I'd love to assist
They often take a while, I'll need to finish with some college midterms and then probably final projects before thinking about this
Yeah understandable. Yours is just great. We have stuff like Advanced Company and Lategame Upgrades, but those can be overwhelming and complex. No shade to them, they're great on their own. But yours is just a perfect simplicity to the game. Love it.
Actually I have a few friends who really enjoy the mod and constantly ask about updates for it π So if you need even more hands to test, we're here, just @ me
i also got tests and ill be real i dont fully understand the way Lethal Progression works that well i might even deperecate it the only reason i made it was becaues i was sick of being unable to click the button
Not sure if anyone else has mentioned this (I don't know how to search for messages within just a post in a forum instead of the whole forum) but I would really like a config option that allows you to change the point increase presets. The standard ones are +1, +2, +5 but for the skills whose max level is higher or that don't have a max level, it would be nice if there was a +10 or something or a config option for you to edit that in yourself.
Understandable - especially when you gotta spec in like 200 points when you load up a save π
Right? When my friends and I have a long game going on and everything is at max level except for oxygen or something and you have 200 points left, would be nice to have a +100 option.
It's really the only issue I have with the mod. Everything else is perfect ππΏ
Digging lethalprogression, but wondering if I can get some clarification on how the xp scaling/calculations work.
I get that the xp minimum is the xp required to level within the first quota.
I'm assuming that quota multiplier is a percentage increase applied to the minimum xp value on a per quota basis (40min increased by 30% for a new min of 52 which tracks with the defaults in game). This continues until it hits a cap which is set.
The one I'm unsure on is the Person Multiplier which is awkwardly worded. "XP cost to level up go up per person."
If the default is 35, does this mean that the XP minimum is raised by 35 per extra person in the lobby? Needing only 40 xp minimum becomes 145 with a group of 4?
My take on it: Base XP set to 25, and Per person set to 25, means solo = 25, 2 players = 50, 3 = 75, and 4 players = 100 XP for the level up (which then gets shifted up based on quotas met via. a multiplier). Old response, yes, but dat is what I believe it to be
So I've noticed since V50 there's been a lot of issues with points and stats not resetting after a failed quota. There's no error in the log to specifically point to why it gets carried over and shouldn't. It almost seems like a desync issue since some players will keep their points and others will lose them
Tis true. However, the points get "lost" upon spec'ing a point into any of the stats. Also, from my testing, it seems some of the stats work after and some don't. Health regen for example doesn't seem to work after - even if the stat is glitched, as well as battery life. But Hands slot and stamina seems to carry over
It's a tad odd. The "actual" stat is to the right (which will always be 0), but the game I guess doesn't update or doublecheck your hands/stamina stats until the stat changes, even after a fail
When it happened before v50 I noticed respecing would reset it, but since v50 i've had it happen where respecing did not fix the issue. One of the times it actually resulted in the value increase becoming negative. It's almost as if the mod needs to manually reset the values back to default at failure
Yeh. Tis a shame even after a fail - and a command setting it as a fail - doesn't fix the points. I tried fixing it with a manual loss π
I had that problem since v49, but I assumed it was normal. π
What does the fail flag trigger? When the fail sequence starts, or after the player is spaced?
Honestly- I never tried to figure that out o- o
all I know is, it fails to remove the "Points"
(even though it does ... remove it- it also doesn't. It's so odd...)
The reason I ask, is if the flag is triggered when the sequence starts or after the player is spaced it could change how it's handled, If it's being checked "after" the player is being spaced it's likely getting lost due to the scene change when everything is resettings. If you can find the event listener that triggered the "disciplinary action" audio track and use that listener you could use that that reset the values and reset the UI before the player is spaced
is this v50 compatible?
It works π€· ... has lots of buggy interactions like the VAL stat still borked, not losing set points in skills after a loss (if a point is added in each, it 'fixes' them, which sort of leads to a "do not set points into leveling up until we get a good amount of points" thing... eh~)
the fact that you'll lose your inventory if you upgrade hands stat to pass a threshold
so you gotta upgrade it with empty inventory π
and if you upgrade with things in your inventory, the weight is permanent until killed
not even a TP fixes it afaik
Oooh, so don't upgrade str with items in your inventory?




