#ror2-modding

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supple ingot
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the end of it

nimble field
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try a new profile?

supple ingot
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this was a new profile

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legit made it friday

nimble field
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does the game work or are you just paranoid about errors

supple ingot
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game dosent load anymore it gets to 100 and stops and when it did load non of the extra people loaded in

nimble field
#

i see you using starstorm2 so maybe just downgrade msu to 0.60?

supple ingot
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let me try

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ok guess that works

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tytytytytytytytytytyty

charred gyro
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rip nebby

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can't enjoy his vacation with all these errors

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does item roulette mod cause too many balance issues?

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like if one of the roulette items is topaz brooch you're uh... probably going to have a lot of barrier

onyx trench
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i have no idea how to get the twelve crowbars for huntress

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i can get eight right now on the first levle using a 3dprinter but chances are i wont get the rest i need later and ill have wasted all these good upgrades

vestal gulch
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Well, you either loop a bunch
Or
You cheese it with Command + Sacrifice

onyx trench
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oo ngl i forgot artifacts were a thing

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ill have to unlock command and try that

vestal gulch
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I wouldn't recommend sticking to Command for regular gameplay, since it builds bad habits if used extensively, but for unlocks, well

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It'll really help speed up the process on a lot of unlocks

onyx trench
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any idea why i would be unable to pickup an armor piercing round?

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just got one from a crate but i cant seem to pick it up

vestal gulch
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Can't pick it up by just walking over it?

onyx trench
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nope

vestal gulch
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Try standing next to it and using interact key

onyx trench
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and the press E option isnt working either

vestal gulch
#

tf
idk then

onyx trench
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just happened again

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i cant seem to pickup any items on this level

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is there a way to relog a run or do i have to just end it

vestal gulch
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If you don't have ProperSave, you'll have to end it

onyx trench
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dang i got a cool item this time was hoping i could make good use of it

#

infusion was fun

vestal gulch
#

I'd also recommend moving general game questions to #ror2-game-questions, since this is the modding channel

onyx trench
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ah alright thank you

onyx trench
#

im thinking the not being able to pickup items might be a mod conflict or something

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it just happened again

stable ridge
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look at the error log

onyx trench
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this error maybe?only one i see that says pickup

stable ridge
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usually it's the first mod mentioned after the null ref that's the cause but idk how that mod would've caused that

onyx trench
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using proper save i reloaded the level and now i can pick stuff up so i guess ill just have to do that every time

rough geode
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Is there a mod that the game can run more smooth

charred gyro
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what is the purpose of charging up napalm cascade? Just the fact that you can shotgun enemies with overlapping aoes?

onyx trench
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whatever this error is it happens literally every level so i have to exit and reload it everytime

charred gyro
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What are these rings in the ground?

vestal gulch
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MysticItems visual bug
Ignore them

charred gyro
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It's a bug?

vestal gulch
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They're markers for the Treasure Map red item added by MysticItem

charred gyro
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ah

onyx trench
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bet time to make a bot to say ring every day just to see the precious ring longer

charred gyro
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oh huh relentless vendetta is mysticitems

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disables it since I only play SP

stray oracle
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someone who is good at modding

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please make these into actual skins

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they look so good

calm silo
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there doesn't appear to be a modded tech support channel, so i hope this one is ok

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my game has just recently stopped loading entirely

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i load it up like normal and it just sits at 0%, the window isn't frozen or anything

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i haven't added any new mods since the last time i played so i'm not sure what the problem is

nimble field
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downgrade msu to 0.60?

vestal gulch
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0.7.0 also works

hybrid lodge
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thanks

calm silo
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this is probably a really stupid question

vestal gulch
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MoonstormSharedUtils

stiff steeple
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how does one remove a Weighted Anklet from Aetherium?
my first guess was a cleansing pool but I don't feel like they'd make that the only way to remove them

vestal gulch
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Cleansing Pool or Mithrix
Scrappers if you have the Lunar Scrap mod too

stiff steeple
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I see

onyx trench
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where do i get the lunar scrap mod

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i dont see it on r2

vestal gulch
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It's literally named LunarScrap

onyx trench
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nvm it shows now i just had to restart the launcher

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also to fix my error with items should i just remove the hidehuntertracker mod?
it was part of the modpack so i dont know how important it is

vestal gulch
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Yeah, just remove it

onyx trench
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okay thank you

hot echo
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how would I go about extracting the sounds for skills? and once I've edited them how do I put them back in?

timid blaze
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might be better to ask that in the modding discord

hot echo
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will do!

charred gyro
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ooh

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just realized one way I can make corpsebloom weird

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just gotta find a way to make a stacking downside that isn't "but you heal instantly"

sleek spoke
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Phoenix wright is kinda something

charred gyro
sleek spoke
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I mean

charred gyro
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I also skipped deku because his voice lines made me want to stick a q-tip really far into my ear

sleek spoke
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Almost his entire moveset stuns and 2 of em makes you invincible

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I never played deku

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But uhh yeah phoenix wright is pretty good

spring acorn
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im new to modding, whats the best multiplayer share items mod ?

charred gyro
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this was a lot funnier in my head

pseudo pike
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dinner's ready

vestal gulch
calm silo
vestal gulch
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Find the mod in R2Modman's mod browser, and click "download"
It'll bring up a prompt to select the version

calm silo
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downgrading to 0.7.0 worked

onyx trench
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is there a mod to decrease time between waves or maybe increase how many mobs per wave

vestal gulch
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Don't believe so

hollow burrow
timid swallow
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be erythrite
see a player
blind them with ugly ass red vfx
telefrag them
guaranteed hit
apply a bs dot which kills them indefinitely
ask mystic why he deprecated elitevariety

hollow burrow
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Pretty much.

stiff steeple
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wha

stiff steeple
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so EliteVariety isn't actually broken?

vestal gulch
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Nope

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Just deprecated cause Mystic wasn't happy with the balance

spring acorn
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If im using sharesuite, is there a way i can make sacrifice drop more often?

stiff steeple
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hm

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are there any mods that add config options for the Artifact of Evolution?

brazen warren
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yeah i think there's one called evolution config or something like this

stiff steeple
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oh nice

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I really like Evolution

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prolly my favorite artifact

gaunt smelt
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Alright gamers! Here's my daily reminder: I'm still looking for a coder for my Spearman mod. If anyone is looking for a project to code, let me know and we can talk about commissions!

Thanks!

stiff steeple
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Artifact of Cruelty seems to ignore that Erythrite elites are supposed to be loop 2 and onwards-exclusive

stiff steeple
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very

stiff steeple
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seems it was not the artifact that was causing that

prisma oracle
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do you have EliteVariety and Aetherium?

stiff steeple
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yes

prisma oracle
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having both causes Erythrites to spawn in loop 1
I believe you can disable the Sanguine elites from Aetherium and Erythrites will work fine, but I would recommend disabling EliteVariety as the mod author wants to rework a lot of things before he can recommend it again

stiff steeple
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I see
Erythrites haven't been an issue for me personally so it was just kinda weird
also I'm aware, I just wanted to use it anyways because I like the ZetAspect stuff for it

dark wyvern
sleek spoke
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your welcome

bleak rune
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do you guys know any mods that increase player slots?

uneven gale
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like

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the max amount of players in a lobby?

vestal gulch
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TooManyFriends

merry schooner
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BepInEx only has 2 folders in it when the readme.md clearly states there's 4? is it meant to be like this?

timid swallow
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use r2modman

olive wadi
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So do mods affect achievements?

stable ridge
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no

olive wadi
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So I can use Goku and still get achievements?

stable ridge
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should be able to

olive wadi
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Sweet

olive wadi
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So if a mod says something about a "console command" how do I access that?

timid swallow
olive wadi
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Nah I found it it was crtl alt `

next copper
olive wadi
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Oh.

vestal gulch
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It's always good to have DebugToolkit in your modlist

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If you aren't a mod dev, it's still great for testing other things or getting yourself out of a softlock

olive wadi
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Do I need the same mods as someone else to play with them or is that only for non-clientside ones?

vestal gulch
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A good rule of thumb for hosting with mods in multiplayer
If the mod is tagged as server-side or skin, just install the UnmoddedVersion mod
If it's tagged as client-side, then you don't need to do anything
If it has none of the above tags, all clients will need the same mods and config

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In case a mod is not tagged properly, be sure to read its thunderstore page

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For example, TooManyFriends is server-side iirc, but is not tagged as such on Thunderstore

next copper
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It's best to just import profiles to be safe than sorry

vestal gulch
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Yeah

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It's not like it costs anything to import a friend's profile anyways

olive wadi
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Unless they downloaded something weird.

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Then it costs sanity.

harsh island
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what does this mean

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also is there a way to disable to enable all mods? with the thunderstore mod manager

next copper
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You can with R2Modman

harsh island
next copper
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Settings > All > Scroll down until you see "Disable all Mods" and "Enable all mods"

harsh island
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ah its the same in thunderstore too nice

harsh island
nimble field
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its literally just a vanilla warning iirc

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youre too paranoid
as long as the game works everything should be fine

harsh island
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yea but it crashes

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which is why I came here for help

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@nimble field

nimble field
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also try restarting steam

harsh island
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export profile code as a code? how

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wow im blind nvm

jade prairie
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ive copied the code for my mods in modman
where does he pput in the code to copy my profile

timid swallow
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go to profile selection screen

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if you are already on some profile, go to settings and then "change profile"

timid swallow
grave cedar
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how do i enable the auto pick up mod?
i cant understand where i check if its enabled, it sais to check here: epInEx/config/com.kuberoot.autoitempickup.cfg
tried in-game consule and it didnt work.
thx for the help

timid swallow
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use r2modman

grave cedar
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i did

timid swallow
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mod manager says it's enabled right

grave cedar
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no

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disabels default

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mod men sais yes though

timid swallow
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hmm

grave cedar
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oh sry

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the mod description says to make sure its anabeled here: epInEx/config/com.kuberoot.autoitempickup.cfg
i have no idea what is that address

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tried searching it online or in-game consule

grave cedar
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thx found it

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just find the distribute on drop and set it to true

wise ferry
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And then click save in the top right

grave cedar
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thx, it worked

wise sphinx
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can someone help me with this wierd problem im having

timid swallow
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maybe

wise sphinx
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this is the modpack Im using(1FMXj52GNz), and when I try to play the game with a friend on a vanilla copy all of the items are incorrect. (Ig he will pick captain, his starting item will show a ukelele, but he will have the effect of captains passive drone item.) this happens on all items he picks up too, does anyone have any clue how to fix it>?

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Im new to this so idk if I exported the code properly

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the item change only happens on his side

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on my side it shows him having the correct items

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or if anyone has any vanilla compatible quality of life modpacks thatd be dope too

cold rose
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my friend hit the 64 bit integer limit with red mist

outer narwhal
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any working 16 player mods? my friends and i getting back into the game and our mods dont work anymore

low crescent
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are there any known mod combinations that prevent teleporter items from spawning, mithrix from spawning, or getting stuck in a moment whole after killing the scavenger?

edgy python
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I just downloaded the daredevil mod but for some reason they're not showing up on the character select screen

tribal monolith
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hi guys, i really want to start creating mods for ror2 but i have no idea where to start, could anyone link me or show me the best way to approach starting to mod for this game?

nimble field
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there's the modding discord pinned here CheckPins

quick forge
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does anyone know why my game wont start

timid swallow
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downgrade msu

quick forge
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worked thanks

pseudo granite
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Hey so I only use the BetterUI, ItemStatsMod, and UnmoddedVersion mods, but for some reason I get terrible framerates in the modded client.
Like 40-50fps instead of my usual capped 165
Anyone have an idea why this is the case?

harsh island
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is there a possibility I can fix these some how?

copper herald
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only 6
I get like triple digits of mod errors sometimes and it runs just fine

harsh island
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oh ok

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its making 1 mod not work tho which is kinda inconvenient

amber bridge
agile chasm
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how do i dump the r2modman log? my game just stopped responding for seemingly no reason i want the log report

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my game just stopped responding for seemingly no reason

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here's the log

outer drum
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is stageaesthetic usable in multiplayer?

sonic osprey
earnest dirge
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what mods item causes the souls of enemies to link

vestal gulch
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Aetherium

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And it's the Buff Braziers, not an item

dry galleon
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auto item pickup isnt working in multiplayer, is there a fix for this?

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it only distributes them to one person

cedar viper
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what mods can be used while still playing with people on vanilla cuz i wanna use a few just quality of life ones that dont really effect gameplay but still play with my buddies

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also if i do get response can you reply to it (I'm doing an assignment so i may not see it immediately)

mossy lagoon
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betterui

jade prairie
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does anyone know hot to remove the sun ability from the paladin mod?

mossy lagoon
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don't pick it?

jade prairie
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that aint the problem but random peopel will pick it and thats why ๐Ÿ˜„

mossy lagoon
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oh lmfao

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I don't think there's anything to do about that

jade prairie
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well sad

timid swallow
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actually

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loaderisnomore has a skill removal function

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but im not sure if it works for modded

jade prairie
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ill give it a try thx

rocky panther
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anyone know a lot about multitudes?

cedar viper
hot echo
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@timid blaze, how hard would it be to make a specific attack an an m1 chain unaffected by attack speed?

timid blaze
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you mean merc's 3rd hit?

hot echo
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ye

nimble field
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i think you could do a funny workaround with the duration
just multiply it with attackspeedstat

stable ridge
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basemeleeattack has a ignoreAttackSpeed bool but idk how effective just switching it on and off is

hot echo
stable ridge
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if you switch it on before the third swing probably not

hot echo
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hmm

timid blaze
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really don't need to do anything fancy

hot echo
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oh neat

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might try to mod that in, since it'd make merc feel much nicer with high attack speed

timid blaze
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just ping me if you want some help, though it'd also be good practice to try doing it entirely by yourself

hot echo
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๐Ÿ‘Œ

sudden umbra
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hi people

vestal gulch
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henlo

sudden umbra
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question

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yesterday i want to play with some friends ror2 modded

vestal gulch
#

A good rule of thumb for hosting with mods in multiplayer
If the mod is tagged as server-side or skin, just install the UnmoddedVersion mod
If it's tagged as client-side, then you don't need to do anything
If it has none of the above tags, all clients will need the same mods and config

#

Some mods are old, so they may not have the needed tags, so in that case read their thunderstore pages

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You can also make sure your friends have the exact same mods and configs by using profile sharing with R2Modman or Thunderstore Mod Manager

sudden umbra
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It happened that I wanted to use the multiplayer and it wouldn't even let me connect the game with the online one and my friends had the same mods and if they could

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why could that happen

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sorry I had to use the translator it is a bit difficult for me to write in English

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xd

vestal gulch
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Don't think you can normally join general multiplayer without using UnmoddedVersion
Host a private multiplayer game and invite them directly, unless that's what you were already doing

vestal gulch
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No problem

hot echo
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exactly!

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wait, is that blue part the hitbox? lmfao

stable ridge
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yeah his third swing hitbox is gigantic

hot echo
#

jeeeeeesus

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currently I'm in the process of learning how to edit a skill in visual studio

nimble field
hot echo
#

I'm brand new to all of this, so I just used the custom skill template on the modding wiki, and I'm looking through it to try and figure out what all of it does

hot echo
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oh, wait

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I'm stupid, there's literally a section at the bottom showing how to do exactly that

vestal gulch
#

From StrikerHutassa

stable ridge
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I mean I could just put it in wolfoqol I guess as a config

hot echo
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well, now I know where all of acrid's hitbox size went

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merc dun stole all of it

hot echo
hot echo
hot echo
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@timid blaze so, I got as far as importing the hooks example, before getting completely stuck, because I have no idea what I put in to make it alter merc's 3rd m1 instead of huntress' arrow rain

timid blaze
#

one sec

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ah

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you have dnspy?

hot echo
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uhhhh I have no idea

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this is the entirety of my progress lmfao

timid blaze
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dnSpy is the program you use to read code

hot echo
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oh

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that sounds pretty important....

timid blaze
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i believe the wiki had a page on it as well, hold on

vestal gulch
timid blaze
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so yeah, just download it and then read through the wiki page, it's not too long

hot echo
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also, do I need something at the start of the example code? because there are a lot of errors

timid blaze
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oh yeah, uh

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a lot actually

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wasn't there a boiler plate on the wiki page?

hot echo
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for some reason the boiler plate never popped up the text editor

timid blaze
#

hm

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did you un zip it?

hot echo
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also, does the wiki link visual studio 2019 instead of 2022 for a reason?

hot echo
timid blaze
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oh, yeah

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download it, un zip it, and then just open the .sln file and edit it

hot echo
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๐Ÿ‘

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but ya, should I use visual studio 2022 instead of 2019?

timid blaze
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also, i didn't even know there was a 2022, so uh

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no idea

hot echo
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I'll just stick with 2019 then

timid blaze
#

probably the safer option, yeah

hot echo
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if it works, then I'm not gonna mess with it

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I think discord finally stopped lagging

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jinxed myself pretty hard there

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finally got the text editor for the boilerplate to pop up

timid blaze
#

nicu

vestal gulch
#

e

hot echo
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discord lagged so bad that gd1 was in fuckin stasis for like 20 minutes

vestal gulch
#

Sounds like GD1 normally

hot echo
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@timid blaze what all should I clear out of the boilerplate, i.e what all is linked to the example item, and what is necessary for changing abilities?

timid blaze
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delete everything in Awake, and the entirety of _onCharacterDeathGlobal, AddTokens and Update

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gonna look like this at the end

stable ridge
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why not just give him that in a text document

timid blaze
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cause that would be smart

stable ridge
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I have no idea how to make a visual studio project that part is just copy paste from somewhere else every time

timid blaze
#

i literally just reuse the boiler plate from the wiki any time i make a mod to this day

hot echo
#

so, if I'm not mistaken, does this line of code mean that merc's sword swings have bloom? lmfao

timid blaze
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technically i guess, though i don't think any of his attacks are affected by it

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probably just something visual nobody ever notices i'd guess

hot echo
#

lmfao

nimble field
hot echo
#

@timid blaze I think I have the right thing to modify, how do I set it to always use baseDuration?

timid blaze
#

uh, one sec

#
            On.EntityStates.Merc.Weapon.GroundLight2.OnEnter += (orig, self) =>
            {
                if(self.isComboFinisher)
                {
                    self.ignoreAttackSpeed = true;
                }
                orig(self);
            };
hot echo
#

ty

timid blaze
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just this in awake

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at least i think it should work, haven't tested

hot echo
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@timid blaze tried installing the mod, and the bepinex log spat out this
"[Warning: BepInEx] Skipping type [ExamplePlugin.ExamplePlugin] because its GUID [Ya boi PHAT.Merc] is of an illegal format."

timid blaze
#

can't use spaces

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your name is illegal

hot echo
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ohhhhhhh

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I'm stupid

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any suggestions on what I should name the mod?

timid blaze
#

A

hot echo
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the current name is literally just "merc"

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come of think of it, I might just keep that name, makes it stupidly easy to find

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plus it's funny

timid blaze
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that works too

hot echo
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@stable ridge what did you use to make the mod work? this is what I've got so far, but it isn't working

nimble field
#

whats the green error

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try EntityStates.Merc.Weapon.GroundLight2.isComboFinisher instead maybe?

stable ridge
hot echo
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"forced access of isComboFinisher can lead to unintended behavior"

stable ridge
#

while step isn't

nimble field
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publicized assembly also helps

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so you can just not care about private at all

stable ridge
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how do I force it to build tho

nimble field
stable ridge
#

I didn't know this at all

nimble field
#

there's more useful stuff

hot echo
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mod seems to be working

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can confirm! works like a charm

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thank you @stable ridge and @timid blaze!

vestal gulch
#

Phat has now entered the world of mod development

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And further into the programming rabbit hole

hot echo
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how do I actually upload the mod?

vestal gulch
#

Developers section on Thunderstore should explain it

hot echo
#

this stuff?

vestal gulch
#

Yeah

hot echo
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where should I start?

vestal gulch
#

Idk
Probably package format

hot echo
#

ah, there we go, ty

vestal gulch
#

np

hot echo
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are there any dependencies I should list?

vestal gulch
#

Uh
BepInEx
and if it uses R2API, R2API

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If it doesn't use R2API then you can just put BepInEx

hot echo
#

how do I tell if it uses R2API?

vestal gulch
#

idk
I don't make mods, so

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Put R2API as a just in case ig

hot echo
#

fair enough

hot echo
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mod is uploaded :D

vestal gulch
#

:D

agile chasm
#

what's the best "restart run" button mod?

nimble field
#

quickrestart?

inner trench
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is their a mod making software for risk of rain 2?

vestal gulch
#

Microsoft VisualStudio for working with code
Unity as well

prisma oracle
#

thunderkit

vestal gulch
#

That too

inner trench
#

thx!

vestal gulch
#

DNSpy for viewing code
WWise for literally everything involving audio

vestal gulch
inner trench
#

how do i install Thunderkit?

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ive never made a mod before

vestal gulch
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Hence why I suggested going to the modding discord

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There are more people there that can help

hot echo
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so, this person on the modding discord has given an interesting proposal

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I think what they're saying is to keep the hitbox duration unscaled, but let it be canceled earlier with more attack speed

vestal gulch
#

I believe that's what Withor was trying before

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Don't know if she ever did it or not

hot echo
#

would that also cancel the hitbox? or would it result in overlapping attacks at high enough attack speed?

vestal gulch
#

Not sure

hot echo
#

hmm

hot echo
#

to anybody who downloaded the mod I made, somehow the public version does nothing, so I'm trying to fix that

hot echo
#

uhhhHHHHH

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so it "uploaded"

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I can see it on the website

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but no matter how many times I restart it, the mod manager refuses to acknowledge that the new version exists

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ohp, it finally figured it out

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the mod should work now, sorry to anybody that ended up with the broken version

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can confirm, the public version of the mod now works as intended

stable ridge
#

whether or not the second part is even needed in regular gameplay I don't know because I didn't playtest it

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I don't think it'd work because I think part of the M1 extention is the fact that your primary attack doesn't get cancelled or smth

#

aight that about the hitbox isn't right it does work fine

#

it's just the m1 cancelleing itself at too high attack speeds but 2 attack speed still works fine

#

else smth to limit Whirlwind also at very high speed could be neat

stable ridge
stable ridge
#

kinda just means I'd need to update a lot of code tho

reef yoke
#

merc hitboxes never fail to amaze me

bleak coral
#

Hello, i wanted to install the starstorm mod for the typhoon skins, executioner and nemmando, so i went to deactivate everything else, but for some reason it also removes the characters. Why is that?

#

It also removes enforcer and nemesis enforcer, which i don't think are even part of the starstorm mod?

bleak coral
#

Nevermind, fixed it

vestal gulch
stable ridge
#

how does rising thunder interact with attack speed again

vestal gulch
#

Less height gain

timid blaze
#

just need to multiply their velocity coeff or whatever by attackspeed

stable ridge
#

from just testing with 4 attack speed is the rising thunder thing like an actual problem during regular gameplay

prisma oracle
#

yes

#

the moment you find a syringe printer mercโ€™s m2 becomes so short that you canโ€™t do anything with it

hot echo
#

any other small merc tweaks you'd like to see?

vestal gulch
#

I'm still thinking what could be done for Evis

hot echo
#

I'm thinking of adding a bunch in a config and releasing them all as a "merc tweak" mod

vestal gulch
#

My original thoughts for Evis was to up its base damage ticks from 7 to 8, making it do 880% total instead of 770%

#

So it would at least be better at single target at base and with 1 expose proc than SW

stable ridge
#

but Whirlwind always goes the same amount of distance or is there also a problem there?

vestal gulch
#

But it's a hard thing to decide without putting into practice

vestal gulch
hot echo
#

ya, it's hard to figure out how to balance, since SW just has so many benefits
-ranged
-you can attack while it's dealing damage
-slightly worse single target scaling, but absurd multi-target scaling
-expose

vestal gulch
#

SW also effectively extends your comboing range

hot echo
#

meanwhile evis gets
-iframes
-extra dash
-slightly better single target damage (but only if you're just standing there when you use SW)

vestal gulch
#

Evis actually has lower single target without some syringes or an Expose proc
Evis is 770%, SW is 800%

hot echo
#

oh shit true

stable ridge
#

More distance?

hot echo
#

it just has the attack speed scaling lmfao

stable ridge
#

from +2 attack speed in testing seems like less

vestal gulch
#

"Dash" distance with WW is shortened by more attack speed iirc

nimble field
#

can you make merc be able to move during evis

hot echo
#

another thing that skews the balance between evis and SW is that SW gets absurd benefits from big cdr like brainstalks, whereas evis is limited by the duration

vestal gulch
#

Evis also animation locks you so you can't get more value from CDR

vestal gulch
hot echo
#

hmm, would buffing evis to 200% base damage per hit be too much?

vestal gulch
#

Oh yeah, Evis does have slightly better total damage procs
Since it's 110% compared to SW's 100%
But the damage difference is so miniscule that I don't think it matters

vestal gulch
#

1750% with an Expose proc

hot echo
#

hmm

vestal gulch
#

It might work
idk

hot echo
#

also, doesn't evis spread its hits between several targets? instead of just hitting one?

vestal gulch
#

Yes, but unlike SW it's not the same amount of ticks for all targets

#

So like, this lesser wisp gets hit with 3 from Evis, then this second lesser wisp gets the remaining 4 for Evis

#

While with SW, it would be 8 for all targets caught

hot echo
#

I'm wondering if it's better to focus evis as a single target ability, or multi-target

vestal gulch
#

SW is designed as the multitarget, so Evis as the single target would make more sense to me

hot echo
#

SW has both, but its multi-target has limited range

vestal gulch
#

The SW AoE hitbox is pretty massive

hot echo
#

ah

vestal gulch
#

Like, the limitation is more how many targets it can hit at once, not the AoE size

hot echo
#

I was thinking how evis would be if it focused all of its attacks on one target, then reset duration and selected another target

vestal gulch
hot echo
#

like ror1 evis with ancient staff, but with actual damage

vestal gulch
hot echo
#

ye, massacre was a cool ass upgrade

#

would make Evis really good for clearing trash mobs like wisps, lemurians, and beetles

vestal gulch
#

The thing about Massacre is
It has no target limit

#

So if all you've got is like Wisp or Lem hordes
Than it's always better than SW at multitarget

hot echo
#

fair, but if it's heavier targets, SW will always be better

#

plus it would still have much higher benefits from CDR

vestal gulch
#

True

#

The code for Massacre should be in StandaloneAncientScepter, so it's worth looking at that

hot echo
#

and unlike ror1, you can cancel evis with abilities, so you don't have to worry about being stuck in a 20 minute beetle slaughter lmfao

vestal gulch
#

Oh, you can't cancel Evis here either

hot echo
#

you can't?

vestal gulch
#

No, it's a full animation lock

hot echo
#

oh, for some reason I thought you could cancel it with m2

vestal gulch
#

I think you confused it with Blinding Assault

hot echo
#

probably

#

in that case, would definitely wanna try and add a function to cancel out of evis

vestal gulch
#

SAS's solution for doing Massacre was allowing you to press and hold M1 to exit early

#

Oh no sorry, it was special button

#

Could probably do away with the 2x duration part

hot echo
#

ya

#

2x duration+attack speed scaling sounds like a bit much

#

so, current to-do list
-make WW and RT not have their velocity affected by attack speed
-make evis only attack one target at a time
-port over the duration refresh code from SAS

#

oh, and make a config

vestal gulch
#

Good stuff

hot echo
#

I could also just make WW and RT completely unaffected by attack speed

nimble field
#

can you shorten ww's and especially rt's anim? at the end it's annoying to sprint after such a long period

vestal gulch
#

Oh yeah, endlag huh

hot echo
hot echo
#

if not, I'll try and add that functionality

#

tho I can't promise anything too complicated, since I am still very inexperienced

vestal gulch
#

Hey, it's good practice

hot echo
#

yee

hot echo
#

@timid blaze so, I'm trying to follow along with the thunderstore tutorial for making a config file, but I don't know what to do with this chunk of code, since it just pops up a bunch of errors wherever I put it

timid blaze
#

uh

#

not sure if you need that actually

hot echo
#

oh

#

that would explain it then

timid blaze
#

never had it in any of my mods at least

nimble field
#

in class

public static ConfigEntry<float> InternalName { get; set; }

in awake

InternalName = Config.Bind<float>("Section Name", "Config Option name", (float)1f, "Config Option description");

and for getting or setting its values you do InternalName.Value

hot echo
#

ty!

hot echo
#

alright, got the config for the m1 attack speed, now I just need to implement the other changes

#

the WW and RT changes should be easier than the Evis changes

#

just gotta figure out how to mess with the endlag

#

btw, @nimble field I just tested, and you can enter sprint as soon as you start falling with RT and WW

#

so the current endlag is likely there to prevent sprint/attacking while the hitbox can still deal damage

#

tho admittedly it'd be pretty cool to do fuckin FADC combos with merc lol

vestal gulch
#

Oh yeah, I had a tweak in mind for Cybernetic Enhancements, but I'm not sure how it would be coded

charred gyro
#

so, quick question

#

with corpsebloom reborn, no healing scaling, just max/min decay rate, is "you bought 20 lunar items and now you have 2x healing applied instantly" decent for a lunar downside since I can't make the downside worse than that

#

the alternative would be something worse like "each stack decreases healing by 10% but increases healing rate by 10%" which means at 20 stacks healing is fully disabled (or whatever the actual numbers turn out to be) but I don't like that

vestal gulch
#

That's not a feedback

#

That's just a question about a mod lel

charred gyro
#

it's a question about config for a mod

hot echo
#

ah, fair enough

charred gyro
#

I'm just struggling to imagine how I will set a scaling downside for corpsebloom reborn and hoping someone can give me a tip

#

like if I have to make the downside "extra healing decreases per stack" then I will

hot echo
#

maybe make it so healing is delayed by a percentage of its value

charred gyro
#

well

#

corpsebloom reborn doesn't support that and it's not my mod

hot echo
#

ah

charred gyro
#

I have limited options to work with

#

if it were my mod I would have scaling be multiplicative so you can scale it infinitely and it would decrease healing by 10% each time

charred gyro
#

but in the mod, scaling is linear so if the downside is decreased healing, you have a finite number of stacks before your healing becomes zero

hot echo
charred gyro
#

Heal before reserve (y/n)
Bypass reserve when reserve is full (y/n)
Base Incraseed Absorb (%)
Increased Absorb per stack (%, linear)
Base Increased Healing From Absorb (%)
Increased Healing From Absorb per stack (%, linear)
Base absorb reserve (by % of max health)
Increased reserve per stack (% of max health, linear)
Base usage rate (% of max health I believe)
Usage rate per stack (%, linear)
Base decay rate (% of max health)
Decay rate per stack (%, linear)

#

for example I have it set as

All non-Absorb healing is converted to Absorb at 100% value (no stacking)
Excess Absorb is discarded
Healing has 100% increased effectiveness when coming out of absorb (no stacking)
Absorb is based on 200% of your maximum health (no stacking)
Heal at a rate of 10% of your max health per second as long as you have sufficient Absorb (+ 10%, linear, per stack)
Absorb does not decay (actually 0.1%) at base but decays at 10% per stack after the first

#

whereas what I'm thinking is (ignore the numbers)

Conversion to Absorb is increased by 50% per stack
Healing from absorb is 10% less effective per stack

#

er hang on gotta change "more" to "increased"

#

increased means "stacking linearly" and more means "stacking multiplicatively" to me because I play path of exile

hot echo
#

same lol

charred gyro
#

so for example at 1 stack:

absorb is 1.0 x the instant healing
healing is 10% x 2.0 when coming out of absorb

But at 2 stacks:

absorb is 1.5 x the instant healing
healing is 20% x 1.9 when coming out of absorb

#

and at 3 stacks

2.0 x the instant healing
30% x 1.8 when coming out of absorb

#

but this is all flexible and just to illustrate what scaling looks like

hot echo
#

I think that's a pretty good scaling method

charred gyro
#

hm ok

hot echo
#

an idea I had is to configure it so
the more you stack, the bigger the heals are
but
it absorbs less healing, so you need to put in a lot more per stack

charred gyro
#

yeah I was thinking about that too

#

that would make it scale better in the lategame

hot echo
#

ya, and earlygame it would still work out as long as you don't take too many

#

and then the more healing items you have, the more you can afford to take

#

@stable ridge @timid blaze any idea how this could be implemented? I wanna add it to the mod, since it's an awesome tweak, but I don't know how to implement it

#

(I also fully plan to credit both of y'all for all the help you've given me)

timid blaze
#

oh, i did something similar in savage, hold on

timid blaze
#

set characterMotor.jumpCount to 0 after a kill

#

and obviously check if the body is merc

#

this will also reset hopoo feathers double jumps, but not really any other way to do it

charred gyro
timid blaze
#

you'd still get the feather jumps first

#

instead of the normal height jump cybernetic enhancements gives you

vestal gulch
#

That's why I was wondering if it was possible
Since me and Frenc were thinking if it could be only the jump from CE

#

If it resets Hopoos, oh well though I guess

hot echo
charred gyro
timid blaze
hot echo
#

ah

charred gyro
#

+= being list append?

#

in python that would be += [ded]

nimble field
#

nah its a hook

charred gyro
#

I don't understand why += is registering a hook lol

#

did they overload it?

nimble field
#

ยฏ_(ใƒ„)_/ยฏ

charred gyro
#

wow rip

timid blaze
#

it just works

charred gyro
#

nice pfp btw

nimble field
#

truer

timid blaze
# hot echo ah

here's the rest btw

            if(report.attackerBody && report.attackerBody.bodyIndex == BodyCatalog.FindBodyIndex("MercBody"))
            {
                report.attackerBody.characterMotor.jumpCount = 0;
            }
hot echo
#

ty!

timid blaze
#

least i hope this actually works

hot echo
#

btw @vestal gulch do you think it would be better to make WW and RT unaffected by attack speed, or try to keep the velocity the same regardless of attack speed?

vestal gulch
#

Velocity same regardless

timid blaze
#

velocity is the same, it's just that velocity over less time = less distance

hot echo
#

is it possible to change the duration of the velocity separately from the attack?

vestal gulch
#

I guess you could also inverse the formula or something
It would make WW dash at the speed of light and RT send you into the stratosphere, but it would be fun

hot echo
#

true, make attack speed increase the velocity

timid blaze
#

which means that there's most definitely a better way

hot echo
#

it's the best thing I could think of so far, since the entire mod is basically kitbashed out of other people's code

#

unironically I'm pretty sure the only part that I've fully written myself are the names

#

which, on one hand, kinda sucks, but on the other hand, it means the mod works way better than if I tried writing all of it

timid blaze
#

eh, most people start like that

stable ridge
#

Couldn't just do like a -= 1 or smth

hot echo
#

alright, back from eating, anybody know how tf I'd multiply whirlwind and rising thunder's velocity by their attack speed?

#

the current list of tweaks is
-3rd m1 not being scaled by attack speed (finished)
-both secondaries having velocity scale with attack speed (no clue how to do this)
-resetting jumps on kill (withor showed me how to do this one)
-making eviscerate only attack one enemy at a time (no idea how to do this either)
-make eviscerate reset its duration on kill (I can probably just pull the code from the ancient scepter mod)

vestal gulch
#

reset its cooldown on kill

hot echo
#

my bad, duration

vestal gulch
#

Would be hilarious though to have the cooldown reset on cooldown

hot echo
#

@stable ridge @timid blaze I am once again asking for your financial support coding advice

#

(sorry if the pings are getting annoying btw)

timid blaze
#

hm

#

first of all here are the values for WW that the game uses rn

hot echo
#

I'm assuming selfForceMagnitude is what causes the movement on the ground, and smallHopVelocity is the "jump" whirlwind gives?

timid blaze
#

uh, maybe not it seems

hot echo
#

hmm

timid blaze
#

so first of all, selfforce and smallhop are only applied once, so nothing ya need to change there

#

movespeed coeff is applied every frame, so it's probably where most of WW's distance comes from

hot echo
#

hmm, so how would I go about multiplying the movespeed coeff by attack speed?

timid blaze
#

oh, i think you can just hook onEnter for WWBase and do self.moveSpeedBonusCoefficient *= self.attackspeed

hot echo
#

would whirlwind base account for both states?

timid blaze
#

wdym?

hot echo
#

aka the air version and the ground version?

timid blaze
#

yeah, both the air and ground version just use base but change some values

hot echo
#

awesome!

#

ty

timid blaze
#

if something about this doesn't work ask hifu / wolfo, i'm gonna head to bed pretty soon

hot echo
#

will do!

#

err, for whatever reason, after attempting to add the config, the mod no longer does anything

#

@stable ridge @nimble field any ideas?

crisp heart
#

What the hell is a โ€œpublic voidโ€โ€ฆ..?

#

And why is it awake ๐Ÿ˜จ

hot echo
#

ah ye dw we're just makin the dlc in here ๐Ÿ‘

prisma oracle
hot echo
#

nope

#

I'll try building it again to see if that changes anything

nimble field
#

does it load in the console?

#

also uh might be obvious but maybe they are set as false in the config binds :P

hot echo
#

good question, I'll check that

hot echo
nimble field
#

can you like dm me the entire code

hot echo
#

sure

#

should I send it as a text file?

nimble field
#

thats fine

fiery sequoia
#

Interesting

charred gyro
#

grapples beetle queen
it shoots ground acid... away from you

#

I don't even fucking want to KNOW what it would do to mithrix

fiery sequoia
hot echo
#

so, @vestal gulch, I discovered something interesting about how whirlwind scales with attack speed

#

at high enough attack speed, it just straight up doesn't do the second swing

#

so I'll probably also add a setting to make the secondaries ignore attack speed

vestal gulch
#

Cool

hot echo
#

I also can't seem to get the velocity scaling to work

#

I'll probably have to ask wolfo and withor about it tomorrow

hot echo
#

aaaaand I am once again clueless

nimble field
#

does it have that bool in dnspy?

#

try the EntityStates.Merc. etc that leads up to whirlwind

#

instead of self

hot echo
#

nope, doesn't have it

nimble field
#

try setting duration to base duration

#

you can also multiply duration by attack speed stat, probably

hot echo
#

setting the duration to base duration seems the most reliable, how do I do that?

#

currently I have "self.duration = self.baseDuration", but I'm guessing it's not that simple

nimble field
#

it should work if you do it after orig(self)

hot echo
#

oh, cool

#

for some reason, this resulted in whirlwind only hitting once (what it usually does at high attack speed) but then freezing the animation, and moving forward like it would with no bonus attack speed

#

I'll see if rising thunder has anything weird

#

so, from what I can tell after testing both of them, it increases the duration of the ability, but not the animation/hitbox

hot echo
#

so @nimble field, to do something when merc kills an enemy, what do I put after GlobalEventManager.onCharacterDeathGlobal +=?

nimble field
#

that would be your method name

#

e. g.

private void MethodName(DamageReport report)
{
    // code 
}

private void Awake()
{
    GlobalEventManager.onCharacterDeathGlobal += MethodName;
}
hot echo
#

so, how would I go about fitting this code
if(report.attackerBody && report.attackerBody.bodyIndex == BodyCatalog.FindBodyIndex("MercBody")) { report.attackerBody.characterMotor.jumpCount = 0; }

#

do I put it under the "private void" or somewhere else?

nimble field
#

inside it

#

you may also need this

RoR2.CharacterBody attacker = report.attackerBody;

and then use it instead of report.attackerBody

hot echo
latent patio
#

Is there a newer version of Starstorm i should be using? The nightly version is fekked

vestal gulch
#

Nightly version is the newer version

nimble field
#

downgrade msu to 0.60 or 0.70

vestal gulch
#

And that

latent patio
#

Thanks, Ill try that

nimble field
hot echo
#

ohhh

#

it still says "the modifier "private" is not valid for this item"

latent patio
#

Tried on the Older version i was on and it did the same thing

nimble field
hot echo
#

it's in "public void awake", I'm guessing I should move it above that?

nimble field
#

above or below

#

class
{
method
{

} 

method
{

} 

}

hot echo
#

ok, so with the methods seperate, and the code inside the "if" statement, it should reset my jumps when I kill something

#

unless I misplaced something

nimble field
hot echo
#

ah, thank you

#

wait, so can it be put under public void Awake() with the rest of the hooks, or do I specifically need to add private void Awake()?

nimble field
#

oh it's public I forgor
just hook it in awake

hot echo
#

cool, should I also switch the method to a public void?

nimble field
#

I don't really know if that changes anything

hot echo
#

I'll just switch it to public then, since all the other ones are

#

eyyyy, it works!

#

now I've got 2/5 of the tweaks done

#

still need to figure out how to deal with duration on merc's secondaries

#

since just setting it to the base duration makes it really buggy

agile chasm
#

is there a freecam/devcam mod

vestal gulch
fickle belfry
#

Hey, so me and my friends have been playing HEAVILY modded RoR2 for a while. We also like playing King Kombat Arena from time to time but it seems to not work with any of the mods we try. Is mods able to be played on top of KKA? If so, what mods or how can we get some of our mods to work?

fierce elbow
#

Hi
I already had mods installed in the game and now i have mod manager, but i cant see the mods. I need to re install all mods again?

prisma oracle
#

I would also recommend removing the old, manually downloaded mods as a precaution

vestal gulch
#

Delete all the files involved in manual modding first

fierce elbow
#

Thanks

vestal gulch
#

Then yeah, reinstall via the mod manager

fierce elbow
#

And i lost all my progress of the mods, right?

vestal gulch
#

Shouldn't

fierce elbow
#

ok

shy umbra
#

Anyone know of a mod which automatically makes you pick up items dropped from artifact of sacrifice? Its a very small annoyance but I feel like I spend half my time picking up the items that drop (especially if I want to loop my runs)

flint dome
#

someone make a tharson and furthen mod pls

rough tendon
#

On a scale of 1-10 how is the r2modman client for checking mods for cybersecurity risks and modpack integrity? I assume like a 2 or 3 out of 10 right?

prisma oracle
#

uhhhhhhhhhhhhh
that's a
strange question

#

mods need to be manually reported for any security risks (unless it sets off windows defender) to thunderstore staff

rough tendon
#

I got the answer I was looking for in games questionms

hot echo
#

@timid blaze @stable ridge so, I tried to do self.duration = self.baseDuration;, but it kinda just made the hitbox the same duration, but froze the animation for the remaining duration

timid blaze
#

yeah, makes sense

hot echo
#

it had the velocity of the normal secondary, but the animation and hitbox was severely scuffed

timid blaze
#

probably easiest if you just make it do the animation again right after you set the duration back

hot echo
#

so, would that make it do the full animation+attack, or just do the first part multiple times?

timid blaze
#

actually, wait, this was for whilrwind, right?

hot echo
#

ye

timid blaze
#

hm

hot echo
#

probably should've mentioned that first, sorry

timid blaze
#

i don't think you can make it do the animation again then, since it just links to a separate method

hot echo
#

hmm, so I'm guessing there isn't a simple way to make whirlwind ignore attack speed like there was for m1

#

since "ignoreattackspeed" doesn't actually exist for whirlwind (or rising thunder for that matter)

timid blaze
#

basically the problem rn is that you do orig(self); which includes setting the duration to baseDuration / AS and then initializing the animation with the new duration, and only reset the duration afterwards

#

you could do self.attackspeed = 1 before orig(self); maybe, and then reset it afterwards

#

so just like

float attackSpeed = self.attackSpeed;
self.attackSpeed = 1;
orig(self);
self.attackSpeed = attackSpeed;

#

plus fixing any errors it throws at ya of course

hot echo
#

would that also work with RT?

timid blaze
#

probably

#

oh, wait

#

no, nvm, the duration should also just be reset like this as well

#

so, if it doesn't ask for your attackspeed anywhere else in the state it should work fine

hot echo
#

noice, I'll be sure to test it thoroughly after I put the code in

limpid saffron
#

How do I compy the code to give to one of my friends?

timid swallow
hot echo
#

do I need the second orig(self) in this code?

timid blaze
#

nah

nimble field
#

my eyes happiesttroll

hot echo
#

given how often I have to ask for help on this, I figured I'd go ahead and add some lmfao

nimble field
#

i can make it worse hold up

timid blaze
#

oh no

nimble field
hot echo
#

what even

timid blaze
#

perfection

hot echo
#

I see now why people have dedicated so much tim to making code readability standards

#

because I genuinely can't even tell which parts of that are connected wtf XD

nimble field
#

its funny tho

hot echo
#

wait...those are both the same chunk of code?

nimble field
#

yes

hot echo
#

dear god

timid blaze
#

deer god

nimble field
#

you can also do funny oneliners

hot echo
#

also, should I be putting the {} on the right like that, cus I've just been makin a staircase with em like the modding wiki does

hot echo
#

imagine writing an entire mod on a single line

nimble field
#

hold up

hot echo
#

oh no

nimble field
#

ight lets test

hot echo
#

@timid blaze the code didn't work sadly, any ideas?

timid blaze
#

uhhhh

#

why is attackspeed green?

hot echo
#

"forced access of attackSpeedStat can lead to unintended behavior. Check for public members first"

timid blaze
#

hm

#

yeah, i don't know what that means

hot echo
#

not sure if it actually affects anything, since it said the same about duration

timid blaze
#

you did also enable the thing in the config?

hot echo
#

yep

timid blaze
#

and the mod is loaded? there are no errors when launching the game?

hot echo
#

yup, and the m1 attack speed worked as intended

timid blaze
#

hm, really not sure then

hot echo
#

meaning it ran that part of the script, and seemingly just ignored the other part

timid blaze
#

maybe ask hifu once he's done with his single line mod thingy

hot echo
#

๐Ÿ‘Œ

nimble field
#

the mod works happiesttroll

timid blaze
#

send it as a .txt

nimble field
#

๐Ÿคจ

timid blaze
#

yessssss

stable ridge
#

send 11k lines of code through txt in binary

timid swallow
#

hunterness

hot echo
#

m a x i m u m r e a d a b i l i t y

#

so, @stable ridge @nimble field any idea why this code isn't working?

#

it's supposed to make whirlwind unaffected by attack speed, but instead it does nothing

nimble field
#

dont need the == true
also put the { } for the if please

also the extra { } inside the on hook are ๐Ÿคจ

#

thats not gonna fix it tho prolly

stable ridge
#

just doing self duration = base didn't seem to affect the attack for me yeah idk

hot echo
nimble field
#

it defaults to true

#

if theres nothing

hot echo
#

ohh

hot echo
stable ridge
#

I said it didn't work so

hot echo
#

ohhh, nvm

stable ridge
#

you'd need to probably do it after orig(self) anyways

hot echo
#

I suppose I'll have to move on to one of the other tweaks until someone has an idea

carmine rain
#

Been playing King Kombat Arena mod from time to time but it seems to not work with any of the mods i try with friends. Are mods able to be played on top of KKA? If so, what mods or how can we get some of our mods to work?

hot echo
#

@stable ridge @nimble field @timid blaze any idea how to make it so eviscerate only attacks one target at a time?

timid blaze
#

wdym?

hot echo
#

currently it spreads the hits out between each nearby target, which makes its singletarget dps suck assss

timid blaze
#

wait, i honestly didn't know that

hot echo
#

so I'm trying to figure out if there's a way to make it focus all of the hits on just one

timid blaze
#

hm, guess you could move searchForTarget() to OnEnter, and then only attack that hurtbox, though that might be a little too hard for you rn

#

would require like a lot of rewriting existing code

#

and there might be an easier solution, this is just my brute force one

hot echo
#

ah, might have to wait a while on that one then

#

the main reason was to use it in conjunction with the other thing I had in mind, which is porting over the massacre code from the standalone ancient scepter mod

#

that way it would deal the full damage to one target, more than likely killing it, and then moving to the next

stable ridge
#

btw I have like 0 knowledge on modifying skills other than swapping out the prefabs so I can't really help with this anyways

hot echo
#

ah

timid blaze
#

i guess i could just try writing it for you tomorrow

hot echo
#

that would be awesome!

#

I'll make sure to credit you, hifu, and wolfo for writing the code, once I release the finished mod

nimble field
#

could prolly be done with an ILhook but im not good enough for changing that with IL

hot echo
#

I could also just send the dll once it's done if one of y'all wanna release it instead, since my contribution was just putting the code in the IDE lol

nimble field
#

nahh have it

stable ridge
#

I'd rather just not be involved

hot echo
stable ridge
#

sure but obviously up to them

hot echo
#

ye definitely

nimble field
#

you know the item's good when you have to take fuckin' notes while changing it happiesttroll

hot echo
#

if nobody wants to be credited directly I can just say "the people on the ror2 discord helped me with the actual code" or something along those lines

timid blaze
#

i'm fine with being credited, can't be worse than any of my most recent mods

hot echo
#

๐Ÿ‘

nimble field
rough tendon
#

hmm, it seems my eclipse progress was reset when I played modded yesterday

rocky panther
sonic osprey
#

Were you using UnlockAll?

rough tendon
#

I was using preloaded modpacks

rocky panther
#

i have multitudes but i don't know how to double the player count after every stage

rough tendon
#

theres a chance it was included

nimble field
#

config or artifact of multitudes mod

sonic osprey
#

I think that mod fucks with eclipse.

rough tendon
#

I also lost my monster logs

sonic osprey
#

Yep definitly UnlockAll

rough tendon
#

and enviro, and some survivor completions

rocky panther
#

yeah the config only allows me to set the multiplier to a static number @nimble field

sonic osprey
#

You profile is fuckaroo'd unfortunately

nimble field
#

artifact of multitudes instead?

jolly agate
#

any good modded videos?

rough tendon
#

I mean i had 10m lunar coins

jolly agate
#

i wanna see how it looks

rough tendon
#

its not like I was trying too hard at this point, I just enjoyed grinding away at solo objectives

#

I just love the gameplay loop

sonic osprey
rough tendon
#

thanks g

rocky panther
#

thank you @nimble field

sonic osprey
#

You'll want one for when the DLC come out

rough tendon
#

When is it coming out btw

sonic osprey
#

Sounds like this month maybe.

#

And when I say get a profile back, you need to make a a new profile and then unlock everything in that profile.

#

Your existing profile is screwed.

rough tendon
#

oh goodie

#

NM tho, I mean if I can do unlocks and hours I can literally get it back

#

I highkey remember most unlocks I had :p I enjoy going for unlocks on monsoon so it takes me awhile for each one

hot echo
#

how do I look at the code of another mod?

#

i.e one I didn't make

nimble field
#

open it up with dnspy

#

there might also be github links on the thunderstore page
but obviously, ask for permission to use the code and stuff

hot echo
#

hmm

#

well the team who made the standalone ancient scepter mod is called "amogus_lovers", and I don't actually know how I'd contact them

nimble field
#

there might also be the actual author name in the dll

hot echo
#

ah, found some names

#

"thinkinvisible - original code and implementation
rob - fixed code"

nimble field
#

oh Rob quit modding

hot echo
#

found thinkinvisible on the server, so I messaged them, hopefully I'll get a response

turbid briar
#

Does anyone know how to make mods load on a linux server using wine to load risk of rain 2 server?

sonic pilot
#

I have an idea for a difficulty mod, but don't know how to mod, would anyone be down to make a difficulty mod?

hexed wolf
#

hey im trying to use kyle's original soundtrack to use my own music and had a question:

#

if I want it to pick from multiple songs for one "rule/scene" do i just add the additional songs where the first song title is and separate by comma or do I need to make a new line with the same Rule/Scene but different song name by itself?

sonic pilot
#

i have numbers in mind that would make it difficult even with command :)

analog rampart
#

YO

#

ok but would it still be fun

sonic pilot
#

would you like to see what i have in mind?

analog rampart
#

sure

sonic pilot
#

Enemy OSP gain 1 layer of 1 shot protection per 2 stages up to 5 layers, thus requiring at least 5 hits to kill each enemy by stage 10.
Enemy Damage doubles every 4 stages
Enemy Speed +10% per stage
Enemy Armor +15 per minute
Enemy Scaling +300%
Enemy Attack Speed +10% per stage
Enemy Movement Speed +15% per stage
Enemy Crit Chance +25% per stage up to 100%
Enemy Size +10% per stage up to 100%
Enemy Cooldowns -50%
Enemy Items gain 1 tougher times per stage starting at stage 8
Ally lose 1 shot protection stage 8 and forward
Ally healing -20% total healing per 4 stages up to -80%

Void Fields damage active after stage 8 on all stages
Void Fields damage does not activate planula healing effect or razor wire
Hellfire Tincture does not activate planula healing effect after stage 8

vestal gulch
#

Firewaze
I think there's a pretty solid name for this one
The Diluvian name has yet to return
Same for Syzygy

analog rampart
#

ok that is uh a lot of moddifiers

sonic pilot
#

i think it would be fun haha

rocky panther
#

i guess artifact of multitudes mod no longer works?

sonic pilot
#

multitudes is good and fun, but it only makes stage 1 harder primarily for command runs

rocky panther
#

i'm talking about the artifact of multitudes, not mulittudes

nimble field
#

balancing around command is stupid

vestal gulch
#

Then like
Don't run Command

rocky panther
potent hare
#

Is there a config to turn off the elites in aetherium. I only want the artifacts.

rocky panther
#

this increases the scale every stage

vestal gulch
rocky panther
#

or it's suppose to, don't see any config for the mod unfortunately

potent hare
#

I see it now thank you

analog rampart
#

i like the idea that the enemies get bigger thats cool but idk about 15 armor per minute that sounds like the j and idk about losing ally losing healing like what

vestal gulch
#

Based on what they were saying it seems they were trying to balance out Command
Like
Don't balance around Command
There's already mods that nerf it anyways

analog rampart
#

i'd assume you'd buff the player in some way or compensate in like any way

sonic pilot
#

config maybe o:

frail stream
#

here is what the item spawn mod can do

sonic pilot
#

i wouldn't buff the player personally, but there's definitely options like starting items x)

vestal gulch
#

You're trying to make a difficulty mod
That relies on other mods to even make it fair for the player
C'mon, even Syzygy didn't go that far
Oh, and Command, the most broken artifact too

frail stream
#

i have very little coding experience, but thats a cool run i had with mods

#

got phase 3 (after lunar chimera phase) mithrix as a ghost, and it broke phase 4

jolly veldt
#

Man, one of the mods I installed the creator put some bullshit customization in it that completely ruins gameplay and I don't know which one it is -_-

#

makes it so my character is always shooting like he's an Engineer turret

prisma oracle
vestal gulch
#

That would be the Engineer With A Shotgun mod for that conflict, Atlantean

jolly veldt
#

I don't have that mod :<

vestal gulch
#

As for Blast's, I'm not sure

jolly veldt
#

I have pretty basic stuff. FasterChanes/3DPrint/Scrapper. LunaCoinShare, FastBossWait, Multitudes, ItemStats

#

in fact, that's litterally all of them.

#

(+Dependancies)

nimble field
#

there's a modding discord in pins and people are willing to help in the tech support channel as well

jolly veldt
#

Oh nice. Thank you.

prisma oracle
crystal lance
#

there is also a mod manager called thunderstore

jolly veldt
#

I'm using Thunderstore, it's super nice.

vestal gulch
#

Thunderstore Mod Manager, yes

crystal lance
#

yeah same

vestal gulch
#

TMM is basically R2Modman with ads to support the devs of Thunderstore

#

Pretty cool

#

Both mod managers work well and do their jobs, so either one is up to preference overall

sonic pilot
#

in either case whether my idea is good or bad, thanks for hearing me out :)

analog rampart
#

np, if you really want to try out your idea, making difficulties is really easy maybe the difficulty might be fun but idk how i would even like code the osp stuff, but my mod is like 146 lines long and it was how i got into modding so if you've never modded before then trying to make your difficulty would be a good start. you might want to watch a video and take some notes on some c# stuff first though

vestal gulch
#

Go to the modding server too

#

There's a lot more people there to help you that might not be here in the main server

analog rampart
#

also the hardest part is making icons, it took me 2 days to refine the tempest icon until i was happy with it

sonic pilot
#

thank you! :D

jade prairie
#

is there a mod that makes you autojump

vestal gulch
#

No

#

Not sure why'd you want it

jade prairie
#

im used to source games

vestal gulch
#

Oh, you mean an autojump if you're already holding space

jade prairie
#

im the type of person who breaks their scrollwheel because of how much they use it in tf2 (i bound scrollwheel to jump)

#

yeah

vestal gulch
#

Yeah, Mint Tea is the mod then
(Mint Tea also adds bhopping for that authentic Source experience)

jade prairie
#

i...like to jump

#

oOOH that looks awesome thanks

#

lmfao i love this modding community
"long tail acrid" mod by "taillover"

hot echo
#

less fuckin gooooo!

#

now I just need to figure out how to port the code over without requiring the item

charred gyro
#

is there any modded character who has ability that they can just channel when there are no enemies around, like they stand still and accumulate power?

#

like maybe not one of their four main abilities but nemry has a weapon swap key so presumably they could just add that as a fifth ability idk

forest adder
#

I mean theres goku

#

He has that 'sit still &scream' ability that recharges his ki, which allows you to stay in super sayan form, whoch allows you to slowly master it by being in that form, which gives fat damage buffs

#

And then you throw a spirit bomb

#

Theres also the playable scavenger, who has an ability to just nick items

hollow burrow
#

Anyone know any good ways to improve performance on large modpacks?

hot echo
#

thanks to the help of DestroyedClone, I was able to get the Massacre port working :D

#

now I just need to find a way to make merc's secondaries ignore attack speed

hot echo
#

and withor said she could try writing the code to make eviscerate focus one target at a time

#

so if both of those get done, the mod will be finished and ready to release

vestal gulch
#

I mean
Why not release the jump tweak for now?

hot echo
#

fair tbh, it's already got 3/5 of the planned features

vestal gulch
#

I require aerial combos

hot echo
#

ohhh wait, you mean releasing the jump tweak as a standalone, I could probably go ahead and whip that up :D

vestal gulch
#

Huh, no I meant as an update to Merc

#

Not as a standalone lel

hot echo
#

that works fine too

vestal gulch
#

Though if you want to do a standalone that's cool too

hot echo
#

note: due to me being very amateur at coding, I went ahead and just made it set the jump count to 0

#

which does result in being able to use a ground jump, while in the air once you kill something lmfao

vestal gulch
#

It resets Hopoos though too iirc

hot echo
#

ye

#

hopoos, base jumps, cybernetic jumps, all of em

vestal gulch
hot echo
#

ya, problem is I don't actually know how to do that

#

and all the people who do are offline rn

vestal gulch
#

Fair
Ah well

#

Resetting Hopoos isn't the end of the world tbh

hot echo
#

plus, now you can do some weird ass parkour up to the mithrix arena lmfao

vestal gulch
#

It'll only be relevant on high multikills, which by that point you're probably resetting your CE jumps often anyways

hot echo
#

snipe a chimera with SW from way up there

vestal gulch
#

Update: mercenary can now fly

hot echo
#

tho to be broken, you do need a fair amount of feathers